More PropSpawner changes #6
@@ -4,6 +4,7 @@
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#include <sdkhooks>
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#include <dhooks>
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#include <cstrike>
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#include <unloze_playtime>
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public Plugin myinfo =
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{
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@@ -26,8 +27,10 @@ KeyValues g_Models;
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ConVar g_cvNotifyShot;
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ConVar g_cvNotifyTimer;
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ConVar g_cvUseMode;
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ConVar g_cvPropShootTier;
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ConVar g_cvButtonPressTier;
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ArrayList g_aSpawnedProps; // Tracks entity indices of props spawned by this plugin so we can unhook them
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ArrayList g_aSpawnedProps; // Tracks entity indices of props spawned by this plugin
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ArrayList g_aNotifyList;
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int g_aPlayerPropColor[MAXPLAYERS + 1][3];
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@@ -134,28 +137,32 @@ public void OnPluginStart()
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RegAdminCmd("sm_propspawner", Command_MainMenu, ADMFLAG_CHANGEMAP); //g
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RegAdminCmd("sm_setpropcolor", Command_SetPropColor, ADMFLAG_CHANGEMAP, "Set PropSpawner color by RGB value, or \"rainbow\" for that.");
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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);
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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);
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g_cvNotifyTimer = CreateConVar("sm_propspawner_notify_shot_timer", "0.5", "How long a player stays in the \"shooting couch\" list.");
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g_cvUseMode = CreateConVar("sm_propspawner_use_mode", "0", "What should happen when a prop is +use'd. " ...
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"0 = Normal. 1 = Disallow CTs moving plugin spawned props. 2 = Add player to notify list.");
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g_cvPropShootTier = CreateConVar("sm_propspawner_tier_requirement", "-1", "Tier needed for players to be able to move PropSpawner props.");
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g_cvButtonPressTier = CreateConVar("sm_propspawner_button_tier_requirement", "-1", "Tier needed for players to be able to press buttons.");
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AutoExecConfig(true, "PropSpawner");
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g_aSpawnedProps = new ArrayList();
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g_aNotifyList = new ArrayList();
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HookEvent("round_end", Event_RoundEnd);
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}
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public void OnEntityCreated(int entity, const char[] classname)
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{
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if (StrEqual(classname, "func_clip_vphysics") && g_ForceVPhysicsCollideSetup != INVALID_HANDLE)
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{
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DHookEntity(g_ForceVPhysicsCollideSetup, false, entity);
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}
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else if (StrEqual(classname, "func_button") && g_cvButtonPressTier.IntValue > -1)
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{
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SDKHook(entity, SDKHook_Use, OnButtonUse);
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}
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}
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public void OnEntityDestroyed(int entity)
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{
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// Safety net: if a tracked prop is removed by any means other than DeleteProp()
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// (e.g. an explosion, another plugin, map cleanup), stop tracking it here too.
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if (entity <= 0 || g_aSpawnedProps == null)
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return;
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@@ -166,27 +173,6 @@ public void OnEntityDestroyed(int entity)
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}
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}
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public void Event_RoundEnd(Event event, const char[] name, bool dontBroadcast)
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{
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UnhookAllSpawnedProps();
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}
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void UnhookAllSpawnedProps()
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{
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if (g_aSpawnedProps == null || !g_cvNotifyShot.BoolValue)
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return;
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for (int i = 0; i < g_aSpawnedProps.Length; i++)
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{
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int prop = g_aSpawnedProps.Get(i);
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if (IsValidEntity(prop))
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{
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SDKUnhook(prop, SDKHook_OnTakeDamage, OnPropTakeDamage);
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}
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}
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g_aSpawnedProps.Clear();
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}
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public void OnMapStart()
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{
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g_Models.Rewind();
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@@ -226,8 +212,6 @@ public void OnMapEnd()
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delete(g_NpcMenu);
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g_NpcMenu = null;
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}
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UnhookAllSpawnedProps();
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}
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/* ----------------------------------- */
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@@ -545,15 +529,6 @@ void DeleteProp(int client){
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GetEdictClassname(DeleteIndex, classname, sizeof(classname));
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if(isAProp(classname))
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{
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if (g_cvNotifyShot.BoolValue)
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{
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int propIndex = g_aSpawnedProps.FindValue(DeleteIndex);
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if (propIndex != -1)
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{
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SDKUnhook(DeleteIndex, SDKHook_OnTakeDamage, OnPropTakeDamage);
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g_aSpawnedProps.Erase(propIndex);
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}
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}
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AcceptEntityInput(DeleteIndex, "Kill", -1, -1, 0);
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ShowActivity2(client, "\x01[SM] \x04", "deleted a prop.");
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LogAction(client, -1, "\"%L\" deleted a prop.", client);
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@@ -719,15 +694,16 @@ void prop_any_create(int client)
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AcceptEntityInput(prop, "TurnOn", prop, prop, 0);
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AcceptEntityInput(prop, "EnableCollision");
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// Hook the prop so we can detect when it gets shot/damaged, and track it so we can unhook later
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if (g_cvNotifyShot.BoolValue)
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// Hook the prop so we can detect when it gets shot/damaged
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if (g_cvNotifyShot.BoolValue || g_cvPropShootTier.IntValue > -1)
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{
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SetEntityFlags(prop, FL_CLIENT); //Now youre thinking with portals
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SetEntProp(prop, Prop_Data, "m_iTeamNum", CS_TEAM_CT); // So it works with filtered triggers
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SDKHook(prop, SDKHook_OnTakeDamage, OnPropTakeDamage);
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g_aSpawnedProps.Push(prop);
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}
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g_aSpawnedProps.Push(prop);
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SetEntityRenderMode(prop, RENDER_TRANSCOLOR);
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if (g_aPlayerPropColor[client][0] == 256) // Rainbow
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{
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@@ -747,10 +723,13 @@ void prop_any_create(int client)
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public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3], int damagecustom)
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{
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if (!g_cvNotifyShot.BoolValue)
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if (attacker < 1 || attacker > MaxClients || !IsClientInGame(attacker))
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return Plugin_Continue;
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if (attacker < 1 || attacker > MaxClients || !IsClientInGame(attacker))
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if (GetClientTeam(client) == CS_TEAM_CT && GetPlayerTier_native(attacker) < g_cvPropShootTier.IntValue)
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return Plugin_Handled;
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if (!g_cvNotifyShot.BoolValue)
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return Plugin_Continue;
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AddToNotifyList(attacker);
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@@ -759,18 +738,16 @@ public Action OnPropTakeDamage(int victim, int &attacker, int &inflictor, float
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return Plugin_Continue;
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}
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char g_szNotifyText[80];
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void DisplayNotifyList()
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{
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static int channel = -1;
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static float lastDisplayTime = 0.0;
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if (g_cvNotifyShot.IntValue == 2)
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return;
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// Change the channel every once in a while, to avoid conflicts with the map's game_text entities
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// (not really sure if sourcemod accounts for them when using -1 as channel but hopefully it does)
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if ((GetEngineTime() - lastDisplayTime) > g_cvNotifyTimer.FloatValue)
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channel = -1;
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static int tick = 0;
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char text[255];
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strcopy(text, sizeof(text), "Shooting Couch:\n");
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strcopy(g_szNotifyText, sizeof(g_szNotifyText), "Shooting Couch:\n");
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for (int i = g_aNotifyList.Length - 1; i >= 0; i--)
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{
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@@ -788,18 +765,16 @@ void DisplayNotifyList()
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char clientName[32];
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GetClientName(buf.client, clientName, sizeof(clientName));
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StrCat(text, sizeof(text), clientName);
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StrCat(text, sizeof(text), "\n");
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StrCat(g_szNotifyText, sizeof(g_szNotifyText), clientName);
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StrCat(g_szNotifyText, sizeof(g_szNotifyText), "\n");
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}
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SetHudTextParams(0.8, 0.2, g_cvNotifyTimer.FloatValue, 255, 255, 255, 255, 0, 0.0, 0.0, 0.0);
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for (int i = 1; i <= MaxClients; i++)
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if (tick != GetGameTickCount())
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{
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if (IsClientInGame(i))
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channel = ShowHudText(i, channel, text);
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// Wait a frame since other players might still shoot the couch this frame
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RequestFrame(DisplayNotifyList2);
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tick = GetGameTickCount();
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}
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lastDisplayTime = GetEngineTime();
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}
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void OnNotifyTimer(Handle timer, any data)
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@@ -865,6 +840,15 @@ void AddToNotifyList(int client)
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if (GetClientTeam(client) != CS_TEAM_CT)
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return;
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// Just in case the buffer overflow in net message issue doesn't go away with the other fixes
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if (g_cvNotifyShot.IntValue == 2)
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{
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char clientName[32];
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GetClientName(client, clientName, sizeof(clientName));
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PrintToConsoleAll("[SM] %s is shooting the couch.", clientName);
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return;
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}
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Handle timer = CreateTimer(g_cvNotifyTimer.FloatValue, OnNotifyTimer, client);
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int idx = FindInNotifyList(client);
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if (idx == -1)
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@@ -904,7 +888,7 @@ MRESReturn PlayerUse_Hook(int pThis)
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if (!sv_turbophysics.BoolValue)
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return MRES_Ignored;
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if (g_cvUseMode.IntValue != 1 && g_cvUseMode.IntValue != 2)
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if (g_cvUseMode.IntValue != 1 && g_cvUseMode.IntValue != 2 && g_cvPropShootTier.IntValue <= -1)
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return MRES_Ignored;
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// ZMs can always push it
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@@ -932,10 +916,13 @@ MRESReturn PlayerUse_Hook(int pThis)
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{
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int entHit = TR_GetEntityIndex(tr);
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// This currently only works if sm_propspawner_notify_shot is enabled
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if (g_aSpawnedProps.FindValue(entHit) != -1)
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if (GetEntityMoveType(entHit) == MOVETYPE_VPHYSICS && g_aSpawnedProps.FindValue(entHit) != -1)
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{
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switch (g_cvUseMode.IntValue)
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int mode = g_cvUseMode.IntValue;
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if (GetPlayerTier_native(pThis) < g_cvPropShootTier.IntValue)
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mode = 1;
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switch (mode)
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{
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// Prevent the prop from being moved
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case 1:
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@@ -947,8 +934,11 @@ MRESReturn PlayerUse_Hook(int pThis)
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// Add to the shooting couch list
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case 2:
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{
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AddToNotifyList(pThis);
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DisplayNotifyList();
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if (g_cvNotifyShot.BoolValue)
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{
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AddToNotifyList(pThis);
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DisplayNotifyList();
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}
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}
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}
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}
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@@ -981,12 +971,10 @@ bool UsePushFilter(int entity, int contentsMask)
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return true;
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}
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// No convar for this one rn, didn't find it necessary
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MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam hParams)
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{
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int ent = hParams.Get(1);
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// Also only works with sm_propspawner_notify_shot 1 cause of this
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if (g_aSpawnedProps.FindValue(ent) != -1)
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if (GetEntityMoveType(ent) == MOVETYPE_VPHYSICS && g_aSpawnedProps.FindValue(ent) != -1)
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{
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hReturn.Value = false;
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return MRES_Supercede;
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@@ -994,3 +982,35 @@ MRESReturn ForceVPhysicsCollide_Hook(int pThis, DHookReturn hReturn, DHookParam
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return MRES_Ignored;
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}
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void DisplayNotifyList2()
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{
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static int channel = -1;
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static float lastDisplayTime = 0.0;
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// Change the channel every once in a while, to avoid conflicts with the map's game_text entities
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// (not really sure if sourcemod accounts for them when using -1 as channel but hopefully it does)
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if ((GetEngineTime() - lastDisplayTime) > (g_cvNotifyTimer.FloatValue * 2.0))
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channel = -1;
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SetHudTextParams(0.8, 0.2, g_cvNotifyTimer.FloatValue, 255, 255, 255, 255, 0, 0.0, 0.0, 0.0);
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for (int i = 1; i <= MaxClients; i++)
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{
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if (IsClientInGame(i))
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channel = ShowHudText(i, channel, g_szNotifyText);
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}
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lastDisplayTime = GetEngineTime();
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}
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// To prevent people from early triggering on couch events. Not every map uses buttons for triggers however.
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Action OnButtonUse(int entity, int activator, int caller, UseType type, float value)
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{
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if (activator < 1 || activator > MaxClients || !IsClientInGame(activator))
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return Plugin_Continue;
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if (GetClientTeam(client) == CS_TEAM_CT && GetPlayerTier_native(activator) < g_cvButtonPressTier.IntValue)
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return Plugin_Handled;
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return Plugin_Continue;
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}
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