/* * Left 4 DHooks Direct - Stock Functions * Copyright (C) 2022 Silvers * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #if defined _l4d_silver_included #endinput #endif #define _l4d_silver_included #include #include #tryinclude #tryinclude #tryinclude // ==================================================================================================== // ENUMS // ==================================================================================================== enum { L4D_TEAM_UNASSIGNED = 0, L4D_TEAM_SPECTATOR = 1, L4D_TEAM_SURVIVOR = 2, L4D_TEAM_INFECTED = 3, L4D_TEAM_FOUR = 4 } enum { L4D_WEAPON_SLOT_PRIMARY = 0, L4D_WEAPON_SLOT_SECONDARY = 1, L4D_WEAPON_SLOT_GRENADE = 2, L4D_WEAPON_SLOT_MEDKIT = 3, // L4D2: Also upgrade ammo packs and defibrillator L4D_WEAPON_SLOT_PILLS = 4, // L4D2: Also Adrenaline L4D_WEAPON_SLOT_CARRIED = 5 // Physics props such as GasCan etc. } enum { L4D1_ZOMBIE_CLASS_SMOKER = 1, L4D1_ZOMBIE_CLASS_BOOMER = 2, L4D1_ZOMBIE_CLASS_HUNTER = 3, L4D1_ZOMBIE_CLASS_WITCH = 4, L4D1_ZOMBIE_CLASS_TANK = 5 } enum { L4D2_ZOMBIE_CLASS_SMOKER = 1, L4D2_ZOMBIE_CLASS_BOOMER = 2, L4D2_ZOMBIE_CLASS_HUNTER = 3, L4D2_ZOMBIE_CLASS_SPITTER = 4, L4D2_ZOMBIE_CLASS_JOCKEY = 5, L4D2_ZOMBIE_CLASS_CHARGER = 6, L4D2_ZOMBIE_CLASS_WITCH = 7, L4D2_ZOMBIE_CLASS_TANK = 8 } enum { SERVER_OS_WINDOWS = 0, SERVER_OS_LINUX = 1, } // Thanks to "Dragokas": enum // m_eDoorState { DOOR_STATE_CLOSED, DOOR_STATE_OPENING_IN_PROGRESS, DOOR_STATE_OPENED, DOOR_STATE_CLOSING_IN_PROGRESS } // Thanks to "Dragokas": enum // m_spawnflags { DOOR_FLAG_STARTS_OPEN = 1, DOOR_FLAG_STARTS_LOCKED = 2048, DOOR_FLAG_SILENT = 4096, DOOR_FLAG_USE_CLOSES = 8192, DOOR_FLAG_SILENT_NPC = 16384, DOOR_FLAG_IGNORE_USE = 32768, DOOR_FLAG_UNBREAKABLE = 524288 } // ==================================================================================================== // STOCKS // ==================================================================================================== // ================================================== // ENGINE STOCKS // ================================================== static EngineVersion g_iEngine; /** * @brief Returns if the server is running on the Left 4 Dead series engine * * @return Returns true if the server is running on the Left 4 Dead series */ stock bool L4D_IsEngineLeft4Dead() { if( g_iEngine == Engine_Unknown ) { g_iEngine = GetEngineVersion(); } return (g_iEngine == Engine_Left4Dead || g_iEngine == Engine_Left4Dead2); } /** * @brief Returns if the server is running on Left 4 Dead 1 * * @return Returns true if server is running on Left 4 Dead 1 */ stock bool L4D_IsEngineLeft4Dead1() { if( g_iEngine == Engine_Unknown ) { g_iEngine = GetEngineVersion(); } return g_iEngine == Engine_Left4Dead; } /** * @brief Returns if the server is running on Left 4 Dead 2 * * @return Returns true if server is running on Left 4 Dead 2 */ stock bool L4D_IsEngineLeft4Dead2() { if( g_iEngine == Engine_Unknown ) { g_iEngine = GetEngineVersion(); } return g_iEngine == Engine_Left4Dead2; } // ================================================== // DOOR STOCKS // ================================================== /** * @brief Returns the specified door state. Uses the "DOOR_STATE_*" enum * * @param entity The "prop_door*" entity to check * * @return the "DOOR_STATE_*" value */ stock int L4D_GetDoorState(int entity) { return GetEntProp(entity, Prop_Data, "m_eDoorState"); } /** * @brief Returns the specified door flags. Uses the "DOOR_FLAG_*" enum * * @param entity The "prop_door*" entity to check * * @return the "DOOR_FLAG_*" value */ stock int L4D_GetDoorFlag(int entity) { return GetEntProp(entity, Prop_Data, "m_spawnflags"); } // ================================================== // ENTITY STOCKS // ================================================== /** * @brief Returns a players current weapon, or -1 if none. * * @param client Client ID of the player to check * * @return weapon entity index or -1 if none */ stock int L4D_GetPlayerCurrentWeapon(int client) { return GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon"); } /** * @brief Returns the Custom Ability entity of a Special Infected * @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) * * @param client Client ID of the player to check * * @return entity index or -1 if none */ stock int L4D_GetPlayerCustomAbility(int client) { return GetEntPropEnt(client, Prop_Send, "m_customAbility"); } /** * @brief Returns the players Use Action Target * * @param client Client ID of the player to check * * @return entity index or -1 if none */ stock int L4D_GetPlayerUseTarget(int client) { return GetEntPropEnt(client, Prop_Send, "m_useActionTarget"); } /** * @brief Returns the parent of an entity * * @param client Entity index to check * * @return entity index or -1 if none */ stock int L4D_EntityParent(int entity) { return GetEntPropEnt(entity, Prop_Data, "m_pParent"); } // ================================================== // COMMON INFECTED STOCKS // ================================================== /** * @brief Creates a panic event mob horde * @remarks Subject to horde cooldown timer * @remarks Can probably reset the timer with either "L4D_ResetMobTimer();" native or using "L4D2CT_MobSpawnTimer" with the timer natives. * * @noreturn */ stock void L4D_ForcePanicEvent() { static EngineVersion engine; if( engine == Engine_Unknown ) { engine = GetEngineVersion(); } if( engine == Engine_Left4Dead2 ) { static int director = INVALID_ENT_REFERENCE; if( director == INVALID_ENT_REFERENCE || EntRefToEntIndex(director) == INVALID_ENT_REFERENCE ) { director = FindEntityByClassname(-1, "info_director"); if( director != INVALID_ENT_REFERENCE ) { director = EntIndexToEntRef(director); } } if( director != INVALID_ENT_REFERENCE ) { AcceptEntityInput(director, "ForcePanicEvent"); return; } } int flags = GetCommandFlags("director_force_panic_event"); SetCommandFlags("director_force_panic_event", flags & ~FCVAR_CHEAT); ServerCommand("director_force_panic_event"); SetCommandFlags("director_force_panic_event", flags); } /** * @brief Returns the current number of common infected * * @return entity index or -1 if none */ stock int L4D_GetCommonsCount() { int entity = -1; int count; while( (entity = FindEntityByClassname(entity, "infected")) != INVALID_ENT_REFERENCE ) { count++; } return count; } /** * @brief Spawns a Common Infected at the given position * * @param vPos Origin vector to spawn at * @param vAng Angles vector to spawn at (optional) * * @return entity index or -1 on failure */ stock int L4D_SpawnCommonInfected(float vPos[3], float vAng[3] = { 0.0, 0.0, 0.0 }) { int entity = CreateEntityByName("infected"); if( entity != -1 ) { DispatchSpawn(entity); TeleportEntity(entity, vPos, vAng, NULL_VECTOR); } return entity; } // ================================================== // INFECTED: GET VICTIM // ================================================== /** * @brief Returns the Survivor victim when pinned by a Hunter * * @param client Client ID of the Special Infected player to check * * @return Victim client index, or 0 if none */ stock int L4D_GetVictimHunter(int client) { int attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceVictim")) > 0 ) return attacker; return 0; } /** * @brief Returns the Survivor victim when pinned by a Smoker * * @param client Client ID of the Special Infected player to check * * @return Victim client index, or 0 if none */ stock int L4D_GetVictimSmoker(int client) { int attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueVictim")) > 0 ) return attacker; return 0; } /** * @brief Returns the Survivor victim when pinned by a Charger * * @param client Client ID of the Special Infected player to check * * @return Victim client index, or 0 if none */ // L4D2 only. stock int L4D_GetVictimCharger(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelVictim")) > 0 ) return attacker; } return 0; } /** * @brief Returns the Survivor victim when carried by a Charger * * @param client Client ID of the Special Infected player to check * * @return Victim client index, or 0 if none */ // L4D2 only. stock int L4D_GetVictimCarry(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_carryVictim")) > 0 ) return attacker; } return 0; } /** * @brief Returns the Survivor victim when pinned by a Jockey * * @param client Client ID of the Special Infected player to check * * @return Victim client index, or 0 if none */ // L4D2 only. stock int L4D_GetVictimJockey(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyVictim")) > 0 ) return attacker; } return 0; } // ================================================== // SURVIVOR: GET ATTACKER // ================================================== /** * @brief Returns a Survivors attacker when pinned by a Hunter * * @param client Client ID of the Survivor player to check * * @return Attacker client index, or 0 if none */ stock int L4D_GetAttackerHunter(int client) { int attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceAttacker")) > 0 ) return attacker; return 0; } /** * @brief Returns a Survivors attacker when pinned by a Smoker * * @param client Client ID of the Survivor player to check * * @return Attacker client index, or 0 if none */ stock int L4D_GetAttackerSmoker(int client) { int attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueOwner")) > 0 ) return attacker; return 0; } /** * @brief Returns a Survivors attacker when pummelled by a Charger * * @param client Client ID of the Survivor player to check * * @return Attacker client index, or 0 if none */ // L4D2 only. stock int L4D_GetAttackerCharger(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelAttacker")) > 0 ) return attacker; } return 0; } /** * @brief Returns a Survivors attacker when carried by a Charger * * @param client Client ID of the Survivor player to check * * @return Attacker client index, or 0 if none */ // L4D2 only. stock int L4D_GetAttackerCarry(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_carryAttacker")) > 0 ) return attacker; } return 0; } /** * @brief Returns a Survivors attacker when pinned by a Jockey * * @param client Client ID of the Survivor player to check * * @return Attacker client index, or 0 if none */ // L4D2 only. stock int L4D_GetAttackerJockey(int client) { int attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyAttacker")) > 0 ) return attacker; } return 0; } // ================================================== // PINNED CHECKS // ================================================== /** * @brief Returns the attacker when a Survivor is pinned by a Special Infected * * @param client Client ID of the player to check * * @return Attacker client index, or 0 if none */ stock int L4D_GetPinnedInfected(int client) { int attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pounceAttacker")) > 0 ) return attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_tongueOwner")) > 0 ) return attacker; if( L4D_IsEngineLeft4Dead2() ) { if( (attacker = GetEntPropEnt(client, Prop_Send, "m_jockeyAttacker")) > 0 ) return attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_pummelAttacker")) > 0 ) return attacker; if( (attacker = GetEntPropEnt(client, Prop_Send, "m_carryAttacker")) > 0 ) return attacker; } return 0; } /** * @brief Returns the victim when a Survivor is pinned by a Special Infected * * @param client Client ID of the player to check * * @return Attacker client index, or 0 if none */ stock int L4D_GetPinnedSurvivor(int client) { int class = GetEntProp(client, Prop_Send, "m_zombieClass"); int victim; if( L4D_IsEngineLeft4Dead2() ) { switch( class ) { case 1: victim = GetEntPropEnt(client, Prop_Send, "m_tongueVictim"); case 3: victim = GetEntPropEnt(client, Prop_Send, "m_pounceVictim"); case 5: victim = GetEntPropEnt(client, Prop_Send, "m_jockeyVictim"); case 6: { victim = GetEntPropEnt(client, Prop_Send, "m_pummelVictim"); if( victim < 1 ) victim = GetEntPropEnt(client, Prop_Send, "m_carryVictim"); } } } else { switch( class ) { case 1: victim = GetEntPropEnt(client, Prop_Send, "m_tongueVictim"); case 3: victim = GetEntPropEnt(client, Prop_Send, "m_pounceVictim"); } } if( victim > 0 ) return victim; return 0; } /** * @brief Returns true when someone is being carried/pummelled by more than 1 Charger * * @param client Client ID of the player to check * * @return Returns true when someone is being carried/pummelled by more than 1 Charger */ // L4D2 only. stock bool L4D2_IsMultiCharged(int victim) { if( !L4D_IsEngineLeft4Dead2() ) ThrowError("Stock only supports L4D2."); int count; for( int i = 1; i <= MaxClients; i++ ) { if( !IsClientInGame(i) ) continue; else if( GetClientTeam(i) != 3 ) continue; else if( L4D2_GetPlayerZombieClass(i) != L4D2ZombieClass_Charger ) continue; if( L4D_GetVictimCarry(i) == victim || L4D_GetVictimCharger(i) == victim ) count++; } return count >= 2; } /** * @brief Returns if a Survivor is pinned by a Special Infected * * @param client Client ID of the player to check * * @return Returns 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 Returns 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 Returns 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"); } /** * @brief Checks if a Survivor is currently staggering * * @param client Client ID of the player to affect * * @return Returns true if player is staggering, false otherwise */ stock bool L4D_IsPlayerStaggering(int client) { static int m_iQueuedStaggerType = -1; if( m_iQueuedStaggerType == -1 ) m_iQueuedStaggerType = FindSendPropInfo("CTerrorPlayer", "m_staggerDist") + 4; if( GetEntData(client, m_iQueuedStaggerType, 4) == -1 ) { if( GetGameTime() >= GetEntPropFloat(client, Prop_Send, "m_staggerTimer", 1) ) { return false; } static float vStgDist[3], vOrigin[3]; GetEntPropVector(client, Prop_Send, "m_staggerStart", vStgDist); GetEntPropVector(client, Prop_Send, "m_vecOrigin", vOrigin); static float fStgDist2; fStgDist2 = GetEntPropFloat(client, Prop_Send, "m_staggerDist"); return GetVectorDistance(vStgDist, vOrigin) <= fStgDist2; } return true; } // ================================================== // 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 Returns 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 ) { SetRandomSeed(GetGameTickCount()); 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 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 GetRandomClient(3, alive, bots); } /** * @brief Returns a random client in game * * @param team -1 = Any. 1=Spectators, 2=Survivors, 3=Special Infected, 5=Survivors and Special Infected (team > 1) * @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 GetRandomClient(int team = -1, int alive = -1, int bots = -1) { ArrayList aClients = new ArrayList(); for( int i = 1; i <= MaxClients; i++ ) { if( IsClientInGame(i) && (team == -1 || (team == 5 && GetClientTeam(i) > 1) || GetClientTeam(i) == team) && (alive == -1 || IsPlayerAlive(i) == view_as(alive)) && (bots == -1 || IsFakeClient(i) == view_as(bots)) ) { aClients.Push(i); } } int client; if( aClients.Length > 0 ) { SetRandomSeed(GetGameTickCount()); client = aClients.Get(GetRandomInt(0, aClients.Length - 1)); } delete aClients; return client; }