Code:
/*================================================================================
------------------------
-*- [ZP] Human Armor -*-
------------------------
This plugin is part of Zombie Plague Mod and is distributed under the
terms of the GNU General Public License. Check ZP_ReadMe.txt for details.
================================================================================*/
#include <amxmodx>
#include <cstrike>
#include <fakemeta>
#include <hamsandwich>
#include <cs_ham_bots_api>
#include <zp50_core>
#define LIBRARY_NEMESIS "zp50_class_nemesis"
#include <zp50_class_nemesis>
#define LIBRARY_ASSASSIN "zp50_class_assassin"
#include <zp50_class_assassin>
#define LIBRARY_SURVIVOR "zp50_class_survivor"
#include <zp50_class_survivor>
#define LIBRARY_SNIPER "zp50_class_sniper"
#include <zp50_class_sniper>
// CS Player PData Offsets (win32)
const OFFSET_PAINSHOCK = 108 // ConnorMcLeod
// Some constants
const DMG_HEGRENADE = (1<<24)
// CS sounds
new const g_sound_armor_hit[] = "player/bhit_helmet-1.wav"
new cvar_human_armor_protect, cvar_human_armor_default
new cvar_armor_protect_nemesis, cvar_survivor_armor_protect,
cvar_armor_protect_assassin, cvar_sniper_armor_protect
public plugin_init()
{
register_plugin("[ZP] Human Armor", ZP_VERSION_STRING, "ZP Dev Team")
cvar_human_armor_protect = register_cvar("zp_human_armor_protect", "1")
cvar_human_armor_default = register_cvar("zp_human_armor_default", "0")
if (LibraryExists(LIBRARY_NEMESIS, LibType_Library))
cvar_armor_protect_nemesis = register_cvar("zp_armor_protect_nemesis", "1")
if (LibraryExists(LIBRARY_ASSASSIN, LibType_Library))
cvar_armor_protect_assassin = register_cvar("zp_armor_protect_assassin", "1")
if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library))
cvar_survivor_armor_protect = register_cvar("zp_survivor_armor_protect", "0")
if (LibraryExists(LIBRARY_SNIPER, LibType_Library))
cvar_sniper_armor_protect = register_cvar("zp_sniper_armor_protect", "0")
RegisterHam(Ham_TakeDamage, "player", "fw_TakeDamage")
RegisterHamBots(Ham_TakeDamage, "fw_TakeDamage")
}
public plugin_natives()
{
set_module_filter("module_filter")
set_native_filter("native_filter")
}
public module_filter(const module[])
{
if (equal(module, LIBRARY_NEMESIS) || equal(module, LIBRARY_ASSASSIN) || equal(module, LIBRARY_SURVIVOR) || equal(module, LIBRARY_SNIPER))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public native_filter(const name[], index, trap)
{
if (!trap)
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
public plugin_precache()
{
precache_sound(g_sound_armor_hit)
}
public zp_fw_core_cure_post(id, attacker)
{
new Float:armor
pev(id, pev_armorvalue, armor)
if (armor < get_pcvar_float(cvar_human_armor_default))
set_pev(id, pev_armorvalue, get_pcvar_float(cvar_human_armor_default))
}
// Ham Take Damage Forward
public fw_TakeDamage(victim, inflictor, attacker, Float:damage, damage_type)
{
// Non-player damage or self damage
if (victim == attacker || !is_user_alive(attacker))
return HAM_IGNORED;
// Zombie attacking human...
if (zp_core_is_zombie(attacker) && !zp_core_is_zombie(victim))
{
// Ignore damage coming from a HE grenade (bugfix)
if (damage_type & DMG_HEGRENADE)
return HAM_IGNORED;
// Does human armor need to be reduced before infecting/damaging?
if (!get_pcvar_num(cvar_human_armor_protect))
return HAM_IGNORED;
// Should armor protect against nemesis attacks?
if (LibraryExists(LIBRARY_NEMESIS, LibType_Library) && !get_pcvar_num(cvar_armor_protect_nemesis) && zp_class_nemesis_get(attacker))
return HAM_IGNORED;
// Should armor protect against assassin attacks?
if (LibraryExists(LIBRARY_ASSASSIN, LibType_Library) && !get_pcvar_num(cvar_armor_protect_assassin) && zp_class_assassin_get(attacker))
return HAM_IGNORED;
// Should armor protect survivor too?
if (LibraryExists(LIBRARY_SURVIVOR, LibType_Library) && !get_pcvar_num(cvar_survivor_armor_protect) && zp_class_survivor_get(victim))
return HAM_IGNORED;
// Should armor protect sniper too?
if (LibraryExists(LIBRARY_SNIPER, LibType_Library) && !get_pcvar_num(cvar_sniper_armor_protect) && zp_class_sniper_get(victim))
return HAM_IGNORED;
// Get victim armor
static Float:armor
pev(victim, pev_armorvalue, armor)
// If he has some, block damage and reduce armor instead
if (armor > 0.0)
{
emit_sound(victim, CHAN_BODY, g_sound_armor_hit, 1.0, ATTN_NORM, 0, PITCH_NORM)
if (armor - damage > 0.0)
set_pev(victim, pev_armorvalue, armor - damage)
else
cs_set_user_armor(victim, 0, CS_ARMOR_NONE)
// Block damage, but still set the pain shock offset
set_pdata_float(victim, OFFSET_PAINSHOCK, 0.5)
return HAM_SUPERCEDE;
}
}
return HAM_IGNORED;
}