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epi: Documentation update
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1 changed files with 21 additions and 5 deletions
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@ -1,3 +1,15 @@
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/*
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Logic Flow:
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Once a player reaches the saferoom, it will give at a minimum a kit for each extra player over 4.
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There is a small chance of bonus kit, and will give bonus depending on average team health
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Kits are provided when a player attempts to pickup a new kit,
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or when they load back in after map transition (and don't already have one)
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Once a new map starts, all item spawners are checked and randomly their spawn count will be increased by 1.
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*/
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#pragma semicolon 1
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#pragma newdecls required
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@ -13,7 +25,6 @@
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#include <jutils>
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//TODO: On 3rd/4th kit pickup in area, add more
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//TODO: Add extra pills too, on pickup
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//TODO: Set ammo pack ammo to max primary
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#define L4D2_WEPUPGFLAG_NONE (0 << 0)
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#define L4D2_WEPUPGFLAG_INCENDIARY (1 << 0)
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@ -39,6 +50,7 @@ static bool isCheckpointReached, isLateLoaded, firstGiven, isFailureRound;
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static ArrayList ammoPacks;
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static int g_iAmmoTable;
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/*
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on first start: Everyone has a kit, new comers also get a kit.
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then when you reach the saferoom, extraKitsAmount is set to the amount of players minus 4. Ex: 5 players -> 1 extra kit
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@ -266,6 +278,7 @@ public void OnMapEnd() {
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ammoPacks.Clear();
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}
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public void EntityOutput_OnStartTouchSaferoom(const char[] output, int caller, int client, float time) {
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//TODO: Possibly check client (as entity) if it is a kit, to check that the kit being picked up is in saferoom?
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if(!isCheckpointReached && client > 0 && client <= MaxClients && IsValidClient(client) && GetClientTeam(client) == 2) {
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isCheckpointReached = true;
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int extraPlayers = GetSurvivorsCount() - 4;
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@ -294,16 +307,17 @@ public Action Event_RoundEnd(Event event, const char[] name, bool dontBroadcast)
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if(!isFailureRound) isFailureRound = true;
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}
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public Action Event_MapTransition(Event event, const char[] name, bool dontBroadcast) {
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#if defined DEBUG
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PrintToServer("Map transition | %d Extra Kits", extraKitsAmount);
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#endif
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isCheckpointReached = false;
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isLateLoaded = false;
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//If any kits were consumed before map transition, decrease from reset-amount (for if a round fails)
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#if defined DEBUG
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PrintToServer("Map transition | Extra Kits Left %d | Starting Amount %d", extraKitsAmount, extraKitsStarted);
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#endif
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extraKitsStarted = extraKitsAmount;
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abmExtraCount = GetRealSurvivorsCount();
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playerstoWaitFor = GetSurvivorsCount();
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}
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//TODO: Possibly hacky logic of on third different ent id picked up, in short timespan, detect as set of 4 (pills, kits) & give extra
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public Action Event_Pickup(int client, int weapon) {
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char name[32];
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GetEntityClassname(weapon, name, sizeof(name));
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@ -401,6 +415,8 @@ public Action Timer_AddExtraCounts(Handle hd) {
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&& StrContains(classname, "zombie", true) == -1
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&& StrContains(classname, "scavenge", true) == -1
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) {
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int newEnt = CreateEntityByName(classname);
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DispatchSpawn(newEnt);
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int count = GetEntProp(i, Prop_Data, "m_itemCount");
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//Add extra kits (equal to player count) to any 4 set of kits.
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if(count == 4 && StrEqual(classname, "weapon_first_aid_kit_spawn", true)) {
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