517 lines
14 KiB
SourcePawn
517 lines
14 KiB
SourcePawn
#include <sourcemod>
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#include <sdktools>
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#include <Couch>
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// Optional: without Zombie:Reloaded nobody is tagged as a zombie.
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#undef REQUIRE_PLUGIN
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#include <zombiereloaded>
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#define REQUIRE_PLUGIN
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#pragma semicolon 1
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#pragma newdecls required
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// How often expired names are swept off the list. Only resends if a name actually dropped.
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#define HUD_EXPIRE_INTERVAL 0.25
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// Longer names are cut so one can't eat the whole message.
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#define HUD_NAME_BYTES 20
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// +use reports every tick it's held; the list is resent at most this often for it. Well under
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// sm_couch_hud_time's minimum, so the text never lapses while someone keeps pushing.
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#define HUD_USE_RESEND 0.1
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// Put in front of the name of anyone whose grenade hit the couch recently.
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#define HUD_GRENADE_TAG "<G!> "
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// Put in front of the name of anyone who was a zombie when they last hit or pushed the couch.
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#define HUD_ZOMBIE_TAG "<Z> "
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// First line while the couch is below full HP: "♥ 500/1000". It stays up on its own, so it is resent
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// this often; that also catches players who joined after the last send. Held for two refreshes so a
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// late timer tick can't let it lapse.
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#define HUD_HP_HEART "♥"
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#define HUD_HP_REFRESH 5.0
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#define HUD_HP_HOLD (HUD_HP_REFRESH * 2.0)
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// While the couch is below full and not healing, the heart blinks between "♥" and "♥!" on every
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// tick of the expiry timer, so each state shows for HUD_EXPIRE_INTERVAL. Healing means a regen
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// tick raised the HP within this long; regen ticks once a second, so a healing couch never lapses
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// between ticks. A drop ends the healing state at once, so the blink starts on the hit. (The HUD
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// fonts only cover the WGL4 set, which has ♥ but no empty heart, hence the "!" suffix.)
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#define HUD_HP_HEART_ALERT "!"
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#define HUD_HP_HEAL_HOLD 1.5
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// A user message holds 255 bytes; HudMsg's fixed fields take 34 and the string its terminator.
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// Overflowing drops the whole message.
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#define HUD_MSG_BYTES 255
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#define HUD_MSG_HEADER_BYTES 34
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#define HUD_TEXT_MAX (HUD_MSG_BYTES - HUD_MSG_HEADER_BYTES - 1)
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ConVar g_cvEnabled;
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ConVar g_cvTime;
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ConVar g_cvGrenadeTime;
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Handle g_hHudSync;
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Handle g_hExpireTimer;
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float g_fExpire[MAXPLAYERS + 1]; // GetGameTime() at which this client drops off the list.
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float g_fLastHit[MAXPLAYERS + 1]; // Ordering key: the most recent shooter is listed first.
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float g_fGrenadeUntil[MAXPLAYERS + 1]; // GetGameTime() at which this client loses the grenade tag.
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float g_fNextUseSend[MAXPLAYERS + 1]; // GetGameTime() before which this client's +use doesn't resend.
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bool g_bZombieHit[MAXPLAYERS + 1]; // This client was a zombie at their last hit or push.
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bool g_bZRLoaded;
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float g_fNextExpiry; // Soonest expiry or tag drop among the names currently listed.
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float g_fLastExpiry; // Latest expiry among them; the text is held until then.
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bool g_bFlushQueued; // A send is already scheduled for the next frame.
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bool g_bHudShown; // Clients currently have text up, so an empty list must clear it.
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bool g_bHpLine; // The text starts with the HP line, so it must stay up even with nobody listed.
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float g_fNextHpRefresh; // GetGameTime() at which the HP line is resent.
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int g_iLastHp; // HP as of the last Couch_OnCouchHpChanged, or -1 if none seen.
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float g_fHealUntil; // GetGameTime() until which the couch counts as healing; the heart is solid until then.
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bool g_bHeartAlert; // The "♥!" state is the one currently up.
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char g_sHudText[HUD_TEXT_MAX + 1];
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public Plugin myinfo =
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{
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name = "Couch HUD",
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author = "marisakirisame.net",
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description = "Shows who is shooting the couch",
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version = "2.0",
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url = "https://marisakirisame.net"
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};
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public void OnPluginStart()
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{
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g_hHudSync = CreateHudSynchronizer();
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g_cvEnabled = CreateConVar("sm_couch_hud_enabled", "1", "Show the list of players shooting the couch.", FCVAR_NOTIFY, true, 0.0, true, 1.0);
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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);
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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);
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g_cvEnabled.AddChangeHook(OnEnabledChanged);
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AutoExecConfig(true, "CouchHud");
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}
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public void OnAllPluginsLoaded()
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{
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g_bZRLoaded = LibraryExists("zombiereloaded");
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}
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public void OnLibraryAdded(const char[] name)
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{
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if (StrEqual(name, "zombiereloaded"))
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g_bZRLoaded = true;
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}
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public void OnMapStart()
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{
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// TIMER_FLAG_NO_MAPCHANGE already killed the timer.
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g_hExpireTimer = null;
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g_bFlushQueued = false;
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g_bHudShown = false;
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g_fNextExpiry = 0.0;
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g_fLastExpiry = 0.0;
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g_bHpLine = false;
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g_fNextHpRefresh = 0.0;
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g_iLastHp = -1;
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g_fHealUntil = 0.0;
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g_bHeartAlert = false;
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for (int i = 1; i <= MAXPLAYERS; i++)
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{
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g_fExpire[i] = 0.0;
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g_fLastHit[i] = 0.0;
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g_fGrenadeUntil[i] = 0.0;
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g_fNextUseSend[i] = 0.0;
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g_bZombieHit[i] = false;
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}
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}
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public void OnClientPutInServer(int client)
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{
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g_fExpire[client] = 0.0;
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g_fLastHit[client] = 0.0;
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g_fGrenadeUntil[client] = 0.0;
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g_fNextUseSend[client] = 0.0;
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g_bZombieHit[client] = false;
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}
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public void OnClientDisconnect(int client)
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{
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bool bListed = (g_fExpire[client] > GetGameTime());
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g_fExpire[client] = 0.0;
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g_fLastHit[client] = 0.0;
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g_fGrenadeUntil[client] = 0.0;
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g_fNextUseSend[client] = 0.0;
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g_bZombieHit[client] = false;
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if (bListed)
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QueueFlush();
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}
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public void OnEnabledChanged(ConVar convar, const char[] oldValue, const char[] newValue)
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{
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if (!convar.BoolValue)
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ResetAll();
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}
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public void OnLibraryRemoved(const char[] name)
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{
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if (StrEqual(name, "Couch"))
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ResetAll();
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else if (StrEqual(name, "zombiereloaded"))
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g_bZRLoaded = false;
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}
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// ---------------------------------------------------------------------------------------------
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// Couch forwards
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// ---------------------------------------------------------------------------------------------
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public void Couch_OnCouchDamaged(int couch, int attacker, float damage)
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{
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if (!g_cvEnabled.BoolValue)
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return;
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// Extended, never shortened, so gunfire right after a grenade doesn't cut its time short.
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float fNow = GetGameTime();
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g_fLastHit[attacker] = fNow;
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g_fExpire[attacker] = MaxFloat(g_fExpire[attacker], fNow + g_cvTime.FloatValue);
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g_bZombieHit[attacker] = (g_bZRLoaded && ZR_IsClientZombie(attacker));
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QueueFlush();
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}
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// Hits fire just after Couch_OnCouchDamaged for the same hit, so the ordering is already updated.
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// +use never goes through damage, so it is listed from here.
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public void Couch_OnCouchInteraction(int couch, int client, CouchMethod method, const char[] weapon)
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{
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if (!g_cvEnabled.BoolValue)
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return;
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float fNow = GetGameTime();
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// Every method lands here, so this covers +use and grenades, which never go through damage.
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g_bZombieHit[client] = (g_bZRLoaded && ZR_IsClientZombie(client));
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if (method == CouchMethod_Use)
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{
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g_fLastHit[client] = fNow;
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g_fExpire[client] = MaxFloat(g_fExpire[client], fNow + g_cvTime.FloatValue);
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if (fNow < g_fNextUseSend[client])
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return;
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g_fNextUseSend[client] = fNow + HUD_USE_RESEND;
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QueueFlush();
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return;
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}
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if (method != CouchMethod_Grenade)
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return;
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g_fGrenadeUntil[client] = fNow + g_cvGrenadeTime.FloatValue;
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g_fExpire[client] = MaxFloat(g_fExpire[client], g_fGrenadeUntil[client]);
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QueueFlush();
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}
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float MaxFloat(float a, float b)
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{
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return (a > b) ? a : b;
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}
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public void Couch_OnCouchRemoved()
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{
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ResetAll();
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}
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// Regen ticks land here once a second; the flush decides whether the line is still wanted. A rise
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// means a regen tick (or an admin raising it) and keeps the heart solid; a drop means a zombie hit
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// (or an admin lowering it) and starts the blink at once.
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public void Couch_OnCouchHpChanged(int couch, int hp, int maxhp)
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{
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if (!g_cvEnabled.BoolValue)
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return;
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if (g_iLastHp >= 0)
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{
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if (hp > g_iLastHp)
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g_fHealUntil = GetGameTime() + HUD_HP_HEAL_HOLD;
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else if (hp < g_iLastHp)
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g_fHealUntil = 0.0;
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}
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g_iLastHp = hp;
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QueueFlush();
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}
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// ---------------------------------------------------------------------------------------------
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// Sending
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// ---------------------------------------------------------------------------------------------
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// Once per frame: every hit in a frame (all shotgun pellets, several shooters) lands here, but
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// only the first schedules a send.
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void QueueFlush()
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{
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if (g_bFlushQueued)
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return;
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g_bFlushQueued = true;
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RequestFrame(Frame_Flush);
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}
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void Frame_Flush(any data)
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{
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g_bFlushQueued = false;
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Flush();
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}
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void Flush()
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{
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if (!g_cvEnabled.BoolValue || Couch_GetCouch() == -1)
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{
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ResetAll();
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return;
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}
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if (!BuildHudText(g_sHudText, sizeof(g_sHudText)))
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{
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ClearAll();
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return;
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}
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Send();
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}
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void Send()
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{
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// Held until the last name lapses, so the text leaves on its own if no update ever comes.
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// Names lapsing sooner are dropped by a resend from the expiry timer. The HP line outlives
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// the names and is kept up by the refresh instead.
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float fNow = GetGameTime();
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float fHold = g_fLastExpiry - fNow;
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if (g_bHpLine)
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{
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if (fHold < HUD_HP_HOLD)
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fHold = HUD_HP_HOLD;
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g_fNextHpRefresh = fNow + HUD_HP_REFRESH;
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}
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SetHudTextParams(0.8, 0.2, fHold, 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) && !IsFakeClient(i))
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ShowSyncHudText(i, g_hHudSync, "%s", g_sHudText);
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}
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g_bHudShown = true;
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// Started here rather than from the hit, so a tick between hit and send can't stop the timer.
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if (g_hExpireTimer == null)
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g_hExpireTimer = CreateTimer(HUD_EXPIRE_INTERVAL, Timer_Expire, _, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
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}
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// HP line first when the couch is below full, then the most recent shooters. Returns whether there
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// is anything to show. Names are packed until the message is full, then come off the bottom until
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// a "+ N" line fits.
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bool BuildHudText(char[] text, int maxlen)
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{
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float fNow = GetGameTime();
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bool bTaken[MAXPLAYERS + 1];
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int order[MAXPLAYERS + 1];
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int total = 0;
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g_fNextExpiry = 0.0;
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g_fLastExpiry = 0.0;
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// Selection sort, most recent hit first. The soonest expiry is tracked over everyone listed,
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// since a hidden player lapsing still changes the "+ N" count. A grenade tag dropping off a
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// name that stays listed changes the text too, so it counts as an expiry.
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for (;;)
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{
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int best = 0;
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for (int i = 1; i <= MaxClients; i++)
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{
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if (bTaken[i] || g_fExpire[i] <= fNow || !IsClientInGame(i))
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continue;
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if (best == 0 || g_fLastHit[i] > g_fLastHit[best])
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best = i;
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}
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if (best == 0)
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break;
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bTaken[best] = true;
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order[total++] = best;
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float fChange = g_fExpire[best];
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if (g_fGrenadeUntil[best] > fNow && g_fGrenadeUntil[best] < fChange)
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fChange = g_fGrenadeUntil[best];
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if (g_fNextExpiry == 0.0 || fChange < g_fNextExpiry)
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g_fNextExpiry = fChange;
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if (g_fExpire[best] > g_fLastExpiry)
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g_fLastExpiry = g_fExpire[best];
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}
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g_bHpLine = (Couch_IsHpEnabled() && Couch_GetHp() < Couch_GetMaxHp());
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text[0] = '\0';
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if (g_bHpLine)
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{
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// Solid while healing; the timer only flips it otherwise.
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if (fNow < g_fHealUntil)
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g_bHeartAlert = false;
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char sHp[16], sMax[16];
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FormatThousands(Couch_GetHp(), sHp, sizeof(sHp));
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FormatThousands(Couch_GetMaxHp(), sMax, sizeof(sMax));
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FormatEx(text, maxlen, HUD_HP_HEART ... "%s %s/%s", g_bHeartAlert ? HUD_HP_HEART_ALERT : "", sHp, sMax);
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}
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if (total == 0)
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return g_bHpLine;
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StrCat(text, maxlen, g_bHpLine ? "\nShooting couch:" : "Shooting couch:");
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// rowStart[n] is the text length before row n, so a row can be cut back off.
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int rowStart[MAXPLAYERS + 1];
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int rows = 0;
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for (; rows < total; rows++)
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{
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char sName[MAX_NAME_LENGTH];
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GetClientName(order[rows], sName, sizeof(sName));
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TruncateUtf8(sName, HUD_NAME_BYTES);
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char sLine[HUD_NAME_BYTES + sizeof(HUD_ZOMBIE_TAG) + sizeof(HUD_GRENADE_TAG) + 1];
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FormatEx(sLine, sizeof(sLine), "\n%s%s%s", g_bZombieHit[order[rows]] ? HUD_ZOMBIE_TAG : "", (g_fGrenadeUntil[order[rows]] > fNow) ? HUD_GRENADE_TAG : "", sName);
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int len = strlen(text);
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if (len + strlen(sLine) >= maxlen)
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break;
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rowStart[rows] = len;
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StrCat(text, maxlen, sLine);
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}
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// Overflow line. A longer count can need another byte, so the fit is rechecked after every drop.
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while (rows < total)
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{
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char sLine[16];
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FormatEx(sLine, sizeof(sLine), "\n+ %d", total - rows);
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if (strlen(text) + strlen(sLine) < maxlen)
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{
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StrCat(text, maxlen, sLine);
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break;
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}
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rows--;
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text[rowStart[rows]] = '\0';
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}
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return true;
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}
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// Cuts to at most maxBytes without leaving a partial multi-byte character on the end.
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void TruncateUtf8(char[] text, int maxBytes)
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{
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if (strlen(text) <= maxBytes)
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return;
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int cut = maxBytes;
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// Back up over continuation bytes so the whole character is dropped.
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while (cut > 0 && (text[cut] & 0xC0) == 0x80)
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cut--;
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text[cut] = '\0';
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}
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public Action Timer_Expire(Handle timer)
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{
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if (!g_bHudShown)
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{
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g_hExpireTimer = null;
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return Plugin_Stop;
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}
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// Only resend when a name has lapsed, the HP line is due its refresh, or the heart has to flip.
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// With nobody listed there is no expiry (0.0), so the guard stops the HP line being resent
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// every tick.
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float fNow = GetGameTime();
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bool bExpiry = (g_fNextExpiry > 0.0 && fNow >= g_fNextExpiry);
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bool bRefresh = (g_bHpLine && fNow >= g_fNextHpRefresh);
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bool bHeart = false;
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if (g_bHpLine)
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{
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if (fNow >= g_fHealUntil)
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{
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// Not healing: alternate every tick.
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g_bHeartAlert = !g_bHeartAlert;
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bHeart = true;
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}
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else if (g_bHeartAlert)
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{
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// Healing started while "♥!" was up; put the solid heart back.
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bHeart = true;
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}
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}
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if (bExpiry || bRefresh || bHeart)
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Flush();
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return Plugin_Continue;
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}
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void ClearAll()
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{
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if (!g_bHudShown)
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return;
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for (int i = 1; i <= MaxClients; i++)
|
|
{
|
|
if (IsClientInGame(i) && !IsFakeClient(i))
|
|
ClearSyncHud(i, g_hHudSync);
|
|
}
|
|
|
|
g_bHudShown = false;
|
|
}
|
|
|
|
// The expiry timer sees g_bHudShown clear on its next tick and stops itself, so this is safe
|
|
// to call from inside it.
|
|
void ResetAll()
|
|
{
|
|
for (int i = 1; i <= MAXPLAYERS; i++)
|
|
{
|
|
g_fExpire[i] = 0.0;
|
|
g_fLastHit[i] = 0.0;
|
|
g_fGrenadeUntil[i] = 0.0;
|
|
g_fNextUseSend[i] = 0.0;
|
|
g_bZombieHit[i] = false;
|
|
}
|
|
|
|
g_bHpLine = false;
|
|
g_fNextHpRefresh = 0.0;
|
|
g_iLastHp = -1;
|
|
g_fHealUntil = 0.0;
|
|
g_bHeartAlert = false;
|
|
|
|
ClearAll();
|
|
}
|