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A SourceMod plugin for Team Fortress 2 that removes (some) restrictions on when/where players can taunt.

Console Elements

Taunt Anywhere exposes the following console elements:

  • sv_tauntanywhere_allow_already_taunting (def. 0 - Allow players to taunt while they are already taunting. Some taunt combos will cause players to continue vocalizing until they respawn.
  • sv_tauntanywhere_allow_cloaked_spies (def. 0) - Allow Spies to taunt while cloaked.
  • sv_tauntanywhere_allow_disguised_spies (def. 0) - Allow Spies to taunt while disguised.
  • sv_tauntanywhere_allow_grappled_to_player (def. 0) - Allow players to taunt while grappled onto another player.
  • sv_tauntanywhere_allow_in_halloween_kart (def. 0) - Allow players to taunt while in a Halloween go-kart.
  • sv_tauntanywhere_allow_underwater (def. 0) - Allow players to initiate taunts underwater. Implies sv_tauntanywhere_disable_water_taunt_cancellation = 1.
  • sv_tauntanywhere_disable_water_taunt_cancellation (def. 0) - Disable taunts being cancelled when players enter water.
  • sv_tauntanywhere_allow_all (def. 0) - Remove all restrictions on taunting. Effectively the same as enabling all above CVars.

License

Taunt Anywhere is released under version 3 of the GNU Affero General Public License. For more info, see LICENSE.md.

Notes

Currently only works on servers hosted on Linux machines. (which are the majority, so w/e)

Servers running a SourceMod version <1.11.6820 will need to manually install DHooks.

TODO

  • Look into adding an option to allow moving during all taunts. (CTFPlayer::CanMoveDuringTaunt()?)
  • Taunt UI doesn't appear in normally un-tauntable scenarios because client code uses own impl. of IsAllowedToTaunt(). Try to find a workaround.