mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-05 16:53:20 +00:00
1188 lines
41 KiB
SourcePawn
1188 lines
41 KiB
SourcePawn
#pragma semicolon 1
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#pragma newdecls required
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//#define DEBUG
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#define TURRET_MAX_RANGE_HUMANS 140.0 // Max range to find humans near. Does not activate if found
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#define TURRET_MAX_RANGE_SPECIALS 1700.0 // Max range of specials (including tanks, not witches)
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#define TURRET_MAX_RANGE_INFECTED 1500.0 // Max range of infected commons
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#define TURRET_ACTIVATION_TIME 5.0 // The time for a new turret to activate
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#define TURRET_MAX_RANGE_HUMANS_OPTIMIZED TURRET_MAX_RANGE_HUMANS * TURRET_MAX_RANGE_HUMANS
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#define TURRET_MAX_RANGE_SPECIALS_OPTIMIZED TURRET_MAX_RANGE_SPECIALS * TURRET_MAX_RANGE_SPECIALS
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#define TURRET_MAX_RANGE_INFECTED_OPTIMIZED TURRET_MAX_RANGE_INFECTED * TURRET_MAX_RANGE_INFECTED
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#define TURRET_NORMAL_PHASE_TICKS 15 // The number of ticks to be in normal operation
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#define TURRET_COMMON_PHASE_TICKS 5 // The number of ticks to clear out commons exclusively
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#define _TURRET_PHASE_TICKS TURRET_NORMAL_PHASE_TICKS + TURRET_COMMON_PHASE_TICKS
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// Taken from l4d_machine, thanks
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#define SOUND_IMPACT_HIT "physics/flesh/flesh_impact_bullet1.wav"
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#define SOUND_IMPACT_MISS "physics/concrete/concrete_impact_bullet1.wav"
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#define SOUND_FIRE "weapons/50cal/50cal_shoot.wav"
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#define PARTICLE_WEAPON_TRACER "weapon_tracers_50cal"
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#define PLUGIN_VERSION "2.0"
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#include <sourcemod>
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#include <sdktools>
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#include <sdkhooks>
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#include <left4dhooks>
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#include <jutils>
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// #include <profiler>
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#define PARTICLE_ELMOS "st_elmos_fire_cp0"
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#define PARTICLE_TES1 "electrical_arc_01_system"
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#define ENT_PORTAL_NAME "turret"
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#define SOUND_LASER_FIRE "custom/xen_teleport.mp3"
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#define TEAM_SPECIALS 3
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#define TEAM_SURVIVORS 2
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// #define SOUND_LASER_FIRE "level/puck_impact.wav"
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#include <gamemodes/ents>
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enum MountedGun {
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MountedGun_Minigun,
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MountedGun_50Cal
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}
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char MountedGunClassname[2][32] = { "prop_minigun_l4d1", "prop_minigun" };
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char MountedGunModel[2][64] = { "models/w_models/weapons/w_minigun.mdl", "models/w_models/weapons/50cal.mdl" };
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float MOUNTED_HEAT_MIN[2] = { 0.01, 0.0 };
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float MOUNTED_HEAT_INCREASE_RATE[2] = { 0.0003333333, 0.0075};
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float MOUNTED_DAMAGE[2] = { 10.0, 100.0 };
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float MOUNTED_FIRE_RATE[2] = { 0.0, 0.25 }; // Only can fire every value game ticks
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enum struct MountedTurret {
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MountedGun type;
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int entity;
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float heat;
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int target;
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bool cooling;
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float nextFire;
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int poseParamYaw;
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int poseParamPitch;
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int poseController; //TODO: kill
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}
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#define MAX_MOUNTED_TURRETS 6
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MountedTurret MTurret[MAX_MOUNTED_TURRETS];
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int MTurretCount;
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#define HEAT_DECREASE_RATE 0.01
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int g_iLaserIndex;
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int g_iBeamSprite;
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int g_iHaloSprite;
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int g_iTracerIndex;
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int manualTargetter;
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int g_debugTracer;
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Handle thinkTimer;
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ConVar cv_autoBaseDamage;
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ConVar cv_manualBaseDamage;
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static int COLOR_RED[4] = { 255, 0, 0, 200 };
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static int COLOR_RED_LIGHT[4] = { 150, 0, 0, 150 };
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int manualTarget = -1;
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#define MANUAL_TARGETNAME "turret_target_manual"
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ArrayList turretIds;
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Handle SDKCall_LookupPoseParameter;
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Handle SDKCall_LoadModel, SDKCall_DeleteModel;
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int Animating_StudioHdr;
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/* TODO:
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Entity_ChangeOverTime`
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acquire all turrets on plugin start, then go through list
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laser charge up
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- yellow to red
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- thick to thin
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- sound
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--- or possibly weak damage to higher?
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on death: kill info_target? keep ref of info_target, or just find via targetname?
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clear all perm props (info_target, env_laser?) on round end
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dont constantly wipe info_target, just teleport
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keep data if ent is being targetted?
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dont target last ent? incase stuck
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optimize by keeping turret pos?
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*/
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public Plugin myinfo =
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{
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name = "l4d2 turret",
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author = "jackzmc",
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description = "",
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version = PLUGIN_VERSION,
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url = "https://github.com/Jackzmc/sourcemod-plugins"
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};
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public void OnPluginStart() {
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EngineVersion g_Game = GetEngineVersion();
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if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) {
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SetFailState("This plugin is for L4D/L4D2 only.");
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}
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GameData gameData = LoadGameConfigFile("l4d2_turret");
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if(!gameData) {
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LogError("Missing gamedata l4d2_turret.txt, mounted turret disabled");
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} else {
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// =
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StartPrepSDKCall(SDKCall_Entity);
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// CBaseAnimating::LookupPoseParameter(CStudioHdr*, char const*)
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PrepSDKCall_SetFromConf(gameData, SDKConf_Signature, "CBaseAnimating::LookupPoseParameter");
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PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
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PrepSDKCall_AddParameter(SDKType_String, SDKPass_Pointer);
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PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
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SDKCall_LookupPoseParameter = EndPrepSDKCall();
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if(SDKCall_LookupPoseParameter == null) {
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SetFailState("Failed to load SDK call \"CBaseAnimating::LookupPoseParameter\". Update signature in \"plugin.turret\"");
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}
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// Taken from https://github.com/Natanel-Shitrit/StudioHdr/blob/d95e93134729361e06a0381a163de8b0b5625bc4/include/studio_hdr.inc#L4722
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// CStudioHdr *ModelSoundsCache_LoadModel( const char *filename )
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StartPrepSDKCall(SDKCall_Static);
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PrepSDKCall_SetFromConf(gameData, SDKConf_Signature, "ModelSoundsCache_LoadModel");
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PrepSDKCall_AddParameter(SDKType_String, SDKPass_Pointer);
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PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
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if (!(SDKCall_LoadModel = EndPrepSDKCall())) {
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SetFailState("Missing signature 'ModelSoundsCache_LoadModel'");
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}
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// void ModelSoundsCache_FinishModel( CStudioHdr *hdr )
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StartPrepSDKCall(SDKCall_Static);
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PrepSDKCall_SetFromConf(gameData, SDKConf_Signature, "ModelSoundsCache_FinishModel");
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PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
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if (!(SDKCall_DeleteModel = EndPrepSDKCall())) {
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SetFailState("Missing signature 'ModelSoundsCache_FinishModel'");
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}
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// TODO: REMOVE
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Animating_StudioHdr = gameData.GetOffset("CBaseAnimating::StudioHdr");
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if(Animating_StudioHdr == -1)
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SetFailState("Failed to get offset: \"CBaseAnimating::StudioHdr\"");
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int iOffset_hLightingOrigin = FindSendPropInfo("CBaseAnimating", "m_hLightingOrigin");
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if (iOffset_hLightingOrigin < 1)
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SetFailState("Failed to find send prop: \"m_hLightingOrigin\"");
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Animating_StudioHdr += iOffset_hLightingOrigin;
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delete gameData;
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}
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turretIds = new ArrayList();
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FindTurrets();
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HookEvent("player_death", Event_PlayerDeath);
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HookEvent("tank_killed", Event_PlayerDeath);
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cv_autoBaseDamage = CreateConVar("turret_auto_damage", "50.0", "The base damage the automatic turret deals", FCVAR_NONE, true, 0.0);
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cv_manualBaseDamage = CreateConVar("turret_manual_damage", "70.0", "The base damage the manual turret deals", FCVAR_NONE, true, 0.0);
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RegAdminCmd("sm_turret", Command_SpawnTurret, ADMFLAG_CHEATS);
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RegAdminCmd("sm_rmturrets", Command_RemoveTurrets, ADMFLAG_CHEATS);
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RegAdminCmd("sm_rmlaser", Command_RemoveLaserTurret, ADMFLAG_CHEATS);
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RegAdminCmd("sm_rmturret", Command_RemoveTurret, ADMFLAG_CHEATS);
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RegAdminCmd("sm_manturret", Command_ManualTarget, ADMFLAG_CHEATS);
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RegAdminCmd("sm_turret_debug", Command_Debug, ADMFLAG_CHEATS);
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for(int i = 1; i <= MaxClients; i++) {
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if(IsClientConnected(i) && IsClientInGame(i)) {
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SDKHook(i, SDKHook_OnTakeDamageAlive, OnTakeDamageAlive);
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}
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}
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}
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public void OnPluginEnd() {
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ClearTurrets(false);
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}
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enum TurretState {
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Turret_Disabled = -1,
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Turret_Invalid = 0,
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Turret_Idle,
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Turret_Active
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}
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TurretState turretState[2048];
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int turretActivatorParticle[2048];
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int entityActiveTurret[2048]; // mapping the turret thats active on victim. [victim] = turret
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int entityActiveMounted[2048];
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int turretActiveEntity[2048];
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int turretPhaseOffset[2048]; // slight of offset so they dont all enter the same phase at same time
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bool turretIsActiveLaser[2048];
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bool pendingDeletion[2048];
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float turretDamage[2048];
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int turretCount;
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void FindTurrets() {
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int entity = -1;
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char targetname[32];
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while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrEqual(targetname, "turret")) {
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SetupLaserTurret(entity);
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PrintToServer("Found existing laser turret: %d", entity);
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}
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "prop_minigun")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrContains(targetname, "turret_") > -1)
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AddMountedGun(entity, MountedGun_50Cal);
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "prop_minigun_l4d1")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrContains(targetname, "turret_") > -1)
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AddMountedGun(entity, MountedGun_Minigun);
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}
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}
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int AddMountedGun(int entity, MountedGun type) {
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MTurret[MTurretCount].entity = EntIndexToEntRef(entity);
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MTurret[MTurretCount].type = type;
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MTurret[MTurretCount].target = INVALID_ENT_REFERENCE;
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MTurret[MTurretCount].heat = 0.0;
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MTurret[MTurretCount].cooling = false;
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MTurret[MTurretCount].nextFire = GetGameTime();
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char buffer[64];
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Format(buffer, sizeof(buffer), "turret_%d", entity);
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SetEntPropString(entity, Prop_Data, "m_iName", buffer);
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int poseCtrl = CreateEntityByName("point_posecontroller");
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DispatchKeyValue(poseCtrl, "PropName", buffer);
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Format(buffer, sizeof(buffer), "turret_%d_posectrl", entity);
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DispatchKeyValue(poseCtrl, "targetname", buffer);
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DispatchKeyValue(poseCtrl, "PoseParameterName", "MiniGun_Horizontal");
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DispatchKeyValue(poseCtrl, "CycleFrequency", "0");
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DispatchSpawn(poseCtrl);
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SetParent(poseCtrl, entity);
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MTurret[MTurretCount].poseController = EntIndexToEntRef(poseCtrl);
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// TODO: do on start
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// char buffer[PLATFORM_MAX_PATH];
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// GetEntPropString(entity, Prop_Data, "m_ModelName", buffer, sizeof(buffer));
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// Address pStudioHdrClass = view_as<Address>(GetEntData(entity, 0x13E0));
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// // Address pStudioHdrClass = //GetStudioHdr(buffer);
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// PrintToServer("MG%d '%s' pStudioHdrClass=%d", MTurretCount, buffer, pStudioHdrClass);
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// MTurret[MTurretCount].poseParamYaw = SDKCall(SDKCall_LookupPoseParameter, entity, pStudioHdrClass, "MiniGun_Horizontal");
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// // MTurret[MTurretCount].poseParamPitch = SDKCall(SDKCall_LookupPoseParameter, entity, pStudioHdrClass, "MiniGun_Vertical");
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PrintToServer("MG%d poseParamYaw=%d poseParamPitch=%d", MTurretCount, MTurret[MTurretCount].poseParamYaw, MTurret[MTurretCount].poseParamPitch);
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MTurretCount++;
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PrintToServer("Added mounted gun #%d (type=%d)", MTurretCount, type);
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if(thinkTimer == null) {
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PrintToServer("Created turret think timer");
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thinkTimer = CreateTimer(0.1, Timer_Think, _, TIMER_REPEAT);
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}
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return MTurretCount;
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}
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void RemoveMounted(int index) {
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// Shift everything from [index, MTurretCount] down
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for(int i = index; i < MTurretCount; i++) {
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if(!IsValidEntity(MTurret[i+1].entity)) {
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break;
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}
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MTurret[i].entity = MTurret[i+1].entity;
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MTurret[i].type = MTurret[i+1].type;
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MTurret[i].target = MTurret[i+1].target;
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MTurret[i].heat = MTurret[i+1].heat;
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MTurret[i].cooling = MTurret[i+1].cooling;
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MTurret[i].nextFire = MTurret[i+1].nextFire;
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}
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MTurretCount--;
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}
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void SetupLaserTurret(int turret, float time = 0.0) {
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float pos[3];
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GetEntPropVector(turret, Prop_Send, "m_vecOrigin", pos);
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turretState[turret] = Turret_Disabled;
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turretActivatorParticle[turret] = INVALID_ENT_REFERENCE;
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char targetName[32];
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Format(targetName, sizeof(targetName), "laser_target_%d", turret);
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CreateTimer(time, Timer_ActivateTurret, turret);
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turretCount++;
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if(thinkTimer == null) {
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PrintToServer("Created turret think timer");
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thinkTimer = CreateTimer(0.1, Timer_Think, _, TIMER_REPEAT);
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}
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// Clamp to 0 -> _TURRET_PHASE_TICKS - 1
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turretPhaseOffset[turret] = (turretIds.Length + 1) % (_TURRET_PHASE_TICKS - 1);
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turretIds.Push(turret);
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}
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Action Timer_ActivateTurret(Handle h, int turret) {
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turretState[turret] = Turret_Idle;
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return Plugin_Handled;
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}
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void DeactivateTurret(int turret) {
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int particle = EntRefToEntIndex(turretActivatorParticle[turret]);
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if(IsValidEntity(particle))
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AcceptEntityInput(particle, "Kill");
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turretActivatorParticle[turret] = INVALID_ENT_REFERENCE;
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turretState[turret] = Turret_Idle;
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turretActiveEntity[turret] = 0;
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}
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int ClearTurrets(bool fullClear = true) {
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turretIds.Clear();
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int entity = -1;
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int count;
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char targetname[32];
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if(fullClear) {
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while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(turretState[entity] != Turret_Invalid) {
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count++;
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AcceptEntityInput(entity, "Kill");
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int particle = EntRefToEntIndex(turretActivatorParticle[entity]);
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if(IsValidEntity(particle))
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AcceptEntityInput(particle, "Kill");
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turretState[entity] = Turret_Invalid;
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turretActivatorParticle[entity] = 0;
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} else if(StrEqual(targetname, "turret_activate")) {
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AcceptEntityInput(entity, "Kill");
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}
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "prop_minigun*")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrContains(targetname, "turret_") > -1) {
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RemoveEntity(entity);
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count++;
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}
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}
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MTurretCount = 0;
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "env_laser")) != INVALID_ENT_REFERENCE) {
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if(turretIsActiveLaser[entity]) {
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AcceptEntityInput(entity, "TurnOff");
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AcceptEntityInput(entity, "Kill");
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}
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "point_posecontroller")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrContains(targetname, "turret_") > -1) {
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RemoveEntity(entity);
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}
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}
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entity = -1;
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while ((entity = FindEntityByClassname(entity, "info_target")) != INVALID_ENT_REFERENCE) {
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GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
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if(StrContains(targetname, "turret_target_") > -1 || StrEqual(targetname, MANUAL_TARGETNAME)) {
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RemoveEntity(entity);
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}
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}
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for(int i = 1; i < 2048; i++) {
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entityActiveTurret[i] = 0;
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entityActiveMounted[i] = 0;
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pendingDeletion[i] = false;
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}
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turretCount = 0;
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if(thinkTimer != null) {
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delete thinkTimer;
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}
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return count;
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}
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public void OnClientPutInServer(int client) {
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pendingDeletion[client] = false;
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SDKHook(client, SDKHook_OnTakeDamageAlive, OnTakeDamageAlive);
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}
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public void OnClientDisconnect(int client) {
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if(manualTargetter == client)
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manualTargetter = 0;
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}
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public Action OnTakeDamageAlive(int victim, int& attacker, int& inflictor, float& damage, int& damagetype) {
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if(attacker > MaxClients && attacker < 2048 && turretIsActiveLaser[attacker] && GetClientTeam(victim) != 3) {
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int health = L4D_GetPlayerTempHealth(victim);
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L4D_SetPlayerTempHealth(victim, health);
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damage = 0.0;
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return Plugin_Stop;
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}
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return Plugin_Continue;
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}
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public void OnMapEnd() {
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manualTarget = -1;
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ClearTurrets();
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}
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public void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) {
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|
int client = GetClientOfUserId(event.GetInt("userid"));
|
|
int index = event.GetInt("entindex", 0);
|
|
int turret = entityActiveTurret[client];
|
|
if(turret > 0) {
|
|
pendingDeletion[client] = true;
|
|
turretActiveEntity[turret] = 0;
|
|
DeactivateTurret(turret);
|
|
}
|
|
entityActiveTurret[index] = 0;
|
|
entityActiveTurret[client] = 0;
|
|
entityActiveMounted[index] = 0;
|
|
entityActiveMounted[client] = 0;
|
|
}
|
|
|
|
public void OnEntityDestroyed(int entity) {
|
|
if(entity > 0 && entity <= 2048) {
|
|
pendingDeletion[entity] = false;
|
|
int turret = entityActiveTurret[entity];
|
|
if(turret > 0) {
|
|
DeactivateTurret(turret);
|
|
}
|
|
entityActiveTurret[entity] = 0;
|
|
entityActiveMounted[entity] = 0;
|
|
}
|
|
}
|
|
|
|
|
|
public Action Command_SpawnTurret(int client, int args) {
|
|
if(args == 0) {
|
|
ReplyToCommand(client, "Usage: /mkturret <laser/minigun/50cal>");
|
|
return Plugin_Handled;
|
|
}
|
|
char arg[16];
|
|
GetCmdArg(1, arg, sizeof(arg));
|
|
|
|
float pos[3];
|
|
GetClientEyePosition(client, pos);
|
|
float ang[3];
|
|
GetClientEyeAngles(client, ang);
|
|
ang[0] = 0.0;
|
|
ang[2] = 0.0;
|
|
// pos[2] += 10.0;
|
|
if(StrEqual(arg, "laser")) {
|
|
int base = CreateParticleNamed(ENT_PORTAL_NAME, PARTICLE_ELMOS, pos, NULL_VECTOR);
|
|
SetupLaserTurret(base, TURRET_ACTIVATION_TIME);
|
|
ReplyToCommand(client, "New laser turret (%d) will activate in %.0f seconds", base, TURRET_ACTIVATION_TIME);
|
|
} else {
|
|
GetCursorLocation(client, pos);
|
|
MountedGun type = MountedGun_Minigun;
|
|
if(StrEqual(arg, "minigun")) {
|
|
type = MountedGun_Minigun;
|
|
} else if(StrEqual(arg, "50cal", false)) {
|
|
type = MountedGun_50Cal;
|
|
} else {
|
|
ReplyToCommand(client, "Unknown turret type. Usage: /mkturret <laser/minigun/50cal>");
|
|
return Plugin_Handled;
|
|
}
|
|
// TODO: create minigun
|
|
int gun = CreateEntityByName(MountedGunClassname[type]);
|
|
DispatchKeyValue(gun, "targetname", "turret");
|
|
DispatchKeyValue(gun, "model", MountedGunModel[type]);
|
|
TeleportEntity(gun, pos, ang, NULL_VECTOR);
|
|
DispatchSpawn(gun);
|
|
AddMountedGun(gun, type);
|
|
ReplyToCommand(client, "New mounted gun spawned.");
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
public Action Command_ManualTarget(int client, int args) {
|
|
// Remove the activator particles
|
|
int entity = INVALID_ENT_REFERENCE;
|
|
while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
|
|
if(view_as<int>(turretState[entity]) > 0) {
|
|
DeactivateTurret(entity);
|
|
}
|
|
}
|
|
|
|
if(manualTargetter == client) {
|
|
manualTargetter = 0;
|
|
ReplyToCommand(client, "No longer manually targetting");
|
|
return Plugin_Handled;
|
|
} else if(manualTargetter > 0) {
|
|
ReplyToCommand(manualTargetter, "%N is now manually targetting", client);
|
|
}
|
|
if(turretCount == 0) {
|
|
ReplyToCommand(client, "There are no turrets to manually target");
|
|
} else {
|
|
manualTargetter = client;
|
|
ReplyToCommand(client, "Now manually targetting");
|
|
}
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
Action Command_RemoveTurrets(int client, int args) {
|
|
int count = ClearTurrets(true);
|
|
ReplyToCommand(client, "Removed %d turrets", count);
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
Action Command_Debug(int client, int args) {
|
|
if(g_debugTracer == client) {
|
|
g_debugTracer = 0;
|
|
ReplyToCommand(client, "Debug mode off");
|
|
} else {
|
|
g_debugTracer = client;
|
|
ReplyToCommand(client, "Debug mode on");
|
|
}
|
|
}
|
|
|
|
Action Command_RemoveLaserTurret(int client, int args) {
|
|
if(turretIds.Length == 0) {
|
|
ReplyToCommand(client, "No turrets to remove");
|
|
} else {
|
|
int lastTurret = turretIds.Get(turretIds.Length - 1);
|
|
ReplyToCommand(client, "Removed last turret %d", lastTurret);
|
|
}
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
Action Command_RemoveTurret(int client, int args) {
|
|
int target = GetClientAimTarget(client, false);
|
|
if(target >= MaxClients) {
|
|
int targetRef = EntIndexToEntRef(target);
|
|
for(int i = 0; i < MTurretCount; i++) {
|
|
if(MTurret[i].entity == targetRef) {
|
|
RemoveMounted(i);
|
|
ReplyToCommand(client, "Removed mounted turret #%d", i);
|
|
return Plugin_Handled;
|
|
}
|
|
}
|
|
ReplyToCommand(client, "Not a valid turret");
|
|
} else {
|
|
ReplyToCommand(client, "You are not looking at a turret");
|
|
}
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
|
|
bool IsTargetValid(int targetRef) {
|
|
if(!IsValidEntity(targetRef)) return false;
|
|
return GetEntProp(targetRef, Prop_Data, "m_iHealth") > 0;
|
|
}
|
|
|
|
void GetAngles(const float pos[3], const float endPos[3], float angles[3]) {
|
|
float result[3];
|
|
MakeVectorFromPoints(endPos, pos, result);
|
|
GetVectorAngles(result, angles);
|
|
if(angles[0] >= 270){
|
|
angles[0] -= 270;
|
|
angles[0] = (90-angles[0]);
|
|
}else{
|
|
if(angles[0] <= 90){
|
|
angles[0] *= -1;
|
|
}
|
|
}
|
|
angles[1] -= 180;
|
|
}
|
|
|
|
void ShowTracer(float pos[3], float endPos[3]) {
|
|
TE_SetupParticle(g_iTracerIndex, pos, endPos);
|
|
TE_SendToAll();
|
|
}
|
|
|
|
Address GetStudioHdr(const char[] model) {
|
|
if (!model[0]) {
|
|
LogError("empty model path");
|
|
}
|
|
// Create a new CStudioHdr variable based on the model path.
|
|
Address CStudioHdr = SDKCall(SDKCall_LoadModel, model);
|
|
if (!CStudioHdr) {
|
|
return Address_Null;
|
|
}
|
|
// Load 'studiohdr_t *m_pStudioHdr' from 'CStudioHdr' pointer. (can be treated as if it was a studiohdr_t **)
|
|
Address m_pStudioHdr = view_as<Address>(LoadFromAddress(CStudioHdr, NumberType_Int32));
|
|
// Delete the CStudioHdr variable to not leak memory.
|
|
SDKCall(SDKCall_DeleteModel, CStudioHdr);
|
|
return m_pStudioHdr;
|
|
}
|
|
|
|
void SetPoseParameter(int entity, int iParameter, float flStart, float flEnd, float flValue) {
|
|
float ctlValue = (flValue - flStart) / (flEnd - flStart);
|
|
if (ctlValue < 0) ctlValue = 0.0;
|
|
if (ctlValue > 1) ctlValue = 1.0;
|
|
|
|
SetEntPropFloat(entity, Prop_Send, "m_flPoseParameter", ctlValue, iParameter);
|
|
}
|
|
|
|
|
|
void SetPoseControllerParameter(int entity, const char[] parameter, float flStart, float flEnd, float flValue) {
|
|
float ctlValue = (flValue - flStart) / (flEnd - flStart);
|
|
if (ctlValue < 0) ctlValue = 0.0;
|
|
if (ctlValue > 1) ctlValue = 1.0;
|
|
|
|
SetVariantString(parameter);
|
|
AcceptEntityInput(entity, "SetPoseParameterName");
|
|
SetVariantFloat(ctlValue);
|
|
AcceptEntityInput(entity, "SetPoseValue");
|
|
PrintToServer("SetPoseControllerParameter: ent=%d param=%s value=%f", entity, parameter, ctlValue);
|
|
}
|
|
|
|
|
|
public Action Timer_Think(Handle h) {
|
|
if( manualTargetter > 0) return Plugin_Continue;
|
|
// Probably better to just store from CreateParticle
|
|
static int entity;
|
|
entity = -1;
|
|
// static char targetname[32];
|
|
static float pos[3], targetPos[3], angles[3], turretAngles[3];
|
|
static int count, target, tick;
|
|
for(int i = 0; i < MTurretCount; i++) {
|
|
GetEntPropVector(MTurret[i].entity, Prop_Send, "m_vecOrigin", pos);
|
|
GetEntPropVector(MTurret[i].entity, Prop_Send, "m_angRotation", turretAngles);
|
|
if(!IsTargetValid(MTurret[i].target)) {
|
|
MTurret[i].target = FindNearestVisibleEntity("infected", pos, TURRET_MAX_RANGE_INFECTED_OPTIMIZED, MTurret[i].entity);
|
|
}
|
|
|
|
if(MTurret[i].target > 0 && !MTurret[i].cooling) {
|
|
// Map to a bogus value:
|
|
entityActiveMounted[MTurret[i].target] = i;
|
|
MTurret[i].heat += MOUNTED_HEAT_INCREASE_RATE[MTurret[i].type];
|
|
// PrintToServer("mg%d warming - heat:%f min:%f", i, MTurret[i].heat, MOUNTED_HEAT_MIN[MTurret[i].type]);
|
|
if(MTurret[i].heat >= 1.0) {
|
|
MTurret[i].heat = 1.0;
|
|
MTurret[i].cooling = true;
|
|
SetEntProp(MTurret[i].entity, Prop_Send, "m_firing", 0);
|
|
SetEntProp(MTurret[i].entity, Prop_Send, "m_overheated", 1);
|
|
}
|
|
else if(MTurret[i].heat >= MOUNTED_HEAT_MIN[MTurret[i].type] && GetGameTime() >= MTurret[i].nextFire) {
|
|
// Can fire now
|
|
SetEntProp(MTurret[i].entity, Prop_Send, "m_firing", 1);
|
|
// TODO: look at
|
|
if(MTurret[i].type == MountedGun_50Cal)
|
|
EmitSoundToAll(SOUND_FIRE, 0, SNDCHAN_WEAPON, SNDLEVEL_NORMAL, SND_NOFLAGS, 1.0, SNDPITCH_NORMAL, -1, pos, NULL_VECTOR, true, 0.0);
|
|
GetEntPropVector(MTurret[i].target, Prop_Send, "m_vecOrigin", targetPos);
|
|
targetPos[2] += 40.0; // hit infected better
|
|
GetAngles(pos, targetPos, angles);
|
|
float angle = 0.5 + (angles[1] - turretAngles[1]) / FLOAT_PI;
|
|
SetPoseControllerParameter(MTurret[i].poseController, "MiniGun_Vertical", -90.0, 90.0, angle);
|
|
angle = 0.5 + (angles[0] - turretAngles[0]) / FLOAT_PI;
|
|
SetPoseControllerParameter(MTurret[i].poseController, "MiniGun_Horizontal", -90.0, 90.0, angle);
|
|
// SetPoseParameter(MTurret[i].entity, 0, -90.0, 90.0, angles[0]);
|
|
// SetPoseParameter(MTurret[i].entity, 1, -90.0, 90.0, angles[1]);
|
|
TR_TraceRay(pos, targetPos, 0, RayType_EndPoint);
|
|
if(TR_DidHit()) {
|
|
// Obstacle
|
|
TR_GetEndPosition(targetPos);
|
|
EmitSoundToAll(SOUND_IMPACT_MISS, 0, SNDCHAN_AUTO, SNDLEVEL_NORMAL, SND_NOFLAGS, 1.0, SNDPITCH_NORMAL, -1, targetPos, NULL_VECTOR, true, 0.0);
|
|
} else {
|
|
EmitSoundToAll(SOUND_IMPACT_HIT, 0, SNDCHAN_AUTO, SNDLEVEL_NORMAL, SND_NOFLAGS, 1.0, SNDPITCH_NORMAL, -1, targetPos, NULL_VECTOR, true, 0.0);
|
|
// TODO: improve damage
|
|
SDKHooks_TakeDamage(MTurret[i].target, MTurret[i].entity, MTurret[i].entity, MOUNTED_DAMAGE[MTurret[i].type], DMG_BLAST);
|
|
}
|
|
TE_SetupTracerSound(pos, targetPos);
|
|
TE_SendToAll();
|
|
// Get the end of the barrel
|
|
GetHorizontalPositionFromOrigin(pos, turretAngles, 10.0, pos);
|
|
pos[2] += 45.0;
|
|
ShowTracer(pos, targetPos);
|
|
TE_SetupMuzzleFlash(pos, turretAngles, 1.0, 1);
|
|
TE_SendToAll();
|
|
// For now, make 50 cal swap target (for commons)
|
|
if(MTurret[i].type == MountedGun_50Cal) {
|
|
MTurret[i].target = INVALID_ENT_REFERENCE;
|
|
}
|
|
MTurret[i].nextFire = GetGameTime() + MOUNTED_FIRE_RATE[MTurret[i].type];
|
|
}
|
|
} else {
|
|
MTurret[i].heat -= HEAT_DECREASE_RATE;
|
|
SetEntProp(MTurret[i].entity, Prop_Send, "m_firing", 0);
|
|
if(MTurret[i].heat < 0.0) {
|
|
MTurret[i].heat = 0.0;
|
|
MTurret[i].cooling = false;
|
|
SetEntProp(MTurret[i].entity, Prop_Send, "m_overheated", 0);
|
|
}
|
|
}
|
|
SetEntPropFloat(MTurret[i].entity, Prop_Send, "m_heat", MTurret[i].heat);
|
|
}
|
|
if(turretCount > 0) {
|
|
entity = -1;
|
|
while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
|
|
// GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
|
|
// if(StrEqual(targetname, ENT_PORTAL_NAME)) {
|
|
if(view_as<int>(turretState[entity]) > 0) {
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
|
|
if(turretState[entity] == Turret_Active) {
|
|
// Keep targetting if can view
|
|
target = EntRefToEntIndex(turretActiveEntity[entity]);
|
|
if(target > 0 && IsValidEntity(target)) {
|
|
if(target <= MaxClients) {
|
|
if(IsPlayerAlive(target) && GetEntProp(target, Prop_Data, "m_bClientSideRagdoll") == 0 && CanSeeEntity(pos, target)) {
|
|
FireTurretAuto(pos, target, turretDamage[entity]);
|
|
continue;
|
|
}
|
|
} else if(CanSeeEntity(pos, target)) {
|
|
FireTurretAuto(pos, target, turretDamage[entity]);
|
|
continue;
|
|
}
|
|
}
|
|
DeactivateTurret(entity);
|
|
}
|
|
// Skip activation if a survivor is too close
|
|
if(FindNearestClient(TEAM_SURVIVORS, pos, TURRET_MAX_RANGE_HUMANS_OPTIMIZED) > 0) {
|
|
continue;
|
|
}
|
|
|
|
bool inNormalPhase = ((tick + turretPhaseOffset[entity]) % _TURRET_PHASE_TICKS) <= TURRET_NORMAL_PHASE_TICKS;
|
|
|
|
// Find a target, in this order: Tank Rock -> Specials -> Infected
|
|
float damage = cv_autoBaseDamage.FloatValue;
|
|
target = -1;
|
|
if(inNormalPhase) {
|
|
target = FindNearestVisibleEntity("tank_rock", pos, TURRET_MAX_RANGE_SPECIALS_OPTIMIZED, entity);
|
|
if(target > 0) {
|
|
CreateTimer(1.2, Timer_KillRock, EntIndexToEntRef(target));
|
|
damage = 1000.0;
|
|
}
|
|
if(target <= 0) target = FindNearestVisibleClient(TEAM_SPECIALS, pos, TURRET_MAX_RANGE_SPECIALS_OPTIMIZED);
|
|
}
|
|
if(target <= 0) target = FindNearestVisibleEntity("infected", pos, TURRET_MAX_RANGE_INFECTED_OPTIMIZED, entity);
|
|
if(target > 0) {
|
|
turretDamage[entity] = damage;
|
|
entityActiveTurret[target] = entity;
|
|
turretActiveEntity[entity] = EntIndexToEntRef(target);
|
|
turretActivatorParticle[entity] = EntIndexToEntRef(CreateParticleNamed("turret_activate", PARTICLE_TES1, pos, NULL_VECTOR));
|
|
// AcceptEntityInput(turretActivatorParticle[entity], "Start");
|
|
FireTurretAuto(pos, target, turretDamage[entity]);
|
|
turretState[entity] = Turret_Active;
|
|
}
|
|
// Optimization incase there's multiple info_particle_system
|
|
if(++count > turretCount) {
|
|
count = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if(++tick >= _TURRET_PHASE_TICKS) {
|
|
tick = 0;
|
|
}
|
|
}
|
|
return Plugin_Continue;
|
|
}
|
|
|
|
|
|
public Action Timer_KillRock(Handle h, int ref) {
|
|
int rock = EntRefToEntIndex(ref);
|
|
if(rock != INVALID_ENT_REFERENCE) {
|
|
L4D_DetonateProjectile(rock);
|
|
}
|
|
return Plugin_Handled;
|
|
}
|
|
|
|
static float TURRET_LASER_COLOR[3] = { 0.0, 255.0, 255.0 };
|
|
|
|
void FireTurretAuto(const float origin[3], int targetEntity, float damage = 105.0) {
|
|
int laser = CreateLaserAuto(origin, targetEntity, TURRET_LASER_COLOR, damage, 1.0, 0.2);
|
|
EmitSoundToAll(SOUND_LASER_FIRE, laser, SNDCHAN_WEAPON, .flags = SND_CHANGEPITCH, .pitch = 150);
|
|
turretIsActiveLaser[laser] = true;
|
|
}
|
|
|
|
void FireTurret(const float origin[3], const char[] targetName, float damage = 105.0, bool emitSound = true) {
|
|
int laser = CreateLaser(origin, targetName, TURRET_LASER_COLOR, damage, 1.0, 0.1);
|
|
if(emitSound)
|
|
EmitSoundToAll(SOUND_LASER_FIRE, laser, SNDCHAN_WEAPON, .flags = SND_CHANGEPITCH, .pitch = 150);
|
|
turretIsActiveLaser[laser] = true;
|
|
}
|
|
|
|
stock int CreateLaser(const float origin[3], const char[] targetName, float color[3], float damage, float width, float duration) {
|
|
int laser = CreateEntityByName("env_laser");
|
|
if(laser > 0) {
|
|
DispatchKeyValue(laser, "targetname", "sm_laser");
|
|
DispatchKeyValue(laser, "LaserTarget", targetName);
|
|
DispatchKeyValue(laser, "spawnflags", "1");
|
|
// DispatchKeyValue(laser, "dissolvetype", "2");
|
|
DispatchKeyValue(laser, "NoiseAmplitude", "1");
|
|
DispatchKeyValueFloat(laser, "damage", damage);
|
|
DispatchKeyValueFloat(laser, "life", duration);
|
|
DispatchKeyValueVector(laser, "rendercolor", color);
|
|
DispatchKeyValue(laser, "texture", "sprites/laserbeam.spr");
|
|
|
|
TeleportEntity(laser, origin);
|
|
SetEntPropFloat(laser, Prop_Data, "m_fWidth", width);
|
|
|
|
DispatchSpawn(laser);
|
|
|
|
if(duration > 0)
|
|
CreateTimer(duration, Timer_Kill, laser);
|
|
}
|
|
return laser;
|
|
}
|
|
|
|
// Creates a beam from beginTarget to endTarget. If target name starts with NUL, then will not be set. See env_beam on wiki
|
|
stock int CreateBeam(const char[] beginTarget, const float center[3], const char[] endTarget, float color[3], float damage, float width, float duration) {
|
|
int laser = CreateEntityByName("env_beam");
|
|
if(laser > 0) {
|
|
DispatchKeyValue(laser, "targetname", "sm_laserbeam");
|
|
if(beginTarget[0] != '\0')
|
|
DispatchKeyValue(laser, "LightningStart", beginTarget);
|
|
if(endTarget[0] != '\0')
|
|
DispatchKeyValue(laser, "LightningEnd", endTarget);
|
|
DispatchKeyValue(laser, "spawnflags", "1");
|
|
// DispatchKeyValue(laser, "dissolvetype", "2");
|
|
DispatchKeyValue(laser, "NoiseAmplitude", "1");
|
|
DispatchKeyValueFloat(laser, "damage", damage);
|
|
DispatchKeyValueFloat(laser, "life", duration);
|
|
DispatchKeyValueVector(laser, "rendercolor", color);
|
|
DispatchKeyValue(laser, "texture", "sprites/laserbeam.spr");
|
|
|
|
TeleportEntity(laser, center);
|
|
DispatchKeyValueFloat(laser, "BoltWidth", width);
|
|
|
|
DispatchSpawn(laser);
|
|
|
|
if(duration > 0)
|
|
CreateTimer(duration, Timer_Kill, laser);
|
|
}
|
|
return laser;
|
|
}
|
|
|
|
|
|
stock int CreateLaserAuto(const float origin[3], int targetEnt, float color[3], float damage = 0.0, float width, float duration = 5.0, bool createInfoTarget = true) {
|
|
static char targetName[32];
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|
Format(targetName, sizeof(targetName), "laser_target_%d", targetEnt);
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|
|
|
static float pos[3];
|
|
GetEntPropVector(targetEnt, Prop_Send, "m_vecOrigin", pos);
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pos[2] += 30.0;
|
|
int target = CreateTarget(pos, targetName, duration);
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|
SetParent(target, targetEnt);
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|
|
|
return CreateLaser(origin, targetName, color, damage, width, duration);
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|
}
|
|
|
|
int CreateTarget(const float origin[3], const char[] targetName, float duration = 0.0) {
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|
int target = CreateEntityByName("info_target");
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|
DispatchKeyValue(target, "targetname", targetName);
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|
|
|
TeleportEntity(target, origin, NULL_VECTOR, NULL_VECTOR);
|
|
DispatchSpawn(target);
|
|
if(duration > 0.0) {
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|
CreateTimer(duration, Timer_Kill, target);
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}
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|
return target;
|
|
}
|
|
|
|
|
|
stock int FindNearestClient(int team, const float origin[3], float maxRange = 0.0) {
|
|
int client = -1;
|
|
float closestDist, pos[3];
|
|
for(int i = 1; i <= MaxClients; i++) {
|
|
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == team && !pendingDeletion[i]) {
|
|
GetClientAbsOrigin(i, pos);
|
|
float distance = GetVectorDistance(origin, pos, true);
|
|
if(maxRange > 0.0 && distance > maxRange) continue;
|
|
if(client == -1 || distance <= closestDist) {
|
|
client = i;
|
|
closestDist = distance;
|
|
}
|
|
}
|
|
}
|
|
return client;
|
|
}
|
|
|
|
stock int FindNearestVisibleClient(int team, const float origin[3], float maxRange = 0.0) {
|
|
int client = -1;
|
|
float closestDist, pos[3];
|
|
for(int i = 1; i <= MaxClients; i++) {
|
|
if(!pendingDeletion[i] && IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == team) {
|
|
GetClientAbsOrigin(i, pos);
|
|
float distance = GetVectorDistance(origin, pos, true);
|
|
if(maxRange > 0.0 && distance > maxRange) continue;
|
|
if(distance <= closestDist || client == -1) {
|
|
if(CanSeePoint(origin, pos)) {
|
|
// Priority: Pinned survivors
|
|
if(L4D_GetPinnedSurvivor(i) > 0) {
|
|
return i;
|
|
}
|
|
client = i;
|
|
closestDist = distance;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return client;
|
|
}
|
|
|
|
stock int FindNearVisibleEntityCone(const char[] classname, const float origin[3], const float angles[3], float maxAngles, float maxRange, int ignoreEntity) {
|
|
int entity = -1;
|
|
static float pos[3];
|
|
while ((entity = FindEntityByClassname(entity, classname)) != INVALID_ENT_REFERENCE) {
|
|
// Skip entity, it's already being targetted
|
|
if(entityActiveTurret[entity] > 0 || entityActiveMounted[entity] > 0) continue;
|
|
bool ragdolled = GetEntProp(entity, Prop_Data, "m_bClientSideRagdoll") == 1;
|
|
if(ragdolled) continue;
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
|
|
if(maxRange > 0.0 && GetVectorDistance(origin, pos, true) > maxRange) continue;
|
|
pos[2] += 40.0;
|
|
// TODO: fail if the computed angles to reach 'pos' are > angles + maxAngles
|
|
if(CanSeePoint(origin, pos, ignoreEntity)) {
|
|
return entity;
|
|
}
|
|
return entity;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
stock int FindNearestVisibleEntity(const char[] classname, const float origin[3], float maxRange = 0.0, int ignoreEntity = 0) {
|
|
int entity = -1;
|
|
static float pos[3];
|
|
while ((entity = FindEntityByClassname(entity, classname)) != INVALID_ENT_REFERENCE) {
|
|
// Skip entity, it's already being targetted
|
|
if(entityActiveTurret[entity] > 0 || entityActiveMounted[entity] > 0) continue;
|
|
bool ragdolled = GetEntProp(entity, Prop_Data, "m_bClientSideRagdoll") == 1;
|
|
if(ragdolled) continue;
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
|
|
if(maxRange > 0.0 && GetVectorDistance(origin, pos, true) > maxRange) continue;
|
|
pos[2] += 40.0;
|
|
if(CanSeePoint(origin, pos, ignoreEntity)) {
|
|
return entity;
|
|
}
|
|
return entity;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
stock bool CanSeePoint(const float origin[3], const float point[3], int ignoreEntity = 0) {
|
|
TR_TraceRayFilter(origin, point, MASK_SHOT, RayType_EndPoint, Filter_CanSeeEntity, ignoreEntity);
|
|
|
|
return !TR_DidHit(); // Can see point if no collisions
|
|
}
|
|
|
|
stock bool CanSeeEntity(const float origin[3], int entity) {
|
|
static float point[3];
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", point);
|
|
TR_TraceRayFilter(origin, point, MASK_SHOT, RayType_EndPoint, Filter_CanSeeEntity, entity);
|
|
|
|
return TR_GetEntityIndex() == entity; // Can see point if no collisions
|
|
}
|
|
|
|
bool Filter_CanSeeEntity(int entity, int contentsMask, int data) {
|
|
return entity != data;
|
|
}
|
|
|
|
bool Filter_IgnoreEntityWorld(int entity, int contentsMask, int data) {
|
|
return entity != data && entity != 0;
|
|
}
|
|
|
|
|
|
public void OnMapStart() {
|
|
PrecacheParticle(PARTICLE_ELMOS);
|
|
PrecacheParticle(PARTICLE_TES1);
|
|
g_iTracerIndex = GetParticleIndex(PARTICLE_WEAPON_TRACER);
|
|
g_iBeamSprite = PrecacheModel("sprites/laser.vmt", true);
|
|
g_iLaserIndex = PrecacheModel("materials/sprites/laserbeam.vmt", true);
|
|
PrecacheSound(SOUND_LASER_FIRE);
|
|
PrecacheSound(SOUND_FIRE);
|
|
PrecacheSound(SOUND_IMPACT_HIT);
|
|
PrecacheSound(SOUND_IMPACT_MISS);
|
|
PrecacheModel(MountedGunModel[0]);
|
|
PrecacheModel(MountedGunModel[1]);
|
|
if(g_iLaserIndex == 0) {
|
|
LogError("g_iLaserIndex failed");
|
|
}
|
|
}
|
|
|
|
|
|
stock int CreateParticleNamed(const char[] targetname, const char[] sParticle, const float vPos[3], const float vAng[3], int parent = 0) {
|
|
int entity = CreateEntityByName("info_particle_system");
|
|
if( entity != -1 ) {
|
|
DispatchKeyValue(entity, "effect_name", sParticle);
|
|
DispatchKeyValue(entity, "targetname", targetname);
|
|
DispatchSpawn(entity);
|
|
ActivateEntity(entity);
|
|
AcceptEntityInput(entity, "start");
|
|
|
|
if(parent){
|
|
SetParent(entity, parent);
|
|
}
|
|
|
|
TeleportEntity(entity, vPos, vAng, NULL_VECTOR);
|
|
|
|
// Refire
|
|
float refire = 0.2;
|
|
static char sTemp[64];
|
|
Format(sTemp, sizeof(sTemp), "OnUser1 !self:Stop::%f:-1", refire - 0.05);
|
|
SetVariantString(sTemp);
|
|
AcceptEntityInput(entity, "AddOutput");
|
|
Format(sTemp, sizeof(sTemp), "OnUser1 !self:FireUser2::%f:-1", refire);
|
|
SetVariantString(sTemp);
|
|
AcceptEntityInput(entity, "AddOutput");
|
|
AcceptEntityInput(entity, "FireUser1");
|
|
|
|
SetVariantString("OnUser2 !self:Start::0:-1");
|
|
AcceptEntityInput(entity, "AddOutput");
|
|
SetVariantString("OnUser2 !self:FireUser1::0:-1");
|
|
AcceptEntityInput(entity, "AddOutput");
|
|
|
|
return entity;
|
|
}
|
|
return -1;
|
|
}
|
|
/*#define MAX_IGNORE_TRACE 2
|
|
static char IGNORE_TRACE[MAX_IGNORE_TRACE][] = {
|
|
"env_physics_blocker",
|
|
"env_player_blocker"
|
|
};*/
|
|
#define MAX_WHITELISTED_AUTO_AIM_TARGETS 3
|
|
static char WHITELISTED_AUTO_AIM_TARGETS[MAX_WHITELISTED_AUTO_AIM_TARGETS][] = {
|
|
"tank_rock",
|
|
"infected",
|
|
"witch"
|
|
};
|
|
|
|
|
|
bool Filter_ManualTarget(int entity, int contentsMask, int data) {
|
|
if(entity == 0 || entity == data) return true;
|
|
if(entity == manualTarget || entity == manualTargetter) return false;
|
|
return true;
|
|
/*static char classname[32];
|
|
GetEntityClassname(entity, classname, sizeof(classname));
|
|
for(int i = 0; i < MAX_IGNORE_TRACE; i++) {
|
|
if(StrEqual(IGNORE_TRACE[i], classname)) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;*/
|
|
}
|
|
|
|
bool Filter_ManualTargetSights(int entity, int contentsMask, int data) {
|
|
if(entity == 0 || entity == data) return true;
|
|
if(entity == manualTarget || entity == manualTargetter) return false;
|
|
if(entity <= MaxClients) return GetClientTeam(entity) == 3;
|
|
static char classname[32];
|
|
GetEntityClassname(entity, classname, sizeof(classname));
|
|
for(int i = 0; i < MAX_WHITELISTED_AUTO_AIM_TARGETS; i++) {
|
|
if(StrEqual(WHITELISTED_AUTO_AIM_TARGETS[i], classname)) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
float HULL_DEBUG_MIN[3] = { -50.0, -50.0, -20.0 };
|
|
float HULL_DEBUG_MAX[3] = { 50.0, 50.0, 20.0 };
|
|
|
|
bool DebugEnumerator(int entity, int data) {
|
|
if(entity == 0 || entity == data) return false;
|
|
GlowEntity(entity, 3.0);
|
|
return false;
|
|
}
|
|
|
|
public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3], int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2]) {
|
|
if(client == g_debugTracer) {
|
|
float pos[3];
|
|
float ang[3];
|
|
GetClientEyePosition(client, pos);
|
|
GetClientEyeAngles(client, ang);
|
|
TR_EnumerateEntitiesSphere(pos, 100.0, PARTITION_NON_STATIC_EDICTS, DebugEnumerator, client);
|
|
// TR_TraceHullFilter(pos, ang, HULL_DEBUG_MIN, HULL_DEBUG_MAX, MASK_SOLID, Filter_IgnoreEntityWorld, client);
|
|
// if(TR_DidHit()) {
|
|
// TR_GetEndPosition(pos);
|
|
|
|
// // TODO: use enumerator
|
|
// int ent = TR_GetEntityIndex();
|
|
// PrintCenterText(client, "HIT %d - %.0f %.0f %.0f", ent, pos[0], pos[1], pos[2]);
|
|
// if(ent > 0) {
|
|
// GlowEntity(ent, 3.0);
|
|
// }
|
|
// } else {
|
|
// PrintCenterText(client, "MISS");
|
|
// }
|
|
}
|
|
if(client == manualTargetter && turretCount > 0 && tickcount % 3 == 0) {
|
|
static float pos[3], aimPos[3], orgPos[3];
|
|
GetClientEyePosition(client, orgPos);
|
|
|
|
// Run a ray trace to find a suitable position
|
|
// TODO: Possibly run per-turret for more accurate preview... but it's already lag fest
|
|
TR_TraceRayFilter(orgPos, angles, MASK_SHOT, RayType_Infinite, Filter_ManualTarget);
|
|
if(manualTarget <= 0 || !IsValidEntity(manualTarget)) manualTarget = CreateTarget(aimPos, MANUAL_TARGETNAME);
|
|
|
|
// Disable aim snapping if player is holding WALK (which is apparently IN_SPEED)
|
|
bool aimSnapping = ~buttons & IN_SPEED > 0;
|
|
int targetEntity = TR_GetEntityIndex();
|
|
TR_GetEndPosition(aimPos);
|
|
|
|
if(aimSnapping)
|
|
ComputeAutoAim(targetEntity, aimPos);
|
|
|
|
TeleportEntity(manualTarget, aimPos, NULL_VECTOR, NULL_VECTOR);
|
|
|
|
if(buttons & IN_ATTACK) {
|
|
PhysicsExplode(aimPos, 20, 20.0, true);
|
|
TE_SetupExplodeForce(aimPos, 20.0, 20.0);
|
|
}
|
|
|
|
// Activate all turrets
|
|
int entity = INVALID_ENT_REFERENCE;
|
|
while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
|
|
if(view_as<int>(turretState[entity]) > 0) {
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", orgPos);
|
|
if(buttons & IN_ATTACK) {
|
|
FireTurret(orgPos, MANUAL_TARGETNAME, cv_manualBaseDamage.FloatValue, tickcount % 6 == 0);
|
|
} else {
|
|
TR_TraceRayFilter(orgPos, aimPos, MASK_SOLID, RayType_EndPoint, Filter_ManualTargetSights, targetEntity);
|
|
pos = aimPos;
|
|
if(TR_DidHit()) {
|
|
TR_GetEndPosition(pos);
|
|
TE_SetupBeamPoints(orgPos, pos, g_iLaserIndex, 0, 0, 1, 0.1, 0.1, 0.1, 0, 0.0, COLOR_RED_LIGHT, 1);
|
|
} else {
|
|
TE_SetupBeamPoints(orgPos, aimPos, g_iLaserIndex, 0, 0, 1, 0.1, 0.1, 0.1, 0, 0.0, COLOR_RED, 2);
|
|
}
|
|
// if(aimSnapping) ComputeAutoAim(TR_GetEntityIndex(), pos);
|
|
TE_SendToAll();
|
|
}
|
|
}
|
|
}
|
|
|
|
buttons &= ~IN_ATTACK;
|
|
SetEntPropFloat(client, Prop_Send, "m_flNextAttack", GetGameTime() + 1.0);
|
|
return Plugin_Changed;
|
|
}
|
|
return Plugin_Continue;
|
|
}
|
|
|
|
bool ComputeAutoAim(int possibleTarget, float pos[3]) {
|
|
|
|
static char classname[64];
|
|
|
|
if(possibleTarget > 0) {
|
|
if(possibleTarget > MaxClients) {
|
|
// Check if aimed non-player entity is an entity to be auto aimed at
|
|
GetEntityClassname(possibleTarget, classname, sizeof(classname));
|
|
for(int i = 0; i < MAX_WHITELISTED_AUTO_AIM_TARGETS; i++) {
|
|
if(StrEqual(WHITELISTED_AUTO_AIM_TARGETS[i], classname)) {
|
|
GetEntPropVector(possibleTarget, Prop_Send, "m_vecOrigin", pos);
|
|
pos[2] += 40.0;
|
|
return true;
|
|
}
|
|
}
|
|
} else if(GetClientTeam(possibleTarget) == 3) {
|
|
// Target is an infected player, auto aim
|
|
GetClientEyePosition(possibleTarget, pos);
|
|
pos[2] -= 15.0;
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public Action Timer_Kill(Handle h, int target) {
|
|
if(IsValidEntity(target)) // TODO: See if necessary
|
|
AcceptEntityInput(target, "Kill");
|
|
return Plugin_Handled;
|
|
}
|
|
|