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

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SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: damage.inc
* Type: Core
* Description: Modify damage stuff here.
*
* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* 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 <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* @section Suicide intercept defines.
*/
#define DAMAGE_SUICIDE_MAX_CMDS 5
#define DAMAGE_SUICIDE_MAX_LENGTH 16
/**
* @endsection
*/
/**
* Array to keep track of normal/mother zombies.
*/
new bool:g_bDamageMotherZombie[MAXPLAYERS + 1];
/**
* Hook commands related to damage here.
* Note: This isn't OnCommandsHook because this depends on cvars.
*/
new bool:g_bSuicideCmdsHooked = false;
DamageLoad()
{
if (g_bSuicideCmdsHooked)
{
return;
}
// Create command callbacks (intercepts) for listed suicide commands.
decl String:suicidecmds[DAMAGE_SUICIDE_MAX_CMDS * DAMAGE_SUICIDE_MAX_LENGTH];
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, sizeof(arrayCmds), sizeof(arrayCmds[]));
// x = Array index.
// arrayCmds[x] = suicide command.
for (new x = 0; x <= cmdcount - 1; x++)
{
// Trim whitespace.
TrimString(arrayCmds[x]);
// Prepare intercept for this command.
AddCommandListener(DamageSuicideIntercept, arrayCmds[x]);
}
// Important: If ZR can be unloaded some day, make sure to remove the listeners and set this to false.
g_bSuicideCmdsHooked = true;
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
DamageClientInit(client)
{
// Hook damage callbacks.
SDKHook(client, SDKHook_TraceAttack, DamageTraceAttack);
SDKHook(client, SDKHook_OnTakeDamage, DamageOnTakeDamage);
SDKHook(client, SDKHook_OnTakeDamageAlivePost, DamageOnTakeDamageAlivePost);
}
/**
* Client is leaving the server.
*
* @param client The client index.
*/
DamageOnClientDisconnect(client)
{
SDKUnhook(client, SDKHook_TraceAttack, DamageTraceAttack);
SDKUnhook(client, SDKHook_OnTakeDamage, DamageOnTakeDamage);
SDKUnhook(client, SDKHook_OnTakeDamageAlivePost, DamageOnTakeDamageAlivePost);
}
/**
* A client was infected.
*
* @param client The client index.
* @param motherinfect True if the zombie is mother, false if not.
*/
DamageOnClientInfected(client, bool:motherinfect)
{
// Update if client is a mother zombie or not.
g_bDamageMotherZombie[client] = motherinfect;
}
/**
* Hook: TraceAttack
* Called right before the bullet enters a client.
*
* @param client The client index.
* @param attacker The client index of the attacker.
* @param inflictor The entity index of the inflictor.
* @param damage The amount of damage inflicted.
* @param hitbox The hitbox index.
* @param hitgroup The hitgroup index.
* @return Return Plugin_Handled to stop bullet from hitting client.
* Plugin_Continue to allow bullet to hit client.
*/
public Action DamageTraceAttack(int client, int &attacker, int &inflictor, float &damage, int &damagetype, int &ammotype, int hitbox, int hitgroup)
{
// If attacker isn't valid, then stop.
if (!ZRIsClientValid(attacker))
{
return Plugin_Continue;
}
// If client is attacking himself, then stop.
if(attacker == client)
{
return Plugin_Continue;
}
// Get zombie flag for each client.
new bool:clientzombie = InfectIsClientInfected(client);
new bool:attackerzombie = InfectIsClientInfected(attacker);
// If the flags are the same on both clients, then stop.
if (clientzombie == attackerzombie)
{
// If friendly fire is blocked, then allow damage.
new bool:damageblockff = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_BLOCK_FF]);
if (!damageblockff)
{
return Plugin_Continue;
}
// Stop bullet from hurting client.
return Plugin_Handled;
}
// Here we know that attacker and client are different teams.
// Check if immunity module requires damage to be blocked.
if (ImmunityOnClientTraceAttack(client, attacker, inflictor, damage, damagetype, ammotype, hitgroup))
{
// Block damage.
return Plugin_Handled;
}
// If client is a human, then allow damage.
if (InfectIsClientHuman(client))
{
// Allow damage.
return Plugin_Continue;
}
// If damage hitgroups cvar is disabled, then allow damage.
// TODO: There are two cvars: zr_hitgroups and zr_damage_hitgroups. Maybe
// just use zr_hitgroups?
new bool:damagehitgroups = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_HITGROUPS]);
if (!damagehitgroups)
{
// Allow damage.
return Plugin_Continue;
}
// If damage is disabled for this hitgroup, then stop.
new index = HitgroupToIndex(hitgroup);
// If index can't be found, then allow damage.
if (index == -1)
{
// Allow damage.
return Plugin_Continue;
}
new bool:candamage = HitgroupsCanDamage(index);
if (!candamage)
{
// Stop bullet from hurting client.
return Plugin_Handled;
}
// Allow damage.
return Plugin_Continue;
}
/**
* Hook: OnTakeDamage
* Called right before damage is done.
*
* @param client The client index.
* @param inflictor The entity index of the inflictor.
* @param attacker The client index of the attacker.
* @param damage The amount of damage inflicted.
* @param damagetype The type of damage inflicted.
* @param ammotype The ammo type of the attacker's weapon.
* @return Return Plugin_Handled to stop the damage to client.
* Plugin_Continue to allow damage to client.
*/
public Action DamageOnTakeDamage(int client, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
float damageForce[3], float damagePosition[3], int damagecustom)
{
bool custom = view_as<bool>(damagecustom & ZR_KNOCKBACK_CUSTOM);
if (custom)
return Plugin_Continue;
// Get classname of the inflictor.
decl String:classname[64];
GetEdictClassname(inflictor, classname, sizeof(classname));
// Get the attacker weapon name.
new String:weaponname[64];
if(attacker >= 1 && attacker <= MAXPLAYERS)
GetClientWeapon(attacker, weaponname, sizeof(weaponname));
// If entity is a trigger, then allow damage. (Map is damaging client)
if (StrContains(classname, "trigger") > -1)
{
return Plugin_Continue;
}
// Forward this hook to another module an return (or not) what it wants.
new Action:action = Action:NapalmOnTakeDamage(client, damagetype);
// If the napalm module wants to return here, then return the int casted into the action type.
if (action > Action:-1)
{
return action;
}
// Client was shot or knifed.
if (damagetype & DMG_BULLET || damagetype & DMG_NEVERGIB)
{
// If attacker isn't valid, then allow damage.
if (!ZRIsClientValid(attacker))
{
return Plugin_Continue;
}
// Get zombie flag for each client.
new bool:clientzombie = InfectIsClientInfected(client);
new bool:attackerzombie = InfectIsClientInfected(attacker);
// If client and attacker are on the same team, then let CS:S handle the rest.
if (clientzombie == attackerzombie)
{
return Plugin_Continue;
}
// We know that clientzombie is the opposite of attacker zombie.
// If the client is a zombie, then allow damage.
if (clientzombie)
{
return Plugin_Continue;
}
if (!clientzombie && attackerzombie && !(StrEqual(weaponname, "weapon_bayonet") || strncmp(weaponname, "weapon_knife", 12) == 0))
{
damage = 1.0;
return Plugin_Changed;
}
// Check if immunity module blocked or modified the damage.
new Action:immunityAction = ImmunityOnClientDamage(client, attacker, damage);
if (immunityAction != Plugin_Continue)
{
// Damage was blocked or modified.
return immunityAction;
}
// Check if distance between clients is too high. (Anti lagcompensation / longknife)
new Float:maxDistance = GetConVarFloat(g_hCvarsList[CVAR_INFECT_MAX_DISTANCE]);
if (maxDistance != 0.0)
{
new Float:clientPosition[3];
new Float:attackerPosition[3];
GetClientAbsOrigin(client, clientPosition);
GetClientAbsOrigin(attacker, attackerPosition);
// ignore z axis
clientPosition[2] = 0.0;
attackerPosition[2] = 0.0;
new Float:distance = GetVectorDistance(clientPosition, attackerPosition);
// Block infection if distance is higher than allowed.
if (distance > maxDistance)
{
return Plugin_Handled;
}
}
// Client is about to be infected, re-add HP so they aren't killed by
// knife. But only do this when immunity mode is disabled.
if (ClassGetImmunityMode(client) == Immunity_None)
{
new health = GetClientHealth(client);
SetEntityHealth(client, health + RoundToNearest(damage));
// Allow damage.
return Plugin_Continue;
}
}
// Client was damaged by explosion.
else if (damagetype & DMG_BLAST)
{
// If blast damage is blocked, then stop.
new bool:damageblockblast = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_BLOCK_BLAST]);
if (!damageblockblast)
{
return Plugin_Continue;
}
// If attacker isn't valid, then allow damage.
if (!ZRIsClientValid(attacker))
{
return Plugin_Continue;
}
// If client is a zombie, then allow damage.
if (InfectIsClientInfected(client))
{
return Plugin_Continue;
}
// Stop damage.
return Plugin_Handled;
}
// Client was damaged by fire.
else if (damagetype & DMG_BURN)
{
// If its not an inferno, then allow damage.
if (strncmp(classname, "inferno", 7) != 0)
{
return Plugin_Continue;
}
// If attacker isn't valid, then allow damage.
if (!ZRIsClientValid(attacker))
{
return Plugin_Continue;
}
// If client is a zombie, then allow damage.
if (InfectIsClientInfected(client))
{
return Plugin_Continue;
}
// Stop damage.
return Plugin_Handled;
}
// Client was damaged by falling.
else if (damagetype & DMG_FALL)
{
// If class has "nofalldamage" disabled, then allow damage.
new bool:blockfalldamage = ClassGetNoFallDamage(client);
if (!blockfalldamage)
{
return Plugin_Continue;
}
// Stop damage.
return Plugin_Handled;
}
// Allow damage.
return Plugin_Continue;
}
/**
* Command callback (kill, spectate, jointeam, joinclass)
* 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(int client, const char[] command, int argc)
{
// Get suicide interception settings.
new bool:suicideAfterInfect = GetConVarBool(g_hCvarsList[CVAR_SUICIDE_AFTER_INFECT]);
new bool:suicideZombie = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_SUICIDE_ZOMBIE]);
new bool:suicideZombieMother = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_SUICIDE_MZOMBIE]);
new bool:suicideHuman = GetConVarBool(g_hCvarsList[CVAR_DAMAGE_SUICIDE_HUMAN]);
// Check various criterias that will _allow_ the command. If no criterias
// match, block it.
// Check general criterias.
if ((suicideAfterInfect && !InfectHasZombieSpawned()) || // Check if it should block suicides before mother zombie.
!ZRIsClientValid(client) || // Validate client (to stop console).
!IsPlayerAlive(client)) // Check if dead.
{
// Allow command.
return Plugin_Continue;
}
// Check zombie criterias.
if (InfectIsClientInfected(client))
{
if (g_bDamageMotherZombie[client] && !suicideZombieMother || // Check if suicide is allowed for mother zombies.
(!g_bDamageMotherZombie[client] && !suicideZombie)) // Check if suicide is allowed for regular zombies.
{
// Allow command.
return Plugin_Continue;
}
}
// Check human criterias.
// Allow suicide if player is a human and humans can suicide.
if (InfectIsClientHuman(client) && !suicideHuman)
{
// Allow command.
return Plugin_Continue;
}
// Tell client their command has been intercepted, and log.
TranslationPrintToChat(client, "Damage suicide intercept");
LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Damage, "Suicide Intercept", "\"%L\" attempted suicide.", client);
// Block command.
return Plugin_Handled;
}
public void DamageOnTakeDamageAlivePost(int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
const float damageForce[3], const float damagePosition[3], int damagecustom)
{
// If attacker is invalid, then stop.
if (!ZRIsClientValid(attacker))
{
return;
}
bool custom = view_as<bool>(damagecustom & ZR_KNOCKBACK_CUSTOM);
char weaponname[64];
if (inflictor == attacker)
{
weapon = WeaponsGetActiveWeaponIndex(attacker);
if (weapon > 0)
GetEdictClassname(weapon, weaponname, sizeof(weaponname));
}
else
GetEdictClassname(inflictor, weaponname, sizeof(weaponname));
ReplaceString(weaponname, sizeof(weaponname), "weapon_", "");
ReplaceString(weaponname, sizeof(weaponname), "_projectile", "");
int hitgroup = HITGROUP_GENERIC;
if (!(damagetype & DMG_BLAST) && !custom)
hitgroup = ToolsGetClientLastHitGroup(victim);
KnockbackOnClientHurt(victim, attacker, inflictor, weaponname, hitgroup, damage, damagetype, weapon, damagecustom);
// If attacker is a human and is getting damaged through DamageProxy, then stop.
// We don't want to get infected if we're being knifed inside of a human item.
if (custom && InfectIsClientHuman(victim))
{
return;
}
ClassAlphaUpdate(victim);
InfectOnClientHurt(victim, attacker, weaponname);
AccountOnClientHurt(victim, attacker, RoundToFloor(damage));
SEffectsOnClientHurt(victim);
NapalmOnClientHurt(victim, attacker, weaponname, RoundToFloor(damage));
ZHPOnClientHurt(victim);
}