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- #include <sourcemod>
- #include <sdktools>
- #include sdkhooks
- #pragma tabsize 0
- float GrenadeDamage = 100.0
- float PipeBombDamage = 100.0
- float BarrelDamage = 100.0
- float GrenadeRadius = 10.0
- float PipeRadius = 1500.0
- float BarrelRadius = 1500.0
- float GrenadeFling = 450.0
- float PipeFling = 450.0
- float BarrelFling = 450.0
- float RadiusFlingGrenade = 250.0
- float RadiusFlingPipe = 250.0
- float RadiusFlingBarrel = 250.0
- float ShakeGrenade = 1500.0
- float ShakePipe = 1500.0
- float ShakeBarrel = 1500.0
- float PowerShakeG = 150.0
- float PowerShakeP = 150.0
- float PowerShakeB = 150.0
- Handle sdkCallPushPlayer;
- public OnPluginStart()
- {
- Handle GameConf = LoadGameConfigFile("gamedata_stager");
- if(GameConf == INVALID_HANDLE)
- {
- SetFailState("Couldn't find the offsets and signatures file. Please, check that it is installed correctly.");
- }
- StartPrepSDKCall(SDKCall_Player);
- PrepSDKCall_SetFromConf(GameConf, SDKConf_Signature, "CTerrorPlayer_Fling");
- PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_ByRef);
- PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
- PrepSDKCall_AddParameter(SDKType_CBasePlayer, SDKPass_Pointer);
- PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain);
- sdkCallPushPlayer = EndPrepSDKCall();
- }
- bool IsAllow = false;
- public OnMapStart()
- {
- IsAllow = false;
- CreateTimer(3.0, allow)
- }
- public Action allow(Handle timer)
- {
- IsAllow = true;
- }
- public void OnEntityDestroyed(int entity)
- {
- if(!IsAllow) return;
- if (IsValidEntity(entity) && IsValidEdict(entity))
- {
- char classname[128];
- GetEdictClassname(entity, classname, 128);
- if (StrEqual(classname, "grenade_launcher_projectile", false))
- {
- GrenadeTouch(entity);
- }
- if (StrEqual(classname, "pipe_bomb_projectile", false))
- {
- BombTouch(entity);
- }
- if (StrEqual(classname, "prop_fuel_barrel", false))
- {
- BarrelTouch(entity);
- }
- }
- }
- public int GrenadeTouch(int entity)
- {
- float pos[3];
- GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
- GranadeExplode(pos);
- }
- public int BombTouch(int entity)
- {
- float pos[3];
- GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
- BombExplode(pos)
- }
- public int BarrelTouch(int entity)
- {
- float pos[3];
- GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
- BarrelExplode(pos);
- }
- int GranadeExplode(float pos[3])
- {
- float fDistance = 0.0;
- float pos2[3];
- for( int i = 0; i < 32; i++ )
- {
- if(IsValidClient(i) && GetClientTeam(i) == 2)
- {
- int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
- if(vClass == 9)
- {
- GetClientAbsOrigin(i, pos2);
- if (!IsVisibleTo(pos, pos2)) continue;
- fDistance = GetVectorDistance(pos, pos2);
- if(fDistance < RadiusFlingGrenade)
- {
- Fly(i, i, GrenadeFling)
- }
- if(fDistance < GrenadeRadius)
- {
- float iOne = GrenadeRadius - fDistance
- float vForward = GrenadeRadius / iOne
- int iDamage = RoundToCeil(GrenadeDamage / (vForward * vForward * vForward))
- ForceDamageEntity(i, iDamage, i)
- }
- if(fDistance < ShakeGrenade)
- {
- float iOne = ShakeGrenade - fDistance
- float vForward = ShakeGrenade / iOne
- float iDamage = (PowerShakeG / (vForward * vForward * vForward)) * 1.0
- ScreenShake(i, iDamage)
- }
- }
- }
- }
- }
- int BombExplode(float pos[3])
- {
- float fDistance = 0.0;
- float pos2[3];
- for( int i = 0; i < 32; i++ )
- {
- if(IsValidClient(i) && GetClientTeam(i) == 2)
- {
- int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
- if(vClass == 9)
- {
- GetClientAbsOrigin(i, pos2);
- if (!IsVisibleTo(pos, pos2)) continue;
- fDistance = GetVectorDistance(pos, pos2);
- if(fDistance < RadiusFlingPipe)
- {
- Fly(i, i, PipeFling)
- }
- if(fDistance < PipeRadius)
- {
- float iOne = PipeRadius - fDistance
- float vForward = PipeRadius / iOne
- int iDamage = RoundToCeil(PipeBombDamage / (vForward * vForward * vForward))
- ForceDamageEntity(i, iDamage, i)
- }
- if(fDistance < ShakePipe)
- {
- float iOne = ShakePipe - fDistance
- float vForward = ShakePipe / iOne
- float iDamage = (PowerShakeP / (vForward * vForward * vForward)) * 1.0
- ScreenShake(i, iDamage)
- }
- }
- }
- }
- }
- int BarrelExplode(float pos[3])
- {
- float fDistance = 0.0;
- float pos2[3];
- for( int i = 0; i < 32; i++ )
- {
- if(IsValidClient(i) && GetClientTeam(i) == 2)
- {
- int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
- if(vClass == 9)
- {
- GetClientAbsOrigin(i, pos2);
- if (!IsVisibleTo(pos, pos2)) continue;
- fDistance = GetVectorDistance(pos, pos2);
- if(fDistance < RadiusFlingBarrel)
- {
- Fly(i, i, BarrelFling)
- }
- if(fDistance < BarrelRadius)
- {
- float iOne = BarrelRadius - fDistance
- float vForward = BarrelRadius / iOne
- int iDamage = RoundToCeil(BarrelDamage / (vForward * vForward * vForward))
- ForceDamageEntity(i, iDamage, i)
- }
- if(fDistance < ShakeBarrel)
- {
- float iOne = ShakeBarrel - fDistance
- float vForward = ShakeBarrel / iOne
- float iDamage = (PowerShakeB / (vForward * vForward * vForward)) * 1.0
- ScreenShake(i, iDamage)
- }
- }
- }
- }
- }
- public Fly(explosion, int target, float power)
- {
- if(target <= 0 || !IsValidEntity(target) || !IsValidEdict(target)) return;
- float targetPos[3], explosionPos[3], traceVec[3], resultingFling[3];
- GetEntPropVector(target, Prop_Data, "m_vecOrigin", targetPos);
- GetEntPropVector(explosion, Prop_Data,"m_vecOrigin", explosionPos);
- float fDistance = GetVectorDistance(targetPos, explosionPos)
- float iOne = GrenadeRadius - fDistance
- float iDamage = GrenadeRadius / iOne
- power = (GrenadeDamage / (iDamage * iDamage * iDamage)) * 1.0
- if(power < 1)
- return;
- MakeVectorFromPoints(explosionPos, targetPos, traceVec);
- GetVectorAngles(traceVec, resultingFling);
- resultingFling[0] = Cosine(DegToRad(resultingFling[1])) * power;
- resultingFling[1] = Sine(DegToRad(resultingFling[1])) * power;
- resultingFling[2] = power + (power * 0.5);
- if (GetClientTeam(target) == 2)
- {
- SDKCall(sdkCallPushPlayer, target, resultingFling, 76, target, 2.0);
- }
- else
- {
- SDKCall(sdkCallPushPlayer, target, resultingFling, 2, target, 2.0);
- }
- }
- public void ScreenShake(int target, float power)
- {
- Handle msg;
- msg = StartMessageOne("Shake", target);
- BfWriteByte(msg, 0);
- BfWriteFloat(msg, power);
- BfWriteFloat(msg, 10.0);
- BfWriteFloat(msg, 3.0);
- EndMessage();
- }
- static bool IsVisibleTo(float position[3], float targetposition[3])
- {
- float vAngles[3], vLookAt[3];
- MakeVectorFromPoints(position, targetposition, vLookAt); // compute vector from start to target
- GetVectorAngles(vLookAt, vAngles); // get angles from vector for trace
- // execute Trace
- Handle trace = TR_TraceRayFilterEx(position, vAngles, MASK_SHOT, RayType_Infinite, _TraceFilter);
- bool isVisible = false;
- if (TR_DidHit(trace))
- {
- float vStart[3];
- TR_GetEndPosition(vStart, trace); // retrieve our trace endpoint
- if ((GetVectorDistance(position, vStart, false) + 25.0) >= GetVectorDistance(position, targetposition))
- {
- isVisible = true; // if trace ray length plus tolerance equal or bigger absolute distance, you hit the target
- }
- }
- return isVisible;
- }
- public bool _TraceFilter(int entity, int contentsMask)
- {
- if (!entity || entity <= MaxClients || !IsValidEntity(entity)) // dont let WORLD, or invalid entities be hit
- {
- return false;
- }
- return true;
- }
- stock void ForceDamageEntity(int causer, int damage, int victim) // thanks to 达斯*维达
- {
- float victim_origin[3];
- char rupture[32];
- char damage_victim[32];
- IntToString(damage, rupture, sizeof(rupture));
- Format(damage_victim, sizeof(damage_victim), "hurtme%d", victim);
- GetEntPropVector(victim, Prop_Send, "m_vecOrigin", victim_origin);
- int entity = CreateEntityByName("point_hurt");
- DispatchKeyValue(victim, "targetname", damage_victim);
- DispatchKeyValue(entity, "DamageTarget", damage_victim);
- DispatchKeyValue(entity, "Damage", rupture);
- DispatchSpawn(entity);
- TeleportEntity(entity, victim_origin, NULL_VECTOR, NULL_VECTOR);
- AcceptEntityInput(entity, "Hurt", (causer > 0 && causer <= MaxClients) ? causer : -1);
- DispatchKeyValue(entity, "classname", "point_hurt");
- DispatchKeyValue(victim, "targetname", "null");
- AcceptEntityInput(entity, "Kill");
- }
- stock bool IsValidClient(int client)
- {
- if ( client < 1 || client > MaxClients ) return false;
- if( !IsClientInGame(client)) return false;
- if ( !IsPlayerAlive( client )) return false;
- return true;
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