sourcemod-plugins/scripting/include/left4dhooks_silver.inc
2024-02-15 09:03:07 -06:00

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SourcePawn

/*
* Left 4 DHooks Direct - Stock Functions
* Copyright (C) 2024 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 <https://www.gnu.org/licenses/>.
*/
#if defined _l4d_silver_included
#endinput
#endif
#define _l4d_silver_included
#pragma newdecls required
#include <sdktools>
#include <sdkhooks>
#tryinclude <left4dhooks_anim>
#tryinclude <left4dhooks_stocks>
#tryinclude <left4dhooks_lux_library>
// ====================================================================================================
// 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");
}
/**
* @brief Checks if a player is using any mounted weapon (minigun or 50cal)
*
* @param client Client to check
*
* @return true if using a mounted weapon, false otherwise
*/
stock bool IsUsingMinigun(int client)
{
return ((GetEntProp(client, Prop_Send, "m_usingMountedWeapon") > 0) || (GetEntProp(client, Prop_Send, L4D_IsEngineLeft4Dead2() ? "m_usingMountedGun" : "m_usingMinigun") > 0));
}
/**
* @brief Stops a client using a mounted weapon
*
* @param client Entity index to check
*
* @return entity index or -1 if none
*/
stock void StopUsingMinigun(int client)
{
if( IsUsingMinigun(client) )
{
int entity = GetEntPropEnt(client, Prop_Send, "m_hUseEntity");
if( entity > 0 && entity < 2048 )
{
SetEntPropEnt(entity, Prop_Send, "m_owner", -1);
}
SetEntProp(client, Prop_Send, L4D_IsEngineLeft4Dead2() ? "m_usingMountedGun" : "m_usingMinigun", 0);
SetEntProp(client, Prop_Send, "m_usingMountedWeapon", 0);
SetEntPropEnt(client, Prop_Send, "m_hUseEntity", -1);
}
}
/**
* @brief Returns if a player is on fire
*
* @param client Client index to check
*
* @return true on fire, false otherwise
*/
stock bool L4D_IsPlayerOnFire(int client)
{
if( GetEntProp(client, Prop_Data, "m_fFlags") & FL_ONFIRE ) return true;
else return false;
}
/**
* @brief Returns if a player is burning
*
* @param client Client index to check
*
* @return true on burning, false otherwise
*/
stock bool L4D_IsPlayerBurning(int client)
{
float fBurning = GetEntPropFloat(client, Prop_Send, "m_burnPercent");
return (fBurning > 0.0) ? true : false;
}
/**
* @brief Returns true if a physics object or alarmed car can be moved by the tank
*
* @param entity Entity index to check
*
* @return true if it can be moved, false otherwise
*/
stock bool L4D_IsTankProp(int entity)
{
static char classname[16];
GetEdictClassname(entity, classname, sizeof(classname));
if( strcmp(classname, "prop_physics") == 0 )
{
if( GetEntProp(entity, Prop_Send, "m_hasTankGlow") )
{
return true;
}
}
else if( strcmp(classname, "prop_car_alarm") == 0 )
{
return true;
}
return false;
}
// ==================================================
// 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 )
{
TeleportEntity(entity, vPos, vAng, NULL_VECTOR);
DispatchSpawn(entity);
}
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;
}
/**
* @brief Returns if a Survivor is being attacked in the Smokers arms
*
* @param client Client ID of the player to check
*
* @return Returns true if player has reached the Smoker, false otherwise
*/
stock bool L4D_HasReachedSmoker(int client)
{
// m_isHangingFromTongue sometimes returns 1 when still being dragged, using this instead
return GetEntProp(client, Prop_Send, "m_reachedTongueOwner", 1) == 1;
}
// ==================================================
// CHARGER STOCKS - Written by "Forgetest"
// ==================================================
#define QueuedPummel_Victim 0
#define QueuedPummel_StartTime 4
#define QueuedPummel_Attacker 8
/**
* @brief Internally used to get offset to the start of queued pummel field.
*
* @return Offset into CTerrorPlayer to the start of queued pummel props
*/
static stock int L4D2_OffsQueuedPummelInfo()
{
static int m_hQueuedPummelVictim = -1;
if( m_hQueuedPummelVictim == -1 )
m_hQueuedPummelVictim = FindSendPropInfo("CTerrorPlayer", "m_pummelAttacker") + 4;
return m_hQueuedPummelVictim;
}
/**
* @brief Returns the timestamp when the queued pummel begins.
*
* @param client Client ID of the charger to check
*
* @return timestamp or -1.0 if no queued pummel
*/
stock float L4D2_GetQueuedPummelStartTime(int charger)
{
return GetEntDataFloat(charger, L4D2_OffsQueuedPummelInfo() + QueuedPummel_StartTime);
}
/**
* @brief Sets the timestamp when the queued pummel begins.
*
* @param client Client ID of the charger to check
* @param timestamp Timestamp to set
*
* @noreturn
*/
stock void L4D2_SetQueuedPummelStartTime(int charger, float timestamp)
{
SetEntDataFloat(charger, L4D2_OffsQueuedPummelInfo() + QueuedPummel_StartTime, timestamp);
}
/**
* @brief Returns if a Charger is in a queued pummel.
*
* @param charger Client ID of the charger to check
*
* @return true if in queued pummel, false otherwise
*/
stock bool L4D2_IsInQueuedPummel(int charger)
{
float flTimestamp = L4D2_GetQueuedPummelStartTime(charger);
return flTimestamp != -1.0 && flTimestamp > GetGameTime();
}
/**
* @brief Returns the victim of a Charger in a queued pummel.
*
* @param client Client ID of the player to check
*
* @return client index or -1 if none
*/
stock int L4D2_GetQueuedPummelVictim(int client)
{
return GetEntDataEnt2(client, L4D2_OffsQueuedPummelInfo() + QueuedPummel_Victim);
}
/**
* @brief Sets the victim of a Charger in a queued pummel.
*
* @param client Client ID of the player to set
* @param target Client ID of the target to set
*
* @noreturn
*/
stock void L4D2_SetQueuedPummelVictim(int client, int target)
{
SetEntDataEnt2(client, L4D2_OffsQueuedPummelInfo() + QueuedPummel_Victim, target);
}
/**
* @brief Returns the attacker of a Survivor in a queued pummel.
*
* @param client Client ID of the player to check
*
* @return client index or -1 if none
*/
stock int L4D2_GetQueuedPummelAttacker(int client)
{
return GetEntDataEnt2(client, L4D2_OffsQueuedPummelInfo() + QueuedPummel_Attacker);
}
/**
* @brief Sets the attacker of a Survivor in a queued pummel.
*
* @param client Client ID of the player to set
* @param target Client ID of the target to set
*
* @noreturn
*/
stock void L4D2_SetQueuedPummelAttacker(int client, int target)
{
SetEntDataEnt2(client, L4D2_OffsQueuedPummelInfo() + QueuedPummel_Attacker, target);
}
// ==================================================
// 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
*/
// Updated more accurate version thanks to "HarryPotter" for providing.
stock bool L4D_IsPlayerStaggering(int client)
{
static int Activity = -1;
if( L4D_IsEngineLeft4Dead2() )
{
Activity = PlayerAnimState.FromPlayer(client).GetMainActivity();
switch( Activity )
{
case L4D2_ACT_TERROR_SHOVED_FORWARD_MELEE, // 633, 634, 635, 636: stumble
L4D2_ACT_TERROR_SHOVED_BACKWARD_MELEE,
L4D2_ACT_TERROR_SHOVED_LEFTWARD_MELEE,
L4D2_ACT_TERROR_SHOVED_RIGHTWARD_MELEE:
return true;
}
}
else
{
Activity = L4D1_GetMainActivity(client);
switch( Activity )
{
case L4D1_ACT_TERROR_SHOVED_FORWARD, // 1145, 1146, 1147, 1148: stumble
L4D1_ACT_TERROR_SHOVED_BACKWARD,
L4D1_ACT_TERROR_SHOVED_LEFTWARD,
L4D1_ACT_TERROR_SHOVED_RIGHTWARD:
return true;
}
}
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;
}
stock int L4D1_GetMainActivity(int client)
{
static int s_iOffs_m_eCurrentMainSequenceActivity = -1;
if( s_iOffs_m_eCurrentMainSequenceActivity == -1 )
s_iOffs_m_eCurrentMainSequenceActivity = FindSendPropInfo("CTerrorPlayer", "m_iProgressBarDuration") + 476;
return LoadFromAddress(GetEntityAddress(client) + view_as<Address>(s_iOffs_m_eCurrentMainSequenceActivity), NumberType_Int32);
}
/* OLD VERSION (Before being updated by "HarryPotter")
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 > 0 && target <= MaxClients )
{
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<bool>(alive)) && (bots == -1 || IsFakeClient(i) == view_as<bool>(bots)) )
{
aClients.Push(i);
}
}
int client;
if( aClients.Length > 0 )
{
SetRandomSeed(GetGameTickCount());
client = aClients.Get(GetRandomInt(0, aClients.Length - 1));
}
delete aClients;
return client;
}