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ApoziX
Member
Join Date: Sep 2018
Old 11-27-2018 , 13:29   [REQ] Set Flag
Reply With Quote #1

Hello Someone can help me
I want Only Flag T To use that plugin

Thanks for helpers +rep

PHP Code:
#include <sourcemod>
#include <sdktools>
#include <tf2>
#include <tf2_stocks>
#include <clients>
#include <sdkhooks>

int OwnerOffset;
ConVar sm_dispenser_limit;
ConVar sm_sentry_limit;
ConVar sm_instant_upgrade;

public 
Plugin myinfo ={
    
name "Multiple buildings",
    
author "shewowkees",
    
description "self explanatory",
    
version "1.1",
    
url "noSiteYet"
};

public 
void OnPluginStart(){

    
sm_dispenser_limit CreateConVar("sm_dispenser_limit""5""Self explanatory");
    
sm_sentry_limit CreateConVar("sm_sentry_limit""5""Self explanatory");
    
sm_instant_upgrade CreateConVar("sm_instant_upgrade","0","Self explanatory");

    
HookEvent("player_builtobject",Evt_BuiltObject,EventHookMode_Pre);

    
RegConsoleCmd("sm_destroy_dispensers"Command_destroy_dispensers);
    
RegConsoleCmd("sm_destroy_sentries"Command_destroy_sentries);

    
OwnerOffset FindSendPropInfo("CBaseObject""m_hBuilder");

    for(
int client=1;client<MaxClients;client++){
        if(!
IsValidEntity(client)){
            continue;
        }
        if(!
IsClientConnected(client)){
            continue;
        }

        
SDKUnhook(clientSDKHook_WeaponSwitchWeaponSwitch);
        
SDKHookEx(clientSDKHook_WeaponSwitchWeaponSwitch);
    }
}



public 
void OnClientPostAdminCheck(client){
    
SDKHookEx(clientSDKHook_WeaponSwitchWeaponSwitch);
}
public 
Action Evt_BuiltObject(Event event, const char[] namebool dontBroadcast){
    
int ObjIndex event .GetInt("index");

    if(
GetConVarInt(sm_instant_upgrade)>0){

        
SetEntProp(ObjIndexProp_Send"m_iUpgradeMetal"600);
        
SetEntProp(ObjIndex,Prop_Send,"m_iUpgradeMetalRequired",0);

    }



    return 
Plugin_Continue;
}


public 
Action WeaponSwitch(clientweapon){
    
//Safety Checks
    
if(!IsClientInGame(client)){
        return 
Plugin_Continue;
    }
    if(
TF2_GetPlayerClass(client)!=TFClass_Engineer){
        return 
Plugin_Continue;
    }
    if(!
IsValidEntity(GetPlayerWeaponSlot(client,1))){
        return 
Plugin_Continue;
    }
    if(!
IsValidEntity(GetPlayerWeaponSlot(client,3))){
        return 
Plugin_Continue;
    }
    if(!
IsValidEntity(GetPlayerWeaponSlot(client,4))){
        return 
Plugin_Continue;
    }
    if(!
IsValidEntity(weapon)){
        return 
Plugin_Continue;
    }

    
//if the building pda is opened
    //Switches some buildings to sappers so the game doesn't count them as engie buildings
    
if(GetPlayerWeaponSlot(client,3)==weapon){
        
function_AllowBuilding(client);
        return 
Plugin_Continue;
    }
//else if the client is not holding the building tool
    
else if(GetEntProp(weapon,Prop_Send,"m_iItemDefinitionIndex")!=28){
        
function_AllowDestroying(client);
        return 
Plugin_Continue;
    }
    return 
Plugin_Continue;

}






public 
Action Command_destroy_dispensers(int clientint args){

    for(
int i=1;i<2048;i++){

        if(!
IsValidEntity(i)){
            continue;
        }

        
decl String:netclass[32];
        
GetEntityNetClass(inetclasssizeof(netclass));

        if ( !
strcmp(netclass"CObjectDispenser") == 0){
            continue;
        }

        if(
GetEntDataEnt2(iOwnerOffset)!=client){
            continue;
        }
        
SetVariantInt(9999);
        
AcceptEntityInput(i,"RemoveHealth");
    }

    return 
Plugin_Handled;


}

public 
Action Command_destroy_sentries(int clientint args){

    for(
int i=1;i<2048;i++){

        if(!
IsValidEntity(i)){
            continue;
        }

        
decl String:netclass[32];
        
GetEntityNetClass(inetclasssizeof(netclass));

        if ( !(
strcmp(netclass"CObjectSentrygun") == 0) ){
            continue;
        }

        if(
GetEntDataEnt2(iOwnerOffset)!=client){
            continue;
        }
        
SetVariantInt(9999);
        
AcceptEntityInput(i,"RemoveHealth");
    }

    return 
Plugin_Handled;

}

public 
void function_AllowBuilding(int client){

    
int DispenserLimit GetConVarInt(sm_dispenser_limit);
    
int SentryLimit GetConVarInt(sm_sentry_limit);

    
int DispenserCount 0;
    
int SentryCount 0;

    for(
int i=0;i<2048;i++){

        if(!
IsValidEntity(i)){
            continue;
        }

        
decl String:netclass[32];
        
GetEntityNetClass(inetclasssizeof(netclass));
        if ( !(
strcmp(netclass"CObjectSentrygun") == || strcmp(netclass"CObjectDispenser") == 0) ){
            continue;
        }

        if(
GetEntDataEnt2(iOwnerOffset)!=client){
            continue;
        }


        
int type=view_as<int>(function_GetBuildingType(i));

        
//Switching the dispenser to a sapper type
        
if(type==view_as<int>(TFObject_Dispenser)){
            
DispenserCount=DispenserCount+1;
            
SetEntProp(iProp_Send"m_iObjectType"TFObject_Sapper);
            if(
DispenserCount>=DispenserLimit){
                
//if the limit is reached, disallow building
                
SetEntProp(iProp_Send"m_iObjectType"type);

            }

        
//not a dispenser,
        
}else if(type==view_as<int>(TFObject_Sentry)){
            
SentryCount++;
            
SetEntProp(iProp_Send"m_iObjectType"TFObject_Sapper);
            if(
SentryCount>=SentryLimit){
                
//if the limit is reached, disallow building
                
SetEntProp(iProp_Send"m_iObjectType"type);
            }
        }
    
//every building is in the desired state


    
}
}
public 
void function_AllowDestroying(int client){
    for(
int i=1;i<2048;i++){

        if(!
IsValidEntity(i)){
            continue;
        }

        
decl String:netclass[32];
        
GetEntityNetClass(inetclasssizeof(netclass));

        if ( !(
strcmp(netclass"CObjectSentrygun") == || strcmp(netclass"CObjectDispenser") == 0) ){
            continue;
        }

        if(
GetEntDataEnt2(iOwnerOffset)!=client){
            continue;
        }

        
SetEntProp(iProp_Send"m_iObjectType"function_GetBuildingType(i));
    }

}

public 
TFObjectType function_GetBuildingType(int entIndex){
    
//This function relies on Netclass rather than building type since building type
    //gets changed
    
decl String:netclass[32];
    
GetEntityNetClass(entIndexnetclasssizeof(netclass));

    if(
strcmp(netclass"CObjectSentrygun") == 0){
        return 
TFObject_Sentry;
    }
    if(
strcmp(netclass"CObjectDispenser") == 0){
        return 
TFObject_Dispenser;
    }

    return 
TFObject_Sapper;



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Last edited by ApoziX; 11-28-2018 at 13:02.
ApoziX is offline
bakusiovskyyyy
Junior Member
Join Date: Nov 2017
Location: Poland
Old 11-30-2018 , 01:46   Re: [REQ] Set Flag
Reply With Quote #2

Not sure but I think you should change
Quote:
RegConsoleCmd("sm_destroy_dispensers", Command_destroy_dispensers);
to:
Quote:
RegAdminCmd("sm_destroy_dispensers", Command_destroy_dispensers, ADMFLAG_CUSTOM5);
Try it
__________________
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8guawong
AlliedModders Donor
Join Date: Dec 2013
Location: BlackMarke7
Old 11-30-2018 , 02:55   Re: [REQ] Set Flag
Reply With Quote #3

just use command overrides

https://wiki.alliedmods.net/Overridi...ess_(SourceMod)
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ApoziX
Member
Join Date: Sep 2018
Old 11-30-2018 , 19:50   Re: [REQ] Set Flag
Reply With Quote #4

No

I want If you Have Flag T The Multiple buildings Would run on you and if you dont got T flag so plugin would not run on you
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CliptonHeist
Senior Member
Join Date: Feb 2016
Old 11-30-2018 , 22:25   Re: [REQ] Set Flag
Reply With Quote #5

Try this:
Attached Files
File Type: sp Get Plugin or Get Source (plugin.sp - 107 views - 6.6 KB)

Last edited by CliptonHeist; 11-30-2018 at 22:27.
CliptonHeist is offline
ApoziX
Member
Join Date: Sep 2018
Old 12-01-2018 , 06:59   Re: [REQ] Set Flag
Reply With Quote #6

Quote:
Originally Posted by CliptonHeist View Post
Try this:
Thanks mate +rep
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