diff --git a/Couch/scripting/Couch.sp b/Couch/scripting/Couch.sp index 5abe32a..3a14e9e 100644 --- a/Couch/scripting/Couch.sp +++ b/Couch/scripting/Couch.sp @@ -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); diff --git a/Couch/scripting/CouchHud.sp b/Couch/scripting/CouchHud.sp index 6abb2d9..aa4de42 100644 --- a/Couch/scripting/CouchHud.sp +++ b/Couch/scripting/CouchHud.sp @@ -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 " " @@ -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();