sourcemod-plugins/scripting/l4d2_turret.sp
2022-11-11 11:02:47 -06:00

722 lines
23 KiB
SourcePawn

#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define TURRET_MAX_RANGE_HUMANS 140.0 // Max range to find humans near. Does not activate if found
#define TURRET_MAX_RANGE_SPECIALS 1700.0 // Max range of specials (including tanks, not witches)
#define TURRET_MAX_RANGE_INFECTED 1500.0 // Max range of infected commons
#define TURRET_ACTIVATION_TIME 5.0 // The time for a new turret to activate
#define TURRET_MAX_RANGE_HUMANS_OPTIMIZED TURRET_MAX_RANGE_HUMANS * TURRET_MAX_RANGE_HUMANS
#define TURRET_MAX_RANGE_SPECIALS_OPTIMIZED TURRET_MAX_RANGE_SPECIALS * TURRET_MAX_RANGE_SPECIALS
#define TURRET_MAX_RANGE_INFECTED_OPTIMIZED TURRET_MAX_RANGE_INFECTED * TURRET_MAX_RANGE_INFECTED
#define PLUGIN_VERSION "1.0"
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <left4dhooks>
// #include <profiler>
#define PARTICLE_ELMOS "st_elmos_fire_cp0"
#define PARTICLE_TES1 "electrical_arc_01_system"
#define ENT_PORTAL_NAME "turret"
#define SOUND_LASER_FIRE "custom/xen_teleport.mp3"
#define TEAM_SPECIALS 3
#define TEAM_SURVIVORS 2
// #define SOUND_LASER_FIRE "level/puck_impact.wav"
#include <gamemodes/ents>
int g_iLaserIndex;
int g_iBeamSprite;
int g_iHaloSprite;
int manualTargetter;
Handle thinkTimer;
ConVar cv_autoBaseDamage;
ConVar cv_manualBaseDamage;
static int COLOR_RED[4] = { 255, 0, 0, 200 };
static int COLOR_RED_LIGHT[4] = { 150, 0, 0, 150 };
int manualTarget = -1;
#define MANUAL_TARGETNAME "turret_target_manual"
/* TODO:
Entity_ChangeOverTime`
acquire all turrets on plugin start, then go through list
laser charge up
- yellow to red
- thick to thin
- sound
--- or possibly weak damage to higher?
on death: kill info_target? keep ref of info_target, or just find via targetname?
clear all perm props (info_target, env_laser?) on round end
dont constantly wipe info_target, just teleport
keep data if ent is being targetted?
dont target last ent? incase stuck
optimize by keeping turret pos?
*/
public Plugin myinfo =
{
name = "l4d2 turret",
author = "jackzmc",
description = "",
version = PLUGIN_VERSION,
url = "https://github.com/Jackzmc/sourcemod-plugins"
};
public void OnPluginStart() {
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2) {
SetFailState("This plugin is for L4D/L4D2 only.");
}
FindTurrets();
HookEvent("player_death", Event_PlayerDeath);
cv_autoBaseDamage = CreateConVar("turret_auto_damage", "50.0", "The base damage the automatic turret deals", FCVAR_NONE, true, 0.0);
cv_manualBaseDamage = CreateConVar("turret_manual_damage", "70.0", "The base damage the manual turret deals", FCVAR_NONE, true, 0.0);
RegAdminCmd("sm_turret", Command_SpawnTurret, ADMFLAG_CHEATS);
RegAdminCmd("sm_rmturrets", Command_RemoveTurrets, ADMFLAG_CHEATS);
RegAdminCmd("sm_rmturret", Command_RemoveTurrets, ADMFLAG_CHEATS);
RegAdminCmd("sm_manturret", Command_ManualTarget, ADMFLAG_CHEATS);
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i)) {
SDKHook(i, SDKHook_OnTakeDamageAlive, OnTakeDamageAlive);
}
}
}
public void OnPluginEnd() {
ClearTurrets(false);
}
enum TurretState {
Turret_Disabled = -1,
Turret_Invalid = 0,
Turret_Idle,
Turret_Active
}
TurretState turretState[2048];
int turretActivatorParticle[2048];
int entityActiveTurret[2048]; // mapping the turret thats active on victim. [victim] = turret
int turretActiveEntity[2048];
bool turretIsActiveLaser[2048];
bool pendingDeletion[2048];
float turretDamage[2048];
int turretCount;
void FindTurrets() {
int entity = INVALID_ENT_REFERENCE;
char targetname[32];
while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
if(StrEqual(targetname, "turret")) {
SetupTurret(entity);
PrintToServer("Found existing turret: %d", entity);
}
}
}
void SetupTurret(int turret, float time = 0.0) {
float pos[3];
GetEntPropVector(turret, Prop_Send, "m_vecOrigin", pos);
turretState[turret] = Turret_Disabled;
turretActivatorParticle[turret] = INVALID_ENT_REFERENCE;
char targetName[32];
Format(targetName, sizeof(targetName), "laser_target_%d", turret);
CreateTimer(time, Timer_ActivateTurret, turret);
turretCount++;
if(thinkTimer == null) {
PrintToServer("Created turret think timer");
thinkTimer = CreateTimer(0.1, Timer_Think, _, TIMER_REPEAT);
}
}
Action Timer_ActivateTurret(Handle h, int turret) {
turretState[turret] = Turret_Idle;
return Plugin_Handled;
}
void DeactivateTurret(int turret) {
int particle = EntRefToEntIndex(turretActivatorParticle[turret]);
if(IsValidEntity(particle))
AcceptEntityInput(particle, "Kill");
turretActivatorParticle[turret] = INVALID_ENT_REFERENCE;
turretState[turret] = Turret_Idle;
turretActiveEntity[turret] = 0;
}
int ClearTurrets(bool fullClear = true) {
int entity = INVALID_ENT_REFERENCE;
int count;
char targetname[32];
if(fullClear) {
while ((entity = FindEntityByClassname(entity, "info_particle_system")) != INVALID_ENT_REFERENCE) {
GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
if(turretState[entity] != Turret_Invalid) {
count++;
AcceptEntityInput(entity, "Kill");
int particle = EntRefToEntIndex(turretActivatorParticle[entity]);
if(IsValidEntity(particle))
AcceptEntityInput(particle, "Kill");
turretState[entity] = Turret_Invalid;
turretActivatorParticle[entity] = 0;
} else if(StrEqual(targetname, "turret_activate")) {
AcceptEntityInput(entity, "Kill");
}
}
entity = INVALID_ENT_REFERENCE;
}
while ((entity = FindEntityByClassname(entity, "env_laser")) != INVALID_ENT_REFERENCE) {
if(turretIsActiveLaser[entity]) {
AcceptEntityInput(entity, "TurnOff");
AcceptEntityInput(entity, "Kill");
}
}
entity = INVALID_ENT_REFERENCE;
while ((entity = FindEntityByClassname(entity, "info_target")) != INVALID_ENT_REFERENCE) {
GetEntPropString(entity, Prop_Data, "m_iName", targetname, sizeof(targetname));
if(StrContains(targetname, "turret_target_") > -1 || StrEqual(targetname, MANUAL_TARGETNAME)) {
AcceptEntityInput(entity, "Kill");
}
}
for(int i = 1; i < 2048; i++) {
entityActiveTurret[i] = 0;
pendingDeletion[i] = false;
}
turretCount = 0;
if(IsValidHandle(thinkTimer)) {
delete thinkTimer;
}
return count;
}
public void OnClientPutInServer(int client) {
pendingDeletion[client] = false;
SDKHook(client, SDKHook_OnTakeDamageAlive, OnTakeDamageAlive);
}
public void OnClientDisconnect(int client) {
if(manualTargetter == client)
manualTargetter = 0;
}
public Action OnTakeDamageAlive(int victim, int& attacker, int& inflictor, float& damage, int& damagetype) {
if(attacker > MaxClients && attacker < 2048 && turretIsActiveLaser[attacker] && GetClientTeam(victim) != 3) {
int health = L4D_GetPlayerTempHealth(victim);
L4D_SetPlayerTempHealth(victim, health);
damage = 0.0;
return Plugin_Stop;
}
return Plugin_Continue;
}
public void OnMapEnd() {
manualTarget = -1;
ClearTurrets();
}
public void Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
int index = event.GetInt("entindex");
int turret = entityActiveTurret[client];
if(turret > 0) {
pendingDeletion[client] = true;
DeactivateTurret(turret);
}
entityActiveTurret[index] = 0;
entityActiveTurret[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;
}
}
public Action Command_SpawnTurret(int client, int args) {
float pos[3];
GetClientEyePosition(client, pos);
pos[2] += 40.0;
int base = CreateParticleNamed(ENT_PORTAL_NAME, PARTICLE_ELMOS, pos, NULL_VECTOR);
SetupTurret(base, TURRET_ACTIVATION_TIME);
ReplyToCommand(client, "New turret (%d) will activate in %.0f seconds", base, TURRET_ACTIVATION_TIME);
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;
}
public Action Command_RemoveTurrets(int client, int args) {
int count = ClearTurrets();
/*int entity = INVALID_ENT_REFERENCE;
char targetname[32];
int count;
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)) {
AcceptEntityInput(entity, "Kill");
count++;
} else if(StrEqual(targetname, "turret_activate")) {
AcceptEntityInput(entity, "Kill");
}
}*/
ReplyToCommand(client, "Removed %d turrets", count);
return Plugin_Handled;
}
public Action Timer_Think(Handle h) {
if( manualTargetter > 0) return Plugin_Continue;
// Probably better to just store from CreateParticle
static int entity;
entity = INVALID_ENT_REFERENCE;
// static char targetname[32];
static float pos[3];
static int count, target;
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)) {
bool ragdoll = GetEntProp(target, Prop_Data, "m_bClientSideRagdoll") == 1;
if(!ragdoll && CanSeeEntity(pos, target)) {
FireTurretAuto(pos, target, turretDamage[entity]);
continue;
}
entityActiveTurret[target] = 0;
}
DeactivateTurret(entity);
turretState[entity] = Turret_Idle;
}
// Skip activation if a survivor is too close
if(FindNearestClient(TEAM_SURVIVORS, pos, TURRET_MAX_RANGE_HUMANS_OPTIMIZED) > 0) {
continue;
}
float damage = cv_autoBaseDamage.FloatValue;
target = FindNearestVisibleEntity("tank_rock", pos, TURRET_MAX_RANGE_SPECIALS_OPTIMIZED, entity);
if(target > 0) damage = 1000.0;
if(target == -1) target = FindNearestVisibleClient(TEAM_SPECIALS, pos, TURRET_MAX_RANGE_SPECIALS_OPTIMIZED);
if(target == -1) 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;
}
}
}
return Plugin_Continue;
}
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];
Format(targetName, sizeof(targetName), "laser_target_%d", targetEnt);
static float pos[3];
GetEntPropVector(targetEnt, Prop_Send, "m_vecOrigin", pos);
pos[2] += 30.0;
int target = CreateTarget(pos, targetName, duration);
SetParent(target, targetEnt);
return CreateLaser(origin, targetName, color, damage, width, duration);
}
int CreateTarget(const float origin[3], const char[] targetName, float duration = 0.0) {
int target = CreateEntityByName("info_target");
DispatchKeyValue(target, "targetname", targetName);
TeleportEntity(target, origin, NULL_VECTOR, NULL_VECTOR);
DispatchSpawn(target);
if(duration > 0.0) {
CreateTimer(duration, Timer_Kill, target);
}
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(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) {
if(CanSeePoint(origin, pos)) {
client = i;
closestDist = distance;
}
}
}
}
return client;
}
stock int FindNearestVisibleEntity(const char[] classname, const float origin[3], float maxRange = 0.0, int turretIndex) {
int entity = INVALID_ENT_REFERENCE;
static float pos[3];
while ((entity = FindEntityByClassname(entity, classname)) != INVALID_ENT_REFERENCE) {
if(entityActiveTurret[entity] > 0) continue;
bool ragdoll = GetEntProp(entity, Prop_Data, "m_bClientSideRagdoll") == 1;
if(ragdoll) continue;
// if(GetEntProp(entity, Prop_Send, "m_iHealth") <= 0) 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)) {
return entity;
}
}
return -1;
}
stock bool CanSeePoint(const float origin[3], const float point[3]) {
TR_TraceRay(origin, point, MASK_ALL, RayType_EndPoint);
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_ALL, 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;
}
public void OnMapStart() {
PrecacheParticle(PARTICLE_ELMOS);
PrecacheParticle(PARTICLE_TES1);
g_iBeamSprite = PrecacheModel("sprites/laser.vmt", true);
g_iLaserIndex = PrecacheModel("materials/sprites/laserbeam.vmt", true);
PrecacheSound(SOUND_LASER_FIRE);
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;
}
stock void SetParent(int child, int parent) {
SetVariantString("!activator");
AcceptEntityInput(child, "SetParent", parent);
}
/*#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;
}
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 == 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;
}