Couch turbophysics HUD

This commit is contained in:
2026-09-29 21:40:51 +01:00
parent d6f3d622dd
commit 014f15acea
2 changed files with 33 additions and 5 deletions
+1 -1
View File
@@ -149,7 +149,7 @@ public void OnPluginStart()
g_fwdOnClientBlocked = new GlobalForward("Couch_OnClientBlocked", ET_Ignore, Param_Cell, Param_Cell);
g_cvModel = CreateConVar("sm_couch_model", COUCH_DEFAULT_MODEL, "Model used for the couch. Applies to the next spawn.", FCVAR_NOTIFY);
g_cvPushScale = CreateConVar("sm_couch_push_scale", "1.0", "Multiplier on the force bullets apply to the couch. 1.0 is the engine's own push.", FCVAR_NOTIFY, true, 0.0, true, 100.0);
g_cvPushScale = CreateConVar("sm_couch_push_scale", "6.0", "Multiplier on the force bullets apply to the couch. 1.0 is the engine's own push.", FCVAR_NOTIFY, true, 0.0, true, 100.0);
g_cvPistolOnly = CreateConVar("sm_couch_pistol_only", "0", "Only pistols and knives move the couch; other guns and grenades are ignored.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
g_cvAllowUse = CreateConVar("sm_allow_couch_use", "1", "Players may push the couch by holding +use on it. 0 means it can only be moved by shooting it.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
g_cvEffect = CreateConVar("sm_couch_effect", "0", "Colour cycle and pulsing light on the couch.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
+32 -4
View File
@@ -11,6 +11,10 @@
// Longer names are cut so one can't eat the whole message.
#define HUD_NAME_BYTES 20
// +use reports every tick it's held; the list is resent at most this often for it. Well under
// sm_couch_hud_time's minimum, so the text never lapses while someone keeps pushing.
#define HUD_USE_RESEND 0.1
// Put in front of the name of anyone whose grenade hit the couch recently.
#define HUD_GRENADE_TAG "<G!> "
@@ -30,6 +34,7 @@ Handle g_hExpireTimer;
float g_fExpire[MAXPLAYERS + 1]; // GetGameTime() at which this client drops off the list.
float g_fLastHit[MAXPLAYERS + 1]; // Ordering key: the most recent shooter is listed first.
float g_fGrenadeUntil[MAXPLAYERS + 1]; // GetGameTime() at which this client loses the grenade tag.
float g_fNextUseSend[MAXPLAYERS + 1]; // GetGameTime() before which this client's +use doesn't resend.
float g_fNextExpiry; // Soonest expiry or tag drop among the names currently listed.
float g_fLastExpiry; // Latest expiry among them; the text is held until then.
@@ -52,7 +57,7 @@ public void OnPluginStart()
g_hHudSync = CreateHudSynchronizer();
g_cvEnabled = CreateConVar("sm_couch_hud_enabled", "1", "Show the list of players shooting the couch.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
g_cvTime = CreateConVar("sm_couch_hud_time", "0.5", "How long a player stays on the list after their last hit, in seconds.", FCVAR_NOTIFY, true, 0.5, true, 30.0);
g_cvTime = CreateConVar("sm_couch_hud_time", "0.5", "How long a player stays on the list after their last hit or +use push, in seconds.", FCVAR_NOTIFY, true, 0.5, true, 30.0);
g_cvGrenadeTime = CreateConVar("sm_couch_hud_time_grenade", "4.0", "How long a player stays on the list, tagged " ... HUD_GRENADE_TAG ... ", after their grenade hits the couch, in seconds.", FCVAR_NOTIFY, true, 0.5, true, 30.0);
g_cvEnabled.AddChangeHook(OnEnabledChanged);
@@ -74,6 +79,7 @@ public void OnMapStart()
g_fExpire[i] = 0.0;
g_fLastHit[i] = 0.0;
g_fGrenadeUntil[i] = 0.0;
g_fNextUseSend[i] = 0.0;
}
}
@@ -82,6 +88,7 @@ public void OnClientPutInServer(int client)
g_fExpire[client] = 0.0;
g_fLastHit[client] = 0.0;
g_fGrenadeUntil[client] = 0.0;
g_fNextUseSend[client] = 0.0;
}
public void OnClientDisconnect(int client)
@@ -91,6 +98,7 @@ public void OnClientDisconnect(int client)
g_fExpire[client] = 0.0;
g_fLastHit[client] = 0.0;
g_fGrenadeUntil[client] = 0.0;
g_fNextUseSend[client] = 0.0;
if (bListed)
QueueFlush();
@@ -125,13 +133,32 @@ public void Couch_OnCouchDamaged(int couch, int attacker, float damage)
QueueFlush();
}
// Fires just after Couch_OnCouchDamaged for the same hit, so the ordering is already updated.
// Hits fire just after Couch_OnCouchDamaged for the same hit, so the ordering is already updated.
// +use never goes through damage, so it is listed from here.
public void Couch_OnCouchInteraction(int couch, int client, CouchMethod method, const char[] weapon)
{
if (!g_cvEnabled.BoolValue || method != CouchMethod_Grenade)
if (!g_cvEnabled.BoolValue)
return;
g_fGrenadeUntil[client] = GetGameTime() + g_cvGrenadeTime.FloatValue;
float fNow = GetGameTime();
if (method == CouchMethod_Use)
{
g_fLastHit[client] = fNow;
g_fExpire[client] = MaxFloat(g_fExpire[client], fNow + g_cvTime.FloatValue);
if (fNow < g_fNextUseSend[client])
return;
g_fNextUseSend[client] = fNow + HUD_USE_RESEND;
QueueFlush();
return;
}
if (method != CouchMethod_Grenade)
return;
g_fGrenadeUntil[client] = fNow + g_cvGrenadeTime.FloatValue;
g_fExpire[client] = MaxFloat(g_fExpire[client], g_fGrenadeUntil[client]);
QueueFlush();
@@ -350,6 +377,7 @@ void ResetAll()
g_fExpire[i] = 0.0;
g_fLastHit[i] = 0.0;
g_fGrenadeUntil[i] = 0.0;
g_fNextUseSend[i] = 0.0;
}
ClearAll();