#pragma semicolon 1 #include #include #define PLUGIN_VERSION "1.4" #pragma newdecls required //#define DEBUG static bool bEscapeReady = false; static int TankClient; //static ConVar hTankDangerDistance; public Plugin myinfo = { name = "Fly You Fools", author = "ConnerRia & Jackzmc", description = "Survivor bots will retreat from tank. ", version = PLUGIN_VERSION, url = "N/A" } public void OnPluginStart() { EngineVersion g_Game = GetEngineVersion(); if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) { SetFailState("Plugin supports Left 4 Dead series only."); } CreateConVar("FlyYouFools_Version", PLUGIN_VERSION, "FlyYouFools Version", FCVAR_NOTIFY|FCVAR_REPLICATED|FCVAR_DONTRECORD); //hTankDangerDistance = CreateConVar("200IQBots_TankDangerRange", "800.0", "The range by which survivors bots will detect the presence of tank and retreat. ", FCVAR_NOTIFY|FCVAR_REPLICATED); HookEvent("map_transition", Event_RoundStart, EventHookMode_PostNoCopy); HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy); HookEvent("tank_spawn", Event_TankSpawn); HookEvent("tank_killed", Event_RoundStart, EventHookMode_PostNoCopy); HookEvent("finale_vehicle_incoming", Event_FinaleArriving, EventHookMode_PostNoCopy); AutoExecConfig(true, "200IQBots_FlyYouFools"); } public void OnMapStart() { TankClient = -1; bEscapeReady = false; FindExistingTank(); } public void Event_RoundStart(Event event, const char[] name, bool dontBroadcast) { TankClient = -1; bEscapeReady = false; } public void Event_TankSpawn(Event event, const char[] name, bool dontBroadcast) { TankClient = GetClientOfUserId(GetEventInt(event, "userid")); CreateTimer(0.1, BotControlTimer, _, TIMER_REPEAT); } public void Event_FinaleArriving(Event event, const char[] name, bool dontBroadcast) { bEscapeReady = true; } public Action BotControlTimer(Handle timer) { //remove timer once tank no longer exists, is dead, or finale escape vehicle arrived if(bEscapeReady || TankClient == -1 || !IsClientInGame(TankClient) || !IsPlayerAlive(TankClient)) { //incase any other tanks are available FindExistingTank(); return Plugin_Stop; } //Once an AI tank is awakened, m_lookatPlayer is set to a player ID //Possible props: m_lookatPlayer, m_zombieState (if 1), m_hasVisibleThreats int tank_target = GetEntPropEnt(TankClient, Prop_Send, "m_lookatPlayer", 0); if(tank_target > -1) { //grab tank position outside loop, only calculate bot float TankPosition[3]; GetClientAbsOrigin(TankClient, TankPosition); for (int i = 1; i <= MaxClients; i++) { if (IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2 && IsFakeClient(i)) { //If distance between bot and tank is less than 200IQBots_TankDangerRange's float value //if not tank target, and tank != visible threats, then attack. OR if health low, flee int health = GetClientHealth(i); if(tank_target == i || health <= 40) { L4D2_RunScript("CommandABot({cmd=2,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", GetClientUserId(i), GetClientUserId(TankClient)); }else { float BotPosition[3]; GetClientAbsOrigin(i, BotPosition); float distance = GetVectorDistance(BotPosition, TankPosition); if(distance < 200) { L4D2_RunScript("CommandABot({cmd=2,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", GetClientUserId(i), GetClientUserId(TankClient)); //do not attack if super close. } else { L4D2_RunScript("CommandABot({cmd=0,bot=GetPlayerFromUserID(%i),target=GetPlayerFromUserID(%i)})", GetClientUserId(i), GetClientUserId(TankClient)); } } } } } return Plugin_Continue; } public void FindExistingTank() { for (int i = 1; i < MaxClients+1 ;i++) { if(IsClientInGame(i) && IsFakeClient(i) && IsPlayerAlive(i) && GetClientTeam(i) == 3) { char name[16]; GetClientName(i, name, sizeof(name)); if(StrContains(name,"Tank",true) > -1) { TankClient = i; CreateTimer(0.1, BotControlTimer, _, TIMER_REPEAT); break; } } } } //Credits to Timocop for the stock :D /** * Runs a single line of vscript code. * NOTE: Dont use the "script" console command, it starts a new instance and leaks memory. Use this instead! * * @param sCode The code to run. * @noreturn */ stock void L4D2_RunScript(const char[] sCode, any ...) { static int iScriptLogic = INVALID_ENT_REFERENCE; if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) { iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_script")); if(iScriptLogic == INVALID_ENT_REFERENCE|| !IsValidEntity(iScriptLogic)) SetFailState("Could not create 'logic_script'"); DispatchSpawn(iScriptLogic); } static char sBuffer[512]; VFormat(sBuffer, sizeof(sBuffer), sCode, 2); SetVariantString(sBuffer); AcceptEntityInput(iScriptLogic, "RunScriptCode"); } stock void ShowHintToAll(const char[] format, any ...) { char buffer[254]; VFormat(buffer, sizeof(buffer), format, 2); static int hintInt = 0; if(hintInt >= 9) { PrintHintTextToAll("%s",buffer); hintInt = 0; } hintInt++; } /** * Get the classname of an item in a slot * * @param client The client to check inventory from * @param slot The item slot index * @param buffer The char[] buffer to set text to * @param bufferSize The size of the buffer * @return True if item, false if no item */ stock bool GetItemSlotClassName(int client, int slot, char[] buffer, int bufferSize) { int item = GetPlayerWeaponSlot(client, slot); if(item > -1) { GetEdictClassname(item, buffer, bufferSize); return true; }else{ return false; } }