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zp_weapon_molotov.sp
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zp_weapon_molotov.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: Molotov",
author = "qubka (Nikita Ushakov)",
description = "Addon of custom weapon",
version = "1.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
/**
* @section Properties of the grenade.
**/
#define GRENADE_IGNITE_DURATION 5.0 // Burning duration in seconds
/**
* @endsection
**/
// Item index
int gWeapon; int gDublicat;
#pragma unused gWeapon, gDublicat
/**
* @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("molotov");
gDublicat = ZP_GetWeaponNameID("inc grenade"); /// Bugfix
if (gWeapon == -1 || gDublicat == -1) SetFailState("[ZP] Custom weapon ID from name : \"molotov\" or \"inc grenade\" wasn't find");
}
/**
* @brief Called before show a weapon in the weapons menu.
*
* @param client The client index.
* @param weaponID The weapon index.
*
* @return Plugin_Handled to disactivate showing and Plugin_Stop to disabled showing. Anything else
* (like Plugin_Continue) to allow showing and selecting.
**/
public Action ZP_OnClientValidateWeapon(int client, int weaponID)
{
// Check the weapon index
if (weaponID == gWeapon)
{
// Validate access
if (ZP_IsPlayerHasWeapon(client, gDublicat) != -1)
{
return Plugin_Handled;
}
}
else if (weaponID == gDublicat)
{
// Validate access
if (ZP_IsPlayerHasWeapon(client, gWeapon) != -1)
{
return Plugin_Handled;
}
}
// Allow showing
return Plugin_Continue;
}
/**
* @brief Called when a client became a zombie/human.
*
* @param client The client index.
* @param attacker The attacker index.
**/
public void ZP_OnClientUpdated(int client, int attacker)
{
// Validate human
if (ZP_IsPlayerHuman(client))
{
// This instead of 'ExtinguishEntity' function
UTIL_ExtinguishEntity(client);
}
}
/**
* @brief Called before a client take a fake damage.
*
* @param client The client index.
* @param attacker The attacker index. (Not validated!)
* @param inflicter The inflicter index. (Not validated!)
* @param flDamage The amount of damage inflicted.
* @param iBits The ditfield of damage types.
* @param weapon The weapon index or -1 for unspecified.
*
* @note To block damage reset the damage to zero.
**/
public void ZP_OnClientValidateDamage(int client, int &attacker, int &inflictor, float &flDamage, int &iBits, int &weapon)
{
// Client was damaged by 'fire' or 'burn'
if (iBits & DMG_BURN || iBits & DMG_DIRECT)
{
// Verify that the victim is zombie
if (ZP_IsPlayerZombie(client))
{
// If the victim is in the water or freezed
if (GetEntProp(client, Prop_Data, "m_nWaterLevel") > WLEVEL_CSGO_FEET || GetEntityMoveType(client) == MOVETYPE_NONE)
{
// This instead of 'ExtinguishEntity' function
UTIL_ExtinguishEntity(client);
}
else
{
// Initialize some variables
float flStamina; float flDuration; int iD = GetEntProp(inflictor, Prop_Data, "m_iHammerID");
// Validate custom grenade
if (iD == gDublicat)
{
// Return damage multiplier
flDamage *= ZP_GetWeaponDamage(gDublicat);
// Sets stamina
flStamina = ZP_GetWeaponKnockBack(gDublicat);
// Sets duration
flDuration = ZP_GetWeaponModelHeat(gDublicat);
}
else if (iD == gWeapon)
{
// Return damage multiplier
flDamage *= ZP_GetWeaponDamage(gWeapon);
// Sets stamina
flStamina = ZP_GetWeaponKnockBack(gWeapon);
// Sets duration
flDuration = ZP_GetWeaponModelHeat(gWeapon);
}
else return;
// Put the fire on
if (iBits & DMG_BURN) UTIL_IgniteEntity(client, flDuration);
// Apply the stamina-based slowdown
SetEntPropFloat(client, Prop_Send, "m_flStamina", flStamina);
// Return on success
return;
}
}
// Block damage
flDamage *= 0.0;
}
}