Files

997 lines
26 KiB
SourcePawn

#pragma semicolon 1
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <dhooks>
#include <cstrike>
public Plugin myinfo =
{
name = "Prop Spawner",
author = "Moltard / LightningZLaser",
description = "A plugin to spawn props",
version = "0.1",
url = "https://steamcommunity.com/id/0123456789ABC/"
};
Menu g_MainMenu = null;
Menu g_RotationMenu = null;
Menu g_PhysicMenu = null;
Menu g_DynamicMenu = null;
Menu g_NpcMenu = null;
Menu g_ColorMenu = null;
KeyValues g_Models;
ConVar g_cvNotifyShot;
ConVar g_cvNotifyTimer;
ConVar g_cvUseMode;
ArrayList g_aSpawnedProps; // Tracks entity indices of props spawned by this plugin so we can unhook them
ArrayList g_aNotifyList;
int g_aPlayerPropColor[MAXPLAYERS + 1][3];
Handle g_PlayerUseSetup = INVALID_HANDLE;
Handle g_ForceVPhysicsCollideSetup = INVALID_HANDLE;
enum struct NotifyListData
{
int client;
Handle timer;
}
enum
{
PropColors_Default,
PropColors_Black,
PropColors_Red,
PropColors_Purple,
PropColors_Blue,
PropColors_Green,
PropColors_Yellow,
PropColors_Orange,
PropColors_Rainbow,
PropColors_Count
}
char ColorToString[PropColors_Count][] = {
"Default",
"Black",
"Red",
"Purple",
"Blue",
"Green",
"Yellow",
"Orange",
"Rainbow"
};
int ColorToRGB[PropColors_Count][3] = {
{255, 255, 255},
{0, 0, 0},
{255, 0, 0},
{128, 0, 128},
{0, 0, 255},
{0, 255, 0},
{255, 255, 0},
{255, 165, 0},
{256, 256, 256}
};
public void OnPluginStart()
{
LoadTranslations("common.phrases");
char sModelsFile[PLATFORM_MAX_PATH];
BuildPath(Path_SM, sModelsFile, sizeof(sModelsFile), "configs/PropSpawner.cfg");
if(!FileExists(sModelsFile))
{
SetFailState("Could not find config: \"%s\"", sModelsFile);
return;
}
g_Models = new KeyValues("models");
if(!g_Models.ImportFromFile(sModelsFile))
{
delete g_Models;
SetFailState("ImportFromFile() failed!");
return;
}
g_Models.Rewind(); // Go back to the root node
GameData gd = new GameData("PropSpawner");
if (gd == null)
{
LogError("PropSpawner: Missing gamedata file");
}
else
{
int PlayerUseOffset = gd.GetOffset("PlayerUse");
if (PlayerUseOffset == -1)
{
LogError("PropSpawner: Missing \"PlayerUse\" offset in gamedata file");
}
else
{
g_PlayerUseSetup = DHookCreate(PlayerUseOffset, HookType_Entity, ReturnType_Void, ThisPointer_CBaseEntity, PlayerUse_Hook);
}
int ForceVPhysicsCollideOffset = gd.GetOffset("ForceVPhysicsCollide");
if (ForceVPhysicsCollideOffset == -1)
{
LogError("PropSpawner: Missing \"ForceVPhysicsCollide\" offset in gamedata file");
}
else
{
g_ForceVPhysicsCollideSetup = DHookCreate(ForceVPhysicsCollideOffset, HookType_Entity, ReturnType_Bool, ThisPointer_CBaseEntity, ForceVPhysicsCollide_Hook);
DHookAddParam(g_ForceVPhysicsCollideSetup, HookParamType_CBaseEntity);
}
delete gd;
}
RegAdminCmd("sm_propspawner", Command_MainMenu, ADMFLAG_CHANGEMAP); //g
RegAdminCmd("sm_setpropcolor", Command_SetPropColor, ADMFLAG_CHANGEMAP, "Set PropSpawner color by RGB value, or \"rainbow\" for that.");
g_cvNotifyShot = CreateConVar("sm_propspawner_notify_shot", "0", "If set to 1, announces in chat when a plugin-spawned prop is shot.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
g_cvNotifyTimer = CreateConVar("sm_propspawner_notify_shot_timer", "0.5", "How long a player stays in the \"shooting couch\" list.");
g_cvUseMode = CreateConVar("sm_propspawner_use_mode", "0", "What should happen when a prop is +use'd. " ...
"0 = Normal. 1 = Disallow CTs moving plugin spawned props. 2 = Add player to notify list.");
AutoExecConfig(true, "PropSpawner");
g_aSpawnedProps = new ArrayList();
g_aNotifyList = new ArrayList();
HookEvent("round_end", Event_RoundEnd);
}
public void OnEntityCreated(int entity, const char[] classname)
{
if (StrEqual(classname, "func_clip_vphysics") && g_ForceVPhysicsCollideSetup != INVALID_HANDLE)
DHookEntity(g_ForceVPhysicsCollideSetup, false, entity);
}
public void OnEntityDestroyed(int entity)
{
// Safety net: if a tracked prop is removed by any means other than DeleteProp()
// (e.g. an explosion, another plugin, map cleanup), stop tracking it here too.
if (entity <= 0 || g_aSpawnedProps == null)
return;
int index = g_aSpawnedProps.FindValue(entity);
if (index != -1)
{
g_aSpawnedProps.Erase(index);
}
}
public void Event_RoundEnd(Event event, const char[] name, bool dontBroadcast)
{
UnhookAllSpawnedProps();
}
void UnhookAllSpawnedProps()
{
if (g_aSpawnedProps == null || !g_cvNotifyShot.BoolValue)
return;
for (int i = 0; i < g_aSpawnedProps.Length; i++)
{
int prop = g_aSpawnedProps.Get(i);
if (IsValidEntity(prop))
{
SDKUnhook(prop, SDKHook_OnTakeDamage, OnPropTakeDamage);
}
}
g_aSpawnedProps.Clear();
}
public void OnMapStart()
{
g_Models.Rewind();
g_MainMenu = BuildMainMenu();
g_RotationMenu = BuildRotationMenu();
g_PhysicMenu = BuildModelsMenu("physic");
g_DynamicMenu = BuildModelsMenu("dynamic");
g_NpcMenu = BuildModelsMenu("npc");
g_ColorMenu = BuildColorMenu();
}
public void OnMapEnd()
{
if (g_MainMenu != null)
{
delete(g_MainMenu);
g_MainMenu = null;
}
if (g_RotationMenu != null)
{
delete(g_RotationMenu);
g_RotationMenu = null;
}
if (g_PhysicMenu != null)
{
delete(g_PhysicMenu);
g_PhysicMenu = null;
}
if (g_DynamicMenu != null)
{
delete(g_DynamicMenu);
g_DynamicMenu = null;
}
if (g_NpcMenu != null)
{
delete(g_NpcMenu);
g_NpcMenu = null;
}
UnhookAllSpawnedProps();
}
/* ----------------------------------- */
Menu BuildMainMenu(){
Menu menu = new Menu(MainMenuHandler);
menu.SetTitle("Prop Spawner");
menu.AddItem("menu_prop_delete", "Delete Prop");
menu.AddItem("menu_prop_rotate", "Rotate Prop");
menu.AddItem("menu_prop_dynamic", "Dynamic/Static Props");
menu.AddItem("menu_prop_physic", "Physic Props");
menu.AddItem("menu_prop_npc", "NPCs");
menu.AddItem("menu_prop_color", "Choose Color");
menu.ExitButton = true;
return menu;
}
Menu BuildRotationMenu(){
Menu menu = new Menu(RotationHandler);
SetMenuTitle(menu, "Rotate Menu");
menu.AddItem( "X_+45", "Rotate X +45 Degrees");
menu.AddItem( "X_-45", "Rotate X -45 Degrees");
menu.AddItem( "Y_+45", "Rotate Y +45 Degrees");
menu.AddItem( "Y_-45", "Rotate Y -45 Degrees");
menu.AddItem( "Z_+45", "Rotate Z +45 Degrees");
menu.AddItem( "Z_-45", "Rotate Z -45 Degrees");
menu.ExitBackButton = true;
menu.ExitButton = true;
return menu;
}
Menu BuildModelsMenu(char[] modelType){
Menu menu;
if(StrEqual(modelType, "physic")){
menu = new Menu(PhysicHandler);
SetMenuTitle(menu, "Physic Props");
}
else if(StrEqual(modelType, "dynamic")){
menu = new Menu(DynamicHandler);
SetMenuTitle(menu, "Dynamic Props");
}
else if(StrEqual(modelType, "npc")){
menu = new Menu(NpcHandler);
SetMenuTitle(menu, "NPCs");
}
menu.AddItem("deleteProp", "Delete Prop");
if(g_Models.JumpToKey(modelType, false)){
for(int i = 0; i < 100000; i++){
char sName[32]; char sIndex[11];
IntToString(i,sIndex, sizeof(sIndex)); // Index i of the model
if (!(g_Models.JumpToKey(sIndex, false))) // if the key doesnt exist
break; // we stop the loop
g_Models.GetString("name", sName, sizeof(sName)); // Name of the model
menu.AddItem(sIndex,sName);
g_Models.GoBack(); // First sub key of the prop category
}
}
g_Models.Rewind(); // Go back to the root node
menu.ExitBackButton = true;
menu.ExitButton = true;
return menu;
}
Menu BuildColorMenu()
{
Menu menu = new Menu(ColorHandler);
SetMenuTitle(menu, "Choose Prop Color");
for (int i = 0; i < PropColors_Count; i++)
{
menu.AddItem(ColorToString[i], ColorToString[i]);
}
menu.ExitBackButton = true;
menu.ExitButton = true;
return menu;
}
/* ----------------------------------- */
public Action Command_MainMenu(int client, int args)
{
g_MainMenu.Display(client, MENU_TIME_FOREVER);
return Plugin_Handled;
}
public Action Command_SetPropColor(int client, int args)
{
if (args < 3)
{
if (args != 0)
{
char buf[32];
GetCmdArg(1, buf, sizeof(buf));
if (StrEqual(buf, "rainbow", false))
{
g_aPlayerPropColor[client][0] = 256;
ReplyToCommand(client, "\x01[SM] Changed color to \x04Rainbow\x01.");
}
}
else
{
ReplyToCommand(client, "Usage: sm_setpropcolor <r> <g> <b>");
}
return Plugin_Handled;
}
int r = g_aPlayerPropColor[client][0] = GetCmdArgInt(1) % 256;
int g = g_aPlayerPropColor[client][1] = GetCmdArgInt(2) % 256;
int b = g_aPlayerPropColor[client][2] = GetCmdArgInt(3) % 256;
ReplyToCommand(client, "\x01[SM] Changed color to \x07%02x%02x%02x%d %d %d\x01.", r, g, b, r, g, b);
return Plugin_Handled;
}
public int MainMenuHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info)); // Get the string of the picked option
switch(action) {
case(MenuAction_Select):
{
if(StrEqual(info, "menu_prop_delete")){
DeleteProp(client);
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(info, "menu_prop_rotate")){
g_RotationMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(info, "menu_prop_dynamic")){
g_DynamicMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(info, "menu_prop_physic")){
g_PhysicMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(info, "menu_prop_npc")){
g_NpcMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(info, "menu_prop_color")){
g_ColorMenu.Display(client, MENU_TIME_FOREVER);
}
}
}
return 0;
}
public RotationHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info)); // Get the string of the picked option
switch(action) {
case(MenuAction_Select):
{
if(StrEqual(info, "X_+45"))
{
RotateProp(45.0,0,client);
}
else if(StrEqual(info, "Y_+45"))
{
RotateProp(45.0,1,client);
}
else if(StrEqual(info, "Z_+45"))
{
RotateProp(45.0,2,client);
}
else if(StrEqual(info, "X_-45"))
{
RotateProp(-45.0,0,client);
}
else if(StrEqual(info, "Y_-45"))
{
RotateProp(-45.0,1,client);
}
else if(StrEqual(info, "Z_-45"))
{
RotateProp(-45.0,2,client);
}
g_RotationMenu.Display(client, MENU_TIME_FOREVER);
}
case(MenuAction_Cancel):
{
if(param2 == MenuCancel_ExitBack) {
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
}
}
public PhysicHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info)); // Get the string of the picked option
switch(action) {
case(MenuAction_Select):
{
if(StrEqual(info, "deleteProp"))
{
DeleteProp(client);
g_PhysicMenu.Display(client, MENU_TIME_FOREVER);
}
else{
// Info has the index of the model
SpawnProp("physic",info,client);
}
}
case(MenuAction_Cancel):
{
if(param2 == MenuCancel_ExitBack) {
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
}
}
public DynamicHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info)); // Get the string of the picked option
switch(action) {
case(MenuAction_Select):
{
if(StrEqual(info, "deleteProp"))
{
DeleteProp(client);
g_DynamicMenu.Display(client, MENU_TIME_FOREVER); // We display again the menu
}
else{
// Info has the index of the model in the array
SpawnProp("dynamic",info,client);
}
}
case(MenuAction_Cancel):
{
if(param2 == MenuCancel_ExitBack) {
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
}
}
public NpcHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info)); // Get the string of the picked option
switch(action) {
case(MenuAction_Select):
{
if(StrEqual(info, "deleteProp"))
{
DeleteProp(client);
g_NpcMenu.Display(client, MENU_TIME_FOREVER); // We display again the menu
}
else{
// Info has the index of the model in the array
SpawnProp("npc",info,client);
}
}
case(MenuAction_Cancel):
{
if(param2 == MenuCancel_ExitBack) {
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
}
}
public ColorHandler(Menu menu, MenuAction action, int client, int param2)
{
char info[32];
menu.GetItem(param2, info, sizeof(info));
switch (action)
{
case MenuAction_Select:
{
int colorIdx = -1;
for (int i = 0; i < PropColors_Count; i++)
{
if (StrEqual(ColorToString[i], info))
{
colorIdx = i;
break;
}
}
if (colorIdx != -1)
{
g_aPlayerPropColor[client] = ColorToRGB[colorIdx];
ReplyToCommand(client, "\x01[SM] Changed color to \x04%s\x01.", info);
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
case MenuAction_Cancel:
if (param2 == MenuCancel_ExitBack)
g_MainMenu.Display(client, MENU_TIME_FOREVER);
}
}
bool isAProp(char[] classname){
if(StrEqual(classname, "prop_physics") || StrEqual(classname, "prop_physics_override") || StrEqual(classname, "prop_dynamic") || StrEqual(classname, "prop_dynamic_override") || StrEqual(classname, "prop_physics_multiplayer") || StrEqual(classname, "prop_dynamic_ornament") || StrEqual(classname, "prop_static")){
return true;
}
return false;
}
void DeleteProp(int client){
char classname[64];
new DeleteIndex = GetClientAimTarget(client, false);
if (DeleteIndex != -1)
{
GetEdictClassname(DeleteIndex, classname, sizeof(classname));
if(isAProp(classname))
{
if (g_cvNotifyShot.BoolValue)
{
int propIndex = g_aSpawnedProps.FindValue(DeleteIndex);
if (propIndex != -1)
{
SDKUnhook(DeleteIndex, SDKHook_OnTakeDamage, OnPropTakeDamage);
g_aSpawnedProps.Erase(propIndex);
}
}
AcceptEntityInput(DeleteIndex, "Kill", -1, -1, 0);
ShowActivity2(client, "\x01[SM] \x04", "deleted a prop.");
LogAction(client, -1, "\"%L\" deleted a prop.", client);
}
}
if ((DeleteIndex == -1) || !isAProp(classname))
{
ReplyToCommand(client, "[SM] No entity found or invalid entity.");
}
}
void RotateProp(float RotateValue, int RotateAxis, int client){
char classname[64];
float RotateVec[3];
int RotateIndex = GetClientAimTarget(client, false);
if (RotateIndex != -1)
{
GetEdictClassname(RotateIndex, classname, sizeof(classname));
if(isAProp(classname))
{
GetEntPropVector(RotateIndex, Prop_Send, "m_angRotation", RotateVec);
RotateVec[RotateAxis] = RotateVec[RotateAxis] + RotateValue;
TeleportEntity(RotateIndex, NULL_VECTOR, RotateVec, NULL_VECTOR);
AcceptEntityInput(RotateIndex, "EnableCollision");
AcceptEntityInput(RotateIndex, "TurnOn", RotateIndex, RotateIndex, 0);
ShowActivity2(client, "\x01[SM] \x04", "rotated a prop.");
LogAction(client, -1, "\"%L\" rotated a prop.", client);
}
}
if ((RotateIndex == -1) || !isAProp(classname))
{
ReplyToCommand(client, "[SM] No entity found or invalid entity.");
}
}
void SpawnProp(char[] TypeProp, char[] PropId, int client){
if(StrEqual(TypeProp, "physic") || StrEqual(TypeProp, "dynamic") || StrEqual(TypeProp, "npc")){
if(g_Models.JumpToKey(TypeProp, false)){
if (g_Models.JumpToKey(PropId, false)){
prop_any_create(client);
}
}
if(StrEqual(TypeProp, "physic")){
g_PhysicMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(TypeProp, "dynamic")){
g_DynamicMenu.Display(client, MENU_TIME_FOREVER);
}
else if(StrEqual(TypeProp, "npc")){
g_NpcMenu.Display(client, MENU_TIME_FOREVER);
}
int i_PropId = StringToInt(PropId)+1; // +1 cause of 'Delete Prop' in the menu
int pageMenu = RoundToFloor(float(i_PropId)/7); // We get the quotient of the division
for(int i = 1; i <= pageMenu; i++){ // We change the menu page until we are back where we were
FakeClientCommandEx(client, "menuselect 9");
}
}
}
bool TraceEntityFilter_FilterCaller(int entity, int contentsMask, int client)
{
return entity != client;
}
void prop_any_create(int client)
{
char sModelName[64];
g_Models.GetString("name", sModelName, sizeof(sModelName)); // Name of the model
char sModelPath[128];
g_Models.GetString("model", sModelPath, sizeof(sModelPath)); // Path of the model
int z_Offset = g_Models.GetNum("z_offset",0); // if "z_offset" is not set, then it's 0
char sModelHealth[11];
char sModelExplodeDamage[11];
char sModelExplodeRadius[11];
int iModelExplode = g_Models.GetNum("explode",0); // if "explode" is not set, then it's 0
g_Models.GetString("health", sModelHealth, sizeof(sModelHealth),"0"); // if "health" is not set, then its 0
g_Models.GetString("explodedamage", sModelExplodeDamage, sizeof(sModelExplodeDamage),"1");
g_Models.GetString("exploderadius", sModelExplodeRadius, sizeof(sModelExplodeRadius),"1");
if(g_Models.JumpToKey("precache", false)){ // Precache each model used by the prop
for(int i = 0; i < 100000; i++){
char sIndex[11];
IntToString(i,sIndex, sizeof(sIndex)); // Index i of the model
if (!(g_Models.JumpToKey(sIndex, false))) // if the key doesnt exist
break; // we stop the loop
char sModelPrecache[128];
g_Models.GetString(NULL_STRING, sModelPrecache, sizeof(sModelPrecache));
PrecacheModel(sModelPrecache,true);
g_Models.GoBack();
}
g_Models.GoBack(); // Back to the index of the prop
}
else{ // If "precache" doesnt exist, we precache only the model we spawn
PrecacheModel(sModelPath,true);
}
g_Models.GoBack(); // Back to the type of prop (physic, dynamic, npc)
char sPropType[32];
g_Models.GetSectionName(sPropType, sizeof(sPropType)); // physic, dynamic, npc
int prop;
if(StrEqual(sPropType,"physic")){
prop = CreateEntityByName("prop_physics_override");
}
else if(StrEqual(sPropType,"dynamic") || StrEqual(sPropType,"npc")){
prop = CreateEntityByName("prop_dynamic_override");
}
g_Models.Rewind(); // Back to root node
DispatchKeyValue(prop, "model", sModelPath);
if (!StrEqual(sModelHealth,"0"))
{
DispatchKeyValue(prop, "health", sModelHealth);
}
if (iModelExplode != 0)
{
DispatchKeyValue(prop, "explodedamage", sModelExplodeDamage);
DispatchKeyValue(prop, "exploderadius", sModelExplodeRadius);
}
float VecOrigin[3];
float VecAngles[3];
float normal[3];
GetClientEyePosition(client, VecOrigin);
GetClientEyeAngles(client, VecAngles);
TR_TraceRayFilter(VecOrigin, VecAngles, MASK_SOLID, RayType_Infinite, TraceEntityFilter_FilterCaller, client);
TR_GetEndPosition(VecOrigin);
DispatchKeyValue(prop, "StartDisabled", "false");
DispatchKeyValue(prop, "Solid", "6");
SetEntProp(prop, Prop_Data, "m_CollisionGroup", 5);
if(StrEqual(sPropType,"physic")){
VecAngles[0] = 0.0;
VecAngles[2] = 0.0;
VecOrigin[2] = VecOrigin[2] + z_Offset;
SetEntityMoveType(prop, MOVETYPE_VPHYSICS);
TeleportEntity(prop, VecOrigin, VecAngles, NULL_VECTOR);
}
else if(StrEqual(sPropType,"dynamic") || StrEqual(sPropType,"npc")){
TR_GetPlaneNormal(INVALID_HANDLE, normal);
GetVectorAngles(normal, normal);
normal[0] += 90.0;
TeleportEntity(prop, VecOrigin, normal, NULL_VECTOR);
AcceptEntityInput(prop, "TurnOn", prop, prop, 0);
}
DispatchSpawn(prop);
AcceptEntityInput(prop, "TurnOn", prop, prop, 0);
AcceptEntityInput(prop, "EnableCollision");
// Hook the prop so we can detect when it gets shot/damaged, and track it so we can unhook later
if (g_cvNotifyShot.BoolValue)
{
SetEntityFlags(prop, FL_CLIENT); //Now youre thinking with portals
SetEntProp(prop, Prop_Data, "m_iTeamNum", CS_TEAM_CT); // So it works with filtered triggers
SDKHook(prop, SDKHook_OnTakeDamage, OnPropTakeDamage);
g_aSpawnedProps.Push(prop);
}
SetEntityRenderMode(prop, RENDER_TRANSCOLOR);
if (g_aPlayerPropColor[client][0] == 256) // Rainbow
{
CreateTimer(0.2, OnRainbowTimer, EntIndexToEntRef(prop), TIMER_REPEAT);
ApplyRainbow(prop, 1.0);
}
else
{
SetEntityRenderColor(prop, g_aPlayerPropColor[client][0], g_aPlayerPropColor[client][1], g_aPlayerPropColor[client][2], 255);
}
ShowActivity2(client, "\x01[SM] \x04", "\x01Spawned \x04%s\x01.", sModelName);
LogAction(client, -1, "\"%L\" Spawned \"%s\".", client, sModelName);
}
/* ----------------------------------- */
public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3], int damagecustom)
{
if (!g_cvNotifyShot.BoolValue)
return Plugin_Continue;
if (attacker < 1 || attacker > MaxClients || !IsClientInGame(attacker))
return Plugin_Continue;
AddToNotifyList(attacker);
DisplayNotifyList();
return Plugin_Continue;
}
void DisplayNotifyList()
{
static int channel = -1;
static float lastDisplayTime = 0.0;
// Change the channel every once in a while, to avoid conflicts with the map's game_text entities
// (not really sure if sourcemod accounts for them when using -1 as channel but hopefully it does)
if ((GetEngineTime() - lastDisplayTime) > g_cvNotifyTimer.FloatValue)
channel = -1;
char text[255];
strcopy(text, sizeof(text), "Shooting Couch:\n");
for (int i = g_aNotifyList.Length - 1; i >= 0; i--)
{
NotifyListData buf;
g_aNotifyList.GetArray(i, buf, sizeof(NotifyListData));
if (!IsClientInGame(buf.client))
{
if (buf.timer != INVALID_HANDLE)
KillTimer(buf.timer);
g_aNotifyList.Erase(i);
continue;
}
char clientName[32];
GetClientName(buf.client, clientName, sizeof(clientName));
StrCat(text, sizeof(text), clientName);
StrCat(text, sizeof(text), "\n");
}
SetHudTextParams(0.8, 0.2, g_cvNotifyTimer.FloatValue, 255, 255, 255, 255, 0, 0.0, 0.0, 0.0);
for (int i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i))
channel = ShowHudText(i, channel, text);
}
lastDisplayTime = GetEngineTime();
}
void OnNotifyTimer(Handle timer, any data)
{
int client = view_as<int>(data);
int idx = FindInNotifyList(client);
if (idx != -1)
g_aNotifyList.Erase(idx);
if (g_aNotifyList.Length)
DisplayNotifyList();
}
int FindInNotifyList(int client)
{
for (int i = 0; i < g_aNotifyList.Length; i++)
{
NotifyListData buf;
g_aNotifyList.GetArray(i, buf, sizeof(NotifyListData));
if (buf.client == client)
return i;
}
return -1;
}
public void OnClientPutInServer(int client)
{
g_aPlayerPropColor[client] = {255, 255, 255};
if (g_PlayerUseSetup != INVALID_HANDLE)
{
DHookEntity(g_PlayerUseSetup, false, client);
DHookEntity(g_PlayerUseSetup, true, client, INVALID_FUNCTION, PlayerUse_HookPost);
}
}
void OnRainbowTimer(Handle timer, any data)
{
int prop = EntRefToEntIndex(view_as<int>(data));
if (prop == -1)
{
KillTimer(timer);
return;
}
ApplyRainbow(prop, 1.0);
}
// Copied from GlowColors
void ApplyRainbow(int ent, float Frequency)
{
float i = GetGameTime();
int Red = RoundFloat(Sine(Frequency * i + 0.0) * 127.0 + 128.0);
int Green = RoundFloat(Sine(Frequency * i + 2.0943951) * 127.0 + 128.0);
int Blue = RoundFloat(Sine(Frequency * i + 4.1887902) * 127.0 + 128.0);
SetEntityRenderColor(ent, Red, Green, Blue, 255);
}
void AddToNotifyList(int client)
{
if (GetClientTeam(client) != CS_TEAM_CT)
return;
Handle timer = CreateTimer(g_cvNotifyTimer.FloatValue, OnNotifyTimer, client);
int idx = FindInNotifyList(client);
if (idx == -1)
{
NotifyListData data;
data.client = client;
data.timer = timer;
g_aNotifyList.PushArray(data, sizeof(NotifyListData));
}
else
{
NotifyListData buf;
g_aNotifyList.GetArray(idx, buf, sizeof(NotifyListData));
if (buf.timer != INVALID_HANDLE)
KillTimer(buf.timer);
buf.timer = timer;
g_aNotifyList.SetArray(idx, buf, sizeof(NotifyListData));
}
}
ConVar sv_pushaway_force = null;
float g_flPushawayRestore = 0.0;
MRESReturn PlayerUse_Hook(int pThis)
{
static ConVar sv_turbophysics = null;
if (!sv_pushaway_force)
sv_pushaway_force = FindConVar("sv_pushaway_force");
if (!sv_turbophysics)
sv_turbophysics = FindConVar("sv_turbophysics");
if (!sv_pushaway_force || !sv_turbophysics)
return MRES_Ignored;
if (!sv_turbophysics.BoolValue)
return MRES_Ignored;
if (g_cvUseMode.IntValue != 1 && g_cvUseMode.IntValue != 2)
return MRES_Ignored;
// ZMs can always push it
if (GetClientTeam(pThis) != CS_TEAM_CT)
return MRES_Ignored;
if ((GetClientButtons(pThis) & IN_USE) == 0)
return MRES_Ignored;
float eyePos[3];
float eyeAng[3];
float eyeFwd[3];
float endPos[3];
GetClientEyePosition(pThis, eyePos);
GetClientEyeAngles(pThis, eyeAng);
GetAngleVectors(eyeAng, eyeFwd, NULL_VECTOR, NULL_VECTOR);
endPos[0] = eyePos[0] + (eyeFwd[0] * 96.0);
endPos[1] = eyePos[1] + (eyeFwd[1] * 96.0);
endPos[2] = eyePos[2] + (eyeFwd[2] * 96.0);
Handle tr = TR_TraceRayFilterEx(eyePos, endPos, MASK_SOLID, RayType_EndPoint, UsePushFilter, 0, TRACE_ENTITIES_ONLY);
if (TR_DidHit(tr))
{
int entHit = TR_GetEntityIndex(tr);
// This currently only works if sm_propspawner_notify_shot is enabled
if (g_aSpawnedProps.FindValue(entHit) != -1)
{
switch (g_cvUseMode.IntValue)
{
// Prevent the prop from being moved
case 1:
{
g_flPushawayRestore = sv_pushaway_force.FloatValue;
sv_pushaway_force.FloatValue = 0.0;
}
// Add to the shooting couch list
case 2:
{
AddToNotifyList(pThis);
DisplayNotifyList();
}
}
}
}
CloseHandle(tr);
return MRES_Handled;
}
MRESReturn PlayerUse_HookPost(int pThis)
{
if (sv_pushaway_force && g_flPushawayRestore != 0.0)
{
sv_pushaway_force.FloatValue = g_flPushawayRestore;
g_flPushawayRestore = 0.0;
}
return MRES_Handled;
}
bool UsePushFilter(int entity, int contentsMask)
{
// Checking if the entity has a physics object
int offs = FindDataMapInfo(entity, "m_pPhysicsObject");
int pt1 = LoadFromAddress(GetEntityAddress(entity) + view_as<Address>(offs), NumberType_Int32);
int pt2 = view_as<int>(Address_PointerSize) == 8 ? LoadFromAddress(GetEntityAddress(entity) + view_as<Address>(offs + 4), NumberType_Int32) : 0;
if (pt1 == 0 && pt2 == 0)
return false;
return true;
}
// No convar for this one rn, didn't find it necessary
MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam hParams)
{
int ent = hParams.Get(1);
// Also only works with sm_propspawner_notify_shot 1 cause of this
if (g_aSpawnedProps.FindValue(ent) != -1)
{
hReturn.Value = false;
return MRES_Supercede;
}
return MRES_Ignored;
}