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l4d2_fakesurvivorfix.sp
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l4d2_fakesurvivorfix.sp
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#pragma semicolon 1
#pragma newdecls required
#include <sourcemod>
#include <sdktools>
#include <left4dhooks>
public Plugin myinfo =
{
name = "生还者模型修复",
author = "zonde306",
description = "",
version = "0.2",
url = ""
}
#define MAX_CHARACTOR 8
#define MIN_SURVIVORS 4
char g_szName[MAX_CHARACTOR][] = {
"Nick",
"Rochelle",
"Coach",
"Ellis",
"Bill",
"Zoey",
"Francis",
"Louis"
};
char g_szModel[MAX_CHARACTOR][] = {
"models/survivors/survivor_gambler.mdl",
"models/survivors/survivor_producer.mdl",
"models/survivors/survivor_coach.mdl",
"models/survivors/survivor_mechanic.mdl",
"models/survivors/survivor_namvet.mdl",
"models/survivors/survivor_teenangst.mdl",
"models/survivors/survivor_biker.mdl",
"models/survivors/survivor_manager.mdl"
};
char g_szVoice[MAX_CHARACTOR][] = {
"Gambler",
"Producer",
"Coach",
"Mechanic",
"NamVet",
"TeenGirl",
"Biker",
"Manager"
};
int g_iCharactor[MAX_CHARACTOR] = {
0,
1,
2,
3,
4,
5,
6,
7
};
int g_iModelIndex[MAX_CHARACTOR];
int g_iModelOrder[MAX_CHARACTOR];
bool g_bRoundStart = false;
public void OnPluginStart()
{
HookEvent("player_first_spawn", Event_PlayerSpawn);
}
public void OnMapStart()
{
for(int i = 0; i < MAX_CHARACTOR; ++i)
g_iModelIndex[i] = PrecacheModel(g_szModel[i]);
g_bRoundStart = false;
}
public Action L4D_OnFirstSurvivorLeftSafeArea(int client)
{
g_bRoundStart = true;
RemoveFakeSurvivors(0);
RequestFrame(CheckSurvivorCharacter);
return Plugin_Continue;
}
public void Event_PlayerSpawn(Event event, const char[] eventName, bool dontBoardcast)
{
if(g_bRoundStart)
return;
RemoveFakeSurvivors(0);
RequestFrame(CheckSurvivorCharacter);
}
public Action L4D_OnGetSurvivorSet(int &retVal)
{
if(retVal == 1)
{
for(int i = 0; i < MAX_CHARACTOR / 2; ++i)
g_iModelOrder[i] = i + 4;
for(int i = MAX_CHARACTOR / 2; i < MAX_CHARACTOR; ++i)
g_iModelOrder[i] = i - 4;
}
else if(retVal == 2)
{
for(int i = 0; i < MAX_CHARACTOR; ++i)
g_iModelOrder[i] = i;
}
return Plugin_Continue;
}
public Action L4D_OnFastGetSurvivorSet(int &retVal)
{
return L4D_OnGetSurvivorSet(retVal);
}
public void RemoveFakeSurvivors(any unused)
{
int entity = MaxClients + 1;
while((entity = FindEntityByClassname(entity, "info_transitioning_player")) != -1)
{
RemoveEntity(entity);
if(GetSruvivorCount() < MIN_SURVIVORS)
AddSurvivorBot();
}
}
bool AddSurvivorBot()
{
int client = CreateFakeClient("Bot");
if(!client || !IsClientInGame(client))
return false;
bool success = DispatchKeyValue(client, "classname", "SurvivorBot");
if(success)
{
ChangeClientTeam(client, 2);
success = DispatchSpawn(client);
}
KickClient(client);
return success;
}
void UpdateSurvivorInfo(int sets[MAX_CHARACTOR])
{
for(int i = 1; i <= MaxClients; ++i)
{
if(!IsClientInGame(i) || GetClientTeam(i) != 2)
continue;
int model = GetEntProp(i, Prop_Send, "m_nModelIndex");
for(int j = 0; j < MAX_CHARACTOR; ++j)
{
if(g_iModelIndex[j] != model)
continue;
sets[j] += 1;
break;
}
}
}
int FindFreeSurvivor(int sets[MAX_CHARACTOR])
{
for(int i = 0; i < MAX_CHARACTOR; ++i)
{
int idx = g_iModelOrder[i];
if(sets[idx] <= 0)
return idx;
}
return -1;
}
public void CheckSurvivorCharacter(any unused)
{
int sets[MAX_CHARACTOR];
UpdateSurvivorInfo(sets);
for(int i = 0; i < MAX_CHARACTOR; ++i)
{
int changed = 0;
for(int j = 1; j < sets[i]; ++j)
{
int client = FindClientByCharactor(i);
if(client < 1)
break;
int charactor = FindFreeSurvivor(sets);
if(charactor == -1)
return;
AssignCharactor(client, charactor);
changed += 1;
}
sets[i] -= changed;
}
}
int FindClientByCharactor(int charactor)
{
for(int i = 1; i <= MaxClients; ++i)
if(IsClientInGame(i) && GetClientTeam(i) && GetEntProp(i, Prop_Send, "m_nModelIndex") == g_iModelIndex[charactor])
return i;
return -1;
}
void AssignCharactor(int client, int charactor)
{
SetEntProp(client, Prop_Send, "m_survivorCharacter", g_iCharactor[charactor]);
SetEntityModel(client, g_szModel[charactor]);
char who[64];
FormatEx(who, sizeof(who), "who:%s:0", g_szVoice[charactor]);
DispatchKeyValue(client, "targetname", g_szVoice[charactor]);
SetVariantString(who);
AcceptEntityInput(client, "AddContext");
if(IsFakeClient(client))
SetClientName(client, g_szName[charactor]);
}
int GetSruvivorCount()
{
int count = 0;
for(int i = 1; i <= MaxClients; ++i)
if(IsClientInGame(i) && GetClientTeam(i) == 2)
count += 1;
return count;
}