Code:
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <cstrike>
#define PLUGIN "Shot Administration"
#define VERSION "1.1"
#define AUTHOR "Nomexous"
/*
Version 1.0
- Initial release.
Version 1.1
- Small optimization with the menu.
*/
new settings[33] = { 0, ... }
new menu
new traceline_forward = -1, tracehull_forward = -1
new mode[] = { 0, // None
1, // Makes headshots (shooter)
2, // Reflects bullets back to shooter
3, // Gets headshot (victim)
4, // Bad aimer (shots randomly directed to left or right leg)
5, // Deals no damage (shots directed to HIT_SHIELD)
6, // Suicider
7 // Uber suicider
}
#pragma unused mode // Gets rid of "symbol mode not used" warning.
new label[][] = { "None", // Yellow text if it's good, red if bad
"\yShooter",
"\yBullect reflector",
"\rVictim",
"\rBad Aim",
"\rNo Damage",
"\rSuicider",
"\rUber Suicider"
}
public plugin_init()
{
register_plugin(PLUGIN, VERSION, AUTHOR)
register_clcmd("amx_shot_admin", "conjure_menu", ADMIN_SLAY, "Displays shot administration menu.")
}
public client_disconnect(id)
{
settings[id] = 0
}
public set_forwards_registered(bool:condition)
{
if (condition && traceline_forward == -1 && tracehull_forward == -1)
{
traceline_forward = register_forward(FM_TraceLine, "fw_traceline")
tracehull_forward = register_forward(FM_TraceHull, "fw_tracehull", 1)
}
if (!condition && traceline_forward != -1 && tracehull_forward != -1)
{
unregister_forward(FM_TraceLine, traceline_forward)
unregister_forward(FM_TraceHull, tracehull_forward, 1)
traceline_forward = -1
tracehull_forward = -1
}
return PLUGIN_HANDLED
}
public conjure_menu(id, level, cid)
{
if (cmd_access(id, level, cid, 1))
{
build_menu(id)
}
return PLUGIN_HANDLED
}
// For some reason, they don't allow default argument items in public functions.
stock build_menu(id, page = 0)
{
menu = menu_create("Shot Administration Menu", "menu_handler")
static players[32], num, name[32], cmd[5], itemtxt[60]
get_players(players, num)
for (new i; i < num; i++)
{
get_user_name(players[i], name, 31)
formatex(cmd, 4, "%i", players[i])
formatex(itemtxt, 59, "%s: %s", name, label[settings[players[i]]])
menu_additem(menu, itemtxt, cmd)
}
menu_display(id, menu, page)
return PLUGIN_CONTINUE
}
public menu_handler(id, menu, item)
{
if (item < 0)
{
for (new i; i < 33; i++)
{
if (settings[i] != 0)
{
set_forwards_registered(true)
return PLUGIN_HANDLED
}
}
set_forwards_registered(false)
return PLUGIN_HANDLED
}
static cmd[5], callback, access, pid
menu_item_getinfo(menu, item, access, cmd, 4, _, _, callback)
pid = str_to_num(cmd)
if (is_user_connected(pid))
{
settings[pid] = ++settings[pid] % (sizeof mode)
}
menu_destroy(menu)
build_menu(id, item / 7)
return PLUGIN_HANDLED
}
public fw_traceline(Float:start[3], Float:end[3], conditions, id, ptr)
{
return process_trace(id, ptr)
}
public fw_tracehull(Float:start[3], Float:end[3], conditions, hull, id, ptr)
{
return process_trace(id, ptr)
}
public process_trace(id, ptr)
{
if (!is_user_alive(id)) return FMRES_IGNORED
new target = get_tr2(ptr, TR_pHit)
switch (settings[id])
{
// Shooter (headshots galore) mode. See how many kills you can get before people notice...
case 1:
{
if (!is_user_alive(target)) return FMRES_IGNORED
new Float:origin[3], Float:angles[3]
engfunc(EngFunc_GetBonePosition, target, 8, origin, angles)
set_tr2(ptr, TR_vecEndPos, origin)
// Why get bone origin? Well, CS will draw the blood spray from the headshot where ever your bullet was supposed to
// land, as defined by the end[3] coordinates passed to the forward. So that meant shooting a person in the foot with the
// shot being redirected to the head would produce a blood spray coming out of the foot. This made it a little harder
// to hide the fact that you were 'cheating.' So, we just reset end[3] to the coordinates of the head bone of whomever
// we're shooting, and we're in business!
set_tr2(ptr, TR_iHitgroup, HIT_HEAD)
}
// Bad aiming. It doesn't help much. Usually it only takes 1 more hit than normal to kill. But they can't headshot, no matter
// how hard they try.
case 4:
{
if (!is_user_alive(target)) return FMRES_IGNORED
set_tr2(ptr, TR_iHitgroup, random_num(HIT_LEFTLEG, HIT_RIGHTLEG))
return FMRES_IGNORED
}
// Redirects hitgroup to HIT_SHIELD. This might be annoying to the person who gets shot, but it won't hurt them. Might throw
// off their aim. I was going to use set_tr2(ptr, TR_flFraction, 100.0) but it does something weird with shotguns. Instead of
// dealing no damage, shotguns actually give the target a gigantic boost in health! I couldn't figure it out, so I just left
// it as this.
case 5:
{
if (!is_user_alive(target)) return FMRES_IGNORED
set_tr2(ptr, TR_iHitgroup, 8)
}
// A hit on the enemy is redirected onto the shooter. Pretty simple.
case 6:
{
if (is_user_alive(target) && cs_get_user_team(target) != cs_get_user_team(id))
{
set_tr2(ptr, TR_pHit, id)
}
}
// A hit anywhere (teammate, wall, or enemy) is redirected onto the shooter's head.
case 7:
{
set_tr2(ptr, TR_pHit, id)
set_tr2(ptr, TR_iHitgroup, HIT_HEAD)
return FMRES_IGNORED
}
}
// Person gets shot anywhere, it's turned into a headshot.
if (is_user_alive(target) && settings[target] == 3)
{
set_tr2(ptr, TR_iHitgroup, HIT_HEAD)
}
// Shot is reflected to shooter. Giving this to someone makes them immune to guns.
if (is_user_alive(target) && settings[target] == 2)
{
set_tr2(ptr, TR_pHit, id)
}
return FMRES_IGNORED
}