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zp_weapon_sfmg.sp
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zp_weapon_sfmg.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: SF-MG",
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_IDLE_TIME 1.66
#define WEAPON_ATTACK_TIME 1.0
#define WEAPON_ATTACK2_TIME 1.13
#define WEAPON_SWITCH_TIME 2.66
/**
* @endsection
**/
// Animation sequences
enum
{
ANIM_SHOOT1,
ANIM_SHOOT2,
ANIM_RELOAD,
ANIM_DRAW,
ANIM_CHANGE,
ANIM_IDLE2,
ANIM_RELOAD2,
ANIM_DRAW2,
ANIM_SHOOT2_1,
ANIM_SHOOT2_2,
ANIM_CHANGE2,
ANIM_IDLE
};
// Weapon states
enum
{
STATE_NORMAL,
STATE_ACTIVE
};
// Weapon index
int gWeapon;
// Sound index
int gSound;
// Cvars
ConVar hCvarSfmgMultiplier;
/**
* @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()
{
hCvarSfmgMultiplier = CreateConVar("zp_weapon_sfmg_active_multiplier", "1.5", "Multiplier on the active state", 0, true, 0.0);
AutoExecConfig(true, "zp_weapon_sfmg", "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("sfmg");
gSound = ZP_GetSoundKeyID("sfmg_shoot_sounds");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"sfmg_shoot_sounds\" wasn't find");
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
void Weapon_OnHolster(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
SetEntPropFloat(weapon, Prop_Send, "m_flPostponeFireReadyTime", 0.0);
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
}
void Weapon_OnDeploy(int client, int weapon, int iClip, int iAmmo, int iStateMode, 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, !iStateMode ? ANIM_DRAW : ANIM_DRAW2);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + ZP_GetWeaponDeploy(gWeapon));
SetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex", 0.0);
SetEntProp(client, Prop_Send, "m_iShotsFired", 0);
}
void Weapon_OnReload(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
if (min(ZP_GetWeaponClip(gWeapon) - iClip, iAmmo) <= 0)
{
return;
}
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_RELOAD : ANIM_RELOAD2);
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_RELOAD);
flCurrentTime += ZP_GetWeaponReload(gWeapon);
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
flCurrentTime -= 0.5;
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", flCurrentTime);
SetEntProp(client, Prop_Send, "m_iShotsFired", 0);
}
void Weapon_OnReloadFinish(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
int iAmount = min(ZP_GetWeaponClip(gWeapon) - iClip, iAmmo);
SetEntProp(weapon, Prop_Send, "m_iClip1", iClip + iAmount);
SetEntProp(weapon, Prop_Send, "m_iPrimaryReserveAmmoCount", iAmmo - iAmount);
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
SetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex", 0.0);
}
void Weapon_OnIdle(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
if (iClip <= 0)
{
if (iAmmo)
{
Weapon_OnReload(client, weapon, iClip, iAmmo, iStateMode, flCurrentTime);
return; /// Execute fake reload
}
}
if (GetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle") > flCurrentTime)
{
return;
}
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_IDLE : ANIM_IDLE2);
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_IDLE_TIME);
}
void Weapon_OnPrimaryAttack(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
if (iClip <= 0)
{
EmitSoundToClient(client, SOUND_CLIP_EMPTY, SOUND_FROM_PLAYER, SNDCHAN_ITEM);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + 0.2);
return;
}
iClip -= 1; SetEntProp(weapon, Prop_Send, "m_iClip1", iClip);
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);
if (iStateMode)
{
ZP_SetViewAnimation(client, { ANIM_SHOOT2_1, ANIM_SHOOT2_2 });
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_ATTACK2_TIME);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + (ZP_GetWeaponShoot(gWeapon) * hCvarSfmgMultiplier.FloatValue));
ZP_EmitSoundToAll(gSound, 2, client, SNDCHAN_WEAPON);
}
else
{
ZP_SetViewAnimation(client, { ANIM_SHOOT1, ANIM_SHOOT2 });
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_ATTACK_TIME);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + ZP_GetWeaponShoot(gWeapon));
ZP_EmitSoundToAll(gSound, 1, client, SNDCHAN_WEAPON);
}
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_FIRE_GUN_PRIMARY);
SetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex", GetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex") + 1.0);
SetEntProp(client, Prop_Send, "m_iShotsFired", GetEntProp(client, Prop_Send, "m_iShotsFired") + 1);
static float vVelocity[3]; int iFlags = GetEntityFlags(client);
float flSpread = 0.01; float flInaccuracy = 0.015;
float vKickback[] = { /*upBase = */ 0.2, /* lateralBase = */0.3, /* upMod = */0.09, /* lateralMod = */0.05, /* upMax = */1.25, /* lateralMax = */3.5, /* directionChange = */5.0 };
if (iStateMode) vKickback[0] *= 2.0;
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;
flInaccuracy = 0.02;
flSpread = 0.05;
}
else if (iFlags & FL_DUCKING)
{
for (int i = 0; i < sizeof(vKickback); i++) vKickback[i] *= 0.75;
flInaccuracy = 0.01;
}
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]));
Weapon_OnCreateBullet(client, weapon, 0, GetRandomInt(0, 1000), flSpread, flInaccuracy);
}
void Weapon_OnSecondaryAttack(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_CHANGE : ANIM_CHANGE2);
ZP_SetPlayerAnimation(client, PLAYERANIMEVENT_FIRE_GUN_SECONDARY);
flCurrentTime += WEAPON_SWITCH_TIME;
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
flCurrentTime -= 0.5;
SetEntPropFloat(weapon, Prop_Send, "m_flPostponeFireReadyTime", flCurrentTime);
}
void Weapon_OnCreateBullet(int client, int weapon, int iMode, int iSeed, float flSpread, float flInaccuracy)
{
static float vPosition[3]; static float vAngle[3];
GetClientEyePosition(client, vPosition);
GetClientEyeAngles(client, vAngle);
ZP_FireBullets(client, weapon, vPosition, vAngle, iMode, iSeed, flInaccuracy, flSpread, 0.0, 0, GetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex"));
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
\
GetEntProp(%2, Prop_Send, "m_iClip1"), \
\
GetEntProp(%2, Prop_Send, "m_iPrimaryReserveAmmoCount"), \
\
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_iSecondaryAmmoCount", STATE_NORMAL);
SetEntPropFloat(weapon, Prop_Send, "m_flPostponeFireReadyTime", 0.0);
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
}
}
/**
* @brief Called on bullet of a weapon.
*
* @param client The client index.
* @param vBullet The position of a bullet hit.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponBullet(int client, const float vBullet[3], int weapon, int weaponID)
{
if (weaponID == gWeapon)
{
ZP_CreateWeaponTracer(client, weapon, "1", "muzzle_flash", "weapon_tracers_taser", vBullet, ZP_GetWeaponShoot(gWeapon));
}
}
/**
* @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 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)
{
_call.Holster(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)
{
static float flApplyModeTime;
if ((flApplyModeTime = GetEntPropFloat(weapon, Prop_Send, "m_flPostponeFireReadyTime")) && flApplyModeTime <= GetGameTime())
{
SetEntPropFloat(weapon, Prop_Send, "m_flPostponeFireReadyTime", 0.0);
SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", !GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount"));
}
static float flReloadTime;
if ((flReloadTime = GetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer")) && flReloadTime <= GetGameTime())
{
_call.ReloadFinish(client, weapon);
}
else
{
if (iButtons & IN_RELOAD)
{
_call.Reload(client, weapon);
iButtons &= (~IN_RELOAD); //! Bugfix
return Plugin_Changed;
}
}
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 Called before a client take a fake damage.
*
* @param client The client index.
* @param attacker The attacker index. (Not validated!)
* @param inflicter The inflicter index. (Not validated!)
* @param flDamage The amount of damage inflicted.
* @param iBits The ditfield of damage types.
* @param weapon The weapon index or -1 for unspecified.
*
* @note To block damage reset the damage to zero.
**/
public void ZP_OnClientValidateDamage(int client, int &attacker, int &inflictor, float &flDamage, int &iBits, int &weapon)
{
if (iBits & DMG_NEVERGIB)
{
if (IsValidEdict(weapon))
{
if (GetEntProp(weapon, Prop_Data, m_iCustomID) == gWeapon)
{
if (GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount")) flDamage *= hCvarSfmgMultiplier.FloatValue;
}
}
}
}