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zp_weapon_dronegun.sp
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zp_weapon_dronegun.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: DroneGun",
author = "qubka (Nikita Ushakov) | Pelipoika",
description = "Addon of custom weapons",
version = "2.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
// Decal index
int gDecal[5];
#pragma unused gDecal
// Sound index
int gSoundShoot; int gSoundUpgrade; ConVar hSoundLevel; ConVar hKnockBack;
#pragma unused gSoundShoot, gSoundUpgrade, hSoundLevel, hKnockBack
// Item index
int gWeapon;
#pragma unused gWeapon
/**
* @section Variables to store virtual SDK adresses.
**/
Handle hSDKCallStudioFrameAdvance;
Handle hSDKCallAddLayeredSequence;
int AnimatingOverlay_Count;
/**
* @endsection
**/
/**
* @section Information about the weapon.
**/
#define WEAPON_IDLE_TIME 1.63
/**
* @endsection
**/
/**
* @section Properties of the gibs shooter.
**/
#define METAL_GIBS_AMOUNT 5.0
#define METAL_GIBS_DELAY 0.2
#define METAL_GIBS_SPEED 200.0
#define METAL_GIBS_VARIENCE 2.0
#define METAL_GIBS_LIFE 5.0
#define METAL_GIBS_DURATION 6.0
/**
* @endsection
**/
/**
* @section Properties of the turret.
**/
#define SENTRY_ATTACK_NPC // Uncomment to avoid attack chichens and npc
#define SENTRY_ATTACK_VISIVILTY 50.0
#define SENTRY_BULLET_DAMAGE 20.0
#define SENTRY_BULLET_RANGE 1100.0
#define SENTRY_BULLET_DISTANCE 8192.0
#define SENTRY_BULLET_RADIUS 5.0
#define SENTRY_BULLET_TURN 2.0
#define SENTRY_BULLET_THINK 0.05
#define SENTRY_BULLET_SPEED 0.2
#define SENTRY_EYE_OFFSET_LEVEL_1 32.0
#define SENTRY_EYE_OFFSET_LEVEL_2 40.0
#define SENTRY_EYE_OFFSET_LEVEL_3 46.0
#define SENTRY_SHOOTER_OFFSET_LEVEL 70.0
#define SENTRY_ROCKET_DELAY 3.0
#define SENTRY_ROCKET_RELOAD 1.8
#define SENTRY_ROCKET_SPEED 1000.0
#define SENTRY_ROCKET_DAMAGE 300.0
#define SENTRY_ROCKET_KNOCKBACK 300.0
#define SENTRY_ROCKET_GRAVITY 0.01
#define SENTRY_ROCKET_RADIUS 400.0
#define SENTRY_ROCKET_EFFECT_TIME 5.0
#define SENTRY_ROCKET_EXPLOSION_TIME 2.0
#define SENTRY_CONTROL_MENU 10
#define SENTRY_CONTROL_UPGRADE_RATIO 0.5
#define SENTRY_CONTROL_REFILL_RATIO 0.1
/**
* @endsection
**/
/**
* @section Sentry states.
**/
enum
{
SENTRY_STATE_SEARCHING,
SENTRY_STATE_ATTACKING
};
/**
* @endsection
**/
/**
* @section Sentry modes.
**/
enum
{
SENTRY_MODE_NORMAL,
SENTRY_MODE_AGRESSIVE,
SENTRY_MODE_ROCKET
};
/**
* @endsection
**/
/**
* @section Sentry sounds.
**/
enum
{
SENTRY_SOUND_EMPTY = 1,
SENTRY_SOUND_FINISH,
SENTRY_SOUND_SCAN,
SENTRY_SOUND_SCAN2,
SENTRY_SOUND_SCAN3,
SENTRY_SOUND_SHOOT,
SENTRY_SOUND_SHOOT2,
SENTRY_SOUND_SHOOT3,
SENTRY_SOUND_SHOOT4,
SENTRY_SOUND_SPOT,
SENTRY_SOUND_SPOT2,
SENTRY_SOUND_ROCKET,
SENTRY_SOUND_EXPLOAD,
SENTRY_SOUND_UPGRADE
};
/**
* @sectionend
**/
/*__________________________________________________________________________________________________*/
// Animation sequences
enum
{
ANIM_IDLE,
ANIM_DRAW
};
// Effect modes
enum
{
EFFECT_CREATE,
EFFECT_KILL,
EFFECT_UPDATE,
EFFECT_PLACE
};
/**
* @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))
{
// Loads a game config file
Handle hConfig = LoadGameConfigFile("plugin.turret");
/*__________________________________________________________________________________________________*/
// Load other offsets
if ((AnimatingOverlay_Count = GameConfGetOffset(hConfig, "CBaseAnimatingOverlay::Count")) == -1) SetFailState("Failed to get offset: \"CBaseAnimatingOverlay::Count\". Update offset in \"plugin.turret\"");
/*__________________________________________________________________________________________________*/
// Starts the preparation of an SDK call
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hConfig, SDKConf_Signature, "CBaseAnimatingOverlay::StudioFrameAdvance");
// Validate call
if ((hSDKCallStudioFrameAdvance = EndPrepSDKCall()) == null) SetFailState("Failed to load SDK call \"CBaseAnimatingOverlay::StudioFrameAdvance\". Update signature in \"plugin.turret\"");
/*__________________________________________________________________________________________________*/
// Starts the preparation of an SDK call
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(hConfig, SDKConf_Signature, "CBaseAnimatingOverlay::AddLayeredSequence");
// Adds a parameter to the calling convention. This should be called in normal ascending order
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
// Validate call
if ((hSDKCallAddLayeredSequence = EndPrepSDKCall()) == null) SetFailState("Failed to load SDK call \"CBaseAnimatingOverlay::AddLayeredSequence\". Update signature in \"plugin.turret\"");
/*__________________________________________________________________________________________________*/
// Close file
delete hConfig;
// Load translations phrases used by plugin
LoadTranslations("zombieplague.phrases");
// 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("drone gun");
//if (gWeapon == -1) SetFailState("[ZP] Custom weapon ID from name : \"drone gun\" wasn't find");
// Sounds
gSoundShoot = ZP_GetSoundKeyID("TURRET_SOUNDS");
if (gSoundShoot == -1) SetFailState("[ZP] Custom sound key ID from name : \"TURRET_SOUNDS\" wasn't find");
gSoundUpgrade = ZP_GetSoundKeyID("TURRET_UP_SOUNDS");
if (gSoundUpgrade == -1) SetFailState("[ZP] Custom sound key ID from name : \"TURRET_UP_SOUNDS\" wasn't find");
// Cvars
hKnockBack = FindConVar("zp_knockback");
if (hKnockBack == null) SetFailState("[ZP] Custom cvar key ID from name : \"zp_knockback\" wasn't find");
hSoundLevel = FindConVar("zp_seffects_level");
if (hSoundLevel == null) SetFailState("[ZP] Custom cvar key ID from name : \"zp_seffects_level\" wasn't find");
}
/**
* @brief The map is starting.
**/
public void OnMapStart(/*void*/)
{
// Sounds
PrecacheSound("survival/turret_death_01.wav", true);
PrecacheSound("survival/turret_takesdamage_01.wav", true);
PrecacheSound("survival/turret_takesdamage_02.wav", true);
PrecacheSound("survival/turret_takesdamage_03.wav", true);
// Decals
gDecal[0] = PrecacheDecal("decals/concrete/shot1.vmt", true);
gDecal[1] = PrecacheDecal("decals/concrete/shot2.vmt", true);
gDecal[2] = PrecacheDecal("decals/concrete/shot3.vmt", true);
gDecal[3] = PrecacheDecal("decals/concrete/shot4.vmt", true);
gDecal[4] = PrecacheDecal("decals/concrete/shot5.vmt", true);
}
//*********************************************************************
//* Don't modify the code below this line unless *
//* you know _exactly_ what you are doing!!! *
//*********************************************************************
#define ANIM_LAYER_ACTIVE 0x0001
#define ANIM_LAYER_AUTOKILL 0x0002
#define ANIM_LAYER_KILLME 0x0004
#define ANIM_LAYER_DONTRESTORE 0x0008
#define ANIM_LAYER_CHECKACCESS 0x0010
#define ANIM_LAYER_DYING 0x0020
#define ANIM_LAYER_NOEVENTS 0x0040
enum //CAnimationLayer
{
m_fFlags = 0,
m_bSequenceFinished = 4,
m_bLooping = 5,
m_nSequence = 8,
m_flCycle = 12,
m_flPlaybackRate = 16,
m_flPrevCycle = 20,
m_flWeight = 24,
m_flWeightDeltaRate = 28,
m_flBlendIn = 32,
m_flBlendOut = 36,
m_flKillRate = 40,
m_flKillDelay = 44,
m_flLayerAnimtime = 48,
m_flLayerFadeOuttime = 52,
/*
??? = 56,
??? = 60,
??? = 64,
*/
m_nActivity = 68,
m_nPriority = 72,
m_nOrder = 76,
m_flLastEventCheck = 80,
m_flLastAccess = 84,
m_pOwnerEntity = 88,
CAnimationLayer_Size = 92
};
methodmap CAnimationOverlay
{
public CAnimationOverlay(int address)
{
return view_as<CAnimationOverlay>(address);
}
property Address Address
{
public get()
{
return view_as<Address>(this);
}
}
property bool isNull
{
public get()
{
return this.Address == Address_Null;
}
}
public any Get(int iOffset, int iLayer)
{
return LoadFromAddress(this.Address + view_as<Address>(iOffset + CAnimationLayer_Size * iLayer), NumberType_Int32);
}
public void Set(int iOffset, int iLayer, any iValue)
{
StoreToAddress(this.Address + view_as<Address>(iOffset + CAnimationLayer_Size * iLayer), iValue, NumberType_Int32);
}
public bool IsActive(int iLayer) { return ((this.Get(m_fFlags, iLayer) & ANIM_LAYER_ACTIVE) != 0); }
public bool IsAutokill(int iLayer) { return ((this.Get(m_fFlags, iLayer) & ANIM_LAYER_AUTOKILL) != 0); }
public bool IsKillMe(int iLayer) { return ((this.Get(m_fFlags, iLayer) & ANIM_LAYER_KILLME) != 0); }
public bool IsDying(int iLayer) { return ((this.Get(m_fFlags, iLayer) & ANIM_LAYER_DYING) != 0); }
public bool NoEvents(int iLayer) { return ((this.Get(m_fFlags, iLayer) & ANIM_LAYER_NOEVENTS) != 0); }
public void KillMe(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); this.Set(m_fFlags, iLayer, (iFlags |= ANIM_LAYER_KILLME)); }
public void AutoKill(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); this.Set(m_fFlags, iLayer, (iFlags |= ANIM_LAYER_AUTOKILL)); }
public void Dying(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); this.Set(m_fFlags, iLayer, (iFlags |= ANIM_LAYER_DYING)); }
public void Dead(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); this.Set(m_fFlags, iLayer, (iFlags &= ~ANIM_LAYER_DYING)); }
public void Loop(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); this.Set(m_fFlags, iLayer, (iFlags &= ~ANIM_LAYER_AUTOKILL)); }
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L1073
public void RemoveLayer(int iLayer, float flKillRate, float flKillDelay)
{
this.Set(m_flKillRate, iLayer, flKillRate > 0.0 ? this.Get(m_flWeight, iLayer) / flKillRate : 100.0);
this.Set(m_flKillDelay, iLayer, flKillDelay);
this.KillMe(iLayer);
}
// @link https://github.com/droozynuu/swarm-sdk-template/blob/79af61e7756be2921eebf917e35a42577c9ca9ec/src/game/server/BaseAnimatingOverlay.cpp#L1025
public void SetLayerAutokill(int iLayer, bool bAutokill)
{
if (bAutokill)
{
this.AutoKill(iLayer);
}
else
{
this.Loop(iLayer);
}
}
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L815
public bool IsAlive(int iLayer) { int iFlags = this.Get(m_fFlags, iLayer); return (((iFlags & ANIM_LAYER_ACTIVE) != 0) || ((iFlags & ANIM_LAYER_KILLME) == 0)); }
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L1060
public int GetLayerSequence(int iLayer) { return (this.Get(m_nSequence, iLayer)); }
};
methodmap SentryGun /** Regards to Pelipoika **/
{
// Constructor
public SentryGun(int owner, float vPosition[3], float vAngle[3], int iHealth, int iAmmo, int iRocket, int iSkin, int iLevel)
{
// Create a monster entity
int entity = UTIL_CreateMonster("turret", vPosition, vAngle, "models/buildables/sentry1.mdl", NPC_GAG | NPC_WAITFORSCRIPT | NPC_DONTDROPWEAPONS | NPC_IGNOREPLAYERPUSH);
// Validate entity
if (entity != -1)
{
// Initialize vectors
static float vGoal[3]; static float vCurrent[3];
// Sets boundaries
int iRightBound = RoundToNearest(AngleMod(vAngle[1] - 50.0));
int iLeftBound = RoundToNearest(AngleMod(vAngle[1] + 50.0));
if (iRightBound > iLeftBound)
{
iRightBound = iLeftBound;
iLeftBound = RoundToNearest(AngleMod(vAngle[1] - 50.0));
}
SetEntProp(entity, Prop_Data, "m_iSpeedModSpeed", iRightBound);
SetEntProp(entity, Prop_Data, "m_iSpeedModRadius", iLeftBound);
// Start it rotating
vGoal[1] = float(iRightBound);
vGoal[0] = vCurrent[0] = 0.0;
vCurrent[1] = AngleMod(vAngle[1]);
SetEntPropVector(entity, Prop_Data, "m_vecLastPosition", vCurrent);
SetEntPropVector(entity, Prop_Data, "m_vecStoredPathGoal", vGoal);
SetEntProp(entity, Prop_Data, "m_bSpeedModActive", true);
SetEntProp(entity, Prop_Data, "m_bIsAutoaimTarget", true);
SetEntProp(entity, Prop_Data, "m_iInteractionState", SENTRY_STATE_SEARCHING);
/**__________________________________________________________**/
// Sets physics
/*SetEntityMoveType(parent, MOVETYPE_NONE);
SetEntProp(parent, Prop_Data, "m_CollisionGroup", COLLISION_GROUP_WEAPON);
SetEntProp(parent, Prop_Data, "m_nSolidType", SOLID_VPHYSICS);*/
// Sets effects
SetEntProp(entity, Prop_Send, "m_nSkin", iSkin);
SetEntProp(entity, Prop_Send, "m_nBody", 2);
// Sets health
SetEntProp(entity, Prop_Data, "m_takedamage", DAMAGE_EVENTS_ONLY);
SetEntProp(entity, Prop_Data, "m_iHealth", iHealth);
SetEntProp(entity, Prop_Data, "m_iMaxHealth", iHealth);
// Sets owner for the entity
SetEntPropEnt(entity, Prop_Data, "m_pParent", owner);
// Sets ammunition and mode
SetEntProp(entity, Prop_Data, "m_iAmmo", iAmmo);
SetEntProp(entity, Prop_Data, "m_iMySquadSlot", iRocket);
SetEntProp(entity, Prop_Data, "m_iHammerID", iLevel);
SetEntProp(entity, Prop_Data, "m_iDesiredWeaponState", SENTRY_MODE_NORMAL);
SetEntPropFloat(entity, Prop_Data, "m_flUseLookAtAngle", 0.0); ///
// Make model invisible
UTIL_SetRenderColor(entity, Color_Alpha, 0);
// Create damage hook
SDKHook(entity, SDKHook_OnTakeDamage, SentryDamageHook);
// Create a upgradable entity
vPosition[2] -= 35.0;
int upgrade = UTIL_CreateDynamic("upgrade", vPosition, vAngle, "models/buildables/sentry1_heavy.mdl", "build");
// Validate entity
if (upgrade != -1)
{
// Sets effects
SetEntProp(upgrade, Prop_Send, "m_nSkin", iSkin);
SetEntProp(upgrade, Prop_Send, "m_nBody", 2);
// Sets owner for the entity
SetEntPropEnt(upgrade, Prop_Data, "m_hOwnerEntity", entity);
// Sets upgrade for the entity
SetEntPropEnt(entity, Prop_Data, "m_hInteractionPartner", upgrade);
// Play sound
ZP_EmitSoundToAll(gSoundUpgrade, 1, upgrade, SNDCHAN_STATIC, hSoundLevel.IntValue);
// Create timer to activate
CreateTimer(5.0, SentryActivateHook, EntIndexToEntRef(upgrade), TIMER_FLAG_NO_MAPCHANGE);
}
}
// Return index on the success
return view_as<SentryGun>(entity);
}
/*__________________________________________________________________________________________________*/
property int Index
{
public get()
{
return view_as<int>(this);
}
}
property float NextSound
{
public get()
{
return GetEntPropFloat(this.Index, Prop_Data, "m_flUseLookAtAngle");
}
public set(float flDelay)
{
SetEntPropFloat(this.Index, Prop_Data, "m_flUseLookAtAngle", flDelay);
}
}
property float NextAttack
{
public get()
{
return GetEntPropFloat(this.Index, Prop_Data, "m_flLastAttackTime");
}
public set(float flDelay)
{
SetEntPropFloat(this.Index, Prop_Data, "m_flLastAttackTime", flDelay);
}
}
property float NextRocket
{
public get()
{
return GetEntPropFloat(this.Index, Prop_Data, "m_flNextWeaponSearchTime");
}
public set(float flDelay)
{
SetEntPropFloat(this.Index, Prop_Data, "m_flNextWeaponSearchTime", flDelay);
}
}
property float TurnRate
{
public get()
{
return GetEntPropFloat(this.Index, Prop_Data, "m_flNextDecisionTime");
}
public set(float flRate)
{
SetEntPropFloat(this.Index, Prop_Data, "m_flNextDecisionTime", flRate);
}
}
property int Enemy
{
public get()
{
return GetEntPropEnt(this.Index, Prop_Data, "m_hEnemy");
}
public set(int entity)
{
SetEntPropEnt(this.Index, Prop_Data, "m_hEnemy", entity);
}
}
property int Skin
{
public get()
{
return GetEntProp(this.Index, Prop_Send, "m_nSkin");
}
public set(int iSkin)
{
SetEntPropEnt(this.Index, Prop_Send, "m_nSkin", iSkin);
}
}
property int Health
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iHealth");
}
public set(int iHealth)
{
SetEntProp(this.Index, Prop_Data, "m_iHealth", iHealth);
}
}
property int State
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iInteractionState");
}
public set(int iState)
{
SetEntProp(this.Index, Prop_Data, "m_iInteractionState", iState);
}
}
property int RightBound
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iSpeedModSpeed");
}
public set(int iBound)
{
SetEntProp(this.Index, Prop_Data, "m_iSpeedModSpeed", iBound);
}
}
property int LeftBound
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iSpeedModRadius");
}
public set(int iBound)
{
SetEntProp(this.Index, Prop_Data, "m_iSpeedModRadius", iBound);
}
}
property bool TurningRight
{
public get()
{
return view_as<bool>(GetEntProp(this.Index, Prop_Data, "m_bSpeedModActive"));
}
public set(bool bState)
{
SetEntProp(this.Index, Prop_Data, "m_bSpeedModActive", bState);
}
}
property int Ammo
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iAmmo");
}
public set(int iAmmo)
{
SetEntProp(this.Index, Prop_Data, "m_iAmmo", iAmmo);
}
}
property int Body
{
public get()
{
return GetEntProp(this.Index, Prop_Send, "m_nBody");
}
public set(int iBody)
{
SetEntProp(this.Index, Prop_Send, "m_nBody", iBody);
}
}
property int Rockets
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iMySquadSlot");
}
public set(int iRocket)
{
SetEntProp(this.Index, Prop_Data, "m_iMySquadSlot", iRocket);
}
}
property bool Lock
{
public get()
{
return view_as<bool>(GetEntProp(this.Index, Prop_Data, "m_bIsAutoaimTarget"));
}
public set(bool bLock)
{
SetEntProp(this.Index, Prop_Data, "m_bIsAutoaimTarget", bLock);
}
}
property int Owner
{
public get()
{
return GetEntPropEnt(this.Index, Prop_Data, "m_pParent");
}
public set(int entity)
{
SetEntPropEnt(this.Index, Prop_Data, "m_pParent", entity);
}
}
property int UpgradeState
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iHammerID");
}
public set(int iLevel)
{
SetEntProp(this.Index, Prop_Data, "m_iHammerID", iLevel);
}
}
property int UpgradeLevel
{
public get()
{
return GetEntProp(this.Index, Prop_Data, "m_iDesiredWeaponState");
}
public set(int iLevel)
{
SetEntProp(this.Index, Prop_Data, "m_iDesiredWeaponState", iLevel);
}
}
property int UpgradeModel
{
public get()
{
return GetEntPropEnt(this.Index, Prop_Data, "m_hInteractionPartner");
}
public set(int upgrade)
{
SetEntPropEnt(this.Index, Prop_Data, "m_hInteractionPartner", upgrade);
}
}
/*__________________________________________________________________________________________________*/
public void GetCurAngles(float vOutput[3])
{
GetEntPropVector(this.Index, Prop_Data, "m_vecLastPosition", vOutput);
}
public void SetCurAngles(float vInput[3])
{
SetEntPropVector(this.Index, Prop_Data, "m_vecLastPosition", vInput);
}
public void GetGoalAngles(float vOutput[3])
{
GetEntPropVector(this.Index, Prop_Data, "m_vecStoredPathGoal", vOutput);
}
public void SetGoalAngles(float vInput[3])
{
SetEntPropVector(this.Index, Prop_Data, "m_vecStoredPathGoal", vInput);
}
public void GetAbsAngles(float vOutput[3])
{
GetEntPropVector(this.Index, Prop_Data, "m_angAbsRotation", vOutput);
}
public void GetGunPosition(float vOutput[3])
{
GetAbsOrigin(this.Index, vOutput);
switch (this.UpgradeLevel)
{
case SENTRY_MODE_NORMAL : vOutput[2] += SENTRY_EYE_OFFSET_LEVEL_1;
case SENTRY_MODE_AGRESSIVE : vOutput[2] += SENTRY_EYE_OFFSET_LEVEL_2;
case SENTRY_MODE_ROCKET : vOutput[2] += SENTRY_EYE_OFFSET_LEVEL_3;
}
}
public void GetLauncherPosition(float vOutput[3])
{
GetAbsOrigin(this.Index, vOutput);
vOutput[2] += SENTRY_SHOOTER_OFFSET_LEVEL;
}
/*__________________________________________________________________________________________________*/
public CAnimationOverlay CBaseAnimatingOverlay()
{
static int iOffset;
if (!iOffset) iOffset = FindDataMapInfo(this.Index, "m_AnimOverlay");
return CAnimationOverlay(GetEntData(this.Index, iOffset));
}
public int AnimOverlayCount()
{
static int iOffset;
if (!iOffset) iOffset = FindDataMapInfo(this.Index, "m_AnimOverlay") + AnimatingOverlay_Count;
return GetEntData(this.Index, iOffset);
}
public void SetPoseParameter(int iParameter, float flStart, float flEnd, float flValue)
{
float flCtl = (flValue - flStart) / (flEnd - flStart);
if (flCtl < 0) flCtl = 0.0;
if (flCtl > 1) flCtl = 1.0;
SetEntPropFloat(this.Index, Prop_Send, "m_flPoseParameter", flCtl, iParameter);
}
/*__________________________________________________________________________________________________*/
// @info https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L811
public int FindGestureLayer(char[] sAnim)
{
// Find the sequence index
int iSequence = ZP_LookupSequence(this.Index, sAnim);
if (iSequence < 0)
{
return -1;
}
// Validate address
CAnimationOverlay pOverlay = this.CBaseAnimatingOverlay();
if (pOverlay.isNull)
{
return -1;
}
// i = layer index
int iCount = this.AnimOverlayCount();
for (int i = 0; i < iCount; i++)
{
// Validate layer
if (!pOverlay.IsAlive(i))
{
continue;
}
// Validate sequence
if (pOverlay.GetLayerSequence(i) == iSequence)
{
return i;
}
}
// Return on the unsuccess
return -1;
}
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L527
public int AddGesture(char[] sAnim, bool bAutoKill = true)
{
// Find the sequence index
int iSequence = ZP_LookupSequence(this.Index, sAnim);
if (iSequence < 0)
{
return -1;
}
// Validate address
CAnimationOverlay pOverlay = this.CBaseAnimatingOverlay();
if (pOverlay.isNull)
{
return -1;
}
// Create a new layer
int iLayer = SDKCall(hSDKCallAddLayeredSequence, this.Index, iSequence, 0);
if (iLayer >= 0 && iLayer < this.AnimOverlayCount() && pOverlay.IsActive(iLayer))
{
// Sets main properties
pOverlay.SetLayerAutokill(iLayer, bAutoKill);
}
// Return on the success
return iLayer;
}
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L836
public bool IsPlayingGesture(char[] sAnim)
{
return this.FindGestureLayer(sAnim) != -1 ? true : false;
}
// @link https://github.com/VSES/SourceEngine2007/blob/43a5c90a5ada1e69ca044595383be67f40b33c61/src_main/game/server/BaseAnimatingOverlay.cpp#L866
public void RemoveGesture(char[] sAnim)
{
// Validate layer
int iLayer = this.FindGestureLayer(sAnim);
if (iLayer == -1)
{
return;
}
// Validate address
CAnimationOverlay pOverlay = this.CBaseAnimatingOverlay();
if (pOverlay.isNull)
{
return;
}
// Delete it !
pOverlay.RemoveLayer(iLayer, 0.0, 0.0);
}
/*__________________________________________________________________________________________________*/
public bool ValidTargetPlayer(int target, float vStart[3], float vEndPosition[3])
{
// Create the end-point trace
TR_TraceRayFilter(vStart, vEndPosition, (MASK_SHOT|CONTENTS_GRATE), RayType_EndPoint, TurretFilter, this.Index);
// Validate any kind of collision along the trace ray
bool bHit;
if (!TR_DidHit() || TR_GetEntityIndex() == target)
{
bHit = true;
}
// Return on success
return bHit;
}
public void SelectTargetPoint(float vStart[3], float vMid[3])
{
// Track the enemy
GetCenterOrigin(this.Enemy, vMid);
// If we cannot see their GetCenterOrigin ( possible, as we do our target finding based
// on the eye position of the target) then fire at the eye position
TR_TraceRayFilter(vStart, vMid, (MASK_SHOT|CONTENTS_GRATE), RayType_EndPoint, TurretFilter, this.Index);
// Validate collision
if (TR_DidHit())
{
// Validate victim
int victim = TR_GetEntityIndex();
if (victim >= MaxClients || victim <= 0)
{
// Hack it lower a little bit
// The eye position is not always within the hitboxes for a standing CS player
GetEyePosition(this.Enemy, vMid);
vMid[2] -= 5.0;
}
}
}
public bool CanUpgrade()
{
// Gets entity position
static float vPosition[3];
GetAbsOrigin(this.Index, vPosition);
// Initialize the hull vectors
static const float vMins[3] = { -40.0, -40.0, 0.0 };
static const float vMaxs[3] = { 40.0, 40.0, 72.0 };
// Create array of entities
ArrayList hList = new ArrayList();
// Create the hull trace
vPosition[2] += vMaxs[2];
TR_EnumerateEntitiesHull(vPosition, vPosition, vMins, vMaxs, false, HullEnumerator, hList);
// Is hit world only ?
bool bHit;
if (!hList.Length)
{
bHit = true;
}
// Return on success
delete hList;
return bHit;
}
public void EmitSound(int iIndex)
{
// Play sound
ZP_EmitSoundToAll(gSoundShoot, iIndex, this.Index, SNDCHAN_STATIC, hSoundLevel.IntValue);
}
public void FoundTarget(int target)
{
// Sets target index
this.Enemy = target;