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zp_weapon_balrog11.sp
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zp_weapon_balrog11.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: Balrog XI",
author = "qubka (Nikita Ushakov)",
description = "Addon of custom weapon",
version = "2.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
/**
* @section Information about the weapon.
**/
#define WEAPON_ATTACK_TIME 1.0
/**
* @endsection
**/
// Animation sequences
enum
{
ANIM_IDLE,
ANIM_SHOOT,
ANIM_START_RELOAD,
ANIM_INSERT,
ANIM_AFTER_RELOAD,
ANIM_DRAW,
ANIM_SHOOT_BSC1,
ANIM_SHOOT_BSC2
};
// Decal index
int gTrail;
// Weapon index
int gWeapon;
// Sound index
int gSound;
// Cvars
ConVar hCvarBalrogDamage;
ConVar hCvarBalrogRadius;
ConVar hCvarBalrogSpeed;
ConVar hCvarBalrogCounter;
ConVar hCvarBalrogLife;
ConVar hCvarBalrogTrail;
ConVar hCvarBalrogExp;
ConVar hCvarBalrogIgnite;
/**
* @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()
{
hCvarBalrogDamage = CreateConVar("zp_weapon_balrog11_damage", "250.0", "Explosion damage", 0, true, 0.0);
hCvarBalrogRadius = CreateConVar("zp_weapon_balrog11_radius", "50.0", "Explosion radius", 0, true, 0.0);
hCvarBalrogSpeed = CreateConVar("zp_weapon_balrog11_speed", "1000.0", "Projectile speed", 0, true, 0.0);
hCvarBalrogCounter = CreateConVar("zp_weapon_balrog11_counter", "4", "Amount of bullets shoot to gain 1 fire bullet", 0, true, 0.0);
hCvarBalrogLife = CreateConVar("zp_weapon_balrog11_life", "0.5", "Duration of life", 0, true, 0.0);
hCvarBalrogTrail = CreateConVar("zp_weapon_balrog11_trail", "flaregun_trail_crit_red", "Particle effect for the trail (''-default)");
hCvarBalrogExp = CreateConVar("zp_weapon_balrog11_explosion", "projectile_fireball_crit_red", "Particle effect for the explosion (''-default)");
hCvarBalrogIgnite = CreateConVar("zp_weapon_balrog11_ignite", "5.0", "Duration of ignite", 0, true, 0.0);
AutoExecConfig(true, "zp_weapon_balrog11", "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 Called after a zombie core is loaded.
**/
public void ZP_OnEngineExecute()
{
gWeapon = ZP_GetWeaponNameID("balrog11");
gSound = ZP_GetSoundKeyID("balrogxi2_shoot_sounds");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"balrogxi2_shoot_sounds\" wasn't find");
}
/**
* @brief The map is starting.
**/
public void OnMapStart()
{
gTrail = PrecacheModel("materials/sprites/laserbeam.vmt", true);
PrecacheModel("materials/sprites/xfireball3.vmt", true); /// for env_explosion
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
void Weapon_OnDeploy(int client, int weapon, int iCounter, int iAmmo, float flCurrentTime)
{
ZP_SetWeaponAnimation(client, ANIM_DRAW);
SetEntProp(client, Prop_Send, "m_iShotsFired", 0);
}
void Weapon_OnShoot(int client, int weapon, int iCounter, int iAmmo, float flCurrentTime)
{
if (!GetEntProp(weapon, Prop_Send, "m_iPrimaryReserveAmmoCount"))
{
return;
}
if (iCounter > hCvarBalrogCounter.IntValue)
{
if (iAmmo < ZP_GetWeaponClip(gWeapon))
{
SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", iAmmo + 1);
ZP_EmitSoundToAll(gSound, 2, client, SNDCHAN_WEAPON);
iCounter = -1;
}
}
SetEntProp(weapon, Prop_Data, "m_iClip2", iCounter + 1);
}
void Weapon_OnSecondaryAttack(int client, int weapon, int iCounter, int iAmmo, float flCurrentTime)
{
int iAnim = ZP_GetWeaponAnimation(client);
if (iAnim == ANIM_START_RELOAD || iAnim == ANIM_INSERT)
{
return;
}
if (iAmmo <= 0)
{
return;
}
if (GetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack") > flCurrentTime)
{
return;
}
if (GetEntProp(client, Prop_Data, "m_nWaterLevel") == WLEVEL_CSGO_FULL)
{
return;
}
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_ATTACK_TIME);
flCurrentTime += ZP_GetWeaponShoot(gWeapon);
SetEntPropFloat(client, Prop_Send, "m_flNextAttack", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_flNextSecondaryAttack", flCurrentTime);
iAmmo -= 1; SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", iAmmo);
SetEntProp(client, Prop_Send, "m_iShotsFired", GetEntProp(client, Prop_Send, "m_iShotsFired") + 1);
ZP_EmitSoundToAll(gSound, 1, client, SNDCHAN_WEAPON);
ZP_SetViewAnimation(client, { ANIM_SHOOT_BSC1, ANIM_SHOOT_BSC2 });
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_FIRE_GUN_PRIMARY);
static float vPosition[5][3];
ZP_GetPlayerEyePosition(client, 50.0, 60.0, -10.0, vPosition[0]);
ZP_GetPlayerEyePosition(client, 50.0, 30.0, -10.0, vPosition[1]);
ZP_GetPlayerEyePosition(client, 50.0, 0.0, -10.0, vPosition[2]);
ZP_GetPlayerEyePosition(client, 50.0, -30.0, -10.0, vPosition[3]);
ZP_GetPlayerEyePosition(client, 50.0, -60.0, -10.0, vPosition[4]);
for (int i = 0; i < 5; i++)
{
Weapon_OnCreateFire(client, weapon, vPosition[i]);
}
static float vVelocity[3]; int iFlags = GetEntityFlags(client);
float vKickback[] = { /*upBase = */10.5, /* lateralBase = */7.45, /* upMod = */0.225, /* lateralMod = */0.05, /* upMax = */10.5, /* lateralMax = */7.5, /* directionChange = */7.0 };
GetEntPropVector(client, Prop_Data, "m_vecVelocity", vVelocity);
if (GetVectorLength(vVelocity, true) <= 0.0)
{
}
else if (!(iFlags & FL_ONGROUND))
{
for (int i = 0; i < sizeof(vKickback); i++) vKickback[i] *= 1.3;
}
else if (iFlags & FL_DUCKING)
{
for (int i = 0; i < sizeof(vKickback); i++) vKickback[i] *= 0.75;
}
else
{
for (int i = 0; i < sizeof(vKickback); i++) vKickback[i] *= 1.15;
}
ZP_CreateWeaponKickBack(client, vKickback[0], vKickback[1], vKickback[2], vKickback[3], vKickback[4], vKickback[5], RoundFloat(vKickback[6]));
static char sName[NORMAL_LINE_LENGTH];
int view = ZP_GetClientViewModel(client, true);
ZP_GetWeaponModelMuzzle(gWeapon, sName, sizeof(sName));
UTIL_CreateParticle(view, _, _, "1", sName, 0.1);
ZP_GetWeaponModelShell(gWeapon, sName, sizeof(sName));
UTIL_CreateParticle(view, _, _, "2", sName, 0.1);
}
void Weapon_OnCreateFire(int client, int weapon, const float vPosition[3])
{
static float vAngle[3]; static float vVelocity[3]; static float vEndVelocity[3];
GetClientEyeAngles(client, vAngle);
GetEntPropVector(client, Prop_Data, "m_vecVelocity", vVelocity);
int entity = UTIL_CreateProjectile(vPosition, vAngle, gWeapon);
if (entity != -1)
{
SetEntPropFloat(entity, Prop_Send, "m_flModelScale", 10.0);
GetAngleVectors(vAngle, vEndVelocity, NULL_VECTOR, NULL_VECTOR);
NormalizeVector(vEndVelocity, vEndVelocity);
ScaleVector(vEndVelocity, hCvarBalrogSpeed.FloatValue);
AddVectors(vEndVelocity, vVelocity, vEndVelocity);
TeleportEntity(entity, NULL_VECTOR, NULL_VECTOR, vEndVelocity);
AcceptEntityInput(entity, "DisableDraw");
AcceptEntityInput(entity, "DisableShadow");
SetEntPropEnt(entity, Prop_Data, "m_pParent", client);
SetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity", client);
SetEntPropEnt(entity, Prop_Data, "m_hThrower", client);
SetEntPropFloat(entity, Prop_Data, "m_flGravity", 0.01);
SDKHook(entity, SDKHook_Touch, FireTouchHook);
float flDuration = hCvarBalrogLife.FloatValue;
static char sEffect[SMALL_LINE_LENGTH];
hCvarBalrogTrail.GetString(sEffect, sizeof(sEffect));
if (hasLength(sEffect))
{
UTIL_CreateParticle(entity, vPosition, _, _, sEffect, flDuration);
}
else
{
TE_SetupBeamFollow(entity, gTrail, 0, flDuration, 10.0, 10.0, 5, {227, 66, 52, 200});
TE_SendToAll();
}
UTIL_RemoveEntity(entity, flDuration);
}
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
\
GetEntProp(%2, Prop_Data, "m_iClip2"), \
\
GetEntProp(%2, Prop_Data, "m_iSecondaryAmmoCount"), \
\
GetGameTime() \
)
/**
* @brief Called after a custom weapon is created.
*
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponCreated(int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
SetEntProp(weapon, Prop_Data, "m_iClip2", 0);
SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", 0);
}
}
/**
* @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_Changed) to change buttons.
**/
public Action ZP_OnWeaponRunCmd(int client, int &iButtons, int iLastButtons, int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
if (!(iButtons & IN_ATTACK) && iButtons & IN_ATTACK2)
{
_call.SecondaryAttack(client, weapon);
iButtons &= (~IN_ATTACK2); //! Bugfix
return Plugin_Changed;
}
}
return Plugin_Continue;
}
/**
* @brief Called on shoot of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponShoot(int client, int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
_call.Shoot(client, weapon);
}
}
//**********************************************
//* Item (fire) hooks. *
//**********************************************
/**
* @brief Fire touch hook.
*
* @param entity The entity index.
* @param target The target index.
**/
public Action FireTouchHook(int entity, int target)
{
if (IsValidEdict(target))
{
int thrower = GetEntPropEnt(entity, Prop_Data, "m_hThrower");
if (thrower == target)
{
return Plugin_Continue;
}
if (IsClientValid(target))
{
if (ZP_IsPlayerZombie(target))
{
UTIL_IgniteEntity(target, hCvarBalrogIgnite.FloatValue);
}
}
static float vPosition[3];
GetEntPropVector(entity, Prop_Data, "m_vecAbsOrigin", vPosition);
static char sEffect[SMALL_LINE_LENGTH];
hCvarBalrogExp.GetString(sEffect, sizeof(sEffect));
int iFlags = EXP_NOSOUND;
if (hasLength(sEffect))
{
UTIL_CreateParticle(_, vPosition, _, _, sEffect, 2.0);
iFlags |= EXP_NOFIREBALL; /// remove effect sprite
}
UTIL_CreateExplosion(vPosition, iFlags, _, hCvarBalrogDamage.FloatValue, hCvarBalrogRadius.FloatValue, "balrog11", thrower, entity);
ZP_EmitSoundToAll(gSound, 2, entity, SNDCHAN_STATIC);
AcceptEntityInput(entity, "Kill");
}
return Plugin_Continue;
}
/**
* @brief Called before a grenade sound is emitted.
*
* @param grenade The grenade index.
* @param weaponID The weapon id.
*
* @return Plugin_Continue to allow sounds. Anything else
* (like Plugin_Stop) to block sounds.
**/
public Action ZP_OnGrenadeSound(int grenade, int weaponID)
{
if (weaponID == gWeapon)
{
return Plugin_Stop;
}
return Plugin_Continue;
}