sourcemod-plugins/scripting/l4d2-info-cmd.sp

320 lines
No EOL
11 KiB
SourcePawn

#pragma semicolon 1
#define debug false
#define PLUGIN_NAME "L4D2 Game Info"
#define PLUGIN_DESCRIPTION ""
#define PLUGIN_AUTHOR "jackzmc"
#define PLUGIN_VERSION "1.1"
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
char g_icDifficulty[16] = "Normal";
char g_icGamemode[16] = "coop";
char g_icCurrentMap[32];
int g_icPlayerManager; //entid -> typically 25 (MaxClients+1)
static bool b_isTransitioning[MAXPLAYERS+1];
bool g_icHealing[MAXPLAYERS+1]; //state
bool g_icBeingHealed[MAXPLAYERS+1]; //state
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = "https://github.com/Jackzmc/sourcemod-plugins"
};
//TODO: Transition state
public OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D/L4D2 only.");
}
//hook events & cmds
RegConsoleCmd("sm_gameinfo", PrintGameInfo, "Show the director main menu");
HookEvent("difficulty_changed", Event_DifficultyChanged);
HookEvent("heal_begin", Event_HealStart);
//HookEvent("heal_end", Event_HealStop);
HookEvent("heal_success", Event_HealStop);
HookEvent("heal_interrupted", Event_HealStop);
//For transitioning:
HookEvent("map_transition", Event_MapTransition);
HookEvent("player_spawn", Event_PlayerSpawn);
//hook cvars, game info states
FindConVar("z_difficulty").GetString(g_icDifficulty, sizeof(g_icDifficulty));
ConVar ic_gamemode = FindConVar("mp_gamemode");
ic_gamemode.GetString(g_icGamemode, sizeof(g_icGamemode));
ic_gamemode.AddChangeHook(Event_GamemodeChange);
GetCurrentMap(g_icCurrentMap, sizeof(g_icCurrentMap));
//setup advertisement
CreateConVar("l4d2_gameinfo_version", PLUGIN_VERSION, "plugin version", FCVAR_SPONLY | FCVAR_DONTRECORD);
}
// print info
public Action PrintGameInfo(int client, int args) {
//print server info
ReplyToCommand(client, ">map,diff,mode,tempoState,totalSeconds,hastank");
int missionDuration = GetEntProp(g_icPlayerManager, Prop_Send, "m_missionDuration", 1);
int tempoState = GetEntProp(g_icPlayerManager, Prop_Send, "m_tempoState", 1);
bool hasTank = false;
ReplyToCommand(client, "%s,%s,%s,%d,%d,%b",g_icCurrentMap,g_icDifficulty,g_icGamemode,tempoState,missionDuration,hasTank);
//print client info
ReplyToCommand(client,">id,transitioning,name,bot,health,status,throwSlot,kitSlot,pillSlot,survivorType,velocity,primaryWpn,secondaryWpn");
char status[9];
char name[32];
char pillItem[32];
char kitItem[32];
char throwItem[32];
char character[9];
char primaryWeapon[32], secondaryWeapon[32];
for (int i = 1; i <= MaxClients; i++) {
if(!IsClientConnected(i)) continue;
if(!IsClientInGame(i)) {
if(b_isTransitioning[i])
ReplyToCommand(client,"%d,1", i);
else continue;
}
if (GetClientTeam(i) != 2) continue;
int hp = GetClientRealHealth(i);
int bot = IsFakeClient(i);
bool crouched = GetEntProp(i, Prop_Send, "m_bDucked", 1) == 1;
bool incap = GetEntProp(i, Prop_Send, "m_isIncapacitated", 1) == 1;
bool blackandwhite = GetEntProp(i, Prop_Send, "m_bIsOnThirdStrike", 1) == 1;
int velocity = RoundFloat(GetPlayerSpeed(i));
if(hp < 0) {
status = "dead";
}else if(incap) {
status = "incap";
}else if(blackandwhite) {
status = "neardead";
}else if(g_icHealing[i]) {
status = "healing";
}else if(g_icBeingHealed[i]) {
status = "bheal";
}else if(crouched) {
status = "crouched";
}else{
status = "alive";
}
primaryWeapon[0] = '\0';
throwItem[0] = '\0';
kitItem[0] = '\0';
pillItem[0] = '\0';
//TODO: Move all string-based stats to events
GetItemSlotClassName(i, 0, primaryWeapon, sizeof(primaryWeapon), true);
GetItemSlotClassName(i, 1, secondaryWeapon, sizeof(secondaryWeapon), true);
GetItemSlotClassName(i, 2, throwItem, sizeof(throwItem), true);
GetItemSlotClassName(i, 3, kitItem, sizeof(kitItem), true);
GetItemSlotClassName(i, 4, pillItem, sizeof(pillItem), true);
/*if(StrEqual(secondaryWeapon, "melee", true)) {
GetMeleeWeaponName()
}*/
GetClientName(i, name, sizeof(name));
GetModelName(i, character, sizeof(character));
ReplyToCommand(client,"%d,0,%s,%d,%d,%s,%s,%s,%s,%s,%d,%s,%s", i, name, bot, hp, status, throwItem, kitItem, pillItem, character, velocity, primaryWeapon, secondaryWeapon);
}
return Plugin_Handled;
}
// EVENTS //
public void Event_GamemodeChange(ConVar cvar, const char[] oldValue, const char[] newValue) {
cvar.GetString(g_icGamemode, sizeof(g_icGamemode));
}
public void Event_MapTransition(Event event, const char[] name, bool dontBroadcast) {
for(int i = 1; i <= MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2)
b_isTransitioning[i] = true;
}
}
public void Event_PlayerSpawn(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
if(client && b_isTransitioning[client]) {
b_isTransitioning[client] = false;
}
}
public void OnMapStart() {
//TODO: turn off when over threshold, OR fancier logic (per player)
GetCurrentMap(g_icCurrentMap, sizeof(g_icCurrentMap));
//grab the player_manager
//int playerManager;
for (int i = MaxClients + 1; i < GetMaxEntities(); i++) {
if(Entity_ClassNameMatches(i, "_player_manager", true)) {
g_icPlayerManager = i;
break;
}
}
if(g_icPlayerManager == -1) {
SetFailState("Unable to find \"*_player_manager\" entity");
}
#if debug
SDKHook(g_icPlayerManager, SDKHook_ThinkPost, PlayerManager_OnThinkPost);
#endif
}
public void Event_DifficultyChanged(Event event, const char[] name, bool dontBroadcast) {
event.GetString("newDifficulty",g_icDifficulty,sizeof(g_icDifficulty));
}
public void Event_HealStart(Event event, const char[] name, bool dontBroadcast) {
int healer = GetClientOfUserId(event.GetInt("userid"));
int healing = GetClientOfUserId(event.GetInt("subject"));
g_icHealing[healer] = true;
g_icBeingHealed[healing] = true;
}
public void Event_HealStop(Event event, const char[] name, bool dontBroadcast) {
int healer = GetClientOfUserId(event.GetInt("userid"));
int healing = GetClientOfUserId(event.GetInt("subject"));
g_icHealing[healer] = false;
g_icBeingHealed[healing] = false;
}
#if debug
int g_ichuddelay = 0;
public PlayerManager_OnThinkPost(int playerManager) {
if(g_ichuddelay == 0) {
int missionDuration = GetEntProp(playerManager, Prop_Send, "m_missionDuration", 1);
int tempoState = GetEntProp(playerManager, Prop_Send, "m_tempoState", 1);
PrintHintTextToAll("temp: %d | duration: %d", tempoState, missionDuration);
}
if (++g_ichuddelay >= 10) g_ichuddelay = 0;
}
#endif
// METHODS //
stock float GetPlayerSpeed(int client) {
int iVelocity = FindSendPropInfo("CTerrorPlayer", "m_vecVelocity[0]");
float velocity[3];
GetEntDataVector(client, iVelocity, velocity);
return GetVectorLength(velocity, false);
/*float x = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[0]", 0);
float y = GetEntPropFloat(client, Prop_Send, "m_vecVelocity", 1);
float z = GetEntPropFloat(client, Prop_Send, "m_vecVelocity", 2);
return SquareRoot(x * x + y * y + z * z);
//eturn GetVectorLength(vector, false);*/
}
stock void GetModelName(int client, char[] buffer, int length) {
char modelName[38];
GetClientModel(client, modelName, sizeof(modelName));
if(StrContains(modelName,"biker",false) > -1) {
strcopy(buffer, length, "Francis");
}else if(StrContains(modelName,"teenangst",false) > -1) {
strcopy(buffer, length, "Zoey");
}else if(StrContains(modelName,"namvet",false) > -1) {
strcopy(buffer, length, "Bill");
}else if(StrContains(modelName,"manager",false) > -1) {
strcopy(buffer, length, "Louis");
}else if(StrContains(modelName,"coach",false) > -1) {
strcopy(buffer, length, "Coach");
}else if(StrContains(modelName,"producer",false) > -1) {
strcopy(buffer, length, "Rochelle");
}else if(StrContains(modelName,"gambler",false) > -1) {
strcopy(buffer, length, "Nick");
}else if(StrContains(modelName,"mechanic",false) > -1) {
strcopy(buffer, length, "Ellis");
}
}
stock bool Entity_ClassNameMatches(entity, const char[] className, partialMatch=false)
{
char entity_className[64];
Entity_GetClassName(entity, entity_className, sizeof(entity_className));
if (partialMatch) {
return (StrContains(entity_className, className) != -1);
}
return StrEqual(entity_className, className);
}
stock Entity_GetClassName(entity, char[] buffer, size)
{
return GetEntPropString(entity, Prop_Data, "m_iClassname", buffer, size);
}
stock GetClientRealHealth(client)
{
//First filter -> Must be a valid client, successfully in-game and not an spectator (The dont have health).
if(!client
|| !IsValidEntity(client)
|| !IsClientInGame(client)
|| !IsPlayerAlive(client)
|| IsClientObserver(client))
{
return -1;
}
//If the client is not on the survivors team, then just return the normal client health.
if(GetClientTeam(client) != 2)
{
return GetClientHealth(client);
}
//First, we get the amount of temporal health the client has
float buffer = GetEntPropFloat(client, Prop_Send, "m_healthBuffer");
//We declare the permanent and temporal health variables
float TempHealth;
int PermHealth = GetClientHealth(client);
//In case the buffer is 0 or less, we set the temporal health as 0, because the client has not used any pills or adrenaline yet
if(buffer <= 0.0)
{
TempHealth = 0.0;
}
//In case it is higher than 0, we proceed to calculate the temporl health
else
{
//This is the difference between the time we used the temporal item, and the current time
float difference = GetGameTime() - GetEntPropFloat(client, Prop_Send, "m_healthBufferTime");
//We get the decay rate from this convar (Note: Adrenaline uses this value)
float decay = GetConVarFloat(FindConVar("pain_pills_decay_rate"));
//This is a constant we create to determine the amount of health. This is the amount of time it has to pass
//before 1 Temporal HP is consumed.
float constant = 1.0/decay;
//Then we do the calcs
TempHealth = buffer - (difference / constant);
}
//If the temporal health resulted less than 0, then it is just 0.
if(TempHealth < 0.0)
{
TempHealth = 0.0;
}
//Return the value
return RoundToFloor(PermHealth + TempHealth);
}
/**
* Get the classname of an item in a slot
*
* @param client The client to check inventory from
* @param slot The item slot index
* @param buffer The char[] buffer to set text to
* @param bufferSize The size of the buffer
* @return True if item, false if no item
*/
stock bool GetItemSlotClassName(int client, int slot, char[] buffer, int bufferSize, bool excludeWpnPrefix = false) {
int item = GetPlayerWeaponSlot(client, slot);
if(item > -1) {
GetEdictClassname(item, buffer, bufferSize);
if(excludeWpnPrefix) {
ReplaceString(buffer, bufferSize, "weapon_", "");
}
return true;
}else{
return false;
}
}