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readme change & moved to folders
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@ -7,6 +7,7 @@ All my sourcemod plugins... shitty probably
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* [l4d2-info-cmd](#l4d2-info-cmd)
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* [AutoWarpBot](#AutoWarpBot)
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* [200IQBots_FlyYouFools](#200IQBots_FlyYouFools)
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* [BetterWitchAvoidance](#BetterWitchAvoidance)
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## Descriptions
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### csgo-knifehp
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BIN
plugins/BetterWitchAvoidance.smx
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BIN
plugins/BetterWitchAvoidance.smx
Normal file
Binary file not shown.
113
scripting/BetterWitchAvoidance.sp
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113
scripting/BetterWitchAvoidance.sp
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@ -0,0 +1,113 @@
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#pragma semicolon 1
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#pragma newdecls required
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#define DEBUG
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#define PLUGIN_NAME "Better Witch Avoidance"
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#define PLUGIN_DESCRIPTION "Makes bots avoid witches better"
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#define PLUGIN_AUTHOR "jackzmc"
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#define PLUGIN_VERSION "1.0"
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#define PLUGIN_URL ""
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#include <sourcemod>
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#include <sdktools>
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//#include <sdkhooks>
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#pragma newdecls required
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public Plugin myinfo =
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{
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name = PLUGIN_NAME,
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author = PLUGIN_AUTHOR,
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description = PLUGIN_DESCRIPTION,
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version = PLUGIN_VERSION,
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url = PLUGIN_URL
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};
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static int iWitchEntity = -1;
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public void OnPluginStart()
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{
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EngineVersion g_Game = GetEngineVersion();
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if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
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{
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SetFailState("This plugin is for L4D/L4D2 only.");
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}
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HookEvent("witch_spawn", Event_WitchSpawn);
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HookEvent("witch_killed", Event_WitchKilled, EventHookMode_PostNoCopy);
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//todo: existing witch find
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//m_rage
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}
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public void Event_WitchSpawn(Event event, const char[] name, bool dontBroadcast) {
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iWitchEntity = GetEventInt(event, "witchid");
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CreateTimer(0.1, BotControlTimer, _, TIMER_REPEAT);
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}
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public void Event_WitchKilled(Event event, const char[] name, bool dontBroadcast) {
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iWitchEntity = -1;
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}
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public Action BotControlTimer(Handle timer)
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{
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//remove timer once witch is dead
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if(iWitchEntity == -1 || !IsValidEntity(iWitchEntity)) {
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//incase any other witches are available
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//FindExistingWitch();
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return Plugin_Stop;
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}
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float witch_anger = GetEntPropFloat(iWitchEntity, Prop_Send, "m_rage", 0);
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ShowHintToAll("Witch (%d) Rage=%f", iWitchEntity, witch_anger);
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if(FloatCompare(witch_anger,0.4) == 1) {
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float WitchPosition[3];
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GetEntPropVector(iWitchEntity, Prop_Send, "m_vecOrigin", WitchPosition);
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for (int i = 1; i < MaxClients; i++) {
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if (IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2 && IsFakeClient(i)) {
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float BotPosition[3];
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GetClientAbsOrigin(i, BotPosition);
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float distance = GetVectorDistance(BotPosition, WitchPosition);
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if(distance <= 120 || (FloatCompare(witch_anger,0.6) == 1 && distance <= 220)) {
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L4D2_RunScript("CommandABot({cmd=2,bot=GetPlayerFromUserID(%i),target=EntIndexToHScript(%d)})", GetClientUserId(i), iWitchEntity);
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}
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}
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}
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}
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return Plugin_Handled;
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}
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//Credits to Timocop for the stock :D
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/**
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* Runs a single line of vscript code.
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* NOTE: Dont use the "script" console command, it starts a new instance and leaks memory. Use this instead!
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*
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* @param sCode The code to run.
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* @noreturn
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*/
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stock void L4D2_RunScript(const char[] sCode, any ...) {
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static int iScriptLogic = INVALID_ENT_REFERENCE;
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if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) {
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iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_script"));
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if(iScriptLogic == INVALID_ENT_REFERENCE|| !IsValidEntity(iScriptLogic))
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SetFailState("Could not create 'logic_script'");
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DispatchSpawn(iScriptLogic);
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}
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static char sBuffer[512];
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VFormat(sBuffer, sizeof(sBuffer), sCode, 2);
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SetVariantString(sBuffer);
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AcceptEntityInput(iScriptLogic, "RunScriptCode");
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}
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stock void ShowHintToAll(const char[] format, any ...) {
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char buffer[254];
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VFormat(buffer, sizeof(buffer), format, 2);
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static int hintInt = 0;
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if(hintInt >= 9) {
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PrintHintTextToAll("%s",buffer);
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hintInt = 0;
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}
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hintInt++;
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}
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