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zp_weapon_skullaxe.sp
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zp_weapon_skullaxe.sp
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/**
* ============================================================================
*
* Zombie Plague
*
*
* Copyright (C) 2015-2023 qubka (Nikita Ushakov)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* 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/>.
*
* ============================================================================
**/
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <zombieplague>
#pragma newdecls required
#pragma semicolon 1
/**
* @brief Record plugin info.
**/
public Plugin myinfo =
{
name = "[ZP] Weapon: Skullaxe",
author = "qubka (Nikita Ushakov)",
description = "Addon of custom weapon",
version = "2.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
/**
* @section Information about weapon.
**/
#define WEAPON_IDLE_TIME 8.33
/**
* @endsection
**/
// Timer index
Handle hWeaponStab[MAXPLAYERS+1] = { null, ... };
Handle hWeaponSwing[MAXPLAYERS+1] = { null, ... };
// Weapon index
int gWeapon;
// Sound index
int gSound;
// Animation sequences
enum
{
ANIM_IDLE,
ANIM_SLASH1,
ANIM_SLASH2,
ANIM_DRAW,
ANIM_STAB,
ANIM_STAB_MISS,
ANIM_MIDSLASH1,
ANIM_MIDSLASH2,
ANIM_SLASH_START,
ANIM_SLASH3
};
// Cvars
ConVar hCvarSkullaxeSlashDamage;
ConVar hCvarSkullaxeStabDamage;
ConVar hCvarSkullaxeSlashDistance;
ConVar hCvarSkullaxeStabDistance;
ConVar hCvarSkullaxeRadiusDamage;
/**
* @brief Called when the plugin is fully initialized and all known external references are resolved.
* This is only called once in the lifetime of the plugin, and is paired with OnPluginEnd().
**/
public void OnPluginStart()
{
hCvarSkullaxeSlashDamage = CreateConVar("zp_weapon_skullaxe_slash_damage", "50.0", "Slash damage", 0, true, 0.0);
hCvarSkullaxeStabDamage = CreateConVar("zp_weapon_skullaxe_stab_damage", "100.0", "Stab damage", 0, true, 0.0);
hCvarSkullaxeSlashDistance = CreateConVar("zp_weapon_skullaxe_slash_distance", "80.0", "Slash distance", 0, true, 0.0);
hCvarSkullaxeStabDistance = CreateConVar("zp_weapon_skullaxe_stab_distance", "90.0", "Stab distance", 0, true, 0.0);
hCvarSkullaxeRadiusDamage = CreateConVar("zp_weapon_skullaxe_radius_damage", "10.0", "Radius damage", 0, true, 0.0);
AutoExecConfig(true, "zp_weapon_skullaxe", "sourcemod/zombieplague");
}
/**
* @brief Called after a library is added that the current plugin references optionally.
* A library is either a plugin name or extension name, as exposed via its include file.
**/
public void OnLibraryAdded(const char[] sLibrary)
{
if (!strcmp(sLibrary, "zombieplague", false))
{
if (ZP_IsMapLoaded())
{
ZP_OnEngineExecute();
}
}
}
/**
* @brief The map is ending.
**/
public void OnMapEnd()
{
for (int i = 1; i <= MaxClients; i++)
{
hWeaponStab[i] = null; /// with flag TIMER_FLAG_NO_MAPCHANGE
hWeaponSwing[i] = null; /// with flag TIMER_FLAG_NO_MAPCHANGE
}
}
/**
* @brief Called when a client is disconnecting from the server.
*
* @param client The client index.
**/
public void OnClientDisconnect(int client)
{
delete hWeaponStab[client];
delete hWeaponSwing[client];
}
/**
* @brief Called after a zombie core is loaded.
**/
public void ZP_OnEngineExecute()
{
gWeapon = ZP_GetWeaponNameID("skullaxe");
gSound = ZP_GetSoundKeyID("skullaxe_hit_sounds");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"skullaxe_hit_sounds\" wasn't find");
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
void Weapon_OnDeploy(int client, int weapon, float flCurrentTime)
{
SetEntPropFloat(client, Prop_Send, "m_flNextAttack", MAX_FLOAT);
SetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack", MAX_FLOAT);
SetEntPropFloat(weapon, Prop_Send, "m_flNextSecondaryAttack", MAX_FLOAT);
ZP_SetWeaponAnimation(client, ANIM_DRAW);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + ZP_GetWeaponDeploy(gWeapon));
}
void Weapon_OnIdle(int client, int weapon, float flCurrentTime)
{
if (GetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle") > flCurrentTime)
{
return;
}
ZP_SetWeaponAnimation(client, ANIM_IDLE);
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_IDLE_TIME);
}
void Weapon_OnPrimaryAttack(int client, int weapon, float flCurrentTime)
{
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
ZP_SetWeaponAnimation(client, ANIM_SLASH_START);
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_FIRE_GUN_PRIMARY);
delete hWeaponSwing[client];
hWeaponSwing[client] = CreateTimer(1.0, Weapon_OnSwing, GetClientUserId(client), TIMER_FLAG_NO_MAPCHANGE);
ZP_EmitSoundToAll(gSound, 1, client, SNDCHAN_WEAPON);
flCurrentTime += ZP_GetWeaponShoot(gWeapon);
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
}
void Weapon_OnSecondaryAttack(int client, int weapon, float flCurrentTime)
{
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
ZP_SetViewAnimation(client, { ANIM_SLASH2, ANIM_SLASH3 });
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_FIRE_GUN_SECONDARY);
delete hWeaponStab[client];
hWeaponStab[client] = CreateTimer(1.0, Weapon_OnStab, GetClientUserId(client), TIMER_FLAG_NO_MAPCHANGE);
ZP_EmitSoundToAll(gSound, 2, client, SNDCHAN_WEAPON);
flCurrentTime += ZP_GetWeaponReload(gWeapon);
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
}
void Weapon_OnSlash(int client, int weapon, float flRightShift, float flUpShift, bool bSlash)
{
static float vPosition[3]; static float vEndPosition[3]; static float vNormal[3];
ZP_GetPlayerEyePosition(client, 0.0, 0.0, 5.0 + flUpShift, vPosition);
ZP_GetPlayerEyePosition(client, (bSlash ? hCvarSkullaxeSlashDistance : hCvarSkullaxeStabDistance).FloatValue, flRightShift, 5.0 + flUpShift, vEndPosition);
Handle hTrace = TR_TraceRayFilterEx(vPosition, vEndPosition, (MASK_SHOT|CONTENTS_GRATE), RayType_EndPoint, SelfFilter, client);
int victim;
if (!TR_DidHit(hTrace))
{
static const float vMins[3] = { -16.0, -16.0, -18.0 };
static const float vMaxs[3] = { 16.0, 16.0, 18.0 };
delete hTrace;
hTrace = TR_TraceHullFilterEx(vPosition, vEndPosition, vMins, vMaxs, MASK_SHOT_HULL, SelfFilter, client);
if (TR_DidHit(hTrace))
{
victim = TR_GetEntityIndex(hTrace);
if (victim < 1 || ZP_IsBSPModel(victim))
{
UTIL_FindHullIntersection(hTrace, vPosition, vMins, vMaxs, SelfFilter, client);
}
}
}
if (TR_DidHit(hTrace))
{
if (bSlash) ZP_SetWeaponAnimation(client, ANIM_SLASH1);
victim = TR_GetEntityIndex(hTrace);
TR_GetEndPosition(vEndPosition, hTrace);
if (victim < 1 || ZP_IsBSPModel(victim))
{
TR_GetPlaneNormal(hTrace, vNormal);
TE_SetupSparks(vEndPosition, vNormal, 50, 2);
TE_SendToAll();
ZP_EmitSoundToAll(gSound, 4, client, SNDCHAN_ITEM);
}
else
{
UTIL_CreateDamage(_, vEndPosition, client, (bSlash ? hCvarSkullaxeSlashDamage : hCvarSkullaxeStabDamage).FloatValue, hCvarSkullaxeRadiusDamage.FloatValue, DMG_NEVERGIB, gWeapon);
if (IsClientValid(victim) && ZP_IsPlayerZombie(victim))
{
ZP_EmitSoundToAll(gSound, 3, victim, SNDCHAN_ITEM);
}
}
}
else
{
if (bSlash) ZP_SetWeaponAnimation(client, ANIM_STAB_MISS);
ZP_EmitSoundToAll(gSound, 5, client, SNDCHAN_ITEM);
}
delete hTrace;
}
/**
* @brief Timer for swing effect.
*
* @param hTimer The timer handle.
* @param userID The user id.
**/
public Action Weapon_OnSwing(Handle hTimer, int userID)
{
int client = GetClientOfUserId(userID); int weapon;
hWeaponSwing[client] = null;
if (ZP_IsPlayerHoldWeapon(client, weapon, gWeapon))
{
float flUpShift = 14.0;
for (int i = 0; i < 15; i++)
{
Weapon_OnSlash(client, weapon, 0.0, flUpShift -= 4.0, true);
}
}
return Plugin_Stop;
}
/**
* @brief Timer for stab effect.
*
* @param hTimer The timer handle.
* @param userID The user id.
**/
public Action Weapon_OnStab(Handle hTimer, int userID)
{
int client = GetClientOfUserId(userID); int weapon;
hWeaponStab[client] = null;
if (ZP_IsPlayerHoldWeapon(client, weapon, gWeapon))
{
float flRightShift = -14.0;
for (int i = 0; i < 15; i++)
{
Weapon_OnSlash(client, weapon, flRightShift += 4.0, 0.0, false);
}
}
return Plugin_Stop;
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
GetGameTime() \
)
/**
* @brief Called on holster of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponHolster(int client, int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
delete hWeaponStab[client];
delete hWeaponSwing[client];
}
}
/**
* @brief Called on deploy of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponDeploy(int client, int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
_call.Deploy(client, weapon);
}
}
/**
* @brief Called on each frame of a weapon holding.
*
* @param client The client index.
* @param iButtons The buttons buffer.
* @param iLastButtons The last buttons buffer.
* @param weapon The weapon index.
* @param weaponID The weapon id.
*
* @return Plugin_Continue to allow buttons. Anything else
* (like Plugin_Change) to change buttons.
**/
public Action ZP_OnWeaponRunCmd(int client, int &iButtons, int iLastButtons, int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
if (iButtons & IN_ATTACK)
{
_call.PrimaryAttack(client, weapon);
iButtons &= (~IN_ATTACK); //! Bugfix
return Plugin_Changed;
}
if (iButtons & IN_ATTACK2)
{
_call.SecondaryAttack(client, weapon);
iButtons &= (~IN_ATTACK2); //! Bugfix
return Plugin_Changed;
}
_call.Idle(client, weapon);
}
return Plugin_Continue;
}
/**
* @brief Trace filter.
*
* @param entity The entity index.
* @param contentsMask The contents mask.
* @param filter The filter index.
*
* @return True or false.
**/
public bool SelfFilter(int entity, int contentsMask, int filter)
{
return (entity != filter);
}