Limited notify hud msg to 80 chars, limited it to once per frame and added a 2nd mode to sm_propspawner_notify_shot that will send the message to console instead

This commit is contained in:
Irineu
2026-09-28 04:17:37 -03:00
parent 6268e9ed19
commit b7b7828f65
+49 -21
View File
@@ -134,7 +134,7 @@ public void OnPluginStart()
RegAdminCmd("sm_propspawner", Command_MainMenu, ADMFLAG_CHANGEMAP); //g 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."); 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_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, 2.0);
g_cvNotifyTimer = CreateConVar("sm_propspawner_notify_shot_timer", "0.5", "How long a player stays in the \"shooting couch\" list."); 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. " ... 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."); "0 = Normal. 1 = Disallow CTs moving plugin spawned props. 2 = Add player to notify list.");
@@ -724,18 +724,16 @@ public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float
return Plugin_Continue; return Plugin_Continue;
} }
char g_szNotifyText[80];
void DisplayNotifyList() void DisplayNotifyList()
{ {
static int channel = -1; if (g_cvNotifyShot.IntValue == 2)
static float lastDisplayTime = 0.0; return;
// Change the channel every once in a while, to avoid conflicts with the map's game_text entities static int tick = 0;
// (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(g_szNotifyText, sizeof(g_szNotifyText), "Shooting Couch:\n");
strcopy(text, sizeof(text), "Shooting Couch:\n");
for (int i = g_aNotifyList.Length - 1; i >= 0; i--) for (int i = g_aNotifyList.Length - 1; i >= 0; i--)
{ {
@@ -753,18 +751,16 @@ void DisplayNotifyList()
char clientName[32]; char clientName[32];
GetClientName(buf.client, clientName, sizeof(clientName)); GetClientName(buf.client, clientName, sizeof(clientName));
StrCat(text, sizeof(text), clientName); StrCat(g_szNotifyText, sizeof(g_szNotifyText), clientName);
StrCat(text, sizeof(text), "\n"); StrCat(g_szNotifyText, sizeof(g_szNotifyText), "\n");
} }
SetHudTextParams(0.8, 0.2, g_cvNotifyTimer.FloatValue, 255, 255, 255, 255, 0, 0.0, 0.0, 0.0); if (tick != GetGameTickCount())
for (int i = 1; i <= MaxClients; i++)
{ {
if (IsClientInGame(i)) // Wait a frame since other players might still shoot the couch this frame
channel = ShowHudText(i, channel, text); RequestFrame(DisplayNotifyList2);
tick = GetGameTickCount();
} }
lastDisplayTime = GetEngineTime();
} }
void OnNotifyTimer(Handle timer, any data) void OnNotifyTimer(Handle timer, any data)
@@ -830,6 +826,15 @@ void AddToNotifyList(int client)
if (GetClientTeam(client) != CS_TEAM_CT) if (GetClientTeam(client) != CS_TEAM_CT)
return; return;
// Just in case the buffer overflow in net message issue doesn't go away with the other fixes
if (g_cvNotifyShot.IntValue == 2)
{
char clientName[32];
GetClientName(client, clientName, sizeof(clientName));
PrintToConsoleAll("[SM] %s is shooting the couch.", clientName);
return;
}
Handle timer = CreateTimer(g_cvNotifyTimer.FloatValue, OnNotifyTimer, client); Handle timer = CreateTimer(g_cvNotifyTimer.FloatValue, OnNotifyTimer, client);
int idx = FindInNotifyList(client); int idx = FindInNotifyList(client);
if (idx == -1) if (idx == -1)
@@ -897,7 +902,7 @@ MRESReturn PlayerUse_Hook(int pThis)
{ {
int entHit = TR_GetEntityIndex(tr); int entHit = TR_GetEntityIndex(tr);
if (g_aSpawnedProps.FindValue(entHit) != -1) if (GetEntityMoveType(entHit) == MOVETYPE_VPHYSICS && g_aSpawnedProps.FindValue(entHit) != -1)
{ {
switch (g_cvUseMode.IntValue) switch (g_cvUseMode.IntValue)
{ {
@@ -911,8 +916,11 @@ MRESReturn PlayerUse_Hook(int pThis)
// Add to the shooting couch list // Add to the shooting couch list
case 2: case 2:
{ {
AddToNotifyList(pThis); if (g_cvNotifyShot.BoolValue)
DisplayNotifyList(); {
AddToNotifyList(pThis);
DisplayNotifyList();
}
} }
} }
} }
@@ -948,7 +956,7 @@ bool UsePushFilter(int entity, int contentsMask)
MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam hParams) MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam hParams)
{ {
int ent = hParams.Get(1); int ent = hParams.Get(1);
if (g_aSpawnedProps.FindValue(ent) != -1) if (GetEntityMoveType(ent) == MOVETYPE_VPHYSICS && g_aSpawnedProps.FindValue(ent) != -1)
{ {
hReturn.Value = false; hReturn.Value = false;
return MRES_Supercede; return MRES_Supercede;
@@ -956,3 +964,23 @@ MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam
return MRES_Ignored; return MRES_Ignored;
} }
void DisplayNotifyList2()
{
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 * 2.0))
channel = -1;
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, g_szNotifyText);
}
lastDisplayTime = GetEngineTime();
}