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zp_zclasses_mutation_light.sp
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zp_zclasses_mutation_light.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 <zombieplague>
#pragma newdecls required
#pragma semicolon 1
/**
* @brief Record plugin info.
**/
public Plugin myinfo =
{
name = "[ZP] Zombie Class: MutationLight",
author = "qubka (Nikita Ushakov)",
description = "Addon of zombie classses",
version = "1.0",
url = "https://forums.alliedmods.net/showthread.php?t=290657"
}
/**
* @section Information about the class.
**/
#define ZOMBIE_CLASS_SKILL_MODE /// Uncomment to make invisible static.
#define ZOMBIE_CLASS_SKILL_RATIO 0.2 // alpha amount = speed * ratio
/**
* @endsection
**/
// Sound index
int gSound; ConVar hSoundLevel;
#pragma unused gSound, hSoundLevel
// Zombie index
int gZombie;
#pragma unused gZombie
// Skill states
enum
{
STATE_NORMAL,
STATE_INVISIBLE
};
/**
* @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*/)
{
// Classes
gZombie = ZP_GetClassNameID("mutationlight");
//if (gZombie == -1) SetFailState("[ZP] Custom zombie class ID from name : \"mutationlight\" wasn't find");
// Sounds
gSound = ZP_GetSoundKeyID("GHOST_SKILL_SOUNDS");
if (gSound == -1) SetFailState("[ZP] Custom sound key ID from name : \"GHOST_SKILL_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");
}
/**
* @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)
{
// Resets visibility
UTIL_SetRenderColor(client, Color_Alpha, 255);
}
/**
* @brief Called when a client use a skill.
*
* @param client The client index.
*
* @return Plugin_Handled to block using skill. Anything else
* (like Plugin_Continue) to allow use.
**/
public Action ZP_OnClientSkillUsed(int client)
{
// Validate the zombie class index
if (ZP_GetClientClass(client) == gZombie)
{
// Make model invisible
UTIL_SetRenderColor(client, Color_Alpha, 0);
// Play sound
ZP_EmitSoundToAll(gSound, 1, client, SNDCHAN_VOICE, hSoundLevel.IntValue);
// Gets client viewmodel
int view = ZP_GetClientViewModel(client, true);
// Validate entity
if (view != -1)
{
// Sets body index
SetEntProp(view, Prop_Send, "m_nBody", STATE_INVISIBLE);
}
}
// Allow usage
return Plugin_Continue;
}
/**
* @brief Called when a skill duration is over.
*
* @param client The client index.
**/
public void ZP_OnClientSkillOver(int client)
{
// Validate the zombie class index
if (ZP_GetClientClass(client) == gZombie)
{
// Resets visibility
UTIL_SetRenderColor(client, Color_Alpha, 255);
// Play sound
ZP_EmitSoundToAll(gSound, 2, client, SNDCHAN_VOICE, hSoundLevel.IntValue);
// Gets client viewmodel
int view = ZP_GetClientViewModel(client, true);
// Validate entity
if (view != -1)
{
// Sets body index
SetEntProp(view, Prop_Send, "m_nBody", STATE_NORMAL);
}
}
}
/**
* @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 the zombie class index
if (ZP_GetClientClass(client) == gZombie && ZP_GetClientSkillUsage(client))
{
// Gets client viewmodel
int view = ZP_GetClientViewModel(client, true);
// Validate entity
if (view != -1)
{
// Sets body index
SetEntProp(view, Prop_Send, "m_nBody", STATE_INVISIBLE);
}
}
}
/**
* @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.
**/
#if defined ZOMBIE_CLASS_SKILL_MODE
public Action ZP_OnWeaponRunCmd(int client, int &iButtons, int iLastButtons, int weapon, int weaponID)
{
// Validate the zombie class index
if (ZP_GetClientClass(client) == gZombie && ZP_GetClientSkillUsage(client))
{
// Gets client velocity
static float vVelocity[3];
GetEntPropVector(client, Prop_Data, "m_vecVelocity", vVelocity);
// If the zombie move, then increase alpha
int iAlpha = RoundToNearest(GetVectorLength(vVelocity) * ZOMBIE_CLASS_SKILL_RATIO);
// Make model invisible
UTIL_SetRenderColor(client, Color_Alpha, iAlpha);
}
// Allow button
return Plugin_Continue;
}
#endif