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-   -   [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6) (https://forums.alliedmods.net/showthread.php?t=319947)

Lux 11-28-2019 03:44

[L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6)
 
2 Attachment(s)
Hello, WeaponHandling API is a group of hooks to scale handling speeds of weapons with a multiplier with forwards.

Little project i'v been working on for a while, hope you like since it is nearly christmas here is a present.

Thanks:

Timocop: Using some code of your code.
Silvers: Helping with stupid moments and advice.
smlib: Thanks for smlib code and all contributors.
DHooks: Thanks Peace-Maker & Dr!fter for their dhooks.
SM Dev team: for sourcemod!
ConfoglTeam: for timer learning.
Convars These are for you,
I made some fixes and changes to weapon handling, by default all of turned off, besides deploy modifier animation speed which valve forgot implement in their code e.g. in vanilla single pistol DeployDuration is a "0.5" modifier which is 2x faster than the animation shows.

PHP Code:

// 1 = (match deploy animation speed to the "DeployDuration" keyvalue in weapon_*.txt) 0 = (ignore "DeployDuration" keyvalue in weapon_*.txt and matches deploy speed to animation speed) before being modified -1(do nothing)
// -
// Default: "1"
// Minimum: "-1.000000"
// Maximum: "1.000000"
wh_deploy_animation_speed "1"

// 1 = (double pistol shoot at double speed of a single pistol 2~ shots persec slower than vanilla) 0 = (keeps vanilla cycle rate of 0.075) before being modified
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
wh_double_pistol_cycle_rate "0"

// 1 = (use "survivor_incapacitated_cycle_time" for incap shooting cycle rate) 0 = (ignores the cvar and uses weapon_*.txt cycle rates) before being modified
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
wh_use_incap_cycle_cvar "1" 

Code:

WeaponHandling API has forwards for OnReloading, OnShooting, OnDeploy, OnMeleeSwing and OnThrowingThrowable, these are not proper forward names those are documented in the include file.

Little history:

I needed something that was direct(is not reliant on events, events are usually after game actions) for modifying weapon handling stats that can eliminate cross plugin issues without too much work.

One of the common issues with speeding up reloading is awful animation issues of double reload,
this is because of internal timer for the reload finish timer, OnReloadModifier is called twice for reload modifier which we can change with entprops, second OnReloadFinish we cannot,
not really looked into too much likely a countdown time.

This will not beable to correct animation issues caused by prediction errors, since this is all server sided and latency is a thing!

Include
PHP Code:

/*
*    A typical example of stacking modifiers from different plugins is ->    speedmodifier = speedmodifier * yourmodifier
*    Example to overwrite modifiers placed before ->                            speedmodifier = yourmodifier
*/

enum L4D2WeaponType 
{
    
L4D2WeaponType_Unknown 0,
    
L4D2WeaponType_Pistol,
    
L4D2WeaponType_Magnum,
    
L4D2WeaponType_Rifle,
    
L4D2WeaponType_RifleAk47,
    
L4D2WeaponType_RifleDesert,
    
L4D2WeaponType_RifleM60,
    
L4D2WeaponType_RifleSg552,
    
L4D2WeaponType_HuntingRifle,
    
L4D2WeaponType_SniperAwp,
    
L4D2WeaponType_SniperMilitary,
    
L4D2WeaponType_SniperScout,
    
L4D2WeaponType_SMG,
    
L4D2WeaponType_SMGSilenced,
    
L4D2WeaponType_SMGMp5,
    
L4D2WeaponType_Autoshotgun,
    
L4D2WeaponType_AutoshotgunSpas,
    
L4D2WeaponType_Pumpshotgun,
    
L4D2WeaponType_PumpshotgunChrome,
    
L4D2WeaponType_Molotov,
    
L4D2WeaponType_Pipebomb,
    
L4D2WeaponType_FirstAid,
    
L4D2WeaponType_Pills,
    
L4D2WeaponType_Gascan,
    
L4D2WeaponType_Oxygentank,
    
L4D2WeaponType_Propanetank,
    
L4D2WeaponType_Vomitjar,
    
L4D2WeaponType_Adrenaline,
    
L4D2WeaponType_Chainsaw,
    
L4D2WeaponType_Defibrilator,
    
L4D2WeaponType_GrenadeLauncher,
    
L4D2WeaponType_Melee,
    
L4D2WeaponType_UpgradeFire,
    
L4D2WeaponType_UpgradeExplosive,
    
L4D2WeaponType_BoomerClaw,
    
L4D2WeaponType_ChargerClaw,
    
L4D2WeaponType_HunterClaw,
    
L4D2WeaponType_JockeyClaw,
    
L4D2WeaponType_SmokerClaw,
    
L4D2WeaponType_SpitterClaw,
    
L4D2WeaponType_TankClaw,
    
L4D2WeaponType_Gnome
}

/*
*    Fires for melee weapons
*    
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    speedmodifier    Current swing speed modifier, change this to manipulate swing speed e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnMeleeSwing(int clientint weaponfloat &speedmodifier);

/*
*    Fires for throwables
*    e.g. when about to throw pipebomb 
*    
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    weapontype        Weapon Type
*    @Param    speedmodifier    Current throw speed modifier, change this to manipulate throw speed e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnStartThrow(int clientint weaponL4D2WeaponType weapontypefloat &speedmodifier);

/*
*    Fires for throwables
*    e.g. when winding up to throw pipebomb
*    
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    weapontype        Weapon Type
*    @Param    speedmodifier    Current windup speed modifier, change this to manipulate windup speed e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnReadyingThrow(int clientint weaponL4D2WeaponType weapontypefloat &speedmodifier);

/*
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    weapontype        Weapon Type
*    @Param    speedmodifier    Current reload speed modifier, change this to manipulate reload speed e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnReloadModifier(int clientint weaponL4D2WeaponType weapontypefloat &speedmodifier);

/*
*    
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    weapontype        Weapon Type
*    @Param    speedmodifier    Current rate of fire speed modifier, change this to manipulate rate of fire e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnGetRateOfFire(int clientint weaponL4D2WeaponType weapontypefloat &speedmodifier);

/*
*    Does not trigger for chainsaw, gascan, propane, oxygentank, fireworks and gnome.
*    
*    @Param    client            Client Index
*    @Param    weapon            Weapon Index
*    @Param    weapontype        Weapon Type
*    @Param    speedmodifier    Current deploy speed modifier, change this to manipulate deploy speed e.g. 2.0 = 2x speed
*    
*    @noreturn
*/
forward void WH_OnDeployModifier(int clientint weaponL4D2WeaponType weapontypefloat &speedmodifier);

stock StringMap CreateWeaponClassnameHashMap(StringMap hWeaponClassnameHashMap)
{
    
hWeaponClassnameHashMap CreateTrie();
    
hWeaponClassnameHashMap.SetValue("weapon_pistol"L4D2WeaponType_Pistol);
    
hWeaponClassnameHashMap.SetValue("weapon_pistol_magnum"L4D2WeaponType_Magnum);
    
hWeaponClassnameHashMap.SetValue("weapon_rifle"L4D2WeaponType_Rifle);
    
hWeaponClassnameHashMap.SetValue("weapon_rifle_ak47"L4D2WeaponType_RifleAk47);
    
hWeaponClassnameHashMap.SetValue("weapon_rifle_desert"L4D2WeaponType_RifleDesert);
    
hWeaponClassnameHashMap.SetValue("weapon_rifle_m60"L4D2WeaponType_RifleM60);
    
hWeaponClassnameHashMap.SetValue("weapon_rifle_sg552"L4D2WeaponType_RifleSg552);
    
hWeaponClassnameHashMap.SetValue("weapon_hunting_rifle"L4D2WeaponType_HuntingRifle);
    
hWeaponClassnameHashMap.SetValue("weapon_sniper_awp"L4D2WeaponType_SniperAwp);
    
hWeaponClassnameHashMap.SetValue("weapon_sniper_military"L4D2WeaponType_SniperMilitary);
    
hWeaponClassnameHashMap.SetValue("weapon_sniper_scout"L4D2WeaponType_SniperScout);
    
hWeaponClassnameHashMap.SetValue("weapon_smg"L4D2WeaponType_SMG);
    
hWeaponClassnameHashMap.SetValue("weapon_smg_silenced"L4D2WeaponType_SMGSilenced);
    
hWeaponClassnameHashMap.SetValue("weapon_smg_mp5"L4D2WeaponType_SMGMp5);
    
hWeaponClassnameHashMap.SetValue("weapon_autoshotgun"L4D2WeaponType_Autoshotgun);
    
hWeaponClassnameHashMap.SetValue("weapon_shotgun_spas"L4D2WeaponType_AutoshotgunSpas);
    
hWeaponClassnameHashMap.SetValue("weapon_pumpshotgun"L4D2WeaponType_Pumpshotgun);
    
hWeaponClassnameHashMap.SetValue("weapon_shotgun_chrome"L4D2WeaponType_PumpshotgunChrome);
    
hWeaponClassnameHashMap.SetValue("weapon_molotov"L4D2WeaponType_Molotov);
    
hWeaponClassnameHashMap.SetValue("weapon_pipe_bomb"L4D2WeaponType_Pipebomb);
    
hWeaponClassnameHashMap.SetValue("weapon_first_aid_kit"L4D2WeaponType_FirstAid);
    
hWeaponClassnameHashMap.SetValue("weapon_pain_pills"L4D2WeaponType_Pills);
    
hWeaponClassnameHashMap.SetValue("weapon_gascan"L4D2WeaponType_Gascan);
    
hWeaponClassnameHashMap.SetValue("weapon_oxygentank"L4D2WeaponType_Oxygentank);
    
hWeaponClassnameHashMap.SetValue("weapon_propanetank"L4D2WeaponType_Propanetank);
    
hWeaponClassnameHashMap.SetValue("weapon_vomitjar"L4D2WeaponType_Vomitjar);
    
hWeaponClassnameHashMap.SetValue("weapon_adrenaline"L4D2WeaponType_Adrenaline);
    
hWeaponClassnameHashMap.SetValue("weapon_chainsaw"L4D2WeaponType_Chainsaw);
    
hWeaponClassnameHashMap.SetValue("weapon_defibrillator"L4D2WeaponType_Defibrilator);
    
hWeaponClassnameHashMap.SetValue("weapon_grenade_launcher"L4D2WeaponType_GrenadeLauncher);
    
hWeaponClassnameHashMap.SetValue("weapon_melee"L4D2WeaponType_Melee);
    
hWeaponClassnameHashMap.SetValue("weapon_upgradepack_incendiary"L4D2WeaponType_UpgradeFire);
    
hWeaponClassnameHashMap.SetValue("weapon_upgradepack_explosive"L4D2WeaponType_UpgradeExplosive);
    
hWeaponClassnameHashMap.SetValue("weapon_boomer_claw"L4D2WeaponType_BoomerClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_charger_claw"L4D2WeaponType_ChargerClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_hunter_claw"L4D2WeaponType_HunterClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_jockey_claw"L4D2WeaponType_JockeyClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_smoker_claw"L4D2WeaponType_SmokerClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_spitter_claw"L4D2WeaponType_SpitterClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_tank_claw"L4D2WeaponType_TankClaw);
    
hWeaponClassnameHashMap.SetValue("weapon_gnome"L4D2WeaponType_Gnome);
    return 
hWeaponClassnameHashMap;
}

stock L4D2WeaponType GetWeaponTypeFromClassname(const char[] sClassname)
{
    static 
StringMap hWeaponClassnameHashMap;
    
    if(
hWeaponClassnameHashMap == INVALID_HANDLE)
        
hWeaponClassnameHashMap CreateWeaponClassnameHashMap(hWeaponClassnameHashMap);
    
    static 
L4D2WeaponType WeaponType;
    if(!
hWeaponClassnameHashMap.GetValue(sClassnameWeaponType))
        return 
L4D2WeaponType_Unknown;
    
    return 
WeaponType;



Include notes
Spoiler


DemoPluign I'v attached a demo plugin that you can use to see how it works in speeding up actions.
Spoiler


RepoLink

Installation: Of WeaponHandling

1.Download the .zip file.
2.Merge with \addons\ folder.
3.Restart the server.

theproperson 11-28-2019 08:37

Re: [L4D/L4D2]WeaponHandling_API
 
This is interesting. Didn't know valve had an issue in their weapon deployment speeds. I've been using custom weapon deploy speeds for years using a edit of the weapon script and adding

"DeployDuration" "0.5" to guns and "DeployDuration" "0.01" to healing / grenades. Gives real smooth TF2 / COD item transition that compliments the hardcore mutations and custom behaving weapons I scripted up.

Lux 11-28-2019 08:46

Re: [L4D/L4D2]WeaponHandling_API
 
it was only the animation that was not scaled the real deploy speed is unchanged.
Really bothed me that you shoot halfway through the deploy animation with pistols

EDIT:
Small update for l4d1.
I forgot to not hook pills in l4d1 for use speed, this has corrected.

Lux 12-03-2019 15:58

Re: [L4D/L4D2]WeaponHandling_API
 
So yea, Left4Downtown exists...

If you use downtown you will need to redownload the zip file to get latest gamedata which allows them to work together at the date of this post.

Thanks silvers.

Lux 12-10-2019 20:28

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Update 1.0.3
Added l4d1 pills use speed.

This is to be called to forward "WH_OnGetRateOfFire()" like l4d2
new gamedata required it's in the zip in OP.

https://github.com/LuxLuma/Weapon_Ha...31e3d9204bdc72

xy9860 12-13-2019 04:19

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
How can I hook throw weapon_propanetank event?

Lux 12-13-2019 04:57

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by xy9860 (Post 2676787)
How can I hook throw weapon_propanetank event?

Not really sure how to hook event for that.

You can try using dhooks and hooking this function

PHP Code:

CCarriedProp::DropCarriedProp() 


xZk 01-04-2020 13:45

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
great job!. Will it be possible to handling weapons of infected specials, claws or abilities?

Lux 01-04-2020 17:45

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by xZk (Post 2678968)
great job!. Will it be possible to handling weapons of infected specials, claws or abilities?

Thanks, yes it's possible but not done yet the game likely reads the entprop values so should be easy enough whenever I get around to it ill update this thread.

gamer_kanelita 01-09-2020 20:52

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
you cannot extract any of the two zip files, since it does not recognize the files :( help


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