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zp_weapon_sfmg.sp
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zp_weapon_sfmg.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: SF-MG",
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_ACTIVE_MULTIPLIER 1.5
#define WEAPON_IDLE_TIME 1.66
#define WEAPON_ATTACK_TIME 1.0
#define WEAPON_ATTACK2_TIME 1.13
#define WEAPON_SWITCH_TIME 2.66
/**
* @endsection
**/
// Animation sequences
enum
{
ANIM_SHOOT1,
ANIM_SHOOT2,
ANIM_RELOAD,
ANIM_DRAW,
ANIM_CHANGE,
ANIM_IDLE2,
ANIM_RELOAD2,
ANIM_DRAW2,
ANIM_SHOOT2_1,
ANIM_SHOOT2_2,
ANIM_CHANGE2,
ANIM_IDLE
};
// Weapon states
enum
{
STATE_NORMAL,
STATE_ACTIVE
};
// Weapon index
int gWeapon;
#pragma unused 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("sfmg");
//if (gWeapon == -1) SetFailState("[ZP] Custom weapon ID from name : \"sfmg\" wasn't find");
// Sounds
gSound = ZP_GetSoundKeyID("SFMG_SHOOT_SOUNDS");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"SFMG_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_OnHolster(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Cancel mode change
SetEntPropFloat(weapon, Prop_Data, "m_flUseLookAtAngle", 0.0);
// Cancel reload
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
}
void Weapon_OnDeploy(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
/// Block the real attack
SetEntPropFloat(client, Prop_Send, "m_flNextAttack", MAX_FLOAT);
SetEntPropFloat(weapon, Prop_Send, "m_flNextPrimaryAttack", MAX_FLOAT);
SetEntPropFloat(weapon, Prop_Send, "m_flNextSecondaryAttack", MAX_FLOAT);
// Sets draw animation
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_DRAW : ANIM_DRAW2);
// Sets shots count
SetEntProp(client, Prop_Send, "m_iShotsFired", 0);
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + ZP_GetWeaponDeploy(gWeapon));
}
void Weapon_OnReload(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Validate clip
if (min(ZP_GetWeaponClip(gWeapon) - iClip, iAmmo) <= 0)
{
return;
}
// Validate animation delay
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
// Sets reload animation
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_RELOAD : ANIM_RELOAD2);
ZP_SetPlayerAnimation(client, AnimType_Reload);
// Adds the delay to the game tick
flCurrentTime += ZP_GetWeaponReload(gWeapon);
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
// Remove the delay to the game tick
flCurrentTime -= 0.5;
// Sets reloading time
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", flCurrentTime);
// Sets shots count
SetEntProp(client, Prop_Send, "m_iShotsFired", 0);
}
void Weapon_OnReloadFinish(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Gets new amount
int iAmount = min(ZP_GetWeaponClip(gWeapon) - iClip, iAmmo);
// Sets ammunition
SetEntProp(weapon, Prop_Send, "m_iClip1", iClip + iAmount);
SetEntProp(weapon, Prop_Send, "m_iPrimaryReserveAmmoCount", iAmmo - iAmount);
// Sets reload time
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
}
void Weapon_OnIdle(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Validate clip
if (iClip <= 0)
{
// Validate ammo
if (iAmmo)
{
Weapon_OnReload(client, weapon, iClip, iAmmo, iStateMode, flCurrentTime);
return; /// Execute fake reload
}
}
// Validate animation delay
if (GetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle") > flCurrentTime)
{
return;
}
// Sets idle animation
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_IDLE : ANIM_IDLE2);
// Sets next idle time
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_IDLE_TIME);
}
void Weapon_OnPrimaryAttack(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Validate animation delay
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
// Validate clip
if (iClip <= 0)
{
// Emit empty sound
ClientCommand(client, "play weapons/clipempty_rifle.wav");
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + 0.2);
return;
}
// Substract ammo
iClip -= 1; SetEntProp(weapon, Prop_Send, "m_iClip1", iClip);
// Initiliaze name char
static char sName[NORMAL_LINE_LENGTH];
// Gets viewmodel index
int view = ZP_GetClientViewModel(client, true);
// Gets weapon muzzle
ZP_GetWeaponModelMuzzle(gWeapon, sName, sizeof(sName));
UTIL_CreateParticle(view, _, _, "1", sName, 0.1);
// Gets weapon shell
ZP_GetWeaponModelShell(gWeapon, sName, sizeof(sName));
UTIL_CreateParticle(view, _, _, "2", sName, 0.1);
// Validate mode
if (iStateMode)
{
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + (ZP_GetWeaponSpeed(gWeapon) * WEAPON_ACTIVE_MULTIPLIER));
// Sets attack animation
ZP_SetWeaponAnimationPair(client, weapon, { ANIM_SHOOT2_1, ANIM_SHOOT2_2 });
// Play sound
ZP_EmitSoundToAll(gSound, 2, client, SNDCHAN_WEAPON, hSoundLevel.IntValue);
// Sets next idle time
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_ATTACK2_TIME);
}
else
{
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime + ZP_GetWeaponSpeed(gWeapon));
// Sets attack animation
ZP_SetWeaponAnimationPair(client, weapon, { ANIM_SHOOT1, ANIM_SHOOT2 });
// Play sound
ZP_EmitSoundToAll(gSound, 1, client, SNDCHAN_WEAPON, hSoundLevel.IntValue);
// Sets next idle time
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime + WEAPON_ATTACK_TIME);
}
// Sets attack animation
///ZP_SetPlayerAnimation(client, AnimType_FirePrimary);;
// Sets shots count
SetEntProp(client, Prop_Send, "m_iShotsFired", GetEntProp(client, Prop_Send, "m_iShotsFired") + 1);
// Initialize variables
static float vVelocity[3]; int iFlags = GetEntityFlags(client);
float flSpread = 0.01; float flInaccuracy = 0.015;
// Gets client velocity
GetEntPropVector(client, Prop_Data, "m_vecVelocity", vVelocity);
// Apply kick back
if (GetVectorLength(vVelocity) <= 0.0)
{
ZP_CreateWeaponKickBack(client, 2.5, 1.5, 0.15, 0.05, 5.5, 4.5, 7);
}
else if (!(iFlags & FL_ONGROUND))
{
ZP_CreateWeaponKickBack(client, 4.0, 3.0, 0.4, 0.15, 7.0, 5.0, 5);
flInaccuracy = 0.02;
flSpread = 0.05;
}
else if (iFlags & FL_DUCKING)
{
ZP_CreateWeaponKickBack(client, 2.5, 0.5, 0.1, 0.025, 5.5, 6.5, 9);
flInaccuracy = 0.01;
}
else
{
ZP_CreateWeaponKickBack(client, 2.75, 1.8, 0.14, 0.0375, 5.75, 5.75, 8);
}
// Create a bullet
Weapon_OnCreateBullet(client, weapon, 0, GetRandomInt(0, 1000), flSpread, flInaccuracy);
}
void Weapon_OnSecondaryAttack(int client, int weapon, int iClip, int iAmmo, int iStateMode, float flCurrentTime)
{
#pragma unused client, weapon, iClip, iAmmo, iStateMode, flCurrentTime
// Validate animation delay
if (GetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime") > flCurrentTime)
{
return;
}
// Sets change animation
ZP_SetWeaponAnimation(client, !iStateMode ? ANIM_CHANGE : ANIM_CHANGE2);
// Adds the delay to the game tick
flCurrentTime += WEAPON_SWITCH_TIME;
// Sets next attack time
SetEntPropFloat(weapon, Prop_Send, "m_flTimeWeaponIdle", flCurrentTime);
SetEntPropFloat(weapon, Prop_Send, "m_fLastShotTime", flCurrentTime);
// Remove the delay to the game tick
flCurrentTime -= 0.5;
// Sets switching time
SetEntPropFloat(weapon, Prop_Data, "m_flUseLookAtAngle", flCurrentTime);
}
void Weapon_OnCreateBullet(int client, int weapon, int iMode, int iSeed, float flSpread, float flInaccuracy)
{
#pragma unused client, weapon, iMode, iSeed, flSpread, flInaccuracy
// Initialize vectors
static float vPosition[3]; static float vAngle[3];
// Gets weapon position
ZP_GetPlayerGunPosition(client, 30.0, 7.0, 0.0, vPosition);
// Gets client eye angle
GetClientEyeAngles(client, vAngle);
// Emulate bullet shot
ZP_FireBullets(client, weapon, vPosition, vAngle, iMode, iSeed, flInaccuracy, flSpread, 0.0, 0, GetEntPropFloat(weapon, Prop_Send, "m_flRecoilIndex"));
}
//**********************************************
//* Item (weapon) hooks. *
//**********************************************
#define _call.%0(%1,%2) \
\
Weapon_On%0 \
( \
%1, \
%2, \
\
GetEntProp(%2, Prop_Send, "m_iClip1"), \
\
GetEntProp(%2, Prop_Send, "m_iPrimaryReserveAmmoCount"), \
\
GetEntProp(%2, Prop_Data, "m_iMaxHealth"), \
\
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_iMaxHealth", STATE_NORMAL);
SetEntPropFloat(weapon, Prop_Data, "m_flUseLookAtAngle", 0.0);
SetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer", 0.0);
}
}
/**
* @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)
{
// Sent a tracer
ZP_CreateWeaponTracer(client, weapon, "1", "muzzle_flash", "weapon_tracers_taser", vBullet, ZP_GetWeaponSpeed(gWeapon));
}
}
/**
* @brief Called on deploy of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponDeploy(int client, int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Call event
_call.Deploy(client, weapon);
}
}
/**
* @brief Called on holster of a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
* @param weaponID The weapon id.
**/
public void ZP_OnWeaponHolster(int client, int weapon, int weaponID)
{
// Validate custom weapon
if (weaponID == gWeapon)
{
// Call event
_call.Holster(client, weapon);
}
}
/**
* @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)
{
// Time to apply new mode
static float flApplyModeTime;
if ((flApplyModeTime = GetEntPropFloat(weapon, Prop_Data, "m_flUseLookAtAngle")) && flApplyModeTime <= GetGameTime())
{
// Sets switching time
SetEntPropFloat(weapon, Prop_Data, "m_flUseLookAtAngle", 0.0);
// Sets different mode
SetEntProp(weapon, Prop_Data, "m_iMaxHealth", !GetEntProp(weapon, Prop_Data, "m_iMaxHealth"));
}
// Time to reload weapon
static float flReloadTime;
if ((flReloadTime = GetEntPropFloat(weapon, Prop_Send, "m_flDoneSwitchingSilencer")) && flReloadTime <= GetGameTime())
{
// Call event
_call.ReloadFinish(client, weapon);
}
else
{
// Button reload press
if (iButtons & IN_RELOAD)
{
// Call event
_call.Reload(client, weapon);
iButtons &= (~IN_RELOAD); //! Bugfix
return Plugin_Changed;
}
}
// Button primary attack press
if (iButtons & IN_ATTACK)
{
// Call event
_call.PrimaryAttack(client, weapon);
iButtons &= (~IN_ATTACK); //! Bugfix
return Plugin_Changed;
}
// Button secondary attack press
if (iButtons & IN_ATTACK2)
{
// Call event
_call.SecondaryAttack(client, weapon);
iButtons &= (~IN_ATTACK2); //! Bugfix
return Plugin_Changed;
}
// Call event
_call.Idle(client, weapon);
}
// Allow button
return Plugin_Continue;
}
/**
* @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 'bullet'
if (iBits & DMG_NEVERGIB)
{
// Validate weapon
if (IsValidEdict(weapon))
{
// Validate custom weapon
if (GetEntProp(weapon, Prop_Data, "m_iHammerID") == gWeapon)
{
// Add additional damage
if (GetEntProp(weapon, Prop_Data, "m_iMaxHealth")) flDamage *= WEAPON_ACTIVE_MULTIPLIER;
}
}
}
}