A couple PropSpawner changes #5

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Irineu wants to merge 7 commits from Irineu/sm-plugins:master into master
2 changed files with 165 additions and 20 deletions
Showing only changes of commit 90cff708d8 - Show all commits
+14
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@@ -0,0 +1,14 @@
"Games"
{
"cstrike"
{
"Offsets"
{
"PlayerUse"
{
"linux" "414"
"windows" "413"
}
}
}
}
+151 -20
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@@ -2,6 +2,8 @@
#include <sourcemod> #include <sourcemod>
#include <sdktools> #include <sdktools>
#include <sdkhooks> #include <sdkhooks>
#include <dhooks>
#include <cstrike>
public Plugin myinfo = public Plugin myinfo =
{ {
@@ -23,12 +25,15 @@ KeyValues g_Models;
ConVar g_cvNotifyShot; ConVar g_cvNotifyShot;
ConVar g_cvNotifyTimer; 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_aSpawnedProps; // Tracks entity indices of props spawned by this plugin so we can unhook them
ArrayList g_aNotifyList; ArrayList g_aNotifyList;
int g_aPlayerPropColor[MAXPLAYERS + 1][3]; int g_aPlayerPropColor[MAXPLAYERS + 1][3];
Handle g_PlayerUseSetup = INVALID_HANDLE;
enum struct NotifyListData enum struct NotifyListData
{ {
int client; int client;
@@ -93,12 +98,34 @@ public void OnPluginStart()
return; return;
} }
g_Models.Rewind(); // Go back to the root node 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);
}
delete gd;
}
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, 1.0);
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. " ...
"0 = Normal. 1 = Disallow CTs moving plugin spawned props. 2 = Add player to notify list.");
AutoExecConfig(true, "PropSpawner"); AutoExecConfig(true, "PropSpawner");
g_aSpawnedProps = new ArrayList(); g_aSpawnedProps = new ArrayList();
@@ -707,26 +734,7 @@ public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float
if (attacker < 1 || attacker > MaxClients || !IsClientInGame(attacker)) if (attacker < 1 || attacker > MaxClients || !IsClientInGame(attacker))
return Plugin_Continue; return Plugin_Continue;
Handle timer = CreateTimer(g_cvNotifyTimer.FloatValue, OnNotifyTimer, attacker); AddToNotifyList(attacker);
int idx = FindInNotifyList(attacker);
if (idx == -1)
{
NotifyListData data;
data.client = attacker;
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));
}
DisplayNotifyList(); DisplayNotifyList();
return Plugin_Continue; return Plugin_Continue;
@@ -793,6 +801,8 @@ int FindInNotifyList(int client)
public void OnClientPutInServer(int client) public void OnClientPutInServer(int client)
{ {
g_aPlayerPropColor[client] = {255, 255, 255}; g_aPlayerPropColor[client] = {255, 255, 255};
DHookEntity(g_PlayerUseSetup, false, client);
DHookEntity(g_PlayerUseSetup, true, client, INVALID_FUNCTION, PlayerUse_HookPost);
} }
void OnRainbowTimer(Handle timer, any data) void OnRainbowTimer(Handle timer, any data)
@@ -818,3 +828,124 @@ void ApplyRainbow(int ent, float Frequency)
SetEntityRenderColor(ent, Red, Green, Blue, 255); 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;
}