mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
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misc lib updates
This commit is contained in:
parent
509c6a1b21
commit
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6 changed files with 4161 additions and 7 deletions
883
scripting/include/left4dhooks_silver.inc
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883
scripting/include/left4dhooks_silver.inc
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/*
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* Left 4 DHooks Direct - Stock Functions
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* Copyright (C) 2021 Silvers
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#if defined _l4d_silver_included
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#endinput
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#endif
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#define _l4d_silver_included
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#include <sdktools>
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#include <sdkhooks>
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#tryinclude <left4dhooks_anim>
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#tryinclude <left4dhooks_stocks>
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#tryinclude <left4dhooks_lux_library>
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// ====================================================================================================
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// ENUMS
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// ====================================================================================================
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enum
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{
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L4D_TEAM_UNASSIGNED = 0,
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L4D_TEAM_SPECTATOR = 1,
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L4D_TEAM_SURVIVOR = 2,
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L4D_TEAM_INFECTED = 3,
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L4D_TEAM_FOUR = 4
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}
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enum
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{
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L4D_WEAPON_SLOT_PRIMARY = 0,
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L4D_WEAPON_SLOT_SECONDARY = 1,
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L4D_WEAPON_SLOT_GRENADE = 2,
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L4D_WEAPON_SLOT_MEDKIT = 3, // L4D2: Also upgrade ammo packs and defibrillator
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L4D_WEAPON_SLOT_PILLS = 4, // L4D2: Also Adrenaline
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L4D_WEAPON_SLOT_CARRIED = 5 // Physics props such as GasCan etc.
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}
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enum
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{
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L4D1_ZOMBIE_CLASS_SMOKER = 1,
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L4D1_ZOMBIE_CLASS_BOOMER = 2,
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L4D1_ZOMBIE_CLASS_HUNTER = 3,
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L4D1_ZOMBIE_CLASS_WITCH = 4,
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L4D1_ZOMBIE_CLASS_TANK = 5
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}
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enum
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{
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L4D2_ZOMBIE_CLASS_SMOKER = 1,
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L4D2_ZOMBIE_CLASS_BOOMER = 2,
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L4D2_ZOMBIE_CLASS_HUNTER = 3,
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L4D2_ZOMBIE_CLASS_SPITTER = 4,
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L4D2_ZOMBIE_CLASS_JOCKEY = 5,
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L4D2_ZOMBIE_CLASS_CHARGER = 6,
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L4D2_ZOMBIE_CLASS_WITCH = 7,
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L4D2_ZOMBIE_CLASS_TANK = 8
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}
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enum
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{
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SERVER_OS_WINDOWS = 0,
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SERVER_OS_LINUX = 1,
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}
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// Thanks to "Dragokas":
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enum // m_eDoorState
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{
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DOOR_STATE_CLOSED,
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DOOR_STATE_OPENING_IN_PROGRESS,
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DOOR_STATE_OPENED,
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DOOR_STATE_CLOSING_IN_PROGRESS
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}
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// Thanks to "Dragokas":
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enum // m_spawnflags
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{
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DOOR_FLAG_STARTS_OPEN = 1,
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DOOR_FLAG_STARTS_LOCKED = 2048,
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DOOR_FLAG_SILENT = 4096,
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DOOR_FLAG_USE_CLOSES = 8192,
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DOOR_FLAG_SILENT_NPC = 16384,
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DOOR_FLAG_IGNORE_USE = 32768,
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DOOR_FLAG_UNBREAKABLE = 524288
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}
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// ====================================================================================================
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// STOCKS
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// ====================================================================================================
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// ENGINE STOCKS
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// ==================================================
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static EngineVersion g_iEngine;
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/**
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* @brief Returns if the server is running on the Left 4 Dead series engine
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*
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* @return True if the server is running on the Left 4 Dead series
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*/
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stock bool L4D_IsEngineLeft4Dead()
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{
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if( g_iEngine == Engine_Unknown )
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{
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g_iEngine = GetEngineVersion();
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}
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return (g_iEngine == Engine_Left4Dead || g_iEngine == Engine_Left4Dead2);
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}
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/**
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* @brief Returns if the server is running on Left 4 Dead 1
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*
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* @return True if server is running on Left 4 Dead 1
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*/
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stock bool L4D_IsEngineLeft4Dead1()
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{
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if( g_iEngine == Engine_Unknown )
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{
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g_iEngine = GetEngineVersion();
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}
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return g_iEngine == Engine_Left4Dead;
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}
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/**
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* @brief Returns if the server is running on Left 4 Dead 2
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*
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* @return True if server is running on Left 4 Dead 2
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*/
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stock bool L4D_IsEngineLeft4Dead2()
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{
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if( g_iEngine == Engine_Unknown )
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{
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g_iEngine = GetEngineVersion();
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}
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return g_iEngine == Engine_Left4Dead2;
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}
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// ==================================================
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// DOOR STOCKS
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// ==================================================
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/**
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* @brief Returns the specified door state. Uses the "DOOR_STATE_*" enum
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*
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* @param entity The "prop_door*" entity to check
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*
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* @return the "DOOR_STATE_*" value
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*/
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stock int L4D_GetDoorState(int entity)
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{
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return GetEntProp(entity, Prop_Data, "m_eDoorState");
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}
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/**
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* @brief Returns the specified door flags. Uses the "DOOR_FLAG_*" enum
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*
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* @param entity The "prop_door*" entity to check
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*
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* @return the "DOOR_FLAG_*" value
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*/
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stock int L4D_GetDoorFlag(int entity)
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{
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return GetEntProp(entity, Prop_Data, "m_spawnflags");
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}
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// ==================================================
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// ENTITY STOCKS
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// ==================================================
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/**
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* @brief Returns a players current weapon, or -1 if none.
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*
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* @param client Client ID of the player to check
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*
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* @return weapon entity index or -1 if none
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*/
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stock int L4D_GetPlayerCurrentWeapon(int client)
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{
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return GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
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}
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/**
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* @brief Returns the Custom Ability entity of a Special Infected
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* @remarks Returns the entity of "ability_vomit" (Boomer), "ability_lunge" (Hunter), "ability_tongue" (Smoker), "ability_charge" (Charger), "ability_ride" (Jockey), "ability_spit" (Spitter), "ability_throw" (Tank)
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*
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* @param client Client ID of the player to check
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*
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* @return entity index or -1 if none
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*/
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stock int L4D_GetPlayerCustomAbility(int client)
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{
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return GetEntPropEnt(client, Prop_Send, "m_customAbility");
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}
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/**
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* @brief Returns the players Use Action Target
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*
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* @param client Client ID of the player to check
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*
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* @return entity index or -1 if none
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*/
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stock int L4D_GetPlayerUseTarget(int client)
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{
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return GetEntPropEnt(client, Prop_Send, "m_useActionTarget");
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}
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/**
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* @brief Returns the parent of an entity
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*
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* @param client Entity index to check
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*
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* @return entity index or -1 if none
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*/
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stock int L4D_EntityParent(int entity)
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{
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return GetEntPropEnt(entity, Prop_Data, "m_pParent");
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}
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// ==================================================
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// COMMON INFECTED STOCKS
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// ==================================================
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/**
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* @brief Creates a panic event mob horde
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* @remarks Subject to horde cooldown timer
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* @remarks Can probably reset the timer with either "L4D_ResetMobTimer();" native or using "L4D2CT_MobSpawnTimer" with the timer natives.
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*
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* @noreturn
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*/
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stock void L4D_ForcePanicEvent()
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{
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ServerCommand("director_force_panic_event");
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}
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/**
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* @brief Returns the current number of common infected
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*
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* @return entity index or -1 if none
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*/
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stock int L4D_GetCommonsCount()
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{
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int entity = -1;
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int count;
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while( (entity = FindEntityByClassname(entity, "infected")) != INVALID_ENT_REFERENCE )
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{
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count++;
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}
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return count;
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}
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/**
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* @brief Spawns a Common Infected at the given position
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*
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* @param vPos Origin vector to spawn at
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* @param vAng Angles vector to spawn at (optional)
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*
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* @return entity index or -1 on failure
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*/
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stock int L4D_SpawnCommonInfected(float vPos[3], float vAng[3] = { 0.0, 0.0, 0.0 })
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{
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int entity = CreateEntityByName("infected");
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if( entity != -1 )
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{
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DispatchSpawn(entity);
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TeleportEntity(entity, vPos, vAng, NULL_VECTOR);
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}
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return entity;
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}
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// ==================================================
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// INFECTED: GET VICTIM
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// ==================================================
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/**
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* @brief Returns the Survivor victim when pinned by a Hunter
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*
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* @param client Client ID of the Special Infected player to check
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*
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* @return Victim client index, or 0 if none
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*/
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stock int L4D_GetVictimHunter(int client)
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{
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int attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceVictim")) > 0 )
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return attacker;
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return 0;
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}
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/**
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* @brief Returns the Survivor victim when pinned by a Smoker
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*
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* @param client Client ID of the Special Infected player to check
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*
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* @return Victim client index, or 0 if none
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*/
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stock int L4D_GetVictimSmoker(int client)
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{
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int attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueVictim")) > 0 )
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return attacker;
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return 0;
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}
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/**
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* @brief Returns the Survivor victim when pinned by a Charger
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*
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* @param client Client ID of the Special Infected player to check
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*
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* @return Victim client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetVictimCharger(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelVictim")) > 0 )
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return attacker;
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}
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return 0;
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}
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/**
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* @brief Returns the Survivor victim when carried by a Charger
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*
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* @param client Client ID of the Special Infected player to check
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*
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* @return Victim client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetVictimCarry(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_carryVictim")) > 0 )
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return attacker;
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}
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return 0;
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}
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/**
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* @brief Returns the Survivor victim when pinned by a Jockey
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*
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* @param client Client ID of the Special Infected player to check
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*
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* @return Victim client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetVictimJockey(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyVictim")) > 0 )
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return attacker;
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}
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return 0;
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}
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// ==================================================
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// SURVIVOR: GET ATTACKER
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// ==================================================
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/**
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* @brief Returns a Survivors attacker when pinned by a Hunter
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*
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* @param client Client ID of the Survivor player to check
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*
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* @return Attacker client index, or 0 if none
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*/
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stock int L4D_GetAttackerHunter(int client)
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{
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int attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceAttacker")) > 0 )
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return attacker;
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return 0;
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}
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/**
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* @brief Returns a Survivors attacker when pinned by a Smoker
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*
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* @param client Client ID of the Survivor player to check
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*
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* @return Attacker client index, or 0 if none
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*/
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stock int L4D_GetAttackerSmoker(int client)
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{
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int attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueOwner")) > 0 )
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return attacker;
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return 0;
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}
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/**
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* @brief Returns a Survivors attacker when pummelled by a Charger
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*
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* @param client Client ID of the Survivor player to check
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*
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* @return Attacker client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetAttackerCharger(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelAttacker")) > 0 )
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return attacker;
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}
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return 0;
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}
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/**
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* @brief Returns a Survivors attacker when carried by a Charger
|
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*
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* @param client Client ID of the Survivor player to check
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*
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* @return Attacker client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetAttackerCarry(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_carryAttacker")) > 0 )
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return attacker;
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}
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return 0;
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}
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/**
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* @brief Returns a Survivors attacker when pinned by a Jockey
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*
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* @param client Client ID of the Survivor player to check
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*
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* @return Attacker client index, or 0 if none
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*/
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// L4D2 only.
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stock int L4D_GetAttackerJockey(int client)
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{
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int attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyAttacker")) > 0 )
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return attacker;
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}
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return 0;
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}
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||||
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||||
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||||
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// ==================================================
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// PINNED CHECKS
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// ==================================================
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/**
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* @brief Returns the attacker when a Survivor is pinned by a Special Infected
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*
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||||
* @param client Client ID of the player to check
|
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*
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* @return Attacker client index, or 0 if none
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*/
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stock int L4D_GetPinnedInfected(int client)
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{
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int attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceAttacker")) > 0 )
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return attacker;
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueOwner")) > 0 )
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return attacker;
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if( L4D_IsEngineLeft4Dead2() )
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{
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if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyAttacker")) > 0 )
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return attacker;
|
||||
|
||||
if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelAttacker")) > 0 )
|
||||
return attacker;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns if a Survivor is pinned by a Special Infected
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return True if pinned, false otherwise
|
||||
*/
|
||||
stock bool L4D_IsPlayerPinned(int client)
|
||||
{
|
||||
return L4D_GetPinnedInfected(client) != 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ==================================================
|
||||
// LEDGE HANG STOCKS
|
||||
// ==================================================
|
||||
|
||||
/**
|
||||
* @brief Returns if a Survivor is hanging from a ledge
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return True if hanging, false otherwise
|
||||
*/
|
||||
stock bool L4D_IsPlayerHangingFromLedge(int client)
|
||||
{
|
||||
return GetEntProp(client, Prop_Send, "m_isHangingFromLedge", 1) == 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns if a Survivor can ledge hang
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return True if can hang, false otherwise
|
||||
*/
|
||||
stock bool L4D_CanPlayerLedgeHang(int client)
|
||||
{
|
||||
// Get address
|
||||
static int addy = -1;
|
||||
if( addy == -1 )
|
||||
{
|
||||
/*
|
||||
See the function "CTerrorPlayer::InputDisableLedgeHang"
|
||||
On Windows: this[16417] = 0;
|
||||
m_bWasPresentAtSurvivalStart offset == 16388
|
||||
16388 + 29 = 16417
|
||||
Offset unlikely to change unless netprops are added/removed/changed - which is very unlikely
|
||||
*/
|
||||
addy = FindSendPropInfo("CTerrorPlayer", "m_bWasPresentAtSurvivalStart") + 29;
|
||||
}
|
||||
|
||||
return GetEntData(client, addy, 1) == 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Allow a Survivor to ledge hang
|
||||
*
|
||||
* @param client Client ID of the player to affect
|
||||
*
|
||||
* @noreturn
|
||||
*/
|
||||
stock void L4D_LedgeHangEnable(int client)
|
||||
{
|
||||
AcceptEntityInput(client, "EnableLedgeHang");
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Disallow a Survivor to ledge hang
|
||||
*
|
||||
* @param client Client ID of the player to affect
|
||||
*
|
||||
* @noreturn
|
||||
*/
|
||||
stock void L4D_LedgeHangDisable(int client)
|
||||
{
|
||||
AcceptEntityInput(client, "DisableLedgeHang");
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ==================================================
|
||||
// INCAP and REVIVE STOCKS
|
||||
// ==================================================
|
||||
/**
|
||||
* @brief Set a Survivors incapacitated netprop
|
||||
* @remarks When setting to false can make a Survivor have 300 health (the incapped health value)
|
||||
*
|
||||
* @param client Client ID of the player to affect
|
||||
* @param incap True to incap, false to remove incap (not the proper way of reviving from incap, probably bypasses revive event)
|
||||
*
|
||||
* @noreturn
|
||||
*/
|
||||
stock void L4D_SetPlayerIncapped(int client, bool incap)
|
||||
{
|
||||
SetEntProp(client, Prop_Send, "m_isIncapacitated", incap ? 1 : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Incap a Survivor by giving them 100.0 damage
|
||||
*
|
||||
* @param client Client ID of the player to affect
|
||||
* @param attacker Optionally set the attacker to credit them for the incap
|
||||
*
|
||||
* @noreturn
|
||||
*/
|
||||
stock void L4D_SetPlayerIncappedDamage(int client, int attacker = 0)
|
||||
{
|
||||
SDKHooks_TakeDamage(client, attacker, attacker, 100.0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a Survivors revive target
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return Target client index, or 0 if none
|
||||
*/
|
||||
stock int L4D_GetPlayerReviveTarget(int client)
|
||||
{
|
||||
int target = GetEntPropEnt(client, Prop_Send, "m_reviveTarget");
|
||||
if( target > 0 )
|
||||
return target;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns an incapacitated Survivor's reviver
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return Reviver client index, or 0 if none
|
||||
*/
|
||||
stock int L4D_GetPlayerReviveOwner(int client)
|
||||
{
|
||||
int target = GetEntPropEnt(client, Prop_Send, "m_reviveOwner");
|
||||
if( target > 0 )
|
||||
return target;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Stops a Survivor reviving someone
|
||||
* @remarks Prevents accidental freezing of player who tried to revive you
|
||||
* @remarks Thanks to "Dragokas" for the stock
|
||||
*
|
||||
* @param client Client ID of the player to affect
|
||||
*
|
||||
* @noreturn
|
||||
*/
|
||||
stock void L4D_StopReviveAction(int client)
|
||||
{
|
||||
int owner_save = -1;
|
||||
int target_save = -1;
|
||||
int owner = GetEntPropEnt(client, Prop_Send, "m_reviveOwner"); // when you reviving somebody, this is -1. When somebody revive you, this is somebody's id
|
||||
int target = GetEntPropEnt(client, Prop_Send, "m_reviveTarget"); // when you reviving somebody, this is somebody's id. When somebody revive you, this is -1
|
||||
|
||||
SetEntPropEnt(client, Prop_Send, "m_reviveOwner", -1);
|
||||
SetEntPropEnt(client, Prop_Send, "m_reviveTarget", -1);
|
||||
|
||||
if( owner != -1 ) // we must reset flag for both - for you, and who you revive
|
||||
{
|
||||
SetEntPropEnt(owner, Prop_Send, "m_reviveOwner", -1);
|
||||
SetEntPropEnt(owner, Prop_Send, "m_reviveTarget", -1);
|
||||
owner_save = owner;
|
||||
}
|
||||
|
||||
if( target != -1 )
|
||||
{
|
||||
SetEntPropEnt(target, Prop_Send, "m_reviveOwner", -1);
|
||||
SetEntPropEnt(target, Prop_Send, "m_reviveTarget", -1);
|
||||
target_save = target;
|
||||
}
|
||||
|
||||
if( L4D_IsEngineLeft4Dead2() )
|
||||
{
|
||||
owner = GetEntPropEnt(client, Prop_Send, "m_useActionOwner"); // used when healing e.t.c.
|
||||
target = GetEntPropEnt(client, Prop_Send, "m_useActionTarget");
|
||||
SetEntPropEnt(client, Prop_Send, "m_useActionOwner", -1);
|
||||
SetEntPropEnt(client, Prop_Send, "m_useActionTarget", -1);
|
||||
|
||||
if( owner != -1 )
|
||||
{
|
||||
SetEntPropEnt(owner, Prop_Send, "m_useActionOwner", -1);
|
||||
SetEntPropEnt(owner, Prop_Send, "m_useActionTarget", -1);
|
||||
owner_save = owner;
|
||||
}
|
||||
|
||||
if( target != -1 )
|
||||
{
|
||||
SetEntPropEnt(target, Prop_Send, "m_useActionOwner", -1);
|
||||
SetEntPropEnt(target, Prop_Send, "m_useActionTarget", -1);
|
||||
target_save = target;
|
||||
}
|
||||
|
||||
SetEntProp(client, Prop_Send, "m_iCurrentUseAction", 0);
|
||||
SetEntPropFloat(client, Prop_Send, "m_flProgressBarDuration", 0.0);
|
||||
|
||||
if( owner_save != -1 )
|
||||
{
|
||||
SetEntProp(owner_save, Prop_Send, "m_iCurrentUseAction", 0);
|
||||
SetEntPropFloat(owner_save, Prop_Send, "m_flProgressBarDuration", 0.0);
|
||||
}
|
||||
|
||||
if( target_save != -1 )
|
||||
{
|
||||
SetEntProp(target_save, Prop_Send, "m_iCurrentUseAction", 0);
|
||||
SetEntPropFloat(target_save, Prop_Send, "m_flProgressBarDuration", 0.0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
owner = GetEntPropEnt(client, Prop_Send, "m_healOwner"); // used when healing
|
||||
target = GetEntPropEnt(client, Prop_Send, "m_healTarget");
|
||||
SetEntPropEnt(client, Prop_Send, "m_healOwner", -1);
|
||||
SetEntPropEnt(client, Prop_Send, "m_healTarget", -1);
|
||||
|
||||
if( owner != -1 )
|
||||
{
|
||||
SetEntPropEnt(owner, Prop_Send, "m_healOwner", -1);
|
||||
SetEntPropEnt(owner, Prop_Send, "m_healTarget", -1);
|
||||
owner_save = owner;
|
||||
}
|
||||
|
||||
if( target != -1 )
|
||||
{
|
||||
SetEntPropEnt(target, Prop_Send, "m_healOwner", -1);
|
||||
SetEntPropEnt(target, Prop_Send, "m_healTarget", -1);
|
||||
target_save = target;
|
||||
}
|
||||
|
||||
SetEntProp(client, Prop_Send, "m_iProgressBarDuration", 0);
|
||||
|
||||
if( owner_save != -1 )
|
||||
{
|
||||
SetEntProp(owner_save, Prop_Send, "m_iProgressBarDuration", 0);
|
||||
}
|
||||
|
||||
if( target_save != -1 )
|
||||
{
|
||||
SetEntProp(target_save, Prop_Send, "m_iProgressBarDuration", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns if a Survivor is incapacitated
|
||||
*
|
||||
* @param client Client ID of the player to check
|
||||
*
|
||||
* @return True if incapacitated, false otherwise
|
||||
*/
|
||||
#pragma deprecated Use L4D_IsPlayerIncapacitated instead
|
||||
stock bool L4D_IsPlayerIncapped(int client)
|
||||
{
|
||||
return GetEntProp(client, Prop_Send, "m_isIncapacitated", 1) != 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// ==================================================
|
||||
// GET CLIENT STOCKS
|
||||
// ==================================================
|
||||
|
||||
/**
|
||||
* @brief Returns a random client in-game
|
||||
*
|
||||
* @return Client index or 0 if none
|
||||
*/
|
||||
stock int GetAnyRandomClient()
|
||||
{
|
||||
int client;
|
||||
ArrayList aClients = new ArrayList();
|
||||
|
||||
for( int i = 1; i <= MaxClients; i++ )
|
||||
{
|
||||
if( IsClientInGame(i) )
|
||||
{
|
||||
aClients.Push(i);
|
||||
}
|
||||
}
|
||||
|
||||
if( aClients.Length > 0 )
|
||||
client = aClients.Get(GetRandomInt(0, aClients.Length - 1));
|
||||
|
||||
delete aClients;
|
||||
|
||||
return client;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a random Survivor
|
||||
*
|
||||
* @param alive -1 = Any. 0 = Only dead players. 1 = Only alive players
|
||||
* @param bots -1 = Any. 0 - Only real players. 1 = Only fake players
|
||||
*
|
||||
* @return Client index or 0 if none
|
||||
*/
|
||||
stock int GetRandomSurvivor(int alive = -1, int bots = -1)
|
||||
{
|
||||
return Local_GetRandomClient(2, alive, bots);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns a random Special Infected
|
||||
*
|
||||
* @param alive -1 = Any. 0 = Only dead players. 1 = Only alive players
|
||||
* @param bots -1 = Any. 0 - Only real players. 1 = Only fake players
|
||||
*
|
||||
* @return Client index or 0 if none
|
||||
*/
|
||||
stock int GetRandomInfected(int alive = -1, int bots = -1)
|
||||
{
|
||||
return Local_GetRandomClient(3, alive, bots);
|
||||
}
|
||||
|
||||
stock int Local_GetRandomClient(int team, int alive = -1, int bots = -1)
|
||||
{
|
||||
ArrayList aClients = new ArrayList();
|
||||
|
||||
for( int i = 1; i <= MaxClients; i++ )
|
||||
{
|
||||
if( IsClientInGame(i) && GetClientTeam(i) == team && (alive == -1 || IsPlayerAlive(i) == view_as<bool>(alive)) && (bots == -1 || IsFakeClient(i) == view_as<bool>(alive)) )
|
||||
{
|
||||
aClients.Push(i);
|
||||
}
|
||||
}
|
||||
|
||||
int client;
|
||||
|
||||
if( aClients.Length > 0 )
|
||||
client = aClients.Get(GetRandomInt(0, aClients.Length - 1));
|
||||
|
||||
delete aClients;
|
||||
|
||||
return client;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue