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l4d2_grenade_launcher_shake.sp
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322 lines (265 loc) · 10.6 KB
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/*
* Grenade Launcher Screen Shake
* Copyright (C) 2022 Silvers
*
* 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 <https://www.gnu.org/licenses/>.
*/
#define PLUGIN_VERSION "1.2"
/*======================================================================================
Plugin Info:
* Name : [L4D2] Grenade Launcher Screen Shake
* Author : SilverShot
* Descrp : Allows the Grenade Launcher explosion to create a screen shake near players.
* Link : https://forums.alliedmods.net/showthread.php?t=332047
* Plugins : https://sourcemod.net/plugins.php?exact=exact&sortby=title&search=1&author=Silvers
========================================================================================
Change Log:
1.2 (11-Dec-2022)
- Changes to fix compile warnings on SourceMod 1.11.
1.1 (30-Jun-2021)
- Fixed "Invalid edict" error. Thanks to "Iizuka07" for reporting.
1.0 (20-Apr-2021)
- Initial release.
======================================================================================*/
#pragma semicolon 1
#pragma newdecls required
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#define CVAR_FLAGS FCVAR_NOTIFY
ConVar g_hCvarAllow, g_hCvarMPGameMode, g_hCvarModes, g_hCvarModesOff, g_hCvarModesTog, g_hCvarRange, g_hCvarForce;
float g_fCvarRange, g_fCvarForce, g_fExplode;
bool g_bCvarAllow, g_bMapStarted;
// ====================================================================================================
// PLUGIN INFO / START / END
// ====================================================================================================
public Plugin myinfo =
{
name = "[L4D2] Grenade Launcher Screen Shake",
author = "SilverShot",
description = "Allows the Grenade Launcher explosion to create a screen shake near players.",
version = PLUGIN_VERSION,
url = "https://forums.alliedmods.net/showthread.php?t=332047"
}
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
{
EngineVersion test = GetEngineVersion();
if( test != Engine_Left4Dead2 )
{
strcopy(error, err_max, "Plugin only supports Left 4 Dead 2.");
return APLRes_SilentFailure;
}
return APLRes_Success;
}
public void OnPluginStart()
{
// ====================================================================================================
// CVARS
// ====================================================================================================
g_hCvarAllow = CreateConVar( "l4d2_gl_shake_allow", "1", "0=Plugin off, 1=Plugin on.", CVAR_FLAGS );
g_hCvarModes = CreateConVar( "l4d2_gl_shake_modes", "", "Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).", CVAR_FLAGS );
g_hCvarModesOff = CreateConVar( "l4d2_gl_shake_modes_off", "", "Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).", CVAR_FLAGS );
g_hCvarModesTog = CreateConVar( "l4d2_gl_shake_modes_tog", "0", "Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.", CVAR_FLAGS );
g_hCvarRange = CreateConVar( "l4d2_gl_shake_range", "600.0", "The maximum distance the screen shake can affect players.", CVAR_FLAGS );
g_hCvarForce = CreateConVar( "l4d2_gl_shake_force", "32.0", "How intense the screen shake will be, falls off over range.", CVAR_FLAGS );
CreateConVar( "l4d2_gl_shake_version", PLUGIN_VERSION, "Grenade Launcher Screen Shake plugin version.", FCVAR_NOTIFY|FCVAR_DONTRECORD);
AutoExecConfig(true, "l4d2_gl_shake");
g_hCvarMPGameMode = FindConVar("mp_gamemode");
g_hCvarMPGameMode.AddChangeHook(ConVarChanged_Allow);
g_hCvarModes.AddChangeHook(ConVarChanged_Allow);
g_hCvarModesOff.AddChangeHook(ConVarChanged_Allow);
g_hCvarModesTog.AddChangeHook(ConVarChanged_Allow);
g_hCvarAllow.AddChangeHook(ConVarChanged_Allow);
g_hCvarRange.AddChangeHook(ConVarChanged_Cvars);
IsAllowed();
}
// ====================================================================================================
// CVARS
// ====================================================================================================
public void OnMapStart()
{
g_bMapStarted = true;
// Pre-cache env_shake -_- WTF
int shake = CreateEntityByName("env_shake");
if( shake != -1 )
{
DispatchKeyValue(shake, "spawnflags", "8");
DispatchKeyValue(shake, "amplitude", "16.0");
DispatchKeyValue(shake, "frequency", "1.5");
DispatchKeyValue(shake, "duration", "0.9");
DispatchKeyValue(shake, "radius", "50");
TeleportEntity(shake, view_as<float>({ 0.0, 0.0, -1000.0 }), NULL_VECTOR, NULL_VECTOR);
DispatchSpawn(shake);
ActivateEntity(shake);
AcceptEntityInput(shake, "Enable");
AcceptEntityInput(shake, "StartShake");
RemoveEdict(shake);
}
}
public void OnMapEnd()
{
g_bMapStarted = false;
}
public void OnConfigsExecuted()
{
IsAllowed();
}
void ConVarChanged_Allow(Handle convar, const char[] oldValue, const char[] newValue)
{
IsAllowed();
}
void ConVarChanged_Cvars(Handle convar, const char[] oldValue, const char[] newValue)
{
GetCvars();
}
void GetCvars()
{
g_fCvarRange = g_hCvarRange.FloatValue;
g_fCvarForce = g_hCvarForce.FloatValue;
}
void IsAllowed()
{
bool bCvarAllow = g_hCvarAllow.BoolValue;
bool bAllowMode = IsAllowedGameMode();
GetCvars();
if( g_bCvarAllow == false && bCvarAllow == true && bAllowMode == true )
{
g_bCvarAllow = true;
AddNormalSoundHook(SoundHook);
}
else if( g_bCvarAllow == true && (bCvarAllow == false || bAllowMode == false) )
{
g_bCvarAllow = false;
RemoveNormalSoundHook(SoundHook);
}
}
int g_iCurrentMode;
bool IsAllowedGameMode()
{
if( g_hCvarMPGameMode == null )
return false;
int iCvarModesTog = g_hCvarModesTog.IntValue;
if( iCvarModesTog != 0 )
{
if( g_bMapStarted == false )
return false;
g_iCurrentMode = 0;
int entity = CreateEntityByName("info_gamemode");
if( IsValidEntity(entity) )
{
DispatchSpawn(entity);
HookSingleEntityOutput(entity, "OnCoop", OnGamemode, true);
HookSingleEntityOutput(entity, "OnSurvival", OnGamemode, true);
HookSingleEntityOutput(entity, "OnVersus", OnGamemode, true);
HookSingleEntityOutput(entity, "OnScavenge", OnGamemode, true);
ActivateEntity(entity);
AcceptEntityInput(entity, "PostSpawnActivate");
if( IsValidEntity(entity) ) // Because sometimes "PostSpawnActivate" seems to kill the ent.
RemoveEdict(entity); // Because multiple plugins creating at once, avoid too many duplicate ents in the same frame
}
if( g_iCurrentMode == 0 )
return false;
if( !(iCvarModesTog & g_iCurrentMode) )
return false;
}
char sGameModes[64], sGameMode[64];
g_hCvarMPGameMode.GetString(sGameMode, sizeof(sGameMode));
Format(sGameMode, sizeof(sGameMode), ",%s,", sGameMode);
g_hCvarModes.GetString(sGameModes, sizeof(sGameModes));
if( sGameModes[0] )
{
Format(sGameModes, sizeof(sGameModes), ",%s,", sGameModes);
if( StrContains(sGameModes, sGameMode, false) == -1 )
return false;
}
g_hCvarModesOff.GetString(sGameModes, sizeof(sGameModes));
if( sGameModes[0] )
{
Format(sGameModes, sizeof(sGameModes), ",%s,", sGameModes);
if( StrContains(sGameModes, sGameMode, false) != -1 )
return false;
}
return true;
}
void OnGamemode(const char[] output, int caller, int activator, float delay)
{
if( strcmp(output, "OnCoop") == 0 )
g_iCurrentMode = 1;
else if( strcmp(output, "OnSurvival") == 0 )
g_iCurrentMode = 2;
else if( strcmp(output, "OnVersus") == 0 )
g_iCurrentMode = 4;
else if( strcmp(output, "OnScavenge") == 0 )
g_iCurrentMode = 8;
}
// ====================================================================================================
// EVENTS
// ====================================================================================================
// To detect Grenade Launcher Projectile detonation (whilst supporting Flare Gun plugin).
// There is no event or easy method to detect detonation. This uses sound event and OnEntityDestroyed to match.
Action SoundHook(int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH], int &entity, int &channel, float &volume, int &level, int &pitch, int &flags)
{
if(
(strcmp(sample, "weapons/hegrenade/explode1.wav") == 0 ) ||
(strcmp(sample, "weapons/hegrenade/explode2.wav") == 0 ) ||
(strcmp(sample, "weapons/hegrenade/explode3.wav") == 0 ) ||
(strcmp(sample, "weapons/hegrenade/explode4.wav") == 0 ) ||
(strcmp(sample, "weapons/hegrenade/explode5.wav") == 0 ) ||
(strcmp(sample, ")weapons/grenade_launcher/grenadefire/grenade_launcher_explode_1.wav") == 0 ) ||
(strcmp(sample, ")weapons/grenade_launcher/grenadefire/grenade_launcher_explode_2.wav") == 0 )
)
{
g_fExplode = GetGameTime() + 0.1;
}
return Plugin_Continue;
}
public void OnEntityDestroyed(int entity)
{
if( g_bCvarAllow && g_fExplode > GetGameTime() && IsValidEdict(entity) )
{
static char classname[32];
GetEdictClassname(entity, classname, sizeof(classname));
if( strcmp(classname, "grenade_launcher_projectile") == 0 )
{
g_fExplode = 0.0;
float vPos[3];
GetEntPropVector(entity, Prop_Data, "m_vecOrigin", vPos);
CreateShake(g_fCvarForce, g_fCvarRange, vPos);
}
}
}
void CreateShake(float intensity, float range, float vPos[3])
{
if( !g_bMapStarted ) return;
int entity = CreateEntityByName("env_shake");
if( entity == -1 )
{
LogError("Failed to create 'env_shake'");
return;
}
static char sTemp[8];
FloatToString(intensity, sTemp, sizeof(sTemp));
DispatchKeyValue(entity, "amplitude", sTemp);
DispatchKeyValue(entity, "frequency", "1.5");
DispatchKeyValue(entity, "duration", "0.9");
FloatToString(range, sTemp, sizeof(sTemp));
DispatchKeyValue(entity, "radius", sTemp);
DispatchKeyValue(entity, "spawnflags", "8");
DispatchSpawn(entity);
ActivateEntity(entity);
AcceptEntityInput(entity, "Enable");
TeleportEntity(entity, vPos, NULL_VECTOR, NULL_VECTOR);
AcceptEntityInput(entity, "StartShake");
RemoveEdict(entity);
}