Code:
/*
[ZP] Extra Item: Concussion Grenade
Copyright (C) 2009 by NiHiLaNTh
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/>.
In addition, as a special exception, the author gives permission to
link the code of this program with the Half-Life Game Engine ("HL
Engine") and Modified Game Libraries ("MODs") developed by Valve,
L.L.C ("Valve"). You must obey the GNU General Public License in all
respects for all of the code used other than the HL Engine and MODs
from Valve. If you modify this file, you may extend this exception
to your version of the file, but you are not obligated to do so. If
you do not wish to do so, delete this exception statement from your
version.
--- Introduction ---
This plugin adds new weapon to zombie plague - concussion grenade.I took
this idead from Team Fortress Classic.When grenade explodes it doesn't
do any damage, but it starts to make hallucinations to players, such as
screen shake, screen fade, recoil changes.
--- CVARs ---
zp_conc_nade_radius 500 -- Explosion radius
zp_conc_nade_duration 7 -- Duration of hallucinations
--- Credits ---
NiHiLaNTh - Plugin
dels/Shalun - Grenade model
MeRcyLeZZ - Some useful code parts
xPaw / Xellath - Code optimization
--- Changelog ---
v1.0 - Initial release
v1.1 - Optimized code ( Thanks xPaw and Xellath )
v1.2 - Fixed bug when after explosion player were not affected
v1.3 - Added p_ and w_ model support
- Fixed run-time error
- Made some minor improvements ( MeTaLiCroSS )
*/
#include < amxmodx >
#include < fakemeta >
#include < hamsandwich >
#include < fun >
#include < zombieplague >
// Plugin version
#define VERSION "1.3"
// Defines
#define MAXPLAYERS 32
#define FCVAR_FLAGS ( FCVAR_SERVER | FCVAR_SPONLY | FCVAR_UNLOGGED )
#define OFFSET_PLAYER 41
#define OFFSET_ACTIVE 373
#define LINUX_DIFF 5
#define NADE_TYPE_CONC 7000
//#define UNIT_SECOND (1<<12)
#define FFADE_IN 0x0000
//#define FFADE_OUT 0x0001
#define REPEAT 0.2 // Time when next screen fade/shake message is being sent
#define TASK_AFFECT 666
#define ID_AFFECT ( taskid - TASK_AFFECT )
// Grenade cost
#define GRENADE_COST 15
// Grenade models
new const grenade_model_p [ ] = "models/p_grenade_conc.mdl"
new const grenade_model [ ] = "models/v_grenade_conc.mdl"
new const grenade_model_w [ ] = "models/w_grenade_conc.mdl"
// Sounds
new const explosion_sound [ ] = "zombie_plague/concgren_blast1.wav"
new const purchase_sound [ ] = "items/gunpickup2.wav"
// Cached sprite indexes
new m_iTrail, m_iRing
// Item ID
new g_conc
// Player variable
new g_hasConc [ MAXPLAYERS + 1 ]
// Message ID's
new g_msgScreenFade, g_msgScreenShake
// CVAR pointers
new cvar_nade_radius, cvar_duration
// Precache
public plugin_precache ( )
{
// Precache grenade models
precache_model ( grenade_model_p )
precache_model ( grenade_model )
precache_model ( grenade_model_w )
// Precache sounds
precache_sound ( explosion_sound )
precache_sound ( purchase_sound )
// Precache sprites
m_iRing = precache_model ( "sprites/shockwave.spr" )
m_iTrail = precache_model ( "sprites/laserbeam.spr" )
}
// Plugin initialization
public plugin_init ( )
{
// New plugin
register_plugin ( "[ZP] Extra Item: Concussion Grenade", VERSION, "NiHiLaNTh" )
// Add cvar to detect servers with this plugin
register_cvar ( "zp_concgren_version", VERSION, FCVAR_FLAGS )
// New extra item
g_conc = zp_register_extra_item ( "Concussion Grenade", GRENADE_COST, ZP_TEAM_ZOMBIE )
// Events
register_event ( "HLTV", "Event_NewRound", "a", "1=0", "2=0" )
register_event ( "DeathMsg", "Event_DeathMsg", "a" )
register_event ( "CurWeapon", "Event_CurrentWeapon", "be", "1=1", "2=25" )
// Forwards
register_forward ( FM_SetModel, "fw_SetModel" )
RegisterHam ( Ham_Think, "grenade", "fw_ThinkGrenade" )
register_forward ( FM_CmdStart, "fw_CmdStart" )
// CVARs
cvar_nade_radius = register_cvar ( "zp_conc_nade_radius", "500" )
cvar_duration = register_cvar ( "zp_conc_nade_duration", "7" )
// Messages
g_msgScreenShake = get_user_msgid ( "ScreenShake" )
g_msgScreenFade = get_user_msgid ( "ScreenFade" )
}
// Someone decided to buy our an extra item
public zp_extra_item_selected ( Player, Item )
{
// This is our grenade
if ( Item == g_conc )
{
// Player already have it
if ( g_hasConc [ Player ] )
{
// Notice him about that
client_print ( Player, print_chat, "[ZP] You already have this item" )
return PLUGIN_HANDLED
}
else
{
// Now we have grenade
g_hasConc [ Player ] = true
// Give him flashbang
give_item ( Player, "weapon_flashbang" )
// Play purchase sound
client_cmd ( Player, "spk %s", purchase_sound )
}
}
return PLUGIN_CONTINUE
}
// Someone was infected
public zp_user_infected_post ( Player, Infector )
{
// We were affected by concussion grenade
if ( task_exists ( Player+TASK_AFFECT ) )
remove_task ( Player+TASK_AFFECT )
}
// Someone were turned back to human
public zp_user_humanized_post ( Player, Survivor )
{
// We dont' have nade anymore
if ( g_hasConc [ Player ] )
g_hasConc [ Player ] = false
}
// New round started
public Event_NewRound ( )
{
// They loose conc.grenade
arrayset ( g_hasConc, false, 33 )
// And they aren't affected by conc.grenade
remove_task ( TASK_AFFECT )
}
// Someone died
public Event_DeathMsg ( )
{
// Get victim
new victim = read_data ( 2 )
// Some people had error without this check
if ( !is_user_connected ( victim ) )
return
// He had conc.grenade
if ( g_hasConc [ victim ] )
g_hasConc [ victim ] = false
else if ( task_exists ( victim+TASK_AFFECT ) ) // We were affected
remove_task ( victim+TASK_AFFECT )
}
// Current weapon player is holding
public Event_CurrentWeapon ( Player )
{
// Dead or not zombie or don't have conc. grenade
if ( !is_user_alive ( Player ) || !zp_get_user_zombie ( Player ) || !g_hasConc [ Player ] )
return PLUGIN_CONTINUE
// Replace flashbang model with our ones
set_pev ( Player, pev_viewmodel2, grenade_model )
set_pev ( Player, pev_weaponmodel2, grenade_model_p )
return PLUGIN_CONTINUE
}
// Set model
public fw_SetModel ( Entity, const Model [ ] )
{
// Prevent invalid ent messages
if ( !pev_valid ( Entity ) )
return FMRES_IGNORED
// Grenade not thrown yet
if ( pev ( Entity, pev_dmgtime ) == 0.0 )
return FMRES_IGNORED
// We are throwing concussion grenade
if ( g_hasConc [ pev ( Entity, pev_owner ) ] && equal ( Model [7 ], "w_fl", 4 ) )
{
//Draw trail
message_begin ( MSG_BROADCAST, SVC_TEMPENTITY )
write_byte ( TE_BEAMFOLLOW ) // Temp entity ID
write_short ( Entity ) // Entity to follow
write_short ( m_iTrail ) // Sprite index
write_byte ( 10 ) // Life
write_byte ( 10 ) // Line width
write_byte ( 255 ) // Red amount
write_byte ( 255 ) // Blue amount
write_byte ( 0 ) // Blue amount
write_byte ( 255 ) // Alpha
message_end ( )
// Set grenade entity
set_pev ( Entity, pev_flTimeStepSound, NADE_TYPE_CONC )
// Set world model
engfunc ( EngFunc_SetModel, Entity, grenade_model_w )
return FMRES_SUPERCEDE
}
return FMRES_IGNORED
}
// Grenade is getting to explode
public fw_ThinkGrenade ( Entity )
{
// Prevent invalid ent messages
if ( !pev_valid ( Entity ) )
return HAM_IGNORED
// Get damage time
static Float:dmg_time
pev ( Entity, pev_dmgtime, dmg_time )
// maybe it is time to go off
if ( dmg_time > get_gametime ( ) )
return HAM_IGNORED
// Our grenade
if ( pev ( Entity, pev_flTimeStepSound ) == NADE_TYPE_CONC )
{
// Force to explode
concussion_explode ( Entity )
return HAM_SUPERCEDE
}
return HAM_IGNORED
}
// Command start
public fw_CmdStart ( Player, UC_Handle, Seed )
{
// Dead, zombie or not affected
if ( !is_user_alive ( Player ) || zp_get_user_zombie ( Player ) || !task_exists ( Player+TASK_AFFECT ) )
return FMRES_IGNORED
// Get buttons
new buttons = get_uc ( UC_Handle, UC_Buttons )
// We are firing
if ( buttons & IN_ATTACK )
{
// We are holding an active weapon
if ( get_pdata_cbase ( Player, OFFSET_ACTIVE, LINUX_DIFF ) )
{
// New recoil
set_pev ( Player, pev_punchangle, Float:{3.0, 3.0, 4.0} )
}
}
return FMRES_HANDLED
}
// Grenade explode
public concussion_explode ( Entity )
{
// Invalid entity ?
if ( !pev_valid ( Entity ) )
return
// Get entities origin
static Float:origin [ 3 ]
pev ( Entity, pev_origin, origin )
// Draw ring
UTIL_DrawRing (origin )
// Explosion sound
emit_sound ( Entity, CHAN_WEAPON, explosion_sound, VOL_NORM, ATTN_NORM, 0, PITCH_NORM )
// Collisions
static victim
victim = -1
// Find radius
static Float:radius
radius = get_pcvar_float ( cvar_nade_radius )
// Find all players in a radius
while ( ( victim = engfunc ( EngFunc_FindEntityInSphere, victim, origin, radius ) ) != 0 )
{
// Dead or zombie
if ( !is_user_alive ( victim ) || zp_get_user_zombie ( victim ) )
continue
// Victim isn't affected yet
if ( !task_exists ( victim+TASK_AFFECT ) )
{
// Get duration
new duration = get_pcvar_num ( cvar_duration )
// Calculate affect times
new affect_count = floatround ( duration / REPEAT )
// Continiously affect them
set_task ( REPEAT, "affect_victim", victim+TASK_AFFECT, _, _, "a", affect_count )
}
}
// We dont' have grenade anymore
static owner ; owner = pev ( Entity, pev_owner )
g_hasConc [ owner ] = false
// Remove entity from ground
engfunc ( EngFunc_RemoveEntity, Entity )
}
// We are going to affect you
public affect_victim ( taskid )
{
// Dead
if ( !is_user_alive ( ID_AFFECT ) )
return
// Make a screen fade
message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenFade, {0,0,0}, ID_AFFECT )
write_short ( 1<<13 ) // Duration
write_short ( 1<<14 ) // Hold Time
write_short ( FFADE_IN ) // Fade type
write_byte ( random_num ( 50, 200 ) ) // Red amount
write_byte ( random_num ( 50, 200 ) ) // Green amount
write_byte ( random_num ( 50, 200 ) ) // Blue amount
write_byte ( random_num ( 50, 200 ) ) // Alpha
message_end ( )
const Float:amplitude = 5.0
// Make a screen shake
message_begin ( MSG_ONE_UNRELIABLE, g_msgScreenShake, {0,0,0}, ID_AFFECT )
write_short ( FixedUnsigned16(amplitude, 1<<12) ) // Amplitude
write_short ( 1<<13 ) // Duration
write_short ( 0xFFFF ) // Frequency
message_end ( )
// Remove task after all
remove_task ( ID_AFFECT )
}
FixedUnsigned16(Float:value, scale)
{
new output = floatround(value * scale)
return clamp(output, 0, 0xFFFF)
}
// Draw explosion ring ( from zombie_plague40.sma )
stock UTIL_DrawRing ( const Float:origin [ 3 ] )
{
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, origin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, origin[0]) // x
engfunc(EngFunc_WriteCoord, origin[1]) // y
engfunc(EngFunc_WriteCoord, origin[2]) // z
engfunc(EngFunc_WriteCoord, origin[0]) // x axis
engfunc(EngFunc_WriteCoord, origin[1]) // y axis
engfunc(EngFunc_WriteCoord, origin[2]+555.0) // z axis
write_short( m_iRing ) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(60) // width
write_byte(0) // noise
write_byte(200) // red
write_byte(200) // green
write_byte(200) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
}