Extracted knock back code to a test plugin.
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src/testsuite/zr/knockback.sp
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src/testsuite/zr/knockback.sp
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: knockback.sp
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* Type: Test plugin
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* Description: Tests basic knock back.
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*
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* Copyright (C) 2009-2012 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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#pragma semicolon 1
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#include <sourcemod>
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#include <sdktools>
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#include <sdkhooks-2.2>
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public Plugin:myinfo =
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{
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name = "Knock back",
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author = "Greyscale | Richard Helgeby",
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description = "Tests basic knock back.",
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version = "1.0.0",
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url = "http://code.google.com/p/zombiereloaded/"
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};
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new Handle:hKnockBackMultiplier;
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new g_iToolsVelocity;
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public OnPluginStart()
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{
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hKnockBackMultiplier = CreateConVar("zrtest_knockback", "4.0", "Knock back multiplier.");
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/*if (!HookEventEx("player_hurt", Event_PlayerHurt))
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{
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LogError("Failed to hook event player_hurt.");
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}*/
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// If offset "m_vecVelocity[0]" can't be found, then stop the plugin.
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g_iToolsVelocity = FindSendPropInfo("CBasePlayer", "m_vecVelocity[0]");
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if (g_iToolsVelocity == -1)
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{
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LogError("Offset \"CBasePlayer::m_vecVelocity[0]\" was not found.");
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}
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}
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public OnClientPutInServer(client)
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{
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SDKHook(client, SDKHook_OnTakeDamagePost, OnTakeDamagePost);
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}
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public OnClientDisconnect(client)
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{
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SDKUnhook(client, SDKHook_OnTakeDamagePost, OnTakeDamagePost);
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}
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/*public Action:Event_PlayerHurt(Handle:event, const String:name[], bool:dontBroadcast)
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{
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new victim = GetClientOfUserId(GetEventInt(event, "userid"));
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new damage = GetEventInt(event, "dmg_health");
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}*/
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public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3])
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{
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KnockbackOnClientHurt(victim, attacker, Float:damage);
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// Allow damage.
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return Plugin_Continue;
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}
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public OnTakeDamagePost(victim, attacker, inflictor, Float:damage, damagetype, weapon, const Float:damageForce[3], const Float:damagePosition[3])
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{
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if (attacker > 0 && attacker < MaxClients)
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{
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KnockbackOnClientHurt(victim, attacker, Float:damage);
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}
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}
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/** Client has been hurt.
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*
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* @param client The client 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 hitgroup Hitgroup attacker has damaged.
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* @param dmg_health Damage done.
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*/
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KnockbackOnClientHurt(client, attacker, Float:dmg_health)
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{
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// If attacker is invalid, then stop.
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if (!(attacker > 0 || attacker < MaxClients))
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{
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return;
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}
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// Get zombie knockback value.
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new Float:knockback = GetConVarFloat(hKnockBackMultiplier);
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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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// Get attackers eye position.
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GetClientEyePosition(attacker, attackerloc);
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// Get attackers eye angles.
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new Float:attackerang[3];
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GetClientEyeAngles(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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// Apply damage knockback multiplier.
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knockback *= dmg_health;
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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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* Sets velocity on a player.
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*
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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 client's current velocity.
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ToolsClientVelocity(client, vector);
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}
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/**
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* Get or set a client's velocity.
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* @param client The client index.
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* @param vecVelocity Array to store vector in, or velocity to set on client.
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* @param retrieve True to get client's velocity, false to set it.
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* @param stack If modifying velocity, then true will stack new velocity onto the client's
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* current velocity, false will reset it.
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*/
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stock ToolsClientVelocity(client, Float:vecVelocity[3], bool:apply = true, bool:stack = true)
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{
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// If retrieve if true, then get client's velocity.
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if (!apply)
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{
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// x = vector component.
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for (new x = 0; x < 3; x++)
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{
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vecVelocity[x] = GetEntDataFloat(client, g_iToolsVelocity + (x*4));
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}
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// Stop here.
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return;
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}
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// If stack is true, then add client's velocity.
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if (stack)
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{
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// Get client's velocity.
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new Float:vecClientVelocity[3];
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// x = vector component.
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for (new x = 0; x < 3; x++)
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{
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vecClientVelocity[x] = GetEntDataFloat(client, g_iToolsVelocity + (x*4));
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}
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AddVectors(vecClientVelocity, vecVelocity, vecVelocity);
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}
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// Apply velocity on client.
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vecVelocity);
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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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*
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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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