Added ability in SDKTools to get/set prop values on gamerules class (bug 4983, r=fyren).
This commit is contained in:
@@ -49,6 +49,7 @@
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#include <sdktools_entinput>
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#include <sdktools_entoutput>
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#include <sdktools_hooks>
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#include <sdktools_gamerules>
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enum SDKCallType
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{
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@@ -0,0 +1,194 @@
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2011 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#if defined _sdktools_gamerules_included
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#endinput
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#endif
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#define _sdktools_gamerules_included
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enum RoundState {
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// initialize the game, create teams
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RoundState_Init,
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//Before players have joined the game. Periodically checks to see if enough players are ready
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//to start a game. Also reverts to this when there are no active players
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RoundState_Pregame,
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//The game is about to start, wait a bit and spawn everyone
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RoundState_StartGame,
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//All players are respawned, frozen in place
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RoundState_Preround,
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//Round is on, playing normally
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RoundState_RoundRunning,
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//Someone has won the round
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RoundState_TeamWin,
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//Noone has won, manually restart the game, reset scores
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RoundState_Restart,
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//Noone has won, restart the game
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RoundState_Stalemate,
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//Game is over, showing the scoreboard etc
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RoundState_GameOver,
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//Game is over, doing bonus round stuff
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RoundState_Bonus,
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};
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/**
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* Retrieves an integer value from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param size Number of bytes to read (valid values are 1, 2, or 4).
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* This value is auto-detected, and the size parameter is
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* only used as a fallback in case detection fails.
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* @param element Element # (starting from 0) if property is an array.
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* @return Value at the given property offset.
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* @error Not supported.
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*/
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native GameRules_GetProp(const String:prop[], size=4, element=0);
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/**
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* Sets an integer value for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param value Value to set.
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* @param size Number of bytes to write (valid values are 1, 2, or 4).
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* This value is auto-detected, and the size parameter is
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* only used as a fallback in case detection fails.
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* @param element Element # (starting from 0) if property is an array.
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* @error Not supported.
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* @noreturn
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*/
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native GameRules_SetProp(const String:prop[], any:value, size=4, element=0, bool:changeState=false);
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/**
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* Retrieves a float value from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param element Element # (starting from 0) if property is an array.
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* @return Value at the given property offset.
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* @error Not supported.
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*/
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native Float:GameRules_GetPropFloat(const String:prop[], element=0);
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/**
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* Sets a float value for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param value Value to set.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropFloat(const String:prop[], Float:value, element=0, bool:changeState=false);
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/**
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* Retrieves a entity index from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param element Element # (starting from 0) if property is an array.
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* @return Entity index at the given property.
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* If there is no entity, or the entity is not valid,
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* then -1 is returned.
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* @error Not supported.
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*/
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native GameRules_GetPropEnt(const String:prop[], element=0);
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/**
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* Sets an entity index for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param other Entity index to set, or -1 to unset.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropEnt(const String:prop[], other, element=0, bool:changeState=false);
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/**
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* Retrieves a vector of floats from the gamerules entity, given a named network property.
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*
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* @param prop Property name.
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* @param vec Vector buffer to store data in.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_GetPropVector(const String:prop[], Float:vec[3], element=0);
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/**
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* Sets a vector of floats in the gamerules entity, given a named network property.
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*
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* @param prop Property name.
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* @param vec Vector to set.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropVector(const String:prop[], const Float:vec[3], element=0, bool:changeState=false);
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/**
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* Gets a gamerules property as a string.
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*
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* @param prop Property to use.
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* @param buffer Destination string buffer.
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* @param maxlen Maximum length of output string buffer.
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* @return Number of non-null bytes written.
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* @error Not supported.
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*/
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native GameRules_GetPropString(const String:prop[], String:buffer[], maxlen);
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/**
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* Sets a gamerules property as a string.
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*
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* @param prop Property to use.
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* @param buffer String to set.
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* @return Number of non-null bytes written.
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* @error Not supported.
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*/
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native GameRules_SetPropString(const String:prop[], const String:buffer[], bool:changeState=false);
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/**
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* Gets the current round state.
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*
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* @return Round state.
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* @error Game doesn't support round state.
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*/
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stock RoundState:GameRules_GetRoundState()
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{
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return RoundState:GameRules_GetProp("m_iRoundState");
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}
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@@ -0,0 +1,129 @@
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#include <sourcemod>
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#include <sdktools>
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enum Game { Game_TF, Game_SWARM }
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new Game:g_Game;
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public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
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{
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decl String:gamedir[64];
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GetGameFolderName(gamedir, sizeof(gamedir));
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if (!strcmp(gamedir, "tf"))
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{
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g_Game = Game_TF;
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return APLRes_Success;
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}
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if (!strcmp(gamedir, "swarm"))
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{
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g_Game = Game_SWARM;
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return APLRes_Success;
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}
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strcopy(error, err_max, "These tests are only supported on TF2 and Alien Swarm");
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return APLRes_Failure;
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}
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public OnPluginStart()
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{
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if (g_Game == Game_TF)
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{
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RegConsoleCmd("gr_getstate", gr_getstate);
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RegConsoleCmd("gr_ttr", gr_ttr);
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RegConsoleCmd("gr_tbs", gr_tbs);
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RegConsoleCmd("gr_nextspawn", gr_nextspawn);
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RegConsoleCmd("gr_settime", gr_settime);
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RegConsoleCmd("gr_getgoal", gr_getgoal);
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RegConsoleCmd("gr_setgoal", gr_setgoal);
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}
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else if (g_Game == Game_SWARM)
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{
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HookEvent("entity_killed", entity_killed);
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RegConsoleCmd("gr_getstimmer", gr_getstimmer);
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}
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}
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public Action:gr_getstate(client, argc)
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{
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ReplyToCommand(client, "Round state is %d", GameRules_GetRoundState());
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return Plugin_Handled;
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}
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stock Float:GameRules_GetTimeUntilRndReset()
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{
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new Float:flRestartTime = GameRules_GetPropFloat("m_flRestartRoundTime");
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if (flRestartTime == -1.0)
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return flRestartTime;
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return flRestartTime - GetGameTime();
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}
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public Action:gr_ttr(client, argc)
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{
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ReplyToCommand(client, "Time til restart is %.2f", GameRules_GetTimeUntilRndReset());
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return Plugin_Handled;
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}
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public Action:gr_tbs(client, argc)
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{
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ReplyToCommand(client, "Time between spawns for team2 is %.2f", GameRules_GetPropFloat("m_TeamRespawnWaveTimes", 2));
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return Plugin_Handled;
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}
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public Action:gr_nextspawn(client, argc)
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{
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ReplyToCommand(client, "Next spawn for team2 is %.2f", GameRules_GetPropFloat("m_flNextRespawnWave", 2));
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return Plugin_Handled;
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}
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public Action:gr_settime(client, argc)
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{
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GameRules_SetPropFloat("m_TeamRespawnWaveTimes", 2.0, 2, true);
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return Plugin_Handled;
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}
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public Action:gr_getgoal(client, argc)
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{
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decl String:goal[64];
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GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
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ReplyToCommand(client, "Red goal string is \"%s\"", goal);
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return Plugin_Handled;
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}
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public Action:gr_setgoal(client, argc)
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{
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GameRules_SetPropString("m_pszTeamGoalStringRed", "urururur", true);
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decl String:goal[64];
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GameRules_GetPropString("m_pszTeamGoalStringRed", goal, sizeof(goal));
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ReplyToCommand(client, "Red goal string is \"%s\"", goal);
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return Plugin_Handled;
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}
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//.. DIE
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public entity_killed(Handle:event, const String:name[], bool:dontBroadcast)
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{
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new ent = GetEventInt(event, "entindex_killed");
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if (!IsValidEdict(ent))
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return;
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decl String:classname[64];
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GetEdictClassname(ent, classname, sizeof(classname));
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if (!!strcmp(classname, "asw_marine"))
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return;
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decl Float:deathvec[3];
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GameRules_GetPropVector("m_vMarineDeathPos", deathvec);
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PrintToChatAll("Death vec is %.3f %.3f %.3f", deathvec[0], deathvec[1], deathvec[2]);
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}
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// you can manually induce this with asw_PermaStim (needs sv_cheats)
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public Action:gr_getstimmer(client, argc)
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{
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ReplyToCommand(client, "%N (%.2f/%.2f)",
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GameRules_GetPropEnt("m_hStartStimPlayer"),
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GameRules_GetPropFloat("m_flStimStartTime"),
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GameRules_GetPropFloat("m_flStimEndTime"));
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return Plugin_Handled;
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}
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