sourcemod-plugins/scripting/l4d2_population_control.sp
2021-02-25 23:07:49 -06:00

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4.8 KiB
SourcePawn

#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_VERSION "1.0"
#include <sourcemod>
#include <sdktools>
//#include <sdkhooks>
public Plugin myinfo =
{
name = "L4D2 Population Control",
author = "jackzmc",
description = "",
version = PLUGIN_VERSION,
url = ""
};
static ConVar hPercentTotal;
static ConVar hPercentClown;
static ConVar hPercentMud;
static ConVar hPercentCeda;
static ConVar hPercentWorker;
static ConVar hPercentRiot;
static ConVar hPercentJimmy;
static ConVar hPercentFallen;
static bool IsDoneLoading;
#define COMMON_MODELS_COUNT 6
static char INFECTED_MODELS[COMMON_MODELS_COUNT][] = {
"models/infected/common_male_clown.mdl", //clown
"models/infected/common_male_mud.mdl", //mud
"models/infected/common_male_ceda.mdl", //ceda
"models/infected/common_male_riot.mdl", //riot
"models/infected/common_male_jimmy.mdl", //jimmy
"models/infected/common_male_fallen_survivor.mdl", //fallen
};
static char WORKER_MODELS[3][] = {
"models/infected/common_worker_male01.mdl",
"models/infected/common_male_roadcrew.mdl",
"models/infected/common_male_roadcrew_rain.mdl"
};
enum CommonTypes {
Common_Clown,
Common_Mud,
Common_Ceda,
Common_Riot,
Common_Jimmy,
Common_Worker = -1,
};
public void OnPluginStart() {
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead2) {
SetFailState("This plugin is for L4D2 only.");
}
hPercentTotal = CreateConVar("l4d2_population_global_chance", "1.0", "The % chance that any the below chances occur.\n0.0 = NEVER, 1.0: ALWAYS");
hPercentClown = CreateConVar("l4d2_population_clowns", "0.0", "The % chance that a common spawns as a clown.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentMud = CreateConVar("l4d2_population_mud", "0.0", "The % chance that a common spawns as a mud zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentCeda = CreateConVar("l4d2_population_ceda", "0.0", "The % chance that a common spawns as a ceda zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentWorker = CreateConVar("l4d2_population_worker", "0.0", "The % chance that a common spawns as a worker zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentRiot = CreateConVar("l4d2_population_riot", "0.0", "The % chance that a common spawns as a riot zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
hPercentJimmy = CreateConVar("l4d2_population_jimmy", "0.0", "The % chance that a common spawns as a Jimmy Gibs Jr. zombie.\n0.0 = OFF, 1.0 = ALWAYS", FCVAR_NONE, true, 0.0, true, 1.0);
RegConsoleCmd("sm_population_list", Cmd_List, "Lists the current population percentages", FCVAR_NONE);
RegConsoleCmd("sm_populations", Cmd_List, "Lists the current population percentages", FCVAR_NONE);
//AutoExecConfig(true, "l4d2_population_control");
}
public void OnMapStart() {
for(int i = 0; i < COMMON_MODELS_COUNT; i++) {
PrecacheModel(INFECTED_MODELS[i], true);
}
for(int i = 0; i < 3; i++) {
PrecacheModel(WORKER_MODELS[i], true);
}
IsDoneLoading = true;
}
public void OnMapEnd() {
IsDoneLoading = false;
}
public void OnEntityCreated(int entity, const char[] classname) {
if (StrEqual(classname, "infected") && IsDoneLoading) {
char m_ModelName[PLATFORM_MAX_PATH];
GetEntPropString(entity, Prop_Data, "m_ModelName", m_ModelName, sizeof(m_ModelName));
if(GetRandomFloat() <= hPercentTotal.FloatValue) {
if(GetRandomFloat() <= hPercentClown.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Clown]);
}else if(GetRandomFloat() <= hPercentMud.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Mud]);
}else if(GetRandomFloat() <= hPercentCeda.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Ceda]);
}else if(GetRandomFloat() <= hPercentWorker.FloatValue) {
//worker has multiple models:
SetEntityModel(entity, WORKER_MODELS[GetRandomInt(0,2)]);
}else if(GetRandomFloat() <= hPercentRiot.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Riot]);
}else if(GetRandomFloat() <= hPercentJimmy.FloatValue) {
SetEntityModel(entity, INFECTED_MODELS[Common_Jimmy]);
}
}
}
}
public Action Cmd_List(int client, int args) {
ReplyToCommand(client, "L4D2 Population Chances");
ReplyToCommand(client, "%.1f%% global chance", hPercentTotal.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Clowns", hPercentClown.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Mud Commons", hPercentMud.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Ceda Commons", hPercentCeda.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Worker Commons", hPercentWorker.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Riot Commons", hPercentRiot.FloatValue * 100);
ReplyToCommand(client, "%.1f%% Jimmy Gibs", hPercentJimmy.FloatValue * 100);
return Plugin_Handled;
}