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l4d2_feedthetrolls: Support multiple modes at once
- Use bit field and bitwise operations to check/set - Turn off certain troll modes if mutual exclusive - Fix modifier menu not showing - Fix slow speed not applying
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186
scripting/include/feedthetrolls.inc
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186
scripting/include/feedthetrolls.inc
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#define TROLL_MODE_COUNT 15
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//
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enum trollMode {
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Troll_Reset = 0, //0
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Troll_SlowSpeed, //1
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Troll_HigherGravity, //2
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Troll_HalfPrimaryAmmo, //3
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Troll_UziRules, //4
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Troll_PrimaryDisable, //5
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Troll_SlowDrain, //6
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Troll_Clumsy, //7
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Troll_iCantSpellNoMore, //8
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Troll_CameTooEarly, //9
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Troll_KillMeSoftly, //10
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Troll_ThrowItAll, //11
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Troll_GunJam, //12
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Troll_NoPickup, //13
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Troll_Swarm //14
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}
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enum TrollModifer {
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TrollMod_None = 0,
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TrollMod_InstantFire = 1,
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TrollMod_Repeat = 2
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}
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char TROLL_MODES_NAMES[TROLL_MODE_COUNT][32] = {
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"Reset User", //0
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"Slow Speed", //1
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"Higher Gravity", //2
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"Half Primary Ammo", //3
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"UziRules", //4
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"PrimaryDisable", //5
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"SlowDrain", //6
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"Clusmy", //7
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"iCantSpellNoMore", //8
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"CameTooEarly", //9
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"KillMeSoftly", //10
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"ThrowItAll", //11
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"GunJam", //12
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"NoPickup",
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"Swarm"
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};
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char TROLL_MODES_DESCRIPTIONS[TROLL_MODE_COUNT][128] = {
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"Resets the user, removes all troll effects", //0
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"Sets player speed to 0.8x of normal speed", //1
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"Sets player gravity to 1.3x of normal gravity", //2
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"Cuts their primary reserve ammo in half", //3
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"Picking up a weapon gives them a UZI instead", //4
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"Player cannot pickup any weapons, only melee/pistols", //5
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"Player slowly loses health", //6
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"Player drops axe periodically or on demand", //7
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"Chat messages letter will randomly changed with wrong letters ", //8
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"When they shoot, random chance they empty whole clip", //9
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"Make player eat or waste pills whenever possible", //10
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"Player throws all their items at nearby player, periodically", //11
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"On reload, small chance their gun gets jammed - Can't reload.", //12
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"Prevents a player from picking up ANY (new) item. Use ThrowItAll to make them drop",
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"Swarms a player with zombies. Requires swarm plugin"
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};
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int iTrollUsers[MAXPLAYERS+1];
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//Applies the selected trollMode to the victim.
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//Modifiers are as followed: 0 -> Both (fire instant, and timer), 1 -> Fire Once, 2 -> Start timer
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void ApplyModeToClient(int client, int victim, trollMode mode, TrollModifer modifiers) {
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ResetClient(victim, false);
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if(view_as<int>(mode) > TROLL_MODE_COUNT || view_as<int>(mode) < 0) {
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ReplyToCommand(client, "Unknown troll mode ID '%d'. Pick a mode between 1 and %d", mode, TROLL_MODE_COUNT - 1);
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return;
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}
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//bool activating = !HasTrollMode(victim, mode);
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bool hasActivationMod = (modifiers & ~TrollMod_InstantFire & ~TrollMod_Repeat) == TrollMod_None;
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switch(mode) {
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case Troll_Reset: {
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ShowActivity(client, "reset troll effects for %N. ", victim);
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iTrollUsers[victim] = Troll_Reset;
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return;
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}
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case Troll_SlowSpeed:
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SetEntPropFloat(victim, Prop_Send, "m_flLaggedMovementValue", 0.8);
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case Troll_HigherGravity:
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SetEntityGravity(victim, 1.3);
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case Troll_HalfPrimaryAmmo: {
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//TODO: Implement modifier code
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int current = GetPrimaryReserveAmmo(victim);
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SetPrimaryReserveAmmo(victim, current / 2);
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}
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case Troll_UziRules: {
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TurnOffTrollMode(victim, Troll_NoPickup);
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TurnOffTrollMode(victim, Troll_PrimaryDisable);
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SDKHook(victim, SDKHook_WeaponCanUse, Event_ItemPickup);
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}
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case Troll_PrimaryDisable: {
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TurnOffTrollMode(victim, Troll_UziRules);
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TurnOffTrollMode(victim, Troll_NoPickup);
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SDKHook(victim, SDKHook_WeaponCanUse, Event_ItemPickup);
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}
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case Troll_NoPickup: {
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TurnOffTrollMode(victim, Troll_UziRules);
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TurnOffTrollMode(victim, Troll_PrimaryDisable);
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SDKHook(victim, SDKHook_WeaponCanUse, Event_ItemPickup);
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}
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case Troll_Clumsy: {
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//TODO: Implement modifier code
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int wpn = GetClientSecondaryWeapon(victim);
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bool hasMelee = DoesClientHaveMelee(victim);
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if(hasMelee) {
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float pos[3];
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int clients[4];
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GetClientAbsOrigin(victim, pos);
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int clientCount = GetClientsInRange(pos, RangeType_Visibility, clients, sizeof(clients));
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for(int i = 0; i < clientCount; i++) {
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if(clients[i] != victim) {
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float targPos[3];
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GetClientAbsOrigin(clients[i], targPos);
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SDKHooks_DropWeapon(victim, wpn, targPos);
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iTrollUsers[victim] = mode;
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CreateTimer(0.2, Timer_GivePistol);
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return;
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}
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}
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SDKHooks_DropWeapon(victim, wpn);
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}
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}
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case Troll_CameTooEarly:
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//TODO: Implement modifier code
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ReplyToCommand(client, "This troll mode is not implemented.");
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case Troll_ThrowItAll: {
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if(!hasActivationMod || (modifiers | TrollMod_InstantFire) == TrollMod_InstantFire)
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ThrowAllItems(victim);
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if(hThrowTimer == INVALID_HANDLE && (!hasActivationMod|| (modifiers | TrollMod_Repeat) == TrollMod_Repeat)) {
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PrintToServer("Created new throw item timer");
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hThrowTimer = CreateTimer(hThrowItemInterval.FloatValue, Timer_ThrowTimer, _, TIMER_REPEAT);
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}
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}
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case Troll_Swarm: {
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if((modifiers | TrollMod_InstantFire) == TrollMod_InstantFire) {
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FakeClientCommandEx(client, "sm_swarm #%d", victim);
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}else if((modifiers | TrollMod_Repeat) == TrollMod_Repeat) {
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FakeClientCommandEx(client, "sm_swarmtoggle #%d", victim);
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}else{
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ReplyToCommand(client, "Invalid modifier for mode.");
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return;
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}
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//TODO: Implement swarm
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}
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case Troll_GunJam: {
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int wpn = GetClientWeaponEntIndex(victim, 0);
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if(wpn > -1)
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SDKHook(wpn, SDKHook_Reload, Event_WeaponReload);
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else
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ReplyToCommand(client, "Victim does not have a primary weapon.");
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} default: {
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ReplyToCommand(client, "This trollMode is not implemented.");
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PrintToServer("Troll Mode #%d not implemented (%s)", mode, TROLL_MODES_NAMES[mode]);
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}
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}
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ShowActivity(client, "activated troll mode \"%s\" on %N. ", TROLL_MODES_NAMES[mode], victim);
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//If instant fire mod not provided (aka instead of no modifiers which equals both) OR repeat turned on, set bit:
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if((modifiers | TrollMod_InstantFire) != TrollMod_InstantFire || ((modifiers | TrollMod_Repeat) == TrollMod_Repeat)) {
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iTrollUsers[victim] |= 1 << (view_as<int>(mode) - 1);
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}
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}
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bool HasTrollMode(int client, trollMode mode) {
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return ((iTrollUsers[client] >> view_as<int>(mode) - 1) & 1) == 1;
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}
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void ToggleTrollMode(int client, trollMode mode) {
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iTrollUsers[client] ^= 1 << view_as<int>(mode) -1;
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}
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void TurnOffTrollMode(int client, trollMode mode) {
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if(HasTrollMode(client, mode)) {
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ToggleTrollMode(client, mode);
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}
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}
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void ResetClient(int victim, bool wipe = true) {
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if(wipe) iTrollUsers[victim] = Troll_Reset;
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SetEntityGravity(victim, 1.0);
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SetEntPropFloat(victim, Prop_Send, "m_flLaggedMovementValue", 1.0);
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SDKUnhook(victim, SDKHook_WeaponCanUse, Event_ItemPickup);
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int wpn = GetClientWeaponEntIndex(victim, 0);
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if(wpn > -1)
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SDKUnhook(wpn, SDKHook_Reload, Event_WeaponReload);
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}
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