Implemented infect immunity mode. Debug messages are still enabled, and some parts aren't updated yet (compiler warnings).
This commit is contained in:
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@ -32,14 +32,15 @@
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// fov number Field of view value. 90 is default.
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// has_napalm yes/no Allows player to throw napalm grenades. Humans only.
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// napalm_time decimal Napalm burn duration. Zombies only.
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// immunity_mode test How the human is infected (humans only):
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// immunity_mode test Special immunity modes. Some modes only works on humans or zombies:
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// "none" - Instant infection.
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// "full" - Immune to infection. Careful with this, it might not be that fun.
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// "damage" - Allow zombies to stab humans to death, or below a HP threshold.
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// "full" - Completely immune. Humans can't be infected, zombies don't receive damage or knock back. Careful with this, it might not be that fun.
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// "infect" - Humans are immune to infections until HP go below a threshold. Threshold at zero enable stabbing to death.
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// "damage" - Zombies are immune to damage from humans/grenades, but still vulnerable to knock back.
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// "delay" - Delay infection for a certain number of seconds.
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// "shield" - Allow human to deploy a shield that will give a temporary full immunity against infections.
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// "shield" - Shield against infections (humans) or knock back (zombies) for a certain amount of seconds (similar to TF2's übercharge).
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// immunity_amount number Immunity data value (humans only). Depends on the immunity mode above:
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// "damage" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
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// "infect" - HP threshold. Infection will be allowed when HP go below this value. Zero will enable stabbing to death.
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// "delay" - Number of seconds the infection is delayed since first hit by a zombie.
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// "shield" - Number of seconds the shield is active.
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// immunity_cooldown number Number of seconds of cooldown for temporary immunity effects (currently just shield mode).
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@ -90,7 +91,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "2500"
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@ -134,7 +136,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "2000"
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@ -178,7 +181,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "3500"
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@ -222,7 +226,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "4000"
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@ -266,7 +271,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "2500"
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@ -310,7 +316,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "3500"
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@ -360,7 +367,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "no"
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"health" "100"
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@ -404,7 +412,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "200"
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@ -448,7 +457,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "200"
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@ -492,7 +502,8 @@
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_amount" "1"
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"immunity_cooldown" "60"
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"no_fall_damage" "0"
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"health" "100"
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@ -535,8 +546,9 @@
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"napalm_time" "0.0"
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// Player behavior
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"immunity_mode" "none"
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"immunity_amount" "0"
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"immunity_mode" "infect" // Immune against infection,
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"immunity_amount" "10" // when HP is above 10.
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"immunity_cooldown" "60"
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"no_fall_damage" "yes"
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"health" "100"
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@ -38,11 +38,13 @@
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#include <sdkhooks>
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#define ACTION_CONTINUE Plugin_Continue
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#define ACTION_CHANGED Plugin_Changed
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#define ACTION_HANDLED Plugin_Handled
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#else
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#include <zrtools>
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#define ACTION_CONTINUE ZRTools_Continue
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#define ACTION_CHANGED ZRTools_Changed
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#define ACTION_HANDLED ZRTools_Handled
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#endif
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@ -198,6 +200,7 @@ public OnMapEnd()
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VolOnMapEnd();
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VEffectsOnMapEnd();
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ZombieSoundsOnMapEnd();
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ImmunityOnMapEnd();
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}
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/**
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@ -260,6 +263,7 @@ public OnClientPutInServer(client)
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RespawnClientInit(client);
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ZTeleClientInit(client);
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ZHPClientInit(client);
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ImmunityClientInit(client);
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}
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/**
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@ -312,6 +316,7 @@ public OnClientDisconnect(client)
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AntiStickOnClientDisconnect(client);
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ZSpawnOnClientDisconnect(client);
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VolOnPlayerDisconnect(client);
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ImmunityOnClientDisconnect(client);
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}
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/**
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@ -216,6 +216,14 @@ public ZRTools_Action:DamageTraceAttack(client, inflictor, attacker, Float:damag
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// Here we know that attacker and client are different teams.
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// Check if immunity module requires damage to be blocked.
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if (ImmunityOnClientTraceAttack(client, attacker, damage, hitgroup, damagetype))
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{
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// Block damage.
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PrintToChatAll("DamageTraceAttack - Blocking damage.");
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return ACTION_HANDLED;
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}
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// If client is a human, then allow damage.
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if (InfectIsClientHuman(client))
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{
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@ -271,6 +279,8 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
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public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:damage, damagetype, ammotype)
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#endif
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{
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PrintToChatAll("DamageOnTakeDamage - damage:%f", damage);
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// Get classname of the inflictor.
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decl String:classname[64];
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GetEdictClassname(inflictor, classname, sizeof(classname));
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@ -323,13 +333,23 @@ public ZRTools_Action:DamageOnTakeDamage(client, inflictor, attacker, Float:dama
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return ACTION_CONTINUE;
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}
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// Client is about to be infected, re-add HP so they aren't killed by knife.
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// Check if immunity module blocked the damage.
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if (ImmunityOnClientDamage(client, attacker, damage))
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{
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return ACTION_HANDLED;
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}
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// Client is about to be infected, re-add HP so they aren't killed by
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// knife. But only do this when immunity mode is disabled.
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if (ClassGetImmunityMode(client) == Immunity_None)
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{
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new health = GetClientHealth(client);
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SetEntityHealth(client, health + RoundToNearest(damage));
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// Allow damage.
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return ACTION_CONTINUE;
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}
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}
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// Client was damaged by explosion.
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else if (damagetype & DMG_CSS_BLAST)
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{
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@ -144,6 +144,7 @@ public Action:EventRoundEnd(Handle:event, const String:name[], bool:dontBroadcas
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RespawnOnRoundEnd();
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ZSpawnOnRoundEnd();
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VolOnRoundEnd();
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ImmunityOnRoundEnd();
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}
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/**
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@ -162,6 +163,7 @@ public Action:EventPlayerTeam(Handle:event, const String:name[], bool:dontBroadc
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// Forward event to modules.
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InfectOnClientTeam(index, team);
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ImmunityOnClientTeam(index);
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return Plugin_Handled;
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}
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@ -190,6 +192,7 @@ public Action:EventPlayerSpawn(Handle:event, const String:name[], bool:dontBroad
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ZTeleOnClientSpawn(index);
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ZHPOnClientSpawn(index);
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VolOnPlayerSpawn(index);
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ImmunityClientSpawn(index);
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// Fire post player_spawn event.
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CreateTimer(0.1, EventPlayerSpawnPost, index);
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@ -292,6 +295,7 @@ public Action:EventPlayerDeath(Handle:event, const String:name[], bool:dontBroad
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ZHPOnClientDeath(index);
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VolOnPlayerDeath(index);
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RoundEndOnClientDeath();
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ImmunityOnClientDeath(index);
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}
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/**
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@ -36,23 +36,40 @@ new ImmunityMode:PlayerImmunityMode[MAXPLAYERS + 1] = {Immunity_None, ...};
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new Handle:PlayerImmunityTimer[MAXPLAYERS + 1] = {INVALID_HANDLE, ...};
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/**
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* Last time a temporary immunity action was used (currently just shield mode).
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* Used with cooldown of actions.
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* Remaining time of timed immunity actions.
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*/
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new PlayerImmunityLastUse[MAXPLAYERS + 1] = {-1, ...};
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new PlayerImmunityDuration[MAXPLAYERS + 1] = {-1, ...};
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/**
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* Cached attacker index for delayed infections, if available.
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*/
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new PlayerImmunityAttacker[MAXPLAYERS + 1] = {0, ...};
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/**
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* Timestamp of last action. Usage depends on mode (cooldown, etc).
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*/
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new PlayerImmunityLastUse[MAXPLAYERS + 1] = {0, ...};
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/**
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* Whether the player has passed a threshold (infect mode).
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*/
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new bool:PlayerImmunityThresholdPassed[MAXPLAYERS + 1] = {false, ...};
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/**
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* Handles immunity when a client is about to be infected. This function may
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* delay or block infection according to the immunity mode class settings.
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*
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* @param client Client that's being infected.
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* @param attacker Attacker client (zombie).
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*
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* @return True if infection will be handled by this module, false if
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* infection can be applied instantly.
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*/
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bool:ImmunityOnClientInfect(client)
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bool:ImmunityOnClientInfect(client, attacker)
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{
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// Get immunity data from client class.
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PrintToChatAll("ImmunityOnClientInfect(client=%d, attacker=%d)", client, attacker);
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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// Check mode.
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@ -68,35 +85,197 @@ bool:ImmunityOnClientInfect(client)
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// Full immunity, do nothing.
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return true;
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}
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case Immunity_Damage:
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case Immunity_Infect:
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{
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return ImmunityDamageModeHandler(client);
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return ImmunityInfectModeHandler(client, attacker);
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}
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case Immunity_Delay:
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{
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return ImmunityDelayModeHandler(client);
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return ImmunityDelayModeHandler(client, attacker);
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}
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case Immunity_Shield:
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{
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return ImmunityShieldModeHandler(client);
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}
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default:
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}
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// Current mode doesn't apply to infection.
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return false;
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}
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/**
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* TraceAttack hook.
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*
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* Returns whether attacker damage should be blocked. If damage is blocked this
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* module will handle it.
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*
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* @param client Client index.
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* @param attacker Attacker client, if any.
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* @param damage Damage received by client.
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* @param hitgroup Hitgroup receiving damage.
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*
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* @return True if damage should be blocked, false otherwise.
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*/
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bool:ImmunityOnClientTraceAttack(client, attacker, Float:damage, hitgroup, damageType)
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{
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ThrowError("Invalid immunity mode. This is a bug in ZR.");
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PrintToChatAll("ImmunityOnClientTraceAttack(client=%d, attacker=%d, damage=%f, hitgroup=%d, damageType=%d)", client, attacker, damage, hitgroup, damageType);
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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{
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// Allow damage.
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return false;
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}
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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// Check mode.
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switch(mode)
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{
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case Immunity_Full:
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{
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// Block damage.
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return true;
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}
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case Immunity_Infect:
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{
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// Client must be human.
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if (InfectIsClientInfected(client))
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{
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// Allow damage.
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return false;
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}
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// Check if damage give HP below the infection threshold.
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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PrintToChatAll("ImmunityOnClientTraceAttack - Threshold passed");
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PlayerImmunityThresholdPassed[client] = true;
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}
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else
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{
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PlayerImmunityThresholdPassed[client] = false;
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}
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/*new threshold = ClassGetImmunityAmount(client);
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new clientHP = GetClientHealth(client);
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new dmg = RoundToNearest(damage);
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PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
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// Prevent humans with low HP from dying when a zombie is
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// attacking, and stab to death is disabled (threshold above zero).
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if (clientHP - dmg <= 0.0 && threshold > 0)
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{
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// Client is about to be infected. Remove damage, but don't
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// block the damage event. The infect module need it to detect
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// zombie attack.
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damage = 0.0;
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// Client is about to be infected, re-add HP so they aren't
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// killed by knife. Don't block the damage, the infect
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// module need the damage event.
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//PrintToChatAll("Re-add HP.");
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//SetEntityHealth(client, clientHP + dmg);
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return false;
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}*/
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}
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case Immunity_Damage:
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{
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// Client must be zombie.
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if (!InfectIsClientInfected(client))
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{
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return false;
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}
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// Get attacker weapon.
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decl String:weapon[32];
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weapon[0] = 0;
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if (damageType == DMG_BLAST)
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{
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// Most likely a HE grenade. GetClientWeapon can't be used if
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// the attacker throw grenades. The attacker may switch weapon
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// before the grenade explodes.
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strcopy(weapon, sizeof(weapon), "hegrenade");
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}
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else
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{
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GetClientWeapon(attacker, weapon, sizeof(weapon));
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}
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// Since damage is blocked, trigger knock back hurt event manually.
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KnockbackOnClientHurt(client, attacker, weapon, hitgroup, RoundToNearest(damage));
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// Block damage from attacker.
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return true;
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}
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case Immunity_Delay:
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{
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// Client must be human.
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if (InfectIsClientInfected(client))
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{
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return false;
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}
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// Block damage if there's an infection in progress.
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}
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}
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PrintToChatAll("Allow damage.");
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return false;
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}
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/**
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* TakeDamage hook.
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*
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* Blocks or modifies damage in certain situations.
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*
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* @param client Client index.
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* @param attacker Attacker client, if any.
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* @param damage Damage received by client.
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*
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* @return True if damage was blocked, false otherwise.
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*/
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bool:ImmunityOnClientDamage(client, attacker, &Float:damage)
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{
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PrintToChatAll("ImmunityOnClientDamage(client=%d, attacker=%d, damage=%f)", client, attacker, damage);
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// Check if there is no attacker (world damage).
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if (!ZRIsClientValid(attacker))
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{
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// Allow damage.
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return false;
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}
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// Get immunity mode from client class.
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new ImmunityMode:mode = ClassGetImmunityMode(client);
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switch(mode)
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{
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case Immunity_Infect:
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{
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// Prevent humans with low HP from dying when a zombie is
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// attacking, and stab to death is disabled (threshold above zero).
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if (ImmunityBelowInfectThreshold(client, damage))
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{
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PrintToChatAll("ImmunityOnClientDamage - Below threshold, removing damage.");
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// Client is about to be infected. Remove damage so the client
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// won't die.
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//damage = 0.0;
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// Fake hurt event because it's not triggered when the damage
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// was removed (because no one is actually hurt).
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InfectOnClientHurt(client, attacker, "knife");
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|
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// Block damage to prevent player from dying.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Client is about to receive damage (zombie).
|
||||
*
|
||||
* @param Client that's receiving damage.
|
||||
*
|
||||
* @return True if damage should be blocked, false otherwise.
|
||||
*/
|
||||
bool:ImmunityOnClientHurt(client)
|
||||
{
|
||||
// Allow damage.
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -111,15 +290,53 @@ bool:ImmunityOnClientKnockBack(client)
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles damage mode immunity.
|
||||
* Handles infect mode immunity.
|
||||
*
|
||||
* Allow humans to receive damage from zombies until HP is below a certain
|
||||
* threshold. If the threshold is zero, never infect.
|
||||
*
|
||||
* @param client Client that's being infected.
|
||||
* @param attacker Attacker client (zombie).
|
||||
*
|
||||
* @return True if infection will be handled by this module, false if
|
||||
* infection can be applied instantly.
|
||||
*/
|
||||
bool:ImmunityDamageModeHandler(client)
|
||||
bool:ImmunityInfectModeHandler(client, attacker)
|
||||
{
|
||||
PrintToChatAll("ImmunityInfectModeHandler(client=%d, attacker=%d)", client, attacker);
|
||||
|
||||
// Note: ImmunityOnClientDamage and ImmunityOnClientTraceAttack hook into
|
||||
// the damage module to prevent humans with low HP from dying when
|
||||
// they're not supposed to.
|
||||
|
||||
new threshold = ClassGetImmunityAmount(client);
|
||||
PrintToChatAll("threshold=%d", threshold);
|
||||
|
||||
// Check if infection is disabled.
|
||||
if (threshold == 0)
|
||||
{
|
||||
// Infection is handled here: blocked.
|
||||
PrintToChatAll("Infection disabled, block infection.");
|
||||
return true;
|
||||
}
|
||||
|
||||
if (PlayerImmunityThresholdPassed[client])
|
||||
{
|
||||
// Client HP below threshold, allow instant infection.
|
||||
return false;
|
||||
}
|
||||
|
||||
/*new clientHP = GetClientHealth(client);
|
||||
PrintToChatAll("clientHP=%d", clientHP);
|
||||
|
||||
if (clientHP < threshold)
|
||||
{
|
||||
// Client HP below threshold, allow instant infection.
|
||||
return false;
|
||||
}*/
|
||||
|
||||
PrintToChatAll("Above threshold, block infection.");
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -130,55 +347,146 @@ bool:ImmunityDamageModeHandler(client)
|
||||
* @return True if infection will be handled by this module, false if
|
||||
* infection can be applied instantly.
|
||||
*/
|
||||
bool:ImmunityDelayModeHandler(client)
|
||||
bool:ImmunityDelayModeHandler(client, attacker)
|
||||
{
|
||||
// Check if an infection is in progress
|
||||
if (PlayerImmunityTimer[client] != INVALID_HANDLE)
|
||||
{
|
||||
// Additional attacks while a delayed infection is in progress will
|
||||
// speedup the infection.
|
||||
|
||||
// Trigger timer event to reduce duration.
|
||||
ImmunityDelayTimerHandler(PlayerImmunityTimer[client], client);
|
||||
|
||||
// Block infection.
|
||||
return false;
|
||||
}
|
||||
|
||||
// Start a delayed infection. Initialize duration and attacker.
|
||||
PlayerImmunityDuration[client] = ClassGetImmunityAmount(client);
|
||||
PlayerImmunityAttacker[client] = attacker;
|
||||
|
||||
// Create repated 1-second timer.
|
||||
PlayerImmunityTimer[client] = CreateTimer(1.0, ImmunityDelayTimerHandler, client, TIMER_FLAG_NO_MAPCHANGE | TIMER_REPEAT);
|
||||
|
||||
// Block infection.
|
||||
return false;
|
||||
}
|
||||
|
||||
public Action:ImmunityDelayTimerHandler(Handle:timer, any:client)
|
||||
{
|
||||
// Verify that client is connected and alive.
|
||||
if (!IsClientInGame(client) || !IsPlayerAlive(client))
|
||||
{
|
||||
// Client disconnected or died. Abort immunity action.
|
||||
PlayerImmunityTimer[client] = INVALID_HANDLE;
|
||||
ImmunityAbortHandler(client, false);
|
||||
return Plugin_Stop;
|
||||
}
|
||||
|
||||
// TODO: Read cvar for reduction amount.
|
||||
new reduction = 2;
|
||||
|
||||
// Reduce duration.
|
||||
PlayerImmunityDuration[client] -= reduction;
|
||||
|
||||
// Check if time is up.
|
||||
if (PlayerImmunityDuration[client] <= 0)
|
||||
{
|
||||
// Time is up. Reset data.
|
||||
PlayerImmunityDuration[client] = 0;
|
||||
PlayerImmunityTimer[client] = INVALID_HANDLE;
|
||||
ZREndTimer(PlayerImmunityTimer[client]);
|
||||
|
||||
// Infect client.
|
||||
InfectHumanToZombie(client, PlayerImmunityAttacker[client]);
|
||||
|
||||
return Plugin_Stop;
|
||||
}
|
||||
|
||||
return Plugin_Continue;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles shield mode immunity.
|
||||
*
|
||||
* @param client Client that's being infected.
|
||||
* Zombies will get a shield against knock back, while humans become immune of
|
||||
* infections.
|
||||
*
|
||||
* @param client Client deploying shield.
|
||||
* @param asZombie Client is a zombie.
|
||||
*
|
||||
* @return True if infection will be handled by this module, false if
|
||||
* infection can be applied instantly.
|
||||
*/
|
||||
bool:ImmunityShieldModeHandler(client)
|
||||
bool:ImmunityShieldModeHandler(client, bool:asZombie = true)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Aborts any immunity mode in action (shields, delays, etc.).
|
||||
* Aborts any immunity mode in action (shields, delays, etc.). Resets values.
|
||||
*
|
||||
* @param client Client that's aborting immunity mode actions.
|
||||
* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
|
||||
*/
|
||||
ImmunityAbortHandler(client)
|
||||
ImmunityAbortHandler(client, bool:resetLastUse = true)
|
||||
{
|
||||
// TODO: Stop timers, disable shield.
|
||||
// Stop timer, if running.
|
||||
ZREndTimer(PlayerImmunityTimer[client]);
|
||||
|
||||
// Reset data.
|
||||
PlayerImmunityDuration[client] = -1;
|
||||
PlayerImmunityAttacker[client] = 0;
|
||||
PlayerImmunityThresholdPassed[client] = false;
|
||||
|
||||
if (resetLastUse)
|
||||
{
|
||||
PlayerImmunityLastUse[client] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ImmunityAbortAll()
|
||||
/**
|
||||
* Aborts all immunity modes in action.
|
||||
*
|
||||
* @param resetLastUse Reset timestamp of last use. This will reset cooldown.
|
||||
*/
|
||||
ImmunityAbortAll(bool:resetLastUse = true)
|
||||
{
|
||||
for (new client = 0; client < MAXPLAYERS + 1; client++)
|
||||
{
|
||||
ImmunityAbortHandler(resetLastUse);
|
||||
}
|
||||
}
|
||||
|
||||
ImmunityOnClientHuman(client)
|
||||
{
|
||||
ImmunityAbortHandler(client);
|
||||
}
|
||||
|
||||
ImmunityOnClientDeath(client, attacker)
|
||||
ImmunityOnClientDeath(client)
|
||||
{
|
||||
ImmunityAbortHandler(client, false);
|
||||
}
|
||||
|
||||
ImmunityClientInit(client)
|
||||
{
|
||||
// Abord old actions, initialize variables.
|
||||
ImmunityAbortHandler(client);
|
||||
}
|
||||
|
||||
ImmunityOnClientDisconnect(client, attacker)
|
||||
ImmunityClientSpawn(client)
|
||||
{
|
||||
ImmunityAbortHandler(client, false);
|
||||
}
|
||||
|
||||
ImmunityOnClientTeam(client, team)
|
||||
ImmunityOnClientDisconnect(client)
|
||||
{
|
||||
// Loop through attacker cache and remove client (set to 0).
|
||||
}
|
||||
|
||||
ImmunityOnClientTeam(client)
|
||||
{
|
||||
ImmunityAbortHandler(client);
|
||||
}
|
||||
|
||||
ImmunityOnRoundEnd()
|
||||
@ -191,6 +499,23 @@ ImmunityOnMapEnd()
|
||||
ImmunityAbortAll();
|
||||
}
|
||||
|
||||
bool:ImmunityBelowInfectThreshold(client, Float:damage)
|
||||
{
|
||||
new threshold = ClassGetImmunityAmount(client);
|
||||
new clientHP = GetClientHealth(client);
|
||||
new dmg = RoundToNearest(damage);
|
||||
|
||||
PrintToChatAll("threshold=%d, clientHp=%d", threshold, clientHP);
|
||||
|
||||
// Check if the damage go below the HP threshold.
|
||||
if (clientHP - dmg <= 0.0 && threshold > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts a string to an immunity mode.
|
||||
*
|
||||
|
@ -301,7 +301,8 @@ InfectOnClientDeath(client, attacker)
|
||||
ToolsClientScore(attacker, true, true, score + bonus);
|
||||
}
|
||||
|
||||
/** Client has been hurt.
|
||||
/**
|
||||
* Client has been hurt.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param attacker The attacker index.
|
||||
@ -339,6 +340,13 @@ InfectOnClientHurt(client, attacker, const String:weapon[])
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the immunity module is handling the infection.
|
||||
if (ImmunityOnClientInfect(client, attacker))
|
||||
{
|
||||
PrintToChatAll("InfectOnClientHurt - Infect blocked.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Infect client.
|
||||
InfectHumanToZombie(client, attacker);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user