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Paintball2.sp
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Paintball2.sp
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#pragma semicolon 1
#define DEBUG
#define PLUGIN_AUTHOR "boomix / Mitchell"
#define PLUGIN_VERSION "2.2"
#include <sourcemod>
#include <sdktools>
#include <cstrike>
#include <sdkhooks>
#include <emitsoundany>
#include <autoexecconfig>
#include "paintball2/pb_globals.sp"
#include "paintball2/pb_shoot.sp"
#include "paintball2/pb_downloadprecache.sp"
#include "paintball2/pb_ballglow.sp"
#include "paintball2/pb_shakescreen.sp"
#include "paintball2/pb_paint.sp"
#include "paintball2/pb_grenade.sp"
public Plugin myinfo =
{
name = "Paintball for CS:GO",
author = PLUGIN_AUTHOR,
description = "Paintball gamemode for CS:GO made by boomix, some code from Mitchell",
version = PLUGIN_VERSION,
url = "http://www.burst.lv"
};
public void OnPluginStart()
{
LoopAllPlayers(i)
{
SDKHook(i, SDKHook_WeaponSwitchPost, WeaponEquipPost);
SDKHook(i, SDKHook_WeaponDrop, WeaponDrop);
//SDKHook(i, SDKHook_WeaponEquipPost, WeaponEquipPost);
SetDefaultPlayerCvars(i);
QueryClientConVar(i, "cl_autowepswitch", ConVar_QueryClient);
}
HookEvent("hegrenade_detonate", Event_GrenadeStarted, EventHookMode_Pre);
HookEvent("player_spawn", Event_PlayerSpawn);
//Config files
AutoExecConfig_SetFile("paintball");
HookConVarChange(GrenadeEnable = AutoExecConfig_CreateConVar("sm_grenades_enable", "1", "Gives randomly grenades every round"), OnCvarChanged);
HookConVarChange(GranadeChance = AutoExecConfig_CreateConVar("sm_grenades_chance", "10", "% chance to get grenade on spawn (max 100%)"), OnCvarChanged);
AutoExecConfig_ExecuteFile();
AutoExecConfig_CleanFile();
UpdateConvars();
}
public void OnCvarChanged(Handle hConvar, const char[] chOldValue, const char[] chNewValue)
{
UpdateConvars();
}
public void UpdateConvars()
{
GRENADE_ENABLE = GetConVarInt(GrenadeEnable);
GRENADE_CHANCE = GetConVarInt(GranadeChance);
}
public void WeaponDrop(int client, int weapon)
{
if(weapon > 0 && IsValidEntity(weapon))
{
char classname[120];
GetEntityClassname(weapon, classname, 120);
if(StrContains(classname, "weapon_") != -1)
{
SetEntProp(weapon, Prop_Data, "m_nSolidType", 6);
SetEntProp(weapon, Prop_Send, "m_CollisionGroup", 1);
}
}
}
public void WeaponEquipPost(int client, int weapon)
{
char WeaponName[120];
GetEntityClassname(weapon, WeaponName, sizeof(WeaponName));
if (WeaponTookTimer[client] != null)
{
KillTimer(WeaponTookTimer[client]);
WeaponTookTimer[client] = null;
}
//PrintToChatAll("%s", WeaponName);
//Get stuff from config file
KeyValues kvPaint = CreateKeyValues("Paintball-guns");
SetEntPropFloat(client, Prop_Send, "m_flLaggedMovementValue", 1.0);
if(!kvPaint.ImportFromFile(g_PaintballConfig)) return;
if (!kvPaint.JumpToKey(WeaponName, false)) {
b_HWShootable[client] = false;
return;
} else {
b_HWShootable[client] = true;
}
//Weapon automatic
if(KvGetNum(kvPaint, "auto", 0) == 1)
b_IsGunAutomic[client] = true;
else
b_IsGunAutomic[client] = false;
//HW == Holding weapon
//Bullet speed
i_HWBulletSpeed[client] = kvPaint.GetFloat("bullet-speed", 1600.0);
//Bullet gravity
f_HWBulletGravity[client] = kvPaint.GetFloat("bullet-gravity", 0.2);
//Accuaracy
f_HWAccuracy[client] = kvPaint.GetFloat("accuracy", 0.0);
//Jump accuracy
f_HWJumpAccuracy[client] = kvPaint.GetFloat("jump-accuracy", 0.0);
//Running speed
SetEntPropFloat(client, Prop_Send, "m_flLaggedMovementValue", kvPaint.GetFloat("running-speed", 1.0));
//f_HWRunningSpeed[client] = kvPaint.GetFloat("running-speed", 1.0);
//Reload speed
f_HWReloadingSpeed[client] = kvPaint.GetFloat("reload-speed", 1.0);
//Gun switch speed
f_HWSwitchGunSpeed[client] = kvPaint.GetFloat("switch-guns-speed", 1.0);
//Time between shots
f_HWTimeBetweenShots[client] = kvPaint.GetFloat("shot-delay", 0.01);
if(IsValidEntity(weapon) && b_HWShootable[client])
{
b_JustTookWeapon[client] = true;
int ammo = GetEntProp(weapon, Prop_Send, "m_iClip1");
if(ammo == 0)
{
UnBlockRealShooting(weapon);
b_IsReloading[client] = true;
} else {
BlockRealShooting(weapon);
b_IsReloading[client] = false;
}
WeaponTookTimer[client] = CreateTimer(f_HWSwitchGunSpeed[client], JustTookWeaponDisable, client);
} else {
//PrintToChatAll("%s", WeaponName);
if(StrContains(WeaponName, "knife") == -1 && StrContains(WeaponName, "weapon_hegrenade") == -1)
BlockRealShooting(weapon);
b_IsReloading[client] = false;
b_JustTookWeapon[client] = false;
}
b_JustFired[client] = false;
}
public Action JustTookWeaponDisable(Handle tmr, any client)
{
b_JustTookWeapon[client] = false;
WeaponTookTimer[client] = null;
}