sm-zombiereloaded-3/src/zr/damage.inc

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: damage.inc
* Description: (Core) Modify damage stuff here.
*
* ============================================================================
*/
/**
* @section Damage type flags.
*/
#define DMG_GENERIC 0 // generic damage was done
#define DMG_BULLET (1 << 1) // shot
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
#define DMG_BURN (1 << 3) // heat burned
#define DMG_FALL (1 << 5) // fell too far
#define DMG_BLAST (1 << 6) // explosive blast damage
#define DMG_DROWN (1 << 14) // Drowning
/**
* @endsection
*/
/**
* @section Suicide intercept defines.
*/
#define DAMAGE_SUICIDE_MAX_CMDS 5
#define DAMAGE_SUICIDE_MAX_LENGTH 16
/**
* @endsection
*/
/**
* List of damage-related hooks.
*/
enum DamageHooks
{
Hook_TraceAttack,
Hook_OnTakeDamage,
}
new g_iDamageHooks[MAXPLAYERS + 1][DamageHooks];
/**
* Damage module init function.
*/
DamageInit()
{
// Create command callbacks (intercepts) for listed suicide commands.
decl String:suicidecmds[64];
GetConVarString(g_hCvarsList[CVAR_DAMAGE_SUICIDE_CMDS], suicidecmds, sizeof(suicidecmds));
// Create array to store cmds
new String:arrayCmds[DAMAGE_SUICIDE_MAX_CMDS][DAMAGE_SUICIDE_MAX_LENGTH];
// Explode string into array indexes.
new cmdcount = ExplodeString(suicidecmds, ", ", arrayCmds, DAMAGE_SUICIDE_MAX_CMDS, DAMAGE_SUICIDE_MAX_LENGTH);
// x = array index.
// arrayCmds[x] = suicide command.
for (new x = 0; x <= cmdcount - 1; x++)
{
// Prepare intercept for this command.
RegConsoleCmd(arrayCmds[x], DamageSuicideIntercept);
}
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
DamageClientInit(client)
{
g_iDamageHooks[client][Hook_TraceAttack] = Hacks_Hook(client, HACKS_HTYPE_TRACEATTACK, DamageTraceAttack, false);
g_iDamageHooks[client][Hook_OnTakeDamage] = Hacks_Hook(client, HACKS_HTYPE_ONTAKEDAMAGE, DamageOnTakeDamage, false);
}
/**
* Client is leaving the server.
*
* @param client The client index.
*/
DamageOnClientDisconnect(client)
{
Hacks_Unhook(g_iDamageHooks[client][Hook_TraceAttack]);
Hacks_Unhook(g_iDamageHooks[client][Hook_OnTakeDamage]);
}
/**
* Hook: TraceAttack
* Called right before the bullet enters a client.
*
* @param client The client index.
* @param inflictor Entity index of damage-causing entity.
* @param attacker The client doing the damage.
* @param damage The amount of damage that will be inflicted.
* @param hitbox The hitbox index.
* @param hitgroup The hitgroup index.
* @return Hacks_Continue allows shot to be made.
* 0 stops the bullet from impacting.
*/
public DamageTraceAttack(client, inflictor, attacker, damage, hitbox, hitgroup)
{
// Disabled
// new bool:enabled = GetConVarBool(g_hCvarsList[CVAR_ENABLE]);
// If attacker isn't valid, then stop.
if (!ZRIsValidClient(attacker))
{
return Hacks_Continue;
}
// Get zombie flag for each client.
new bool:clientzombie = IsPlayerZombie(client);
new bool:attackerzombie = IsPlayerZombie(attacker);
// If the flags are the same on both clients, then stop.
if (clientzombie == attackerzombie)
{
return 0;
}
// Players are on differen't teams.
return Hacks_Continue;
}
/**
* Hook: OnTakeDamage
* Called right before damage is done.
*
* @param client The client index.
* @param inflictor Entity index of damage-causing entity.
* @param attacker The client doing the damage.
* @param damage The amount of damage that will be inflicted.
* @param damagetype The type of damage done (see damage flag defines)
* @param ammotype Type of ammo attacker shot at client.
* @return Hacks_Continue allows shot to be made.
* 0 stops the bullet from doing damage.
*/
public DamageOnTakeDamage(client, inflictor, attacker, damage, damagetype, ammotype)
{
// Disabled.
/**
new bool:enabled = GetConVarBool(g_hCvarsList[CVAR_ENABLE]);
if (!enabled)
{
return Hacks_Continue;
}*/
// Get classname of the inflictor.
decl String:classname[64];
GetEdictClassname(inflictor, classname, sizeof(classname));
// If entity is a trigger, then allow damage. (Map is damaging client)
if (StrContains(classname, "trigger") > -1)
{
return Hacks_Continue;
}
switch(damagetype)
{
// Client fell too far.
case DMG_FALL:
{
// If client isn't a zombie, then allow damage.
if (!IsPlayerZombie(client))
{
return Hacks_Continue;
}
// If class has "nofalldamage" disabled, then allow damage.
new bool:blockfalldamage = ClassGetNoFallDamage(client);
if (!blockfalldamage)
{
return Hacks_Continue;
}
// Stop damage.
return 0;
}
// Client is being damaged by a blast.
case DMG_BLAST:
{
// If attacker isn't valid, then allow damage.
if (!ZRIsValidClient(attacker))
{
return Hacks_Continue;
}
// If client is a zombie, then allow damage.
if (IsPlayerZombie(client))
{
return Hacks_Continue;
}
// Stop damage.
return 0;
}
// Client is being shot.
case DMG_BULLET:
{
// If attacker isn't valid, then allow damage.
if (!ZRIsValidClient(attacker))
{
return Hacks_Continue;
}
// Get zombie flag for each client.
new bool:clientzombie = IsPlayerZombie(client);
new bool:attackerzombie = IsPlayerZombie(attacker);
// If client and attacker are on the same team, then let CS:S handle the rest.
if (clientzombie == attackerzombie)
{
return Hacks_Continue;
}
// We know that clientzombie is the opposite of attacker zombie.
// If the client is a zombie, then allow damage.
if (clientzombie)
{
return Hacks_Continue;
}
// Client is about to be infected, re-add HP so they aren't killed by knife.
new health = GetClientHealth(client);
SetEntityHealth(client, health + damage);
// Allow damage.
return Hacks_Continue;
}
}
// Allow damage.
return Hacks_Continue;
}
/**
* Command callback (kill, jointeam, spectate)
* Block command if plugin thinks they are trying to commit suicide.
*
* @param client The client index.
* @param argc The number of arguments in command string.
*/
public Action:DamageSuicideIntercept(client, argc)
{
// Disabled.
/**
new bool:enabled = GetConVarBool(g_hCvarsList[CVAR_ENABLE]);
if (!enabled)
{
return Plugin_Continue;
}*/
// If zombie hasn't spawned, then stop.
if (!g_bZombieSpawned)
{
return Plugin_Continue;
}
// If client is invalid, then stop. (Stop console.)
if (!ZRIsValidClient(client))
{
return Plugin_Continue;
}
// If client is dead, then stop.
if (!IsPlayerAlive(client))
{
return Plugin_Continue;
}
// Get zombie flag on client.
new bool:clientzombie = IsPlayerZombie(client);
// Get cvar values for suicide interception.
new bool:suicidezombie = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_SUICIDE_ZOMBIE]);
new bool:suicidehuman = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_SUICIDE_HUMAN]);
// Determine whether to block suicide based off of the client's zombie flag and cvar values.
new bool:blocksuicide = clientzombie ? suicidezombie : suicidehuman;
// If cvar for this team is disabled, then stop.
if (!blocksuicide)
{
return Plugin_Continue;
}
// Tell client their command has been intercepted.
ZR_ReplyToCommand(client, "Damage suicide intercept");
// Log attempt.
if (LogFlagCheck(LOG_GAME_EVENTS, LOG_MODULE_DAMAGE))
{
ZR_LogMessageFormatted(client, "Damage", "Suicide Intercept", "Player %N attempted suicide.", LOG_FORMAT_TYPE_FULL, client);
}
// Block command.
return Plugin_Handled;
}