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Added spit interpolation to l4d2_uniform_spit #4

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15 changes: 15 additions & 0 deletions src/l4d2_uniform_spit.sp
Original file line number Diff line number Diff line change
Expand Up @@ -9,12 +9,14 @@
new Handle:hCvarDamagePerTick;
new Handle:hCvarMaxTicks;
new Handle:hCvarGodframeTicks;
new Handle:hCvarInterpolationFactor;
new Handle:hPuddles;

new Float:damagePerTick;

new maxTicks;
new godframeTicks;
new spitInterpolationFactor;

new bool:bLateLoad;

Expand All @@ -38,6 +40,7 @@ public OnPluginStart()
hCvarDamagePerTick = CreateConVar("l4d2_spit_dmg", "-1.0", "Damage per tick the spit inflicts. -1 to skip damage adjustments");
hCvarMaxTicks = CreateConVar("l4d2_spit_max_ticks", "28", "Maximum number of acid damage ticks");
hCvarGodframeTicks = CreateConVar("l4d2_spit_godframe_ticks", "4", "Number of initial godframed acid ticks");
hCvarInterpolationFactor = CreateConVar("l4d2_spit_interpolation_factor", "0", "Interpolate this much extra damage above the normal spit damage based on tick count.");

hPuddles = CreateTrie();

Expand All @@ -58,6 +61,7 @@ public OnConfigsExecuted()
damagePerTick = GetConVarFloat(hCvarDamagePerTick);
maxTicks = GetConVarInt(hCvarMaxTicks);
godframeTicks = GetConVarInt(hCvarGodframeTicks);
spitInterpolationFactor = GetConVarInt(hCvarInterpolationFactor);
}

public OnClientPutInServer(client)
Expand Down Expand Up @@ -126,6 +130,17 @@ public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damage
if (damagePerTick > -1.0)
{
damage = damagePerTick;

if(spitInterpolationFactor > 1)
{
// e.g.
// spitInterpolationFactor = 2
// This will do an extra 1 damage every other frame.
// spitInterpolationFactor = 3
// This will alternate between doing 0, 1, and 2 extra damage based on tick count.

damage += count[victim] % spitInterpolationFactor;
}
}
if (godframeTicks >= count[victim] || count[victim] > maxTicks)
{
Expand Down