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l4d2_grenade_missile.sp
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l4d2_grenade_missile.sp
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#pragma semicolon 1
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
// #include <l4d2_simple_combat>
#define PLUGIN_VERSION "0.2"
#include "modules/l4d2ps.sp"
public Plugin myinfo =
{
name = "榴弹跟踪导弹",
author = "zonde306",
description = "火瓶/土雷/胆汁/榴弹 可以 跟踪敌人/拖尾",
version = PLUGIN_VERSION,
url = ""
};
enum struct MissileInfo_t {
int MissileEntity;
int MissileEnemy;
int MissileOwner;
float MissileStartTime;
float MissileTime;
int MissileType;
int MissileFlags;
}
// 拖尾颜色
#define COLOR_MOLOTOV {255, 0, 0, 255}
#define COLOR_PIPEBOMB {255, 255, 255, 255}
#define COLOR_VOMITJAR {0, 255, 0, 255}
#define COLOR_GRENADE {255, 0, 255, 255}
bool g_bRoundStarted = false, g_bIsQE2 = false;
float g_fMissileFlySpeed, g_fMissileScanRadius;
ArrayList g_hArrayEnemyList, g_hArrayMissileList;
int g_iOffsetVelocity, g_iSpriteLaser, g_iSpriteBream, g_iMissileScanSpecial, g_iMissileScanCommon,
g_iMissileFollowCrosshair, g_iShotFlags[MAXPLAYERS+1];
Handle g_pfnMolotovDetonate, g_pfnPipeBombDetonate, g_pfnVomitjarDetonate, g_pfnGrenadeTouch;
ConVar g_pCvarAllowMolotov, g_pCvarAllowPipeBomb, g_pCvarAllowBile, g_pCvarAllowGrenade,
g_pCvarDetonateMolotov, g_pCvarDetonatePipeBomb, g_pCvarDetonateBile, g_pCvarDetonateGrenade,
g_pCvarTrailMolotov, g_pCvarTrailPipeBomb, g_pCvarTrailBile, g_pCvarTrailGrenade,
g_pCvarFlySpeed, g_pCvarSearchRadius, g_pCvarScanSpecial, g_pCvarScanCommon, g_pCvarFollow;
public void OnPluginStart()
{
InitPlugin("gm");
g_pCvarAllowMolotov = CreateConVar("l4d2_gm_molotov_allow", "0", "是否允许跟踪火瓶", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarDetonateMolotov = CreateConVar("l4d2_gm_molotov_explode", "1", "是否允许跟踪火瓶自动爆炸", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarTrailMolotov = CreateConVar("l4d2_gm_molotov_trails", "0", "是否允许跟踪火瓶显示轨迹", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarAllowPipeBomb = CreateConVar("l4d2_gm_pipebomb_allow", "0", "是否允许跟踪土雷", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarDetonatePipeBomb = CreateConVar("l4d2_gm_pipebomb_explode", "1", "是否允许跟踪土雷自动爆炸", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarTrailPipeBomb = CreateConVar("l4d2_gm_pipebomb_trails", "0", "是否允许跟踪土雷显示轨迹", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarAllowBile = CreateConVar("l4d2_gm_vomitjar_allow", "0", "是否允许跟踪胆汁", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarDetonateBile = CreateConVar("l4d2_gm_vomitjar_explode", "1", "是否允许跟踪胆汁自动爆炸", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarTrailBile = CreateConVar("l4d2_gm_vomitjar_trails", "0", "是否允许跟踪胆汁显示轨迹", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarAllowGrenade = CreateConVar("l4d2_gm_glp_allow", "0", "是否允许跟踪榴弹", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarDetonateGrenade = CreateConVar("l4d2_gm_glp_explode", "1", "是否允许跟踪榴弹自动爆炸", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarTrailGrenade = CreateConVar("l4d2_gm_glp_trails", "0", "是否允许跟踪榴弹显示轨迹", CVAR_FLAGS, true, 0.0, true, 1.0);
g_pCvarFlySpeed = CreateConVar("l4d2_gm_fly_speed", "800.0", "跟踪导弹飞行速度", CVAR_FLAGS, true, 100.0, true, 3000.0);
g_pCvarSearchRadius = CreateConVar("l4d2_gm_radius", "1000.0", "跟踪导弹搜索敌人范围", CVAR_FLAGS, true, 100.0, true, 8192.0);
g_pCvarScanSpecial = CreateConVar("l4d2_gm_special", "1", "跟踪导弹搜索特感.0=禁用.1=需要激光.2=需要弹药升级.4=需要蹲下.8=需要按住E", CVAR_FLAGS, true, 0.0, true, 15.0);
g_pCvarScanCommon = CreateConVar("l4d2_gm_common", "1", "跟踪导弹搜索普感.0=禁用.1=需要激光.2=需要弹药升级.4=需要蹲下.8=需要按住E", CVAR_FLAGS, true, 0.0, true, 15.0);
g_pCvarFollow = CreateConVar("l4d2_gm_follow", "1", "跟踪导弹跟随准星.0=禁用.1=需要激光.2=需要弹药升级.4=需要蹲下.8=需要按住E", CVAR_FLAGS, true, 0.0, true, 15.0);
AutoExecConfig(true, "l4d2_grenade_missile");
HookEvent("player_death", Event_PlayerDeath);
HookEvent("round_start", Event_RoundStart);
HookEvent("player_left_start_area", Event_RoundStart);
HookEvent("round_end", Event_RoundEnd);
HookEvent("finale_win", Event_RoundEnd);
HookEvent("mission_lost", Event_RoundEnd);
HookEvent("map_transition", Event_RoundEnd);
HookEvent("weapon_fire", Event_WeaponFire);
ConVarHooked_OnSettingUpdated(null, "", "");
g_pCvarFlySpeed.AddChangeHook(ConVarHooked_OnSettingUpdated);
g_pCvarSearchRadius.AddChangeHook(ConVarHooked_OnSettingUpdated);
g_pCvarScanSpecial.AddChangeHook(ConVarHooked_OnSettingUpdated);
g_pCvarScanCommon.AddChangeHook(ConVarHooked_OnSettingUpdated);
g_pCvarFollow.AddChangeHook(ConVarHooked_OnSettingUpdated);
g_hArrayEnemyList = CreateArray();
g_hArrayMissileList = CreateArray(sizeof(MissileInfo_t));
g_iOffsetVelocity = FindSendPropInfo("CBasePlayer", "m_vecVelocity[0]");
RegConsoleCmd("make_missile", Cmd_DebugMakeMissile, "", FCVAR_HIDDEN|FCVAR_CHEAT);
// 要不 Hook 这些函数来检查销毁?
Handle file = LoadGameConfigFile("l4d2_grenade_missile");
if(file != null)
{
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(file, SDKConf_Signature, "CMolotovProjectile::Detonate");
g_pfnMolotovDetonate = EndPrepSDKCall();
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(file, SDKConf_Signature, "CPipeBombProjectile::Detonate");
g_pfnPipeBombDetonate = EndPrepSDKCall();
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(file, SDKConf_Signature, "CVomitJarProjectile::Detonate");
g_pfnVomitjarDetonate = EndPrepSDKCall();
StartPrepSDKCall(SDKCall_Entity);
PrepSDKCall_SetFromConf(file, SDKConf_Signature, "CGrenadeLauncher_Projectile::ExplodeTouch");
PrepSDKCall_AddParameter(SDKType_CBaseEntity, SDKPass_Pointer);
g_pfnGrenadeTouch = EndPrepSDKCall();
}
else
{
g_pfnMolotovDetonate = null;
g_pfnPipeBombDetonate = null;
g_pfnVomitjarDetonate = null;
g_pfnGrenadeTouch = null;
}
// CreateTimer(1.0, Timer_SkillRegister);
}
/*
public Action Timer_SkillRegister(Handle timer, any unused)
{
SC_CreateSkill("gm_track", "跟踪榴弹", 0, "榴弹可以跟踪敌人/跟随准星");
return Plugin_Continue;
}
*/
public void OnMapStart()
{
g_iSpriteLaser = PrecacheModel("materials/sprites/laserbeam.vmt");
g_iSpriteBream = PrecacheModel("materials/sprites/glow.vmt");
}
public void ConVarHooked_OnSettingUpdated(ConVar cvar, const char[] oldValue, const char[] newValue)
{
g_fMissileFlySpeed = g_pCvarFlySpeed.FloatValue;
g_fMissileScanRadius = g_pCvarSearchRadius.FloatValue;
g_iMissileScanSpecial = g_pCvarScanSpecial.IntValue;
g_iMissileScanCommon = g_pCvarScanCommon.IntValue;
g_iMissileFollowCrosshair = g_pCvarFollow.IntValue;
}
public void Event_RoundStart(Event event, const char[] eventName, bool dontBroadcast)
{
g_bRoundStarted = true;
char map[64];
GetCurrentMap(map, 64);
g_bIsQE2 = (StrContains(map, "qe2_", false) == 0);
}
public void Event_RoundEnd(Event event, const char[] eventName, bool dontBroadcast)
{
g_bRoundStarted = false;
// int entity = -1;
MissileInfo_t data;
int maxLength = g_hArrayMissileList.Length;
for(int i = 0; i < maxLength; ++i)
{
g_hArrayMissileList.GetArray(i, data, sizeof(data));
SDKUnhook(data.MissileEntity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
SDKUnhook(data.MissileEntity, SDKHook_Think, SDKHooked_ProjectileThinking);
SDKUnhook(data.MissileEntity, SDKHook_StartTouchPost, SDKHooked_ProjectileTouching);
}
g_hArrayEnemyList.Clear();
g_hArrayMissileList.Clear();
}
public void Event_PlayerDeath(Event event, const char[] eventName, bool dontBroadcast)
{
if(!g_bRoundStarted)
return;
int victim = GetClientOfUserId(event.GetInt("userid"));
if(!IsValidClient(victim))
victim = event.GetInt("entityid");
if(!IsValidEdict(victim))
return;
int index = g_hArrayEnemyList.FindValue(victim);
if(index > -1)
g_hArrayEnemyList.Erase(index);
}
public void Event_WeaponFire(Event event, const char[] eventName, bool dontBroadcast)
{
int client = GetClientOfUserId(event.GetInt("userid"));
if(!IsValidClient(client) || GetClientTeam(client) != 2)
return;
g_iShotFlags[client] = 0;
int weapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
if(weapon < MaxClients || !IsValidEntity(weapon))
return;
char classname[64];
GetEntityClassname(weapon, classname, 64);
if(!StrEqual(classname, "weapon_grenade_launcher", false))
return;
if(GetEntProp(weapon, Prop_Send, "m_nUpgradedPrimaryAmmoLoaded", 1) > 0)
g_iShotFlags[client] = GetEntProp(weapon, Prop_Send, "m_upgradeBitVec");
else
g_iShotFlags[client] = GetEntProp(weapon, Prop_Send, "m_upgradeBitVec") & 4;
}
public void OnEntityCreated(int entity, const char[] classname)
{
if(!IsPluginAllow() || !g_bRoundStarted)
return;
if(entity <= MaxClients || StrContains(classname, "_projectile", false) == -1)
return;
int client = GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity");
if(!IsValidClient(client) || GetClientTeam(client) != 2)
client = GetEntPropEnt(entity, Prop_Data, "m_hThrower");
if(!IsValidClient(client) || GetClientTeam(client) != 2)
return;
if(StrEqual("molotov_projectile", classname, false))
{
if(g_pCvarAllowMolotov.BoolValue)
SDKHook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
if(g_pCvarTrailMolotov.BoolValue)
{
if(GetRandomInt(0, 1))
TE_SetupBeamFollow(entity, g_iSpriteLaser, 0, 2.0, 2.0, 10.0, 5, COLOR_MOLOTOV);
else
TE_SetupBeamFollow(entity, g_iSpriteBream, 0, 2.0, 2.0, 10.0, 5, COLOR_MOLOTOV);
TE_SendToAll();
}
}
else if(StrEqual("pipe_bomb_projectile", classname, false))
{
if(g_pCvarAllowPipeBomb.BoolValue)
SDKHook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
if(g_pCvarTrailPipeBomb.BoolValue)
{
if(GetRandomInt(0, 1))
TE_SetupBeamFollow(entity, g_iSpriteLaser, 0, 2.0, 2.0, 10.0, 5, COLOR_PIPEBOMB);
else
TE_SetupBeamFollow(entity, g_iSpriteBream, 0, 2.0, 2.0, 10.0, 5, COLOR_PIPEBOMB);
TE_SendToAll();
}
}
else if(StrEqual("vomitjar_projectile", classname, false))
{
if(g_pCvarAllowBile.BoolValue)
SDKHook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
if(g_pCvarTrailBile.BoolValue)
{
if(GetRandomInt(0, 1))
TE_SetupBeamFollow(entity, g_iSpriteLaser, 0, 2.0, 2.0, 10.0, 5, COLOR_VOMITJAR);
else
TE_SetupBeamFollow(entity, g_iSpriteBream, 0, 2.0, 2.0, 10.0, 5, COLOR_VOMITJAR);
TE_SendToAll();
}
}
else if(StrEqual("grenade_launcher_projectile", classname, false))
{
if(g_pCvarAllowGrenade.BoolValue/* || SC_IsClientHaveSkill(client, "gm_track")*/)
SDKHook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
if(g_pCvarTrailGrenade.BoolValue)
{
if(GetRandomInt(0, 1))
TE_SetupBeamFollow(entity, g_iSpriteLaser, 0, 2.0, 2.0, 10.0, 5, COLOR_GRENADE);
else
TE_SetupBeamFollow(entity, g_iSpriteBream, 0, 2.0, 2.0, 10.0, 5, COLOR_GRENADE);
TE_SendToAll();
}
}
/*
if(StrEqual("molotov_projectile", classname, false) ||
StrEqual("pipe_bomb_projectile", classname, false) ||
StrEqual("vomitjar_projectile", classname, false) ||
StrEqual("grenade_launcher_projectile", classname, false))
SDKHook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
*/
}
// TODO: 使用更好的方法来检查,否则可能会卡
public void OnEntityDestroyed(int entity)
{
int index = FindGrenade(entity);
if(index != -1)
g_hArrayMissileList.Erase(index);
}
public Action Cmd_DebugMakeMissile(int client, int argc)
{
if(argc < 1)
return Plugin_Handled;
char args[64];
GetCmdArg(1, args, 64);
int entity = StringToInt(args);
if(entity > 0)
CreateMissile(entity);
return Plugin_Handled;
}
void CreateMissile(int entity)
{
int client = GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity");
if(!IsValidClient(client) || GetClientTeam(client) != 2)
client = GetEntPropEnt(entity, Prop_Data, "m_hThrower");
if(!IsValidClient(client) || GetClientTeam(client) != 2)
return;
char classname[64];
GetEntityClassname(entity, classname, 64);
#if defined PLUGIN_DEBUG
PrintToChatAll("[DBG] 玩家 %N 发射了 %s 导弹 (%d)", client, classname, entity);
#endif
MissileInfo_t data;
data.MissileEntity = entity;
data.MissileOwner = client;
data.MissileEnemy = -1;
data.MissileStartTime = GetGameTime() + 0.1;
data.MissileTime = GetGameTime();
data.MissileFlags = g_iShotFlags[client];
if(StrEqual("molotov_projectile", classname, false))
data.MissileType = 1;
else if(StrEqual("pipe_bomb_projectile", classname, false))
data.MissileType = 2;
else if(StrEqual("vomitjar_projectile", classname, false))
data.MissileType = 3;
else if(StrEqual("grenade_launcher_projectile", classname, false))
data.MissileType = 4;
else
data.MissileType = 0;
SetEntityGravity(entity, 0.01);
g_hArrayMissileList.PushArray(data, sizeof(data));
// SDKHook(entity, SDKHook_Think, SDKHooked_ProjectileThinking);
SDKHook(entity, SDKHook_StartTouchPost, SDKHooked_ProjectileTouching);
}
public void SDKHooked_ProjectileSpawned(int entity)
{
SDKUnhook(entity, SDKHook_SpawnPost, SDKHooked_ProjectileSpawned);
CreateMissile(entity);
}
int FindGrenade(int entity)
{
MissileInfo_t data;
int maxLength = g_hArrayMissileList.Length;
for(int i = 0; i < maxLength; ++i)
{
g_hArrayMissileList.GetArray(i, data, sizeof(data));
if(data.MissileEntity == entity)
return i;
}
return -1;
}
public void SDKHooked_ProjectileTouching(int entity, int toucher)
{
SDKUnhook(entity, SDKHook_Think, SDKHooked_ProjectileThinking);
SDKUnhook(entity, SDKHook_StartTouchPost, SDKHooked_ProjectileTouching);
int index = FindGrenade(entity);
if(index == -1)
return;
MissileInfo_t data;
g_hArrayMissileList.GetArray(index, data, sizeof(data));
g_hArrayMissileList.Erase(index);
// 强制引爆手榴弹
// 榴弹发射器的榴弹会自己引爆的
switch(data.MissileType)
{
case 1:
{
if(g_pCvarDetonateMolotov.BoolValue && g_pfnMolotovDetonate != null)
SDKCall(g_pfnMolotovDetonate, entity);
}
case 2:
{
if(g_pCvarDetonatePipeBomb.BoolValue && g_pfnPipeBombDetonate != null)
SDKCall(g_pfnPipeBombDetonate, entity);
}
case 3:
{
if(g_pCvarDetonateBile.BoolValue && g_pfnVomitjarDetonate != null)
SDKCall(g_pfnVomitjarDetonate, entity);
}
case 4:
{
// 不知道会不会炸...
if(g_pCvarDetonateGrenade.BoolValue && g_pfnGrenadeTouch != null && toucher > 0)
SDKCall(g_pfnGrenadeTouch, entity, toucher);
}
}
}
public Action SDKHooked_ProjectileThinking(int entity)
{
UpdateEnemyList();
int index = FindGrenade(entity);
if(index == -1)
{
SDKUnhook(entity, SDKHook_Think, SDKHooked_ProjectileThinking);
SDKUnhook(entity, SDKHook_StartTouchPost, SDKHooked_ProjectileTouching);
return Plugin_Continue;
}
TrackMissile(index);
return Plugin_Handled;
}
public Action OnPlayerRunCmd(int client, int& buttons, int& impulse, float vel[3], float angles[3],
int& weapon, int& subtype, int& cmdnum, int& tickcount, int& seed, int mouse[2])
{
if(!IsPluginAllow() || !g_bRoundStarted)
return Plugin_Continue;
if(!IsValidClient(client) || GetClientTeam(client) != 2)
return Plugin_Continue;
MissileInfo_t data;
int maxLength = g_hArrayMissileList.Length;
UpdateEnemyList();
for(int i = 0; i < maxLength; ++i)
{
g_hArrayMissileList.GetArray(i, data, sizeof(data));
if(data.MissileOwner != client)
continue;
TrackMissile(i);
}
return Plugin_Continue;
}
void TrackMissile(int index)
{
MissileInfo_t data;
g_hArrayMissileList.GetArray(index, data, sizeof(data));
float time = GetGameTime();
float duration = time - data.MissileTime;
if(duration > 1.0)
duration = 1.0;
else if(duration < 0.01)
duration = 0.01;
float pos[3], ang[3], vel[3];
int entity = data.MissileEntity;
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", pos);
GetEntPropVector(entity, Prop_Send, "m_angRotation", ang);
float moveToPos[3], moveToDir[3];
int owner = data.MissileOwner;
int enemy = GetBestTarget(index, pos, ang);
if(enemy > -1 && CanTrackEnemy(owner, enemy, data.MissileFlags))
{
// 跟随敌人
GetEnemyPostion(enemy, moveToPos);
}
else if(CanTrackCrosshair(owner, data.MissileFlags) && (!g_bIsQE2 || data.MissileType != 4))
{
// 跟随准星
GetClientEyePosition(owner, moveToPos);
GetClientEyeAngles(owner, moveToDir);
GetRayEndPosition(moveToPos, moveToDir, moveToPos, data.MissileOwner);
}
else
{
// 什么也不做,让它自然移动
data.MissileTime = time;
data.MissileEnemy = -1;
g_hArrayMissileList.SetArray(index, data, sizeof(data));
return;
}
GetEntDataVector(entity, g_iOffsetVelocity, vel);
NormalizeVector(vel, vel);
SubtractVectors(moveToPos, pos, moveToDir);
NormalizeVector(moveToDir, moveToDir);
ScaleVector(moveToDir, duration * 8.0);
AddVectors(vel, moveToDir, moveToDir);
// 给一个初始向上的速度,防止瞄准地面时无法跟踪
if(data.MissileStartTime > time)
{
static float up[3];
if(up[2] == 0.0)
up[2] = 1.0;
ScaleVector(up, duration * 10.0);
AddVectors(moveToDir, up, moveToDir);
}
NormalizeVector(moveToDir, vel);
/*
if(hasGrenade)
{
// 修复榴弹发射器不受控制的问题
GetVectorAngles(vel, ang);
}
*/
ScaleVector(vel, g_fMissileFlySpeed);
TeleportEntity(entity, NULL_VECTOR, ang, vel);
#if defined PLUGIN_DEBUG
if(enemy > 0 && data.MissileEnemy != enemy)
{
char classname[64];
if(enemy <= MaxClients)
GetClientName(enemy, classname, 64);
else
GetEntityClassname(enemy, classname, 64);
// PrintToChat(owner, "\x03[提示]\x01 导弹瞄准了敌人 \x04%s\x01。", classname);
PrintCenterText(owner, "导弹瞄准了 %s", classname);
}
#endif
data.MissileTime = time;
data.MissileEnemy = enemy;
g_hArrayMissileList.SetArray(index, data, sizeof(data));
}
void GetRayEndPosition(float origin[3], float angles[3], float output[3], int ignore = -1)
{
Handle trace = TR_TraceRayFilterEx(origin, angles, MASK_SHOT, RayType_Infinite,
TraceRayFilter_NoHitSelf, ignore);
if(TR_DidHit(trace))
TR_GetEndPosition(output, trace);
delete trace;
}
int GetBestTarget(int index, float gunPos[3], float gunAng[3])
{
MissileInfo_t data;
g_hArrayMissileList.GetArray(index, data, sizeof(data));
int entity = -1;
Handle trace = null;
float endPos[3], dist;
/*
trace = TR_TraceRayFilterEx(gunPos, gunAng, MASK_SHOT, RayType_Infinite,
TraceRayFilter_NoHitSelf, data.MissileEntity);
if(TR_DidHit(trace))
entity = TR_GetEntityIndex(trace);
delete trace;
if(IsValidEnemy(entity))
{
GetEnemyPostion(entity, endPos);
dist = GetVectorDistance(gunPos, endPos, false);
if(dist <= g_fMissileScanRadius)
return entity;
}
*/
int bestTarget = -1, hitTarget = -1;
float nearDist = g_fMissileScanRadius;
int maxLength = g_hArrayEnemyList.Length;
for(int i = 0; i < maxLength; ++i)
{
entity = g_hArrayEnemyList.Get(i);
if(!IsValidEnemy(entity))
{
g_hArrayEnemyList.Erase(i);
--i;
--maxLength;
continue;
}
// 优先攻击特感
// g_hArrayEnemyList 是有序的
if(entity > MaxClients && bestTarget > 0)
return bestTarget;
GetEnemyPostion(entity, endPos);
dist = GetVectorDistance(gunPos, endPos, false);
if(dist > nearDist)
continue;
trace = TR_TraceRayFilterEx(gunPos, endPos, MASK_SHOT, RayType_EndPoint,
TraceRayFilter_NoHitSelf, data.MissileEntity);
if(TR_DidHit(trace))
hitTarget = TR_GetEntityIndex(trace);
else
hitTarget = -1;
delete trace;
/*
if(hitTarget == entity || IsValidEnemy(hitTarget))
return hitTarget;
*/
if(hitTarget != entity)
continue;
// 选择最接近的敌人
nearDist = dist;
bestTarget = entity;
}
return bestTarget;
}
void GetEnemyPostion(int entity, float position[3])
{
if(entity <= MaxClients)
GetClientAbsOrigin(entity, position);
else
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", position);
position[2] += 35.0;
}
bool TraceRayFilter_NoHitSelf(int entity, int mask, any other)
{
return (entity != other);
}
void UpdateEnemyList()
{
static float nextScanTime;
float time = GetEngineTime();
if(nextScanTime > time)
return;
nextScanTime = time + 1.0;
int maxEntity = GetMaxEntities();
g_hArrayEnemyList.Clear();
for(int i = 1; i <= maxEntity; ++i)
{
if(IsValidEnemy(i))
g_hArrayEnemyList.Push(i);
}
}
stock bool CanTrackEnemy(int client, int enemy, int glFlags)
{
int buttons = GetClientButtons(client);
int flags = (enemy <= MaxClients ? g_iMissileScanSpecial : g_iMissileScanCommon);
if((flags & 1) && !(glFlags & 4))
return false;
if((flags & 2) && !(glFlags & 3))
return false;
if((flags & 4) && !(buttons & IN_DUCK))
return false;
if((flags & 8) && !(buttons & IN_USE))
return false;
return true;
}
stock bool CanTrackCrosshair(int client, int glFlags)
{
int buttons = GetClientButtons(client);
if((g_iMissileFollowCrosshair & 1) && !(glFlags & 4))
return false;
if((g_iMissileFollowCrosshair & 2) && !(glFlags & 3))
return false;
if((g_iMissileFollowCrosshair & 4) && !(buttons & IN_DUCK))
return false;
if((g_iMissileFollowCrosshair & 8) && !(buttons & IN_USE))
return false;
return true;
}
stock bool IsValidEnemy(int entity)
{
if(g_iMissileScanSpecial > 0)
{
if(IsValidAliveClient(entity) && GetClientTeam(entity) == 3 && !GetEntProp(entity, Prop_Send, "m_isGhost", 1))
{
// 检查 Tank 是否为沮丧状态
if(GetEntProp(entity, Prop_Send, "m_zombieClass") != 8 ||
!GetEntProp(entity, Prop_Send, "m_isIncapacitated", 1))
return true;
}
}
if(g_iMissileScanCommon > 0)
{
if(entity > MaxClients && IsValidEdict(entity) && GetEntProp(entity, Prop_Data, "m_iHealth") > 0)
{
decl String:classname[64];
GetEntityClassname(entity, classname, 64);
// 检查 Witch 愤怒和 普感 燃烧状态
if((StrEqual(classname, "infected", false) && !GetEntProp(entity, Prop_Send, "m_bIsBurning", 1)) ||
(StrEqual(classname, "witch", false) && GetEntPropFloat(entity, Prop_Send, "m_rage") >= 1.0))
return true;
}
}
return false;
}