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futuristicgrenades.sp
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futuristicgrenades.sp
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#pragma semicolon 1
#define DEBUG
#define PLUGIN_AUTHOR "Rachnus"
#define PLUGIN_VERSION "1.3.4"
#include <sourcemod>
#include <sdktools>
#include <cstrike>
#include <sdkhooks>
#include <emitsoundany>
#include <clientprefs>
#include <futuristicgrenades>
#pragma newdecls required
#define BLACKHOLE_VOLUME 5.0
#define FORCEFIELD_VOLUME 5.0
#define EXPLOSION_VOLUME 5.0
#define IMPLOSION_VOLUME 5.0
EngineVersion g_Game;
DecoyMode g_eMode[MAXPLAYERS + 1] = { DecoyMode_Normal, ... };
ForceFieldMode g_eForcefieldMode[MAXPLAYERS + 1] = { ForcefieldMode_Normal, ... };
ForceExplosionMode g_eForceExplosionMode[MAXPLAYERS + 1] = { ForceExplosionMode_Ground, ... };
ForceImplosionMode g_eForceImplosionMode[MAXPLAYERS + 1] = { ForceImplosionMode_Ground, ... };
bool g_bSwitchGrenade[MAXPLAYERS + 1] = { false, ... };
bool g_bSwitchMode[MAXPLAYERS + 1] = { false, ... };
int g_PVMid[MAXPLAYERS + 1]; // Predicted ViewModel ID's
int g_iViewModelIndex;
int g_iDefaultViewModelIndex;
int g_iPathLaserModelIndex;
ArrayList g_hBlackholes;
ArrayList g_hForcefields;
float g_BlackholeVolume[MAXPLAYERS * 2] = { BLACKHOLE_VOLUME, ... };
float g_ForcefieldVolume[MAXPLAYERS * 2] = { FORCEFIELD_VOLUME, ... };
//UserMsg g_SayText2;
//GLOBAL
ConVar g_UseGrenadeModel;
ConVar g_Enable;
ConVar g_FriendlyFire;
//BLACKHOLE
ConVar g_BlackholeFlags;
ConVar g_BlackholeParticleEffect;
ConVar g_BlackholeMinimumDistance;
ConVar g_BlackholeBounceVelocity;
ConVar g_BlackholeshakePlayer;
ConVar g_BlackholeshakeIntensity;
ConVar g_BlackholeFrequency;
ConVar g_BlackholeForce;
ConVar g_BlackholeDuration;
ConVar g_Blackholesetting;
ConVar g_BlackholeDamage;
ConVar g_BlackholeProps;
ConVar g_BlackholeWeapons;
ConVar g_BlackholeGrenades;
ConVar g_BlackholeFlashbangs;
ConVar g_hBlackholesmokes;
ConVar g_BlackholeIndicator;
//FORCEFIELD
ConVar g_ForcefieldFlags;
ConVar g_ForcefieldParticleEffect;
ConVar g_ForcefieldMinimumDistance;
ConVar g_ForcefieldBounceVelocity;
ConVar g_ForcefieldForce;
ConVar g_ForcefieldDuration;
ConVar g_ForcefieldProps;
ConVar g_ForcefieldGrenades;
ConVar g_ForcefieldFlashbangs;
ConVar g_hForcefieldsmokes;
ConVar g_ForcefieldIndicator;
//FORCE EXPLOSION
ConVar g_ExplosionFlags;
ConVar g_ExplosionParticleEffect;
ConVar g_ExplosionMinimumDistance;
ConVar g_ExplosionForce;
ConVar g_ExplosionProps;
ConVar g_ExplosionWeapons;
ConVar g_ExplosionGrenades;
ConVar g_ExplosionFlashbangs;
ConVar g_ExplosionSmokes;
ConVar g_ExplosionBounce;
ConVar g_ExplosionBounceVelocity;
//FORCE IMPLOSION
ConVar g_ImplosionFlags;
ConVar g_ImplosionParticleEffect;
ConVar g_ImplosionMinimumDistance;
ConVar g_ImplosionProps;
ConVar g_ImplosionWeapons;
ConVar g_ImplosionGrenades;
ConVar g_ImplosionFlashbangs;
ConVar g_ImplosionSmokes;
ConVar g_ImplosionBounce;
ConVar g_ImplosionBounceVelocity;
//FORWARDS
Handle g_hOnThrowNade;
Handle g_hOnBlackHoleDeath;
Handle g_hOnGrenadeExpire;
Handle g_hOnGrenadePreStart;
Handle g_hOnGrenadeStart;
Handle g_hOnSwitchMode;
public Plugin myinfo =
{
name = "Futuristic Grenades v1.3.2",
author = PLUGIN_AUTHOR,
description = "Adds more modes for decoys grenades",
version = PLUGIN_VERSION,
url = "https://github.com/Rachnus"
};
public void OnPluginStart()
{
g_Game = GetEngineVersion();
if(g_Game != Engine_CSGO)
{
SetFailState("This plugin is for CSGO only.");
}
HookEvent("player_spawn", Event_PlayerSpawn);
HookEvent("player_death", Event_PlayerDeath);
HookEvent("decoy_started", Event_DecoyStarted, EventHookMode_Pre);
//RegConsoleCmd("sm_test", Command_Test);
RegConsoleCmd("fg_ff", Command_FriendlyFire);
//GENERAL CONVARS
g_UseGrenadeModel = CreateConVar("fg_decoy_model", "1", "Whether or not to use custom model for decoy", FCVAR_NOTIFY);
g_Enable = CreateConVar("fg_enabled", "1", "Enable/Disable plugin", FCVAR_NOTIFY);
g_FriendlyFire = CreateConVar("fg_friendlyfire", "1", "Enable/Disable friendly fire", FCVAR_NOTIFY);
//BLACKHOLE CONVARS
g_BlackholeFlags = CreateConVar("fg_blackhole_flags", "", "Specify what flags has access to black holes (Blank for everyone)", FCVAR_NOTIFY);
g_BlackholeParticleEffect = CreateConVar("fg_blackhole_particle_effect", "blackhole", "Name of the particle effect you want to use for blackholes", FCVAR_NOTIFY);
g_BlackholeMinimumDistance = CreateConVar("fg_blackhole_minimum_distance", "250", "Minimum distance to push player towards black hole", FCVAR_NOTIFY);
g_BlackholeBounceVelocity = CreateConVar("fg_blackhole_bounce_velocity", "300", "Up/Down velocity to push the grenade on bounce", FCVAR_NOTIFY);
g_BlackholeshakePlayer = CreateConVar("fg_blackhole_shake_player", "1", "Shake the player once entering minimum distance", FCVAR_NOTIFY);
g_BlackholeshakeIntensity = CreateConVar("fg_blackhole_shake_intensity", "5.0", "Intensity of the shake", FCVAR_NOTIFY);
g_BlackholeFrequency = CreateConVar("fg_blackhole_shake_frequency", "0.7", "Frequency of the shake", FCVAR_NOTIFY);
g_BlackholeForce = CreateConVar("fg_blackhole_force", "350", "Force to fly at the black hole", FCVAR_NOTIFY);
g_BlackholeDuration = CreateConVar("fg_blackhole_duration", "10", "Duration in seconds the blackhole lasts", FCVAR_NOTIFY);
g_Blackholesetting = CreateConVar("fg_blackhole_setting", "1", "0 = Do nothing on entering blackhole origin, 1 = Do damage on entering the blackhole origin", FCVAR_NOTIFY);
g_BlackholeDamage = CreateConVar("fg_blackhole_damage", "5", "Damage to do once entering blackhole origin", FCVAR_NOTIFY);
g_BlackholeProps = CreateConVar("fg_blackhole_props", "1", "Push props towards black hole (Client side props will not work)", FCVAR_NOTIFY);
g_BlackholeWeapons = CreateConVar("fg_blackhole_weapons", "1", "Push dropped weapons towards black hole", FCVAR_NOTIFY);
g_BlackholeGrenades = CreateConVar("fg_blackhole_hegrenades", "1", "Push active hand grenades towards black hole", FCVAR_NOTIFY);
g_BlackholeFlashbangs = CreateConVar("fg_blackhole_flashbangs", "1", "Push active flashbangs towards black hole", FCVAR_NOTIFY);
g_hBlackholesmokes = CreateConVar("fg_blackhole_smokes", "1", "Push active smoke grenades towards black hole", FCVAR_NOTIFY);
g_BlackholeIndicator = CreateConVar("fg_blackhole_indicator", "0", "Indicate minimum distance to push player towards black hole", FCVAR_NOTIFY);
//FORCEFIELD CONVARS
g_ForcefieldFlags = CreateConVar("fg_forcefield_flags", "", "Specify what flags has access to force fields (Blank for everyone)", FCVAR_NOTIFY);
g_ForcefieldParticleEffect = CreateConVar("fg_forcefield_particle_effect", "forcefield", "Name of the particle effect you want to use for forcefields", FCVAR_NOTIFY);
g_ForcefieldMinimumDistance = CreateConVar("fg_forcefield_minimum_distance", "300", "Minimum distance to push player away from forcefield", FCVAR_NOTIFY);
g_ForcefieldBounceVelocity = CreateConVar("fg_forcefield_bounce_velocity", "300", "Up/Down velocity to push the grenade on bounce", FCVAR_NOTIFY);
g_ForcefieldForce = CreateConVar("fg_forcefield_force", "350", "Force to push away from forcefield", FCVAR_NOTIFY);
g_ForcefieldDuration = CreateConVar("fg_forcefield_duration", "10", "Duration in seconds the forcefield lasts", FCVAR_NOTIFY);
g_ForcefieldProps = CreateConVar("fg_forcefield_props", "1", "Push props away from forcefield", FCVAR_NOTIFY);
g_ForcefieldGrenades = CreateConVar("fg_forcefield_hegrenades", "1", "Push active hand grenades away from forcefield", FCVAR_NOTIFY);
g_ForcefieldFlashbangs = CreateConVar("fg_forcefield_flashbangs", "1", "Push active flashbangs away from forcefield", FCVAR_NOTIFY);
g_hForcefieldsmokes = CreateConVar("fg_forcefield_smokes", "1", "Push active smoke grenades away from forcefield", FCVAR_NOTIFY);
g_ForcefieldIndicator = CreateConVar("fg_forcefield_indicator", "1", "Indicate minimum distance to push player away from force field", FCVAR_NOTIFY);
//FORCE EXPLOSION CONVARS
g_ExplosionFlags = CreateConVar("fg_explosion_flags", "", "Specify what flags has access to explosions (Blank for everyone)", FCVAR_NOTIFY);
g_ExplosionParticleEffect = CreateConVar("fg_explosion_particle_effect", "explosion", "Name of the particle effect you want to use for force explosions", FCVAR_NOTIFY);
g_ExplosionMinimumDistance = CreateConVar("fg_explosion_minimum_distance", "300", "Minimum distance to push player away from force explosions", FCVAR_NOTIFY);
g_ExplosionForce = CreateConVar("fg_explosion_force", "800", "Force to push away from force explosions", FCVAR_NOTIFY);
g_ExplosionProps = CreateConVar("fg_explosion_props", "1", "Push props away from force explosions", FCVAR_NOTIFY);
g_ExplosionWeapons = CreateConVar("fg_explosion_weapons", "1", "Push dropped weapons away from force explosions", FCVAR_NOTIFY);
g_ExplosionGrenades = CreateConVar("fg_explosion_hegrenades", "1", "Push active hand grenades away from force explosions", FCVAR_NOTIFY);
g_ExplosionFlashbangs = CreateConVar("fg_explosion_flashbangs", "1", "Push active flashbangs away from force explosions", FCVAR_NOTIFY);
g_ExplosionSmokes = CreateConVar("fg_explosion_smokes", "1", "Push active smoke grenades away from force explosions", FCVAR_NOTIFY);
g_ExplosionBounce = CreateConVar("fg_explosion_bounce", "0", "Bounce the grenade before activating", FCVAR_NOTIFY);
g_ExplosionBounceVelocity = CreateConVar("fg_explosion_bounce_velocity", "300", "Up/Down velocity to push the grenade on bounce (If fg_explosion_bounce enabled)", FCVAR_NOTIFY);
//FORCE IMPLOSION CONVARS
g_ImplosionFlags = CreateConVar("fg_implosion_flags", "", "Specify what flags has access to implosions (Blank for everyone)", FCVAR_NOTIFY);
g_ImplosionParticleEffect = CreateConVar("fg_implosion_particle_effect", "implosion", "Name of the particle effect you want to use for force implosions", FCVAR_NOTIFY);
g_ImplosionMinimumDistance = CreateConVar("fg_implosion_minimum_distance", "500", "Minimum distance to push player towards force implosions", FCVAR_NOTIFY);
g_ImplosionProps = CreateConVar("fg_implosion_props", "1", "Push props towards force implosions", FCVAR_NOTIFY);
g_ImplosionWeapons = CreateConVar("fg_implosion_weapons", "1", "Push dropped weapons towards force implosions", FCVAR_NOTIFY);
g_ImplosionGrenades = CreateConVar("fg_implosion_hegrenades", "1", "Push active hand grenades towards force implosions", FCVAR_NOTIFY);
g_ImplosionFlashbangs = CreateConVar("fg_implosion_flashbangs", "1", "Push active flashbangs towards force implosions", FCVAR_NOTIFY);
g_ImplosionSmokes = CreateConVar("fg_implosion_smokes", "1", "Push active smoke grenades towards force implosions", FCVAR_NOTIFY);
g_ImplosionBounce = CreateConVar("fg_implosion_bounce", "0", "Bounce the grenade before activating", FCVAR_NOTIFY);
g_ImplosionBounceVelocity = CreateConVar("fg_implosion_bounce_velocity", "300", "Up/Down velocity to push the grenade on bounce (If fg_implosion_bounce enabled)", FCVAR_NOTIFY);
g_hOnThrowNade = CreateGlobalForward("FGrenades_OnThrowGrenade", ET_Ignore, Param_Cell, Param_Cell, Param_Cell);
g_hOnBlackHoleDeath = CreateGlobalForward("FGrenades_OnBlackHoleDeath", ET_Ignore, Param_Cell, Param_Cell);
g_hOnGrenadeExpire = CreateGlobalForward("FGrenades_OnGrenadeExpire", ET_Ignore, Param_Array, Param_Cell);
g_hOnGrenadePreStart = CreateGlobalForward("FGrenades_OnGrenadePreStart", ET_Ignore, Param_Cell, Param_Cell);
g_hOnGrenadeStart = CreateGlobalForward("FGrenades_OnGrenadeStart", ET_Ignore, Param_Cell, Param_CellByRef, Param_Array, Param_Cell, Param_Cell);
g_hOnSwitchMode = CreateGlobalForward("FGrenades_OnSwitchMode", ET_Event, Param_Cell, Param_Cell, Param_CellByRef, Param_Cell);
HookConVarChange(g_UseGrenadeModel, ConVar_DecoyModel);
HookConVarChange(g_FriendlyFire, ConVar_FriendlyFire);
for (int i = 1; i <= MaxClients;i++)
{
if(IsClientInGame(i))
{
if(!IsFakeClient(i))
{
SDKHook(i, SDKHook_WeaponSwitchPost, OnClientWeaponSwitchPost);
g_PVMid[i] = Weapon_GetViewModelIndex(i, -1);
}
}
}
g_hBlackholes = new ArrayList();
g_hForcefields = new ArrayList();
AutoExecConfig(true, "futuristicgrenades");
}
public APLRes AskPluginLoad2(Handle hMyself, bool bLate, char[] sError, int err_max)
{
CreateNative("FGrenades_IsFriendlyFire", Native_IsFriendlyFire);
CreateNative("FGrenades_GetMode", Native_GetMode);
CreateNative("FGrenades_GetForcefieldMode", Native_GetForcefieldMode);
CreateNative("FGrenades_GetForceExplosionMode", Native_GetForceExplosionMode);
CreateNative("FGrenades_GetForceImplosionMode", Native_GetForceImplosionMode);
CreateNative("FGrenades_GetAmountBlackholes", Native_GetAmountBlackholes);
CreateNative("FGrenades_GetAmountForcefields", Native_GetAmountForcefields);
CreateNative("FGrenades_SwitchMode", Native_SwitchMode);
RegPluginLibrary("futuristicgrenades");
return APLRes_Success;
}
public int Native_IsFriendlyFire(Handle plugin, int numParams)
{
return g_FriendlyFire.IntValue;
}
public int Native_GetMode(Handle plugin, int numParams)
{
int client = GetNativeCell(1);
if(!client)
return -1;
return view_as<int>(g_eMode[client]);
}
public int Native_GetForcefieldMode(Handle plugin, int numParams)
{
int client = GetNativeCell(1);
if(!client)
return -1;
return view_as<int>(g_eForcefieldMode[client]);
}
public int Native_GetForceExplosionMode(Handle plugin, int numParams)
{
int client = GetNativeCell(1);
if(!client && !IsClientInGame(client))
return -1;
return view_as<int>(g_eForceExplosionMode[client]);
}
public int Native_GetForceImplosionMode(Handle plugin, int numParams)
{
int client = GetNativeCell(1);
if(!client && !IsClientInGame(client))
return -1;
return view_as<int>(g_eForceImplosionMode[client]);
}
public int Native_GetAmountBlackholes(Handle plugin, int numParams)
{
return g_hBlackholes.Length;
}
public int Native_GetAmountForcefields(Handle plugin, int numParams)
{
return g_hForcefields.Length;
}
public int Native_SwitchMode(Handle plugin, int numParams)
{
int client = GetNativeCell(1);
if (client < 1 || client > MaxClients)
return ThrowNativeError(SP_ERROR_NATIVE, "Invalid client index (%d)", client);
if (!IsClientInGame(client))
return ThrowNativeError(SP_ERROR_NATIVE, "Client %d is not in game", client);
int iDecoyMode = GetNativeCell(2);
int iForceFieldMode = GetNativeCell(3);
int iExplosionMode = GetNativeCell(4);
int iImplosionMode = GetNativeCell(5);
g_eMode[client] = view_as<DecoyMode>(iDecoyMode);
g_eForcefieldMode[client] = view_as<ForceFieldMode>(iForceFieldMode);
g_eForceExplosionMode[client] = view_as<ForceExplosionMode>(iExplosionMode);
g_eForceImplosionMode[client] = view_as<ForceImplosionMode>(iImplosionMode);
g_bSwitchMode[client] = true;
char weaponName[32];
GetClientWeapon(client, weaponName, sizeof(weaponName));
if(StrEqual(weaponName, "weapon_decoy", false))
{
PrintActiveSettings(client);
EmitSoundToClientAny(client, "buttons/button15.wav");
}
return 1;
}
public Action Command_FriendlyFire(int client, int args)
{
PrintToChat(client, "[\x04FuturisticGrenades\x01] Friendly fire is %s", (g_FriendlyFire.BoolValue) ? "\x04ON":"\x02OFF");
}
void PrintActiveSettings(int client)
{
char weaponname[32];
char mode[32];
char forcefieldmode[32];
char forceexplosionmode[32];
char forceimplosionmode[32];
GetClientWeapon(client, weaponname, sizeof(weaponname));
if(g_eMode[client] == DecoyMode_Normal)
Format(mode, sizeof(mode), "Normal");
else if(g_eMode[client] == DecoyMode_Blackhole)
Format(mode, sizeof(mode), "Blackhole");
else if(g_eMode[client] == DecoyMode_Forcefield)
Format(mode, sizeof(mode), "Forcefield");
else if(g_eMode[client] == DecoyMode_ForceExplosion)
Format(mode, sizeof(mode), "Force Explosion");
else if(g_eMode[client] == DecoyMode_ForceImplosion)
Format(mode, sizeof(mode), "Force Implosion");
if(g_eForcefieldMode[client] == ForcefieldMode_Normal)
Format(forcefieldmode, sizeof(forcefieldmode), "Normal");
else if(g_eForcefieldMode[client] == ForcefieldMode_Self)
Format(forcefieldmode, sizeof(forcefieldmode), "Self");
if(g_eForceExplosionMode[client] == ForceExplosionMode_Ground)
Format(forceexplosionmode, sizeof(forceexplosionmode), "Ground");
else if(g_eForceExplosionMode[client] == ForceExplosionMode_World)
Format(forceexplosionmode, sizeof(forceexplosionmode), "World");
if(g_eForceImplosionMode[client] == ForceImplosionMode_Ground)
Format(forceimplosionmode, sizeof(forceimplosionmode), "Ground");
else if(g_eForceImplosionMode[client] == ForceImplosionMode_World)
Format(forceimplosionmode, sizeof(forceimplosionmode), "World");
if(StrEqual(weaponname, "weapon_decoy", false))
{
if(g_eMode[client] == DecoyMode_Blackhole || g_eMode[client] == DecoyMode_Normal)
PrintHintText(client, "<font size='20' face=''>Mode: <font color='#00ff00'>%s</font>", mode);
else if(g_eMode[client] == DecoyMode_Forcefield)
PrintHintText(client, "<font size='20' face=''>Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>ForceField Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>Buttons: <font color='#cc3300'>Reload & Use (R & E)</font>", mode, forcefieldmode);
else if(g_eMode[client] == DecoyMode_ForceExplosion)
PrintHintText(client, "<font size='20' face=''>Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>ForceExplosion Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>Buttons: <font color='#cc3300'>Reload & Use (R & E)</font>", mode, forceexplosionmode);
else if(g_eMode[client] == DecoyMode_ForceImplosion)
PrintHintText(client, "<font size='20' face=''>Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>ForceImplosion Mode: <font color='#00ff00'>%s</font>\n<font size='20' face=''>Buttons: <font color='#cc3300'>Reload & Use (R & E)</font>", mode, forceimplosionmode);
else
PrintHintText(client, "<font size='20' face=''>Mode: <font color='#00ff00'>%s</font>\n\n<font size='20' face=''>Buttons: <font color='#cc3300'>Reload & Use (R & E)</font>", mode);
}
}
public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon, int &subtype, int &cmdnum, int &tickcount, int &seed, int mouse[2])
{
if(!g_Enable.BoolValue)
return Plugin_Continue;
if(buttons & IN_USE && !g_bSwitchMode[client])
{
char weaponName[32];
GetClientWeapon(client, weaponName, sizeof(weaponName));
if(StrEqual(weaponName, "weapon_decoy", false))
{
if(g_eMode[client] == DecoyMode_Forcefield)
{
if(g_eForcefieldMode[client] < ForcefieldMode_Max - view_as<ForceFieldMode>(1))
g_eForcefieldMode[client]++;
else
g_eForcefieldMode[client] = ForcefieldMode_Normal;
PrintActiveSettings(client);
EmitSoundToClientAny(client, "buttons/button15.wav");
}
else if(g_eMode[client] == DecoyMode_ForceExplosion)
{
if(g_eForceExplosionMode[client] < ForceExplosionMode_Max - view_as<ForceExplosionMode>(1))
g_eForceExplosionMode[client]++;
else
g_eForceExplosionMode[client] = ForceExplosionMode_Ground;
PrintActiveSettings(client);
EmitSoundToClientAny(client, "buttons/button15.wav");
}
else if(g_eMode[client] == DecoyMode_ForceImplosion)
{
if(g_eForceImplosionMode[client] < ForceImplosionMode_Max - view_as<ForceImplosionMode>(1))
g_eForceImplosionMode[client]++;
else
g_eForceImplosionMode[client] = ForceImplosionMode_Ground;
PrintActiveSettings(client);
EmitSoundToClientAny(client, "buttons/button15.wav");
}
}
g_bSwitchMode[client] = true;
}
else if(!(buttons & IN_USE) && g_bSwitchMode[client])
g_bSwitchMode[client] = false;
if(buttons & IN_RELOAD && !g_bSwitchGrenade[client])
{
char weaponName[32];
GetClientWeapon(client, weaponName, sizeof(weaponName));
if(StrEqual(weaponName, "weapon_decoy", false))
{
DecoyMode mode = g_eMode[client];
if(g_eMode[client] < DecoyMode_Max - view_as<DecoyMode>(1))
{
char flags[32];
int flagbits;
while(g_eMode[client]++ < DecoyMode_Max)
{
g_BlackholeFlags.GetString(flags, sizeof(flags));
flagbits = ReadFlagString(flags);
if(g_eMode[client] == DecoyMode_Blackhole && (GetUserFlagBits(client) & flagbits || CheckCommandAccess(client, "", ADMFLAG_ROOT, true) || !flagbits))
break;
g_ForcefieldFlags.GetString(flags, sizeof(flags));
flagbits = ReadFlagString(flags);
if(g_eMode[client] == DecoyMode_Forcefield && (GetUserFlagBits(client) & flagbits || CheckCommandAccess(client, "", ADMFLAG_ROOT, true) || !flagbits))
break;
g_ExplosionFlags.GetString(flags, sizeof(flags));
flagbits = ReadFlagString(flags);
if(g_eMode[client] == DecoyMode_ForceExplosion && (GetUserFlagBits(client) & flagbits || CheckCommandAccess(client, "", ADMFLAG_ROOT, true) || !flagbits))
break;
g_ImplosionFlags.GetString(flags, sizeof(flags));
flagbits = ReadFlagString(flags);
if(g_eMode[client] == DecoyMode_ForceImplosion && (GetUserFlagBits(client) & flagbits || CheckCommandAccess(client, "", ADMFLAG_ROOT, true) || !flagbits))
break;
}
}
else
g_eMode[client] = DecoyMode_Normal;
if(g_eMode[client] >= DecoyMode_Max)
g_eMode[client] = DecoyMode_Normal;
int weaponEnt = GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon");
Action result = Plugin_Continue;
if(g_eMode[client] != mode)
{
Call_StartForward(g_hOnSwitchMode);
Call_PushCell(client);
Call_PushCell(mode);
Call_PushCellRef(g_eMode[client]);
Call_PushCell(weaponEnt);
Call_Finish(result);
if(result == Plugin_Handled)
{
g_eMode[client] = mode;
}
else if(result == Plugin_Continue)
{
PrintActiveSettings(client);
EmitSoundToClientAny(client, "buttons/button15.wav");
if(g_UseGrenadeModel.BoolValue)
{
if(g_eMode[client] != DecoyMode_Normal)
{
SetEntProp(weaponEnt, Prop_Send, "m_nModelIndex", 0);
SetEntProp(g_PVMid[client], Prop_Send, "m_nModelIndex", g_iViewModelIndex);
}
else
{
SetEntProp(weaponEnt, Prop_Send, "m_nModelIndex", 0);
SetEntProp(g_PVMid[client], Prop_Send, "m_nModelIndex", g_iDefaultViewModelIndex);
}
}
}
}
}
g_bSwitchGrenade[client] = true;
}
else if(!(buttons & IN_RELOAD) && g_bSwitchGrenade[client])
g_bSwitchGrenade[client] = false;
return Plugin_Continue;
}
public void ConVar_FriendlyFire(ConVar convar, const char[] oldValue, const char[] newValue)
{
PrintToChatAll("[\x04FuturisticGrenades\x01] Friendly fire is %s", (convar.BoolValue) ? "\x04ON":"\x02OFF");
}
public void ConVar_DecoyModel(ConVar convar, const char[] oldValue, const char[] newValue)
{
if(convar.IntValue > 0)
{
//VIEWMODEL
AddFileToDownloadsTable("models/weapons/futuristicgrenades/v_eq_decoy.dx90.vtx");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/v_eq_decoy.dx80.vtx");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/v_eq_decoy.mdl");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/v_eq_decoy.vvd");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/v_eq_decoy.sw.vtx");
//GRENADE MODEL
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.dx90.vtx");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.dx80.vtx");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.mdl");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.phy");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.vvd");
AddFileToDownloadsTable("models/weapons/futuristicgrenades/w_eq_decoy.sw.vtx");
//MATERIALS
AddMaterialsFromFolder("materials/models/weapons/v_models/futuristicgrenades/hydragrenade/");
for (int i = 1; i <= MaxClients;i++)
{
if(IsClientInGame(i) && !IsFakeClient(i))
{
g_PVMid[i] = Weapon_GetViewModelIndex(i, -1);
}
}
}
}
public void ShakeScreen(int client, float intensity, float duration, float frequency)
{
Handle pb;
if((pb = StartMessageOne("Shake", client)) != null)
{
PbSetFloat(pb, "local_amplitude", intensity);
PbSetFloat(pb, "duration", duration);
PbSetFloat(pb, "frequency", frequency);
EndMessage();
}
}
public void OnGameFrame()
{
if(!g_Enable.BoolValue)
return;
UpdateBlackHoles();
UpdateForceFields();
}
void UpdateBlackHoles()
{
for (int index = 0; index < g_hBlackholes.Length; index++)
{
int iBlackhole = EntRefToEntIndex(g_hBlackholes.Get(index));
if(IsValidEntity(iBlackhole))
{
for (int client = 1; client <= MaxClients; client++)
{
if(IsClientInGame(client) && IsPlayerAlive(client))
{
if(!g_FriendlyFire.BoolValue)
{
int owner = GetEntPropEnt(iBlackhole, Prop_Data, "m_hOwnerEntity");
if(owner < 1 || owner > MaxClients)
{
g_hBlackholes.Erase(index);
AcceptEntityInput(iBlackhole, "Kill");
break;
}
if(!IsClientInGame(owner))
{
g_hBlackholes.Erase(index);
AcceptEntityInput(iBlackhole, "Kill");
break;
}
int ownerteam = GetClientTeam(owner);
if((ownerteam != GetClientTeam(client)) || client == owner)
PushPlayersToBlackHole(client, owner, iBlackhole);
}
else
{
int owner = GetEntPropEnt(iBlackhole, Prop_Data, "m_hOwnerEntity");
if(owner < 1 || owner > MaxClients || !IsClientInGame(owner))
{
owner = -1;
}
PushPlayersToBlackHole(client, owner, iBlackhole);
}
}
}
if(g_BlackholeProps.BoolValue)
PushToBlackHole(iBlackhole, "prop_physics*");
if(g_BlackholeWeapons.BoolValue)
PushToBlackHole(iBlackhole, "weapon_*");
if(g_BlackholeGrenades.BoolValue)
PushToBlackHole(iBlackhole, "hegrenade_projectile");
if(g_BlackholeFlashbangs.BoolValue)
PushToBlackHole(iBlackhole, "flashbang_projectile");
if(g_hBlackholesmokes.BoolValue)
PushToBlackHole(iBlackhole, "smokegrenade_projectile");
}
else
g_hBlackholes.Erase(index);
}
}
void UpdateForceFields()
{
for (int index = 0; index < g_hForcefields.Length; index++)
{
int iForcefield = EntRefToEntIndex(g_hForcefields.Get(index));
if(IsValidEntity(iForcefield))
{
for (int client = 1; client <= MaxClients; client++)
{
if(IsClientInGame(client) && IsPlayerAlive(client))
{
if(!g_FriendlyFire.BoolValue)
{
int owner = GetEntPropEnt(iForcefield, Prop_Data, "m_hOwnerEntity");
if(owner < 1 || owner > MaxClients)
{
g_hForcefields.Erase(index);
AcceptEntityInput(iForcefield, "Kill");
break;
}
if(!IsClientInGame(owner))
{
g_hForcefields.Erase(index);
AcceptEntityInput(iForcefield, "Kill");
break;
}
int ownerteam = GetClientTeam(owner);
if(ownerteam != GetClientTeam(client) || (client == owner && g_eForcefieldMode[owner] == ForcefieldMode_Self))
PushPlayersAwayFromForceField(client, iForcefield);
}
else
{
int owner = GetEntPropEnt(iForcefield, Prop_Data, "m_hOwnerEntity");
if(client == owner)
{
if(g_eForcefieldMode[owner] == ForcefieldMode_Self)
PushPlayersAwayFromForceField(client, iForcefield);
}
else
PushPlayersAwayFromForceField(client, iForcefield);
}
}
}
if(g_ForcefieldProps.BoolValue)
PushAwayFromForceField(iForcefield, "prop_physics*");
if(g_ForcefieldGrenades.BoolValue)
PushAwayFromForceField(iForcefield, "hegrenade_projectile");
if(g_ForcefieldFlashbangs.BoolValue)
PushAwayFromForceField(iForcefield, "flashbang_projectile");
if(g_hForcefieldsmokes.BoolValue)
PushAwayFromForceField(iForcefield, "smokegrenade_projectile");
}
else
g_hForcefields.Erase(index);
}
}
void PushPlayersAwayFromForceField(int client, int iForcefield)
{
if(IsValidEntity(iForcefield))
{
float clientPos[3], forcefieldPos[3];
GetClientAbsOrigin(client, clientPos);
GetEntPropVector(iForcefield, Prop_Send, "m_vecOrigin", forcefieldPos);
float distance = GetVectorDistance(clientPos, forcefieldPos);
if(distance < g_ForcefieldMinimumDistance.FloatValue)
{
SetEntPropEnt(client, Prop_Data, "m_hGroundEntity", -1);
float direction[3];
SubtractVectors(forcefieldPos, clientPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_ForcefieldForce.FloatValue * g_ForcefieldMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float playerVel[3];
GetEntPropVector(client, Prop_Data, "m_vecVelocity", playerVel);
ScaleVector(direction, distance / 300);
SubtractVectors(playerVel, direction, direction);
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
void PushPlayersToBlackHole(int client, int owner, int iBlackhole)
{
if(IsValidEntity(iBlackhole))
{
float clientPos[3], blackholePos[3];
GetClientAbsOrigin(client, clientPos);
GetEntPropVector(iBlackhole, Prop_Send, "m_vecOrigin", blackholePos);
float distance = GetVectorDistance(clientPos, blackholePos);
if(distance < 20.0)
{
if(g_BlackholeshakePlayer.BoolValue)
ShakeScreen(client, g_BlackholeshakeIntensity.FloatValue, 0.1, g_BlackholeFrequency.FloatValue);
if(g_Blackholesetting.IntValue == 1)
{
if (owner == -1 || !IsClientInGame(owner))
{
owner = iBlackhole;
}
SDKHooks_TakeDamage(client, iBlackhole, owner, g_BlackholeDamage.FloatValue, DMG_DROWN, -1);
}
}
if(distance < g_BlackholeMinimumDistance.FloatValue)
{
if(g_BlackholeshakePlayer.BoolValue)
ShakeScreen(client, g_BlackholeshakeIntensity.FloatValue, 0.1, g_BlackholeFrequency.FloatValue);
SetEntPropEnt(client, Prop_Data, "m_hGroundEntity", -1);
float direction[3];
SubtractVectors(blackholePos, clientPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_BlackholeForce.FloatValue * g_BlackholeMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float playerVel[3];
GetEntPropVector(client, Prop_Data, "m_vecVelocity", playerVel);
NegateVector(direction);
ScaleVector(direction, distance / 300);
SubtractVectors(playerVel, direction, direction);
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
void PushToBlackHole(int iBlackhole, const char[] classname)
{
int iEnt = MaxClients + 1;
while((iEnt = FindEntityByClassname(iEnt, classname)) != -1)
{
float propPos[3], blackholePos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(iBlackhole, Prop_Send, "m_vecOrigin", blackholePos);
float distance = GetVectorDistance(propPos, blackholePos);
if(distance > 20.0 && distance < g_BlackholeMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(blackholePos, propPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_BlackholeForce.FloatValue * g_BlackholeMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float entityVel[3];
GetEntPropVector(iEnt, Prop_Data, "m_vecVelocity", entityVel);
NegateVector(direction);
ScaleVector(direction, distance / 300);
SubtractVectors(entityVel, direction, direction);
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
void PushAwayFromForceField(int iForcefield, const char[] classname)
{
int iEnt = MaxClients + 1;
while((iEnt = FindEntityByClassname(iEnt, classname)) != -1)
{
int entityowner = GetEntPropEnt(iEnt, Prop_Data, "m_hOwnerEntity");
int forcefieldowner = GetEntPropEnt(iForcefield, Prop_Data, "m_hOwnerEntity");
if(entityowner > 0 && entityowner <= MaxClients)
{
if(entityowner == forcefieldowner)
{
if(g_eForcefieldMode[forcefieldowner] == ForcefieldMode_Self)
{
float propPos[3], forcefieldPos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(iForcefield, Prop_Send, "m_vecOrigin", forcefieldPos);
float distance = GetVectorDistance(propPos, forcefieldPos);
if(distance < g_ForcefieldMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(forcefieldPos, propPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_ForcefieldForce.FloatValue * g_ForcefieldMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float entityVel[3];
GetEntPropVector(iEnt, Prop_Data, "m_vecVelocity", entityVel);
ScaleVector(direction, distance / 300);
SubtractVectors(entityVel, direction, direction);
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
else
{
float propPos[3], forcefieldPos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(iForcefield, Prop_Send, "m_vecOrigin", forcefieldPos);
float distance = GetVectorDistance(propPos, forcefieldPos);
if(distance < g_ForcefieldMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(forcefieldPos, propPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_ForcefieldForce.FloatValue * g_ForcefieldMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float entityVel[3];
GetEntPropVector(iEnt, Prop_Data, "m_vecVelocity", entityVel);
ScaleVector(direction, distance / 300);
SubtractVectors(entityVel, direction, direction);
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
else
{
float propPos[3], forcefieldPos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(iForcefield, Prop_Send, "m_vecOrigin", forcefieldPos);
float distance = GetVectorDistance(propPos, forcefieldPos);
if(distance < g_ForcefieldMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(forcefieldPos, propPos, direction);
float gravityForce = FindConVar("sv_gravity").FloatValue * (((g_ForcefieldForce.FloatValue * g_ForcefieldMinimumDistance.FloatValue / 50) * 20.0) / GetVectorLength(direction,true));
gravityForce = gravityForce / 20.0;
NormalizeVector(direction, direction);
ScaleVector(direction, gravityForce);
float entityVel[3];
GetEntPropVector(iEnt, Prop_Data, "m_vecVelocity", entityVel);
ScaleVector(direction, distance / 300);
SubtractVectors(entityVel, direction, direction);
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
}
void PushAwayFromExplosion(int entity, const char[] classname)
{
int iEnt = MaxClients + 1;
while((iEnt = FindEntityByClassname(iEnt, classname)) != -1)
{
float propPos[3], entityPos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", entityPos);
entityPos[2] -= 30.0;
float distance = GetVectorDistance(propPos, entityPos);
if(distance < g_ExplosionMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(propPos, entityPos, direction);
NormalizeVector(direction, direction);
if (distance <= 20.0)
distance = 20.0;
ScaleVector(direction, g_ExplosionForce.FloatValue);
float propVel[3];
GetEntPropVector(iEnt, Prop_Data, "m_vecVelocity", propVel);
AddVectors(propVel, direction, direction);
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
void PushToImplosion(int entity, const char[] classname)
{
int iEnt = MaxClients + 1;
while((iEnt = FindEntityByClassname(iEnt, classname)) != -1)
{
float propPos[3], entityPos[3];
GetEntPropVector(iEnt, Prop_Send, "m_vecOrigin", propPos);
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", entityPos);
float distance = GetVectorDistance(propPos, entityPos);
if(distance < g_ImplosionMinimumDistance.FloatValue)
{
float direction[3];
SubtractVectors(entityPos, propPos, direction);
direction[2] += (200.0 + (distance * 0.4));
TeleportEntity(iEnt, NULL_VECTOR, NULL_VECTOR, direction);
}
}
}
/*
public Action Command_Test(int client, int args)
{
int x = GetPlayerWeaponSlot(client, CS_SLOT_GRENADE);
PrintToChat(client, "WEAPONSSLOT: %d", x);
}
*/
public void OnEntityCreated(int entity, const char[] classname)
{
if(!g_Enable.BoolValue)
return;
if(StrEqual(classname, "decoy_projectile", false))
{
SDKHook(entity, SDKHook_SpawnPost, DecoySpawned);
}
}
public Action DecoySpawned(int entity)
{
int owner = GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity");
Call_StartForward(g_hOnThrowNade);
Call_PushCell(owner);
Call_PushCell(entity);
Call_PushCell(g_eMode[owner]);
Call_Finish();
if(owner > 0 && owner <= MaxClients)
{
if(g_eMode[owner] == DecoyMode_Normal)
{
SetEntPropString(entity, Prop_Data, "m_iName", "normal");
return Plugin_Continue;
}
if(g_eMode[owner] == DecoyMode_Blackhole)
SetEntPropString(entity, Prop_Data, "m_iName", "blackhole");
else if(g_eMode[owner] == DecoyMode_Forcefield)
SetEntPropString(entity, Prop_Data, "m_iName", "forcefield");