sm-plugins/WeaponCleaner/scripting/WeaponCleaner.sp

290 lines
6.3 KiB
SourcePawn

#include <sourcemod>
#include <sdkhooks>
#include <sdktools>
#pragma semicolon 1
#pragma newdecls required
#define TIMER_INTERVAL 1.0
Handle g_hTimer = INVALID_HANDLE;
ConVar g_CVar_MaxWeapons;
ConVar g_CVar_WeaponLifetime;
int g_RealRoundStartedTime;
int g_MaxWeapons;
int g_MaxWeaponLifetime;
#define MAX_WEAPONS MAXPLAYERS
int G_WeaponArray[MAX_WEAPONS][2];
bool g_bEngineVersionIsCSGO = false;
public Plugin myinfo =
{
name = "WeaponCleaner",
author = "BotoX",
description = "Clean unneeded weapons",
version = "2.2.1",
url = ""
};
public void OnPluginStart()
{
g_CVar_MaxWeapons = CreateConVar("sm_weaponcleaner_max", "5", "The maximum amount of weapons allowed in the game.", 0, true, 0.0, true, MAX_WEAPONS - 1.0);
g_MaxWeapons = g_CVar_MaxWeapons.IntValue;
g_CVar_MaxWeapons.AddChangeHook(OnConVarChanged);
g_CVar_WeaponLifetime = CreateConVar("sm_weaponcleaner_lifetime", "15", "The maximum number of seconds a weapon is allowed in the game.", 0, true, 0.0);
g_MaxWeaponLifetime = g_CVar_WeaponLifetime.IntValue;
g_CVar_WeaponLifetime.AddChangeHook(OnConVarChanged);
HookEvent("round_start", Event_RoundStart);
AutoExecConfig(true, "plugin.WeaponCleaner");
g_bEngineVersionIsCSGO = (GetEngineVersion() == Engine_CSGO);
for(int client = 1; client <= MaxClients; client++)
{
if(IsClientInGame(client))
OnClientPutInServer(client);
}
}
public void OnConVarChanged(ConVar convar, const char[] oldValue, const char[] newValue)
{
if(convar == g_CVar_MaxWeapons)
{
if(StringToInt(newValue) < StringToInt(oldValue))
{
// Need to shrink list and kill items
int d = StringToInt(oldValue) - StringToInt(newValue);
// Kill items that don't have space anymore
for(int i = 0; d && i < g_MaxWeapons; i++)
{
if(!G_WeaponArray[i][0])
continue;
// Kill it
if(KillWeapon(G_WeaponArray[i][0]))
{
// Move index backwards (since the list was modified by removing it)
i--;
d--;
}
}
}
g_MaxWeapons = StringToInt(newValue);
}
else if(convar == g_CVar_WeaponLifetime)
{
g_MaxWeaponLifetime = StringToInt(newValue);
CheckWeapons();
}
}
public void OnMapStart()
{
if(g_hTimer != INVALID_HANDLE && CloseHandle(g_hTimer))
g_hTimer = INVALID_HANDLE;
g_hTimer = CreateTimer(TIMER_INTERVAL, Timer_CleanupWeapons, INVALID_HANDLE, TIMER_REPEAT);
}
public void OnMapEnd()
{
if(g_hTimer != INVALID_HANDLE && CloseHandle(g_hTimer))
g_hTimer = INVALID_HANDLE;
}
public void OnClientPutInServer(int client)
{
SDKHook(client, SDKHook_WeaponDropPost, OnWeaponDrop);
SDKHook(client, SDKHook_WeaponEquipPost, OnWeaponEquip);
}
public void OnClientDisconnect(int client)
{
if(!IsClientInGame(client))
return;
// Simulate dropping all equipped weapons
for(int i = 0; i < 5; i++)
{
int weapon = GetPlayerWeaponSlot(client, i);
if(weapon != -1)
OnWeaponDrop(client, weapon);
}
}
public void OnEntityDestroyed(int entity)
{
// wtf sourcemod?
if(entity == -1)
return;
RemoveWeapon(EntIndexToEntRef(EntRefToEntIndex(entity)));
}
public void OnEntitySpawned(int entity, const char[] classname)
{
if(strncmp(classname, "weapon_", 7) == 0)
{
OnWeaponSpawnedPost(entity);
}
}
public void OnWeaponSpawnedPost(int entity)
{
if(!IsValidEntity(entity))
return;
int HammerID = GetEntProp(entity, Prop_Data, "m_iHammerID");
// Should not be cleaned since it's a map spawned weapon
if(HammerID)
return;
// Weapon doesn't belong to any player
if(GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity") == -1)
InsertWeapon(entity);
}
public Action OnWeaponEquip(int client, int entity)
{
if(!IsValidEntity(entity))
return;
int HammerID = GetEntProp(entity, Prop_Data, "m_iHammerID");
// Should not be cleaned since it's a map spawned weapon
if(HammerID)
return;
// Weapon should not be cleaned anymore
RemoveWeapon(EntIndexToEntRef(entity));
}
public Action OnWeaponDrop(int client, int entity)
{
if(!IsValidEntity(entity))
return;
int HammerID = GetEntProp(entity, Prop_Data, "m_iHammerID");
// Should not be cleaned since it's a map spawned weapon
if(HammerID)
return;
// Kill all dropped weapons during mp_freezetime
// or if no weapons are allowed at all
if(GetTime() < g_RealRoundStartedTime || !g_MaxWeapons)
{
// Kill it
AcceptEntityInput(entity, "Kill");
return;
}
// Weapon should be cleaned again
InsertWeapon(entity);
}
bool InsertWeapon(int entity)
{
if(!g_MaxWeapons)
return false;
int entref = EntIndexToEntRef(entity);
// Try to find a free slot
for(int i = 0; i < g_MaxWeapons; i++)
{
if(G_WeaponArray[i][0])
continue;
// Found a free slot, add it here
G_WeaponArray[i][0] = entref;
G_WeaponArray[i][1] = GetTime();
return true;
}
// No free slot found
// Kill the first (oldest) item in the list
KillWeapon(G_WeaponArray[0][0]);
// Add new weapon to the end of the list
G_WeaponArray[g_MaxWeapons - 1][0] = entref;
G_WeaponArray[g_MaxWeapons - 1][1] = GetTime();
return true;
}
bool RemoveWeapon(int entref)
{
// Find the Weapon
for(int i = 0; i < g_MaxWeapons; i++)
{
if(G_WeaponArray[i][0] == entref)
{
G_WeaponArray[i][0] = 0; G_WeaponArray[i][1] = 0;
// Move list items in front of this index back by one
for(int j = i + 1; j < g_MaxWeapons; j++)
{
G_WeaponArray[j - 1][0] = G_WeaponArray[j][0];
G_WeaponArray[j - 1][1] = G_WeaponArray[j][1];
}
// Reset last list item
G_WeaponArray[g_MaxWeapons - 1][0] = 0;
G_WeaponArray[g_MaxWeapons - 1][1] = 0;
return true;
}
}
return false;
}
bool CheckWeapons()
{
for(int i = 0; i < g_MaxWeapons; i++)
{
if(!G_WeaponArray[i][0])
continue;
if(g_MaxWeaponLifetime && GetTime() - G_WeaponArray[i][1] >= g_MaxWeaponLifetime)
{
// Kill it
if(KillWeapon(G_WeaponArray[i][0]))
{
// Move index backwards (since the list was modified by removing it)
i--;
}
}
}
return true;
}
bool KillWeapon(int entref)
{
if(!IsValidEntity(entref))
return RemoveWeapon(entref);
AcceptEntityInput(entref, "Kill");
return RemoveWeapon(entref);
}
public Action Event_RoundStart(Event event, const char[] name, bool dontBroadcast)
{
for(int i = 0; i < MAX_WEAPONS; i++)
{
G_WeaponArray[i][0] = 0;
G_WeaponArray[i][1] = 0;
}
g_RealRoundStartedTime = GetTime() + GetConVarInt(FindConVar("mp_freezetime"));
}
public Action Timer_CleanupWeapons(Handle timer)
{
CheckWeapons();
}