Added ability in SDKTools to get/set prop values on gamerules class (bug 4983, r=fyren).

This commit is contained in:
Nicholas Hastings
2011-07-06 17:37:35 -04:00
parent f24efc17c1
commit 4521f80e5a
20 changed files with 1058 additions and 38 deletions
+1
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@@ -49,6 +49,7 @@
#include <sdktools_entinput>
#include <sdktools_entoutput>
#include <sdktools_hooks>
#include <sdktools_gamerules>
enum SDKCallType
{
+194
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@@ -0,0 +1,194 @@
/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2011 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _sdktools_gamerules_included
#endinput
#endif
#define _sdktools_gamerules_included
enum RoundState {
// initialize the game, create teams
RoundState_Init,
//Before players have joined the game. Periodically checks to see if enough players are ready
//to start a game. Also reverts to this when there are no active players
RoundState_Pregame,
//The game is about to start, wait a bit and spawn everyone
RoundState_StartGame,
//All players are respawned, frozen in place
RoundState_Preround,
//Round is on, playing normally
RoundState_RoundRunning,
//Someone has won the round
RoundState_TeamWin,
//Noone has won, manually restart the game, reset scores
RoundState_Restart,
//Noone has won, restart the game
RoundState_Stalemate,
//Game is over, showing the scoreboard etc
RoundState_GameOver,
//Game is over, doing bonus round stuff
RoundState_Bonus,
};
/**
* Retrieves an integer value from a property of the gamerules entity.
*
* @param prop Property name.
* @param size Number of bytes to read (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*/
native GameRules_GetProp(const String:prop[], size=4, element=0);
/**
* Sets an integer value for a property of the gamerules entity.
*
* @param prop Property name.
* @param value Value to set.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @error Not supported.
* @noreturn
*/
native GameRules_SetProp(const String:prop[], any:value, size=4, element=0, bool:changeState=false);
/**
* Retrieves a float value from a property of the gamerules entity.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*/
native Float:GameRules_GetPropFloat(const String:prop[], element=0);
/**
* Sets a float value for a property of the gamerules entity.
*
* @param prop Property name.
* @param value Value to set.
* @param element Element # (starting from 0) if property is an array.
* @noreturn
* @error Not supported.
*/
native GameRules_SetPropFloat(const String:prop[], Float:value, element=0, bool:changeState=false);
/**
* Retrieves a entity index from a property of the gamerules entity.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Entity index at the given property.
* If there is no entity, or the entity is not valid,
* then -1 is returned.
* @error Not supported.
*/
native GameRules_GetPropEnt(const String:prop[], element=0);
/**
* Sets an entity index for a property of the gamerules entity.
*
* @param prop Property name.
* @param other Entity index to set, or -1 to unset.
* @param element Element # (starting from 0) if property is an array.
* @noreturn
* @error Not supported.
*/
native GameRules_SetPropEnt(const String:prop[], other, element=0, bool:changeState=false);
/**
* Retrieves a vector of floats from the gamerules entity, given a named network property.
*
* @param prop Property name.
* @param vec Vector buffer to store data in.
* @param element Element # (starting from 0) if property is an array.
* @noreturn
* @error Not supported.
*/
native GameRules_GetPropVector(const String:prop[], Float:vec[3], element=0);
/**
* Sets a vector of floats in the gamerules entity, given a named network property.
*
* @param prop Property name.
* @param vec Vector to set.
* @param element Element # (starting from 0) if property is an array.
* @noreturn
* @error Not supported.
*/
native GameRules_SetPropVector(const String:prop[], const Float:vec[3], element=0, bool:changeState=false);
/**
* Gets a gamerules property as a string.
*
* @param prop Property to use.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return Number of non-null bytes written.
* @error Not supported.
*/
native GameRules_GetPropString(const String:prop[], String:buffer[], maxlen);
/**
* Sets a gamerules property as a string.
*
* @param prop Property to use.
* @param buffer String to set.
* @return Number of non-null bytes written.
* @error Not supported.
*/
native GameRules_SetPropString(const String:prop[], const String:buffer[], bool:changeState=false);
/**
* Gets the current round state.
*
* @return Round state.
* @error Game doesn't support round state.
*/
stock RoundState:GameRules_GetRoundState()
{
return RoundState:GameRules_GetProp("m_iRoundState");
}
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@@ -0,0 +1,129 @@
#include <sourcemod>
#include <sdktools>
enum Game { Game_TF, Game_SWARM }
new Game:g_Game;
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
{
decl String:gamedir[64];
GetGameFolderName(gamedir, sizeof(gamedir));
if (!strcmp(gamedir, "tf"))
{
g_Game = Game_TF;
return APLRes_Success;
}
if (!strcmp(gamedir, "swarm"))
{
g_Game = Game_SWARM;
return APLRes_Success;
}
strcopy(error, err_max, "These tests are only supported on TF2 and Alien Swarm");
return APLRes_Failure;
}
public OnPluginStart()
{
if (g_Game == Game_TF)
{
RegConsoleCmd("gr_getstate", gr_getstate);
RegConsoleCmd("gr_ttr", gr_ttr);
RegConsoleCmd("gr_tbs", gr_tbs);
RegConsoleCmd("gr_nextspawn", gr_nextspawn);
RegConsoleCmd("gr_settime", gr_settime);
RegConsoleCmd("gr_getgoal", gr_getgoal);
RegConsoleCmd("gr_setgoal", gr_setgoal);
}
else if (g_Game == Game_SWARM)
{
HookEvent("entity_killed", entity_killed);
RegConsoleCmd("gr_getstimmer", gr_getstimmer);
}
}
public Action:gr_getstate(client, argc)
{
ReplyToCommand(client, "Round state is %d", GameRules_GetRoundState());
return Plugin_Handled;
}
stock Float:GameRules_GetTimeUntilRndReset()
{
new Float:flRestartTime = GameRules_GetPropFloat("m_flRestartRoundTime");
if (flRestartTime == -1.0)
return flRestartTime;
return flRestartTime - GetGameTime();
}
public Action:gr_ttr(client, argc)
{
ReplyToCommand(client, "Time til restart is %.2f", GameRules_GetTimeUntilRndReset());
return Plugin_Handled;
}
public Action:gr_tbs(client, argc)
{
ReplyToCommand(client, "Time between spawns for team2 is %.2f", GameRules_GetPropFloat("m_TeamRespawnWaveTimes", 2));
return Plugin_Handled;
}
public Action:gr_nextspawn(client, argc)
{
ReplyToCommand(client, "Next spawn for team2 is %.2f", GameRules_GetPropFloat("m_flNextRespawnWave", 2));
return Plugin_Handled;
}
public Action:gr_settime(client, argc)
{
GameRules_SetPropFloat("m_TeamRespawnWaveTimes", 2.0, 2, true);
return Plugin_Handled;
}
public Action:gr_getgoal(client, argc)
{
decl String:goal[64];
GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
ReplyToCommand(client, "Red goal string is \"%s\"", goal);
return Plugin_Handled;
}
public Action:gr_setgoal(client, argc)
{
GameRules_SetPropString("m_pszTeamGoalStringRed", "urururur", true);
decl String:goal[64];
GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
ReplyToCommand(client, "Red goal string is \"%s\"", goal);
return Plugin_Handled;
}
//.. DIE
public entity_killed(Handle:event, const String:name[], bool:dontBroadcast)
{
new ent = GetEventInt(event, "entindex_killed");
if (!IsValidEdict(ent))
return;
decl String:classname[64];
GetEdictClassname(ent, classname, sizeof(classname));
if (!!strcmp(classname, "asw_marine"))
return;
decl Float:deathvec[3];
GameRules_GetPropVector("m_vMarineDeathPos", deathvec);
PrintToChatAll("Death vec is %.3f %.3f %.3f", deathvec[0], deathvec[1], deathvec[2]);
}
// you can manually induce this with asw_PermaStim (needs sv_cheats)
public Action:gr_getstimmer(client, argc)
{
ReplyToCommand(client, "%N (%.2f/%.2f)",
GameRules_GetPropEnt("m_hStartStimPlayer"),
GameRules_GetPropFloat("m_flStimStartTime"),
GameRules_GetPropFloat("m_flStimEndTime"));
return Plugin_Handled;
}