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L4D2sf_Charger_Jump.sp
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L4D2sf_Charger_Jump.sp
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#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#pragma semicolon 1
#include <l4d2_skill_framework>
// #include "modules/l4d2ps.sp"
#define L4D2 Charger Jump
#define PLUGIN_VERSION "1.11"
#define ZOMBIECLASS_CHARGER 6
new Handle:cvarInertiaVault;
new Handle:cvarInertiaVaultPower;
new Handle:PluginStartTimer = INVALID_HANDLE;
new Handle:cvarResetDelayTimer[MAXPLAYERS+1] = INVALID_HANDLE;
new bool:isCharging[MAXPLAYERS+1] = false;
new bool:buttondelay[MAXPLAYERS+1] = false;
new bool:isInertiaVault = false;
public Plugin:myinfo =
{
name = "牛跳跃",
author = "Mortiegama",
description = "Allows the Charger to jump while Charging.",
version = PLUGIN_VERSION,
url = "https://forums.alliedmods.net/showthread.php?p=2116076#post2116076"
}
int g_iSlotAbility;
int g_iLevelJump[MAXPLAYERS+1];
public OnPluginStart()
{
CreateConVar("l4d_cjm_version", PLUGIN_VERSION, "Charger Jump Version", FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY);
cvarInertiaVault = CreateConVar("l4d_cjm_inertiavault", "1", "Enables the ability Inertia Vault, allows the Charger to jump while charging. (Def 1)", FCVAR_PLUGIN, true, 0.0, false, _);
cvarInertiaVaultPower = CreateConVar("l4d_cjm_inertiavaultpower", "400.0", "Power behind the Charger's jump. (Def 400.0)", FCVAR_PLUGIN, true, 0.0, false, _);
HookEvent("charger_charge_start", Event_ChargeStart);
HookEvent("charger_charge_end", Event_ChargeEnd);
AutoExecConfig(true, "L4D2_ChargerJump");
PluginStartTimer = CreateTimer(3.0, OnPluginStart_Delayed);
LoadTranslations("l4d2sf_charger_jump.phrases.txt");
HookEvent("player_spawn", Event_PlayerSpawn);
HookEvent("player_first_spawn", Event_PlayerSpawn);
g_iSlotAbility = L4D2SF_RegSlot("ability");
L4D2SF_RegPerk(g_iSlotAbility, "charger_jump", 1, 25, 5, 2.0);
}
stock char tr(const char[] text, any ...)
{
char buffer[255];
VFormat(buffer, 255, text, 2);
return buffer;
}
public Action L4D2SF_OnGetPerkName(int client, const char[] name, int level, char[] result, int maxlen)
{
if(!strcmp(name, "charger_jump"))
FormatEx(result, maxlen, "%T", "牛起跳", client, level);
else
return Plugin_Continue;
return Plugin_Changed;
}
public Action L4D2SF_OnGetPerkDescription(int client, const char[] name, int level, char[] result, int maxlen)
{
if(!strcmp(name, "charger_jump"))
FormatEx(result, maxlen, "%T", tr("牛起跳%d", IntBound(level, 1, 1)), client, level);
else
return Plugin_Continue;
return Plugin_Changed;
}
public void L4D2SF_OnPerkPost(int client, int level, const char[] perk)
{
if(!strcmp(perk, "charger_jump"))
g_iLevelJump[client] = level;
}
public void L4D2SF_OnLoad(int client)
{
g_iLevelJump[client] = L4D2SF_GetClientPerk(client, "charger_jump");
}
public void Event_PlayerSpawn(Event event, const char[] eventName, bool dontBroadcast)
{
int client = GetClientOfUserId(event.GetInt("userid"));
if(!IsValidClient(client))
return;
g_iLevelJump[client] = L4D2SF_GetClientPerk(client, "charger_jump");
}
int IntBound(int v, int min, int max)
{
if(v < min)
v = min;
if(v > max)
v = max;
return v;
}
public Action:OnPluginStart_Delayed(Handle:timer)
{
if (GetConVarInt(cvarInertiaVault))
{
isInertiaVault = true;
}
if(PluginStartTimer != INVALID_HANDLE)
{
KillTimer(PluginStartTimer);
PluginStartTimer = INVALID_HANDLE;
}
return Plugin_Stop;
}
public Event_ChargeStart (Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (IsValidClient(client))
{
isCharging[client] = true;
}
}
public Event_ChargeEnd (Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (IsValidClient(client))
{
isCharging[client] = false;
}
}
public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon)
{
if (buttons & IN_JUMP && IsValidCharger(client) && isCharging[client] && g_iLevelJump[client] > 0)
{
if (isInertiaVault && !buttondelay[client] && IsPlayerOnGround(client))
{
buttondelay[client] = true;
new Float:vec[3];
new Float:power = GetConVarFloat(cvarInertiaVaultPower);
vec[0] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[0]");
vec[1] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[1]");
vec[2] = GetEntPropFloat(client, Prop_Send, "m_vecVelocity[2]") + power;
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vec);
cvarResetDelayTimer[client] = CreateTimer(1.0, ResetDelay, client);
}
}
}
public Action:ResetDelay(Handle:timer, any:client)
{
buttondelay[client] = false;
if (cvarResetDelayTimer[client] != INVALID_HANDLE)
{
KillTimer(cvarResetDelayTimer[client]);
cvarResetDelayTimer[client] = INVALID_HANDLE;
}
return Plugin_Stop;
}
public OnMapEnd()
{
for (new client=1; client<=MaxClients; client++)
{
if (IsValidClient(client))
{
isCharging[client] = false;
}
}
}
public IsValidClient(client)
{
if (client <= 0)
return false;
if (client > MaxClients)
return false;
if (!IsClientInGame(client))
return false;
if (!IsPlayerAlive(client))
return false;
return true;
}
public IsPlayerOnGround(client)
{
if (GetEntProp(client, Prop_Send, "m_fFlags") & FL_ONGROUND) return true;
else return false;
}
public IsValidCharger(client)
{
if (IsValidClient(client) && GetClientTeam(client) == 3)
{
new class = GetEntProp(client, Prop_Send, "m_zombieClass");
if (class == ZOMBIECLASS_CHARGER)
return true;
return false;
}
return false;
}