167 lines
5.0 KiB
PHP
167 lines
5.0 KiB
PHP
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/**
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* ====================
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* Zombie:Reloaded
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* File: knockback.inc
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* Author: Greyscale
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* ====================
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*/
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/**
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* @section Player hitgroup values.
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*/
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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#define HITGROUP_GEAR 10
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/**
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* @endsection
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*/
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/** Player hurt event
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* @param client The victim index. (zombie)
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* @param attacker The attacker index. (human)
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* @param weapon The weapon used.
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* @param dmg_health Damage done.
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*/
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KnockbackPlayerHurt(client, attacker, const String:weapon[], dmg_health)
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{
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// Check if the attacker is a player.
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if (attacker != 0)
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{
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// Check if a human attacks a zombie.
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if (IsPlayerZombie(client) && IsPlayerHuman(attacker))
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{
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// Get zombie knockback value.
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new Float:knockback = ClassGetKnockback(client);
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new Float:clientloc[3];
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new Float:attackerloc[3];
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GetClientAbsOrigin(client, clientloc);
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// Check if a grenade was thrown.
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if (StrEqual(weapon, "hegrenade"))
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{
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// Get the location of the grenade.
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if (KnockbackFindExplodingGrenade(attackerloc) == -1)
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{
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// If the grenade wasn't found, then stop.
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return;
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}
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}
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else
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{
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// Get attackers eye position.
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GetPlayerEyePosition(attacker, attackerloc);
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// Get attackers eye angles.
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new Float:attackerang[3];
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GetPlayerEyeAngles(attacker, attackerang);
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// Calculate knockback end-vector.
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TR_TraceRayFilter(attackerloc, attackerang, MASK_ALL, RayType_Infinite, KnockbackTRFilter);
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TR_GetEndPosition(clientloc);
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}
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// Apply damage knockback multiplier
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knockback *= float(dmg_health);
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// Retrieve weapon knockback boost.
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new Float:boostWeapon = WeaponGetWeaponKnockback(weapon);
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// Apply weapon knockback multiplier.
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knockback *= boostWeapon;
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// Apply knockback.
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KnockbackSetVelocity(client, attackerloc, clientloc, knockback);
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}
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}
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}
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/**
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* Sets velocity on a player.
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* @param client The client index.
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* @param startpoint The starting coordinate to push from.
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* @param endpoint The ending coordinate to push towards.
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* @param magnitude Magnitude of the push.
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*/
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KnockbackSetVelocity(client, const Float:startpoint[3], const Float:endpoint[3], Float:magnitude)
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{
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// Create vector from the given starting and ending points.
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new Float:vector[3];
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MakeVectorFromPoints(startpoint, endpoint, vector);
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// Normalize the vector (equal magnitude at varying distances).
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NormalizeVector(vector, vector);
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// Apply the magnitude by scaling the vector (multiplying each of its components).
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ScaleVector(vector, magnitude);
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// ADD the given vector to the clients current velocity.
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SetPlayerVelocity(client, vector, false);
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}
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/**
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* Trace Ray forward, used as a filter to continue tracing if told so. (See sdktools_trace.inc)
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* @param entity The entity index.
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* @param contentsMask The contents mask.
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* @return True to allow hit, false to continue tracing.
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*/
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public bool:KnockbackTRFilter(entity, contentsMask)
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{
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// If entity is a player, continue tracing.
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if (entity > 0 && entity < MAXPLAYERS)
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{
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return false;
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}
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// Allow hit.
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return true;
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}
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/**
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* Find the location of an exploding grenade (currently inflicting damage in player_hurt).
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* @param heLoc The location of the exploding grenade.
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* @return The entity index of the grenade.
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*/
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KnockbackFindExplodingGrenade(Float:heLoc[3])
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{
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decl String:classname[64];
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// Find max entities and loop through all of them.
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new maxentities = GetMaxEntities();
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for (new x = MaxClients; x <= maxentities; x++)
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{
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// If entity is invalid, then stop.
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if (!IsValidEdict(x))
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{
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continue;
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}
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// If entity isn't a grenade, then stop.
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GetEdictClassname(x, classname, sizeof(classname));
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if (!StrEqual(classname, "hegrenade_projectile", false))
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{
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continue;
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}
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// If m_takedamage is set to 0, we found our grenade.
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new takedamage = GetEntProp(x, Prop_Data, "m_takedamage");
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if (takedamage == 0)
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{
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// Return its location.
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GetEntPropVector(x, Prop_Send, "m_vecOrigin", heLoc);
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// Return its entity index.
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return x;
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}
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}
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// Didn't find the grenade.
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return -1;
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}
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