mirror of
https://github.com/Jackzmc/sourcemod-plugins.git
synced 2025-05-05 16:43:20 +00:00
121 lines
No EOL
4.8 KiB
SourcePawn
121 lines
No EOL
4.8 KiB
SourcePawn
#pragma semicolon 1
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#pragma newdecls required
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//#define DEBUG
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#define PLUGIN_VERSION "1.0"
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#include <sourcemod>
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#include <sdktools>
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//#include <sdkhooks>
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public Plugin myinfo =
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{
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name = "L4D2 Population Control",
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author = "jackzmc",
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description = "",
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version = PLUGIN_VERSION,
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url = ""
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};
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static ConVar hPercentTotal;
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static ConVar hPercentClown;
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static ConVar hPercentMud;
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static ConVar hPercentCeda;
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static ConVar hPercentWorker;
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static ConVar hPercentRiot;
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static ConVar hPercentJimmy;
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static ConVar hPercentFallen;
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static bool IsDoneLoading;
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#define COMMON_MODELS_COUNT 6
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static char INFECTED_MODELS[COMMON_MODELS_COUNT][] = {
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"models/infected/common_male_clown.mdl", //clown
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"models/infected/common_male_mud.mdl", //mud
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"models/infected/common_male_ceda.mdl", //ceda
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"models/infected/common_male_riot.mdl", //riot
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"models/infected/common_male_jimmy.mdl", //jimmy
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"models/infected/common_male_fallen_survivor.mdl", //fallen
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};
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static char WORKER_MODELS[3][] = {
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"models/infected/common_worker_male01.mdl",
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"models/infected/common_male_roadcrew.mdl",
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"models/infected/common_male_roadcrew_rain.mdl"
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};
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enum CommonTypes {
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Common_Clown,
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Common_Mud,
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Common_Ceda,
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Common_Riot,
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Common_Jimmy,
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Common_Worker = -1,
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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_Left4Dead2) {
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SetFailState("This plugin is for L4D2 only.");
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}
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hPercentTotal = CreateConVar("l4d2_population_global_chance", "1.0", "The % chance that any the below chances occur.\n0.0 = NEVER, 1.0: ALWAYS");
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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);
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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);
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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);
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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);
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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);
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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);
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RegConsoleCmd("sm_population_list", Cmd_List, "Lists the current population percentages", FCVAR_NONE);
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RegConsoleCmd("sm_populations", Cmd_List, "Lists the current population percentages", FCVAR_NONE);
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//AutoExecConfig(true, "l4d2_population_control");
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}
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public void OnMapStart() {
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for(int i = 0; i < COMMON_MODELS_COUNT; i++) {
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PrecacheModel(INFECTED_MODELS[i], true);
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}
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for(int i = 0; i < 3; i++) {
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PrecacheModel(WORKER_MODELS[i], true);
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}
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IsDoneLoading = true;
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}
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public void OnMapEnd() {
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IsDoneLoading = false;
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}
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public void OnEntityCreated(int entity, const char[] classname) {
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if (StrEqual(classname, "infected") && IsDoneLoading) {
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char m_ModelName[PLATFORM_MAX_PATH];
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GetEntPropString(entity, Prop_Data, "m_ModelName", m_ModelName, sizeof(m_ModelName));
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if(GetRandomFloat() <= hPercentTotal.FloatValue) {
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if(GetRandomFloat() <= hPercentClown.FloatValue) {
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SetEntityModel(entity, INFECTED_MODELS[Common_Clown]);
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}else if(GetRandomFloat() <= hPercentMud.FloatValue) {
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SetEntityModel(entity, INFECTED_MODELS[Common_Mud]);
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}else if(GetRandomFloat() <= hPercentCeda.FloatValue) {
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SetEntityModel(entity, INFECTED_MODELS[Common_Ceda]);
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}else if(GetRandomFloat() <= hPercentWorker.FloatValue) {
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//worker has multiple models:
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SetEntityModel(entity, WORKER_MODELS[GetRandomInt(0,2)]);
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}else if(GetRandomFloat() <= hPercentRiot.FloatValue) {
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SetEntityModel(entity, INFECTED_MODELS[Common_Riot]);
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}else if(GetRandomFloat() <= hPercentJimmy.FloatValue) {
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SetEntityModel(entity, INFECTED_MODELS[Common_Jimmy]);
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}
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}
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}
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}
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public Action Cmd_List(int client, int args) {
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ReplyToCommand(client, "L4D2 Population Chances");
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ReplyToCommand(client, "%.1f%% global chance", hPercentTotal.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Clowns", hPercentClown.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Mud Commons", hPercentMud.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Ceda Commons", hPercentCeda.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Worker Commons", hPercentWorker.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Riot Commons", hPercentRiot.FloatValue * 100);
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ReplyToCommand(client, "%.1f%% Jimmy Gibs", hPercentJimmy.FloatValue * 100);
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return Plugin_Handled;
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} |