sourcemod-plugins/scripting/l4d2_avoid_minigun.sp

111 lines
3.3 KiB
SourcePawn

#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_NAME "L4D2 AI Avoid Minigun"
#define PLUGIN_DESCRIPTION "Makes the ai avoid being infront of a minigun in use"
#define PLUGIN_AUTHOR "jackzmc"
#define PLUGIN_VERSION "1.0"
#define PLUGIN_URL ""
#include <sourcemod>
#include <sdktools>
#include "jutils.inc"
//#include <sdkhooks>
static bool bIsSurvivorClient[MAXPLAYERS+1];
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = PLUGIN_URL
};
public void OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D/L4D2 only.");
}
CreateTimer(5.0, CheckTimer, _, TIMER_REPEAT);
HookEvent("player_team", Event_PlayerTeamSwitch);
}
public void OnMapStart() {
for(int i = 1; i < MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2) {
bIsSurvivorClient[i] = true;
}
}
}
public void OnClientPutInGame(int client) {
if(IsClientInGame(client) && GetClientTeam(client) == 2) {
bIsSurvivorClient[client] = true;
}
}
public void OnClientDisconnect(int client) {
bIsSurvivorClient[client] = false;
}
public void Event_PlayerTeamSwitch(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
int team = event.GetInt("team");
if(team == 2) {
bIsSurvivorClient[client] = true;
}else if(bIsSurvivorClient[client]) {
bIsSurvivorClient[client] = false;
}
}
public Action CheckTimer(Handle timer) {
//Don't do any processing if no one is connected.
//optimization: Only update player-based positions ever 5 loops (5 * 5 = 25 seconds)
static int timer_update_pos;
if(GetClientCount(true) == 0) return Plugin_Continue;
static float pos[3], ang[3], botPos[3], center_distance;
static float finalPos[3], checkPos[3];
bool usingMinigun, usingMountedWeapon;
for(int i = 1; i < MaxClients; i++) {
if(bIsSurvivorClient[i] && IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && !IsFakeClient(i)) {
usingMinigun = GetEntProp(i, Prop_Send, "m_usingMountedGun", 1) == 1;
usingMountedWeapon = GetEntProp(i, Prop_Send, "m_usingMountedWeapon", 1) == 1;
if(usingMinigun || usingMountedWeapon) {
if(timer_update_pos == 0) {
GetClientAbsOrigin(i, pos);
GetClientEyeAngles(i, ang);
GetHorizontalPositionFromOrigin(pos, ang, 40.0, checkPos); //get center point of check radius
GetHorizontalPositionFromOrigin(pos, ang, -120.0, finalPos); //get center point of the bot destination
}
for(int bot = 1; bot < MaxClients; bot++) {
if(bIsSurvivorClient[bot] && IsClientInGame(bot) && IsFakeClient(bot) && IsPlayerAlive(bot)) {
GetClientAbsOrigin(bot, botPos);
center_distance = GetVectorDistance(checkPos, botPos, true);
if(center_distance <= 4900) {
L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(bot), finalPos[0], finalPos[1], finalPos[2]);
}else{
L4D2_RunScript("CommandABot({cmd=3,bot=GetPlayerFromUserID(%i)})", GetClientUserId(bot));
}
}
}
break;
}
}
}
timer_update_pos++;
if(timer_update_pos >= 5) timer_update_pos = 0;
return Plugin_Continue;
}