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paranoia.sp
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paranoia.sp
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/**
* Paranoia perk.
* Copyright (C) 2023 Filip Tomaszewski
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#define MODEL_SPY "models/player/spy.mdl"
#define VoiceTick Int[0]
#define VisualTick Int[1]
#define EnemyParticle Int[2]
#define Rotator EntSlot_1
#define Spy EntSlot_2
static char g_sSpyVoices[][] = {
"vo/taunts/spy_taunts01.mp3", // Promise not to bleed on my suit...
"vo/taunts/spy_taunts01.mp3", // Promise not to bleed on my suit...
"vo/taunts/spy_taunts01.mp3", // Promise not to bleed on my suit...
"vo/taunts/spy_taunts05.mp3", // (whistle)
"vo/taunts/spy_taunts05.mp3", // (whistle)
"vo/taunts/spy_taunts05.mp3", // (whistle)
"vo/taunts/spy_taunts06.mp3", // Peek-a-boo!
"vo/taunts/spy_taunts10.mp3", // I'm coming for you.
"vo/taunts/spy_taunts11.mp3", // May I make a suggestion? Run.
"vo/spy_mvm_resurrect09.mp3", // He he he he.
"vo/spy_sf13_influx_small05.mp3", // Mhmhm he he.
"vo/spy_sf13_influx_small06.mp3", // Mhmhmhmmm.
"vo/spy_meleedare01.mp3", // Let's settle this like gentlemen!
"vo/spy_meleedare01.mp3", // Let's settle this like gentlemen!
"vo/spy_meleedare01.mp3", // Let's settle this like gentlemen!
"vo/spy_meleedare02.mp3", // Queen's rules?
"vo/spy_meleedare02.mp3", // Queen's rules?
"vo/spy_meleedare02.mp3", // Queen's rules?
"vo/spy_laughshort01.mp3",
"vo/spy_laughshort02.mp3",
"vo/spy_laughshort03.mp3",
"vo/spy_laughshort04.mp3",
"vo/spy_laughshort05.mp3",
"vo/spy_laughshort06.mp3",
};
static char g_sSpyNoises[][] = {
"player/spy_cloak.wav",
"player/spy_disguise.wav",
"player/spy_uncloak.wav",
"player/spy_uncloak.wav",
"player/spy_uncloak.wav",
"player/spy_uncloak.wav",
"player/spy_uncloak.wav",
"player/spy_uncloak_feigndeath.wav",
"player/spy_uncloak_feigndeath.wav",
"player/spy_uncloak_feigndeath.wav",
};
static char g_sSpyAnimations[][] = {
"primary_death_burning",
"secondrate_sorcery_spy",
"spy_replay_taunt",
"taunt05", // spycrab
"taunt06", // thriller
"taunt_aerobic_B", // lots of side movement
"taunt_yeti",
// below are regular running animations which don't require blending
"x_runS_PDA",
"x_runS_PDA",
"x_runS_PDA",
"x_runSE_PDA",
"x_runSE_PDA",
"x_runSE_PDA",
"x_runSW_PDA",
"x_runSW_PDA",
"x_runSW_PDA",
};
DEFINE_CALL_APPLY(Paranoia)
public void Paranoia_Init(const Perk perk)
{
PrecacheModel(MODEL_SPY); // does this really need precaching?
}
public void Paranoia_ApplyPerk(const int client, const Perk perk)
{
Cache[client].VoiceTick = Paranoia_GetTicks();
Cache[client].VisualTick = Paranoia_GetTicks();
switch (TF2_GetClientTeam(client))
{
case TFTeam_Red:
Cache[client].EnemyParticle = view_as<int>(TEParticlesLingering.SpyBodyDisguiseBlue);
case TFTeam_Blue:
Cache[client].EnemyParticle = view_as<int>(TEParticlesLingering.SpyBodyDisguiseRed);
}
int iRot = CreateEntityByName("func_rotating");
if (iRot > MaxClients)
{
DispatchKeyValue(iRot, "solid", "0");
DispatchKeyValue(iRot, "spawnflags", "1"); // start on
DispatchKeyValue(iRot, "maxspeed", "50");
DispatchSpawn(iRot);
Cache[client].SetEnt(Rotator, iRot);
}
int iProp = CreateEntityByName("prop_dynamic");
if (iProp > MaxClients)
{
DispatchKeyValue(iProp, "model", MODEL_SPY);
SetEntityRenderMode(iProp, RENDER_NONE);
DispatchSpawn(iProp);
// Add NOSHADOW flag
int iFlags = GetEntProp(iProp, Prop_Send, "m_fEffects");
SetEntProp(iProp, Prop_Send, "m_fEffects", iFlags | 16);
Cache[client].SetEnt(Spy, iProp);
}
Cache[client].Repeat(0.5, Paranoia_Voice);
Cache[client].Repeat(0.5, Paranoia_Visual);
}
Action Paranoia_Voice(const int client)
{
if (--Cache[client].VoiceTick > 0)
return Plugin_Continue;
Cache[client].VoiceTick = Paranoia_GetTicks();
Paranoia_EmitSound(client, g_sSpyVoices, sizeof(g_sSpyVoices));
return Plugin_Continue;
}
Action Paranoia_Visual(const int client)
{
if (--Cache[client].VisualTick > 0)
return Plugin_Continue;
Cache[client].VisualTick = Paranoia_GetTicks();
Paranoia_EmitSound(client, g_sSpyNoises, sizeof(g_sSpyNoises));
int iProp = Cache[client].GetEnt(Spy).Index;
int iRot = Cache[client].GetEnt(Rotator).Index;
if (iProp <= MaxClients || iRot <= MaxClients)
return Plugin_Continue;
float fPos[3];
GetClientAbsOrigin(client, fPos);
fPos[0] += GetRandomFloat(100.0, 200.0) * GetRandomSign();
fPos[1] += GetRandomFloat(100.0, 200.0) * GetRandomSign();
AcceptEntityInput(iProp, "ClearParent");
TeleportEntity(iProp, fPos, NULL_VECTOR, NULL_VECTOR);
SetVariantString(g_sSpyAnimations[GetRandomInt(0, sizeof(g_sSpyAnimations) - 1)]);
AcceptEntityInput(iProp, "SetAnimation");
SendTEParticleLingeringAttachedProxyOnly(view_as<TEParticleLingeringId>(Cache[client].EnemyParticle), iProp, client, _, true);
if (GetRandomInt(0, 1))
AcceptEntityInput(iRot, "Reverse");
TeleportToClient(iRot, client);
Parent(iProp, iRot);
return Plugin_Continue;
}
void Paranoia_EmitSound(const int client, const char[][] sArray, const int iArrayLength)
{
int iSource = CreateEntityByName("info_target");
if (iSource <= MaxClients)
return;
KILL_ENT_IN(iSource,0.1);
DispatchSpawn(iSource);
float fPos[3];
GetClientAbsOrigin(client, fPos);
fPos[0] += GetRandomFloat(-100.0, 100.0);
fPos[1] += GetRandomFloat(-100.0, 100.0);
TeleportEntity(iSource, fPos, NULL_VECTOR, NULL_VECTOR);
EmitSoundToClient(client, sArray[GetRandomInt(0, iArrayLength - 1)], iSource);
}
int Paranoia_GetTicks()
{
return GetRandomInt(5, 8);
}
#undef MODEL_SPY
#undef VoiceTick
#undef VisualTick
#undef EnemyParticle
#undef Rotator
#undef Spy