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zp_weapon_balrog7.sp
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zp_weapon_balrog7.sp
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/**
* ============================================================================
*
* Zombie Plague
*
*
* Copyright (C) 2015-2020 Nikita Ushakov (Ireland, Dublin)
*
* 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/>.
*
* ============================================================================
**/
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#include <zombieplague>
#pragma newdecls required
#pragma semicolon 1
/**
* @brief Record plugin info.
**/
public Plugin myinfo =
{
name = "[ZP] Weapon: Balrog VII",
author = "qubka (Nikita Ushakov)",
description = "Addon of custom weapon",
version = "1.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
/**
* @section Information about the weapon.
**/
#define WEAPON_EXPLOSION_RATIO 6
#define WEAPON_EXPLOSION_DAMAGE 300.0
#define WEAPON_EXPLOSION_RADIUS 150.0
#define WEAPON_EXPLOSION_TIME 2.0
/**
* @endsection
**/
// Weapon index
int gWeapon;
// Sound index
int gSound; ConVar hSoundLevel;
#pragma unused gSound, hSoundLevel
/**
* @brief Called after a library is added that the current plugin references optionally.
* A library is either a plugin name or extension name, as exposed via its include file.
**/
public void OnLibraryAdded(const char[] sLibrary)
{
// Validate library
if (!strcmp(sLibrary, "zombieplague", false))
{
// If map loaded, then run custom forward
if (ZP_IsMapLoaded())
{
// Execute it
ZP_OnEngineExecute();
}
}
}
/**
* @brief Called after a zombie core is loaded.
**/
public void ZP_OnEngineExecute(/*void*/)
{
// Weapons
gWeapon = ZP_GetWeaponNameID("balrog7");
//if (gWeapon == -1) SetFailState("[ZP] Custom weapon ID from name : \"balrog7\" wasn't find");
// Sounds
gSound = ZP_GetSoundKeyID("BALROGVII2_SHOOT_SOUNDS");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"BALROGVII2_SHOOT_SOUNDS\" wasn't find");
// Cvars
hSoundLevel = FindConVar("zp_seffects_level");
if (hSoundLevel == null) SetFailState("[ZP] Custom cvar key ID from name : \"zp_seffects_level\" wasn't find");
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
void Weapon_OnReload(int client, int weapon, float vBullet[3], int iCounter, float flCurrentTime)
{
#pragma unused client, weapon, vBullet, iCounter, flCurrentTime
// Sets default FOV for the client
SetEntProp(client, Prop_Send, "m_iFOV", GetEntProp(client, Prop_Send, "m_iDefaultFOV"));
}
void Weapon_OnSecondaryAttack(int client, int weapon, float vBullet[3], int iCounter, float flCurrentTime)
{
#pragma unused client, weapon, vBullet, iCounter, flCurrentTime
// Validate animation delay
if (GetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack") > flCurrentTime)
{
return;
}
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack", flCurrentTime + 0.3);
// Sets FOV for the client
int iDefaultFOV = GetEntProp(client, Prop_Send, "m_iDefaultFOV");
SetEntProp(client, Prop_Send, "m_iFOV", GetEntProp(client, Prop_Send, "m_iFOV") == iDefaultFOV ? 55 : iDefaultFOV);
}
void Weapon_OnBullet(int client, int weapon, float vBullet[3], int iCounter, float flCurrentTime)
{
#pragma unused client, weapon, vBullet, iCounter, flCurrentTime
// Validate counter
if (iCounter > (ZP_GetWeaponClip(gWeapon) / WEAPON_EXPLOSION_RATIO))
{
// Create an explosion
UTIL_CreateExplosion(vBullet, EXP_NOFIREBALL | EXP_NOSOUND, _, WEAPON_EXPLOSION_DAMAGE, WEAPON_EXPLOSION_RADIUS, "balrog7", client, weapon);
// Create an explosion effect
UTIL_CreateParticle(_, vBullet, _, _, "explosion_hegrenade_interior", WEAPON_EXPLOSION_TIME);
// Play sound
ZP_EmitAmbientSound(gSound, 1, vBullet, SOUND_FROM_WORLD, hSoundLevel.IntValue);
// Sets shots count
iCounter = -1;
}
// Sets shots count
SetEntProp(weapon, Prop_Data, "m_iHealth", iCounter + 1);
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2,%3) \
\
Weapon_On%0 \
( \
%1, \
%2, \
%3, \
\
GetEntProp(%2, Prop_Data, "m_iHealth"), \
\
GetGameTime() \
)
/**
* @brief Called after a custom weapon is created.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponCreated(int client, int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Resets variables
SetEntProp(weapon, Prop_Data, "m_iHealth", 0);
}
}
/**
* @brief Called on reload of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponReload(int client, int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Call event
_call.Reload(client, weapon, NULL_VECTOR);
}
}
/**
* @brief Called on bullet of a weapon.
*
* @param client The client index.
* @param vBullet The position of a bullet hit.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponBullet(int client, float vBullet[3], int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Call event
_call.Bullet(client, weapon, vBullet);
}
}
/**
* @brief Called on each frame of a weapon holding.
*
* @param client The client index.
* @param iButtons The buttons buffer.
* @param iLastButtons The last buttons buffer.
* @param weapon The weapon index.
* @param weaponID The weapon id.
*
* @return Plugin_Continue to allow buttons. Anything else
* (like Plugin_Changed) to change buttons.
**/
public Action ZP_OnWeaponRunCmd(int client, int &iButtons, int iLastButtons, int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Button secondary attack press
if (!(iButtons & IN_ATTACK) && iButtons & IN_ATTACK2)
{
// Call event
_call.SecondaryAttack(client, weapon, NULL_VECTOR);
iButtons &= (~IN_ATTACK2); //! Bugfix
return Plugin_Changed;
}
}
// Allow button
return Plugin_Continue;
}