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l4d2_ai_damagefix.sp
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l4d2_ai_damagefix.sp
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#pragma semicolon 1
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#define TEAM_SURVIVOR 2
#define TEAM_INFECTED 3
#define ZC_SMOKER 1
#define ZC_BOOMER 2
#define ZC_HUNTER 3
#define ZC_SPITTER 4
#define ZC_JOCKEY 5
#define ZC_CHARGER 6
#define POUNCE_TIMER 0.1
// CVars
new bool: bLateLoad = false;
new Handle: hCvarPounceInterrupt = INVALID_HANDLE;
new iHunterSkeetDamage[MAXPLAYERS+1]; // how much damage done in a single hunter leap so far
new bool: bIsPouncing[MAXPLAYERS+1]; // whether hunter player is currently pouncing/lunging
/*
Notes
-----
For some reason, m_isLunging cannot be trusted. Some hunters that are obviously lunging have
it set to 0 and thus stay unskeetable. Have to go with the clunky tracking for now.
abilityEnt = GetEntPropEnt(victim, Prop_Send, "m_customAbility");
new bool:isLunging = false;
if (abilityEnt > 0) {
isLunging = bool:GetEntProp(abilityEnt, Prop_Send, "m_isLunging");
}
Changelog
---------
1.0.1
- Fixed incorrect bracketing that caused error spam.
1.0.0
- Blocked AI scratches-while-stumbling from doing any damage.
- Replaced clunky charger tracking with simple netprop check.
0.0.5 and older
- Small fix for chargers getting 1 damage for 0-damage events.
- simulates human-charger damage behavior while charging for AI chargers.
- simulates human-hunter skeet behavior for AI hunters.
-----------------------------------------------------------------------------------------------------------------------------------------------------
*/
#define GAMEDATA_FILE "staggersolver"
new Handle:g_hGameConf;
new Handle:g_hIsStaggering;
public Plugin:myinfo =
{
name = "修复合作模式机器人猎人和牛减伤效果",
author = "Tabun & zonde306",
description = "Makes AI SI take (and do) damage like human SI.",
version = "1.0.1",
url = "nope"
}
public APLRes:AskPluginLoad2( Handle:plugin, bool:late, String:error[], errMax)
{
bLateLoad = late;
return APLRes_Success;
}
public OnPluginStart()
{
// cvars
hCvarPounceInterrupt = FindConVar("z_pounce_damage_interrupt");
// events
HookEvent("round_start", Event_RoundStart, EventHookMode_PostNoCopy);
HookEvent("player_death", Event_PlayerDeath, EventHookMode_Post);
HookEvent("player_shoved", Event_PlayerShoved, EventHookMode_Post);
HookEvent("ability_use", Event_AbilityUse, EventHookMode_Post);
// hook when loading late
if (bLateLoad) {
for (new i = 1; i < MaxClients + 1; i++) {
if (IsClientAndInGame(i)) {
SDKHook(i, SDKHook_OnTakeDamage, OnTakeDamage);
}
}
}
g_hGameConf = LoadGameConfigFile(GAMEDATA_FILE);
if (g_hGameConf != INVALID_HANDLE)
{
StartPrepSDKCall(SDKCall_Player);
if (PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Signature, "IsStaggering"))
{
PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
g_hIsStaggering = EndPrepSDKCall();
if (g_hIsStaggering == INVALID_HANDLE)
LogError("[Stagger Solver] Failed to load signature IsStaggering");
}
CloseHandle(g_hGameConf);
}
}
public OnClientPostAdminCheck(client)
{
// hook bots spawning
SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage);
}
public OnClientDisconnect(client)
{
SDKUnhook(client, SDKHook_OnTakeDamage, OnTakeDamage);
}
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype)
{
if (!IsClientAndInGame(victim) || !IsClientAndInGame(attacker) || damage == 0.0) { return Plugin_Continue; }
// AI taking damage
if (GetClientTeam(victim) == TEAM_INFECTED && IsFakeClient(victim))
{
// check if AI is hit while in lunge/charge
new zombieClass = GetEntProp(victim, Prop_Send, "m_zombieClass");
new abilityEnt = 0;
switch (zombieClass) {
case ZC_HUNTER: {
// skeeting mechanic is completely disabled for AI,
// so we have to replicate it.
iHunterSkeetDamage[victim] += RoundToFloor(damage);
// have we skeeted it?
if (bIsPouncing[victim] && iHunterSkeetDamage[victim] >= GetConVarInt(hCvarPounceInterrupt))
{
bIsPouncing[victim] = false;
iHunterSkeetDamage[victim] = 0;
// this should be a skeet
damage = float(GetClientHealth(victim));
return Plugin_Changed;
}
}
case ZC_CHARGER: {
// all damage gets divided by 3 while AI is charging,
// so all we have to do is multiply by 3.
abilityEnt = GetEntPropEnt(victim, Prop_Send, "m_customAbility");
new bool:isCharging = false;
if (abilityEnt > 0) {
isCharging = (GetEntProp(abilityEnt, Prop_Send, "m_isCharging") > 0) ? true : false;
}
if (isCharging)
{
damage = (damage * 3) + 1;
return Plugin_Changed;
}
}
}
}
// AI doing damage
if (GetClientTeam(attacker) == TEAM_INFECTED && IsFakeClient(attacker) && g_hIsStaggering != null)
{
// check if AI is stumbling, set to 0.0
// if (GetEntPropFloat(attacker, Prop_Send, "m_staggerDist") > 0.0)
if (SDKCall(g_hIsStaggering, attacker))
{
damage = 0.0;
return Plugin_Changed;
}
}
return Plugin_Continue;
}
public Event_RoundStart(Handle:event, const String:name[], bool:dontBroadcast)
{
// clear SI tracking stats
for (new i=1; i <= MaxClients; i++)
{
iHunterSkeetDamage[i] = 0;
bIsPouncing[i] = false;
}
}
public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
{
new victim = GetClientOfUserId(GetEventInt(event, "userId"));
if (!IsClientAndInGame(victim)) { return; }
bIsPouncing[victim] = false;
}
public Event_PlayerShoved(Handle:event, const String:name[], bool:dontBroadcast)
{
new victim = GetClientOfUserId(GetEventInt(event, "userId"));
if (!IsClientAndInGame(victim)) { return; }
bIsPouncing[victim] = false;
}
// hunters pouncing / tracking
public Event_AbilityUse(Handle:event, const String:name[], bool:dontBroadcast)
{
// track hunters pouncing
new client = GetClientOfUserId(GetEventInt(event, "userid"));
new String:abilityName[64];
if (!IsClientAndInGame(client) || GetClientTeam(client) != TEAM_INFECTED) { return; }
GetEventString(event, "ability", abilityName, sizeof(abilityName));
if (!bIsPouncing[client] && strcmp(abilityName, "ability_lunge", false) == 0)
{
// Hunter pounce
bIsPouncing[client] = true;
iHunterSkeetDamage[client] = 0; // use this to track skeet-damage
CreateTimer(POUNCE_TIMER, Timer_GroundTouch, client, TIMER_REPEAT); // check every TIMER whether the pounce has ended
// If the hunter lands on another player's head, they're technically grounded.
// Instead of using isGrounded, this uses the bIsPouncing[] array with less precise timer
}
}
public Action: Timer_GroundTouch(Handle:timer, any:client)
{
if (IsClientAndInGame(client) && (IsGrounded(client)) || !IsPlayerAlive(client))
{
// Reached the ground or died in mid-air
bIsPouncing[client] = false;
return Plugin_Stop;
}
return Plugin_Continue;
}
public bool:IsGrounded(client)
{
return (GetEntProp(client,Prop_Data,"m_fFlags") & FL_ONGROUND) > 0;
}
bool:IsClientAndInGame(index)
{
if (index > 0 && index < MaxClients)
{
return IsClientInGame(index);
}
return false;
}