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  1. #include <sourcemod>
  2. #include <sdktools>
  3. #include sdkhooks
  4.  
  5. #pragma tabsize 0
  6.  
  7. float GrenadeDamage = 100.0
  8. float PipeBombDamage = 100.0
  9. float BarrelDamage = 100.0
  10.  
  11. float GrenadeRadius = 10.0
  12. float PipeRadius = 1500.0
  13. float BarrelRadius = 1500.0
  14.  
  15. float GrenadeFling = 450.0
  16. float PipeFling = 450.0
  17. float BarrelFling = 450.0
  18.  
  19. float RadiusFlingGrenade = 250.0
  20. float RadiusFlingPipe = 250.0
  21. float RadiusFlingBarrel = 250.0
  22.  
  23. float ShakeGrenade = 1500.0
  24. float ShakePipe = 1500.0
  25. float ShakeBarrel = 1500.0
  26.  
  27. float PowerShakeG = 150.0
  28. float PowerShakeP = 150.0
  29. float PowerShakeB = 150.0
  30.  
  31. Handle sdkCallPushPlayer;
  32.  
  33. public OnPluginStart()
  34. {
  35. Handle GameConf = LoadGameConfigFile("gamedata_stager");
  36.  
  37. if(GameConf == INVALID_HANDLE)
  38. {
  39. SetFailState("Couldn't find the offsets and signatures file. Please, check that it is installed correctly.");
  40. }
  41.  
  42. StartPrepSDKCall(SDKCall_Player);
  43. PrepSDKCall_SetFromConf(GameConf, SDKConf_Signature, "CTerrorPlayer_Fling");
  44. PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_ByRef);
  45. PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
  46. PrepSDKCall_AddParameter(SDKType_CBasePlayer, SDKPass_Pointer);
  47. PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain);
  48. sdkCallPushPlayer = EndPrepSDKCall();
  49. }
  50.  
  51. bool IsAllow = false;
  52.  
  53. public OnMapStart()
  54. {
  55. IsAllow = false;
  56. CreateTimer(3.0, allow)
  57. }
  58.  
  59. public Action allow(Handle timer)
  60. {
  61. IsAllow = true;
  62. }
  63.  
  64. public void OnEntityDestroyed(int entity)
  65. {
  66. if(!IsAllow) return;
  67.  
  68. if (IsValidEntity(entity) && IsValidEdict(entity))
  69. {
  70. char classname[128];
  71. GetEdictClassname(entity, classname, 128);
  72. if (StrEqual(classname, "grenade_launcher_projectile", false))
  73. {
  74. GrenadeTouch(entity);
  75. }
  76. if (StrEqual(classname, "pipe_bomb_projectile", false))
  77. {
  78. BombTouch(entity);
  79. }
  80. if (StrEqual(classname, "prop_fuel_barrel", false))
  81. {
  82. BarrelTouch(entity);
  83. }
  84. }
  85. }
  86.  
  87. public int GrenadeTouch(int entity)
  88. {
  89. float pos[3];
  90. GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  91. GranadeExplode(pos);
  92. }
  93.  
  94. public int BombTouch(int entity)
  95. {
  96. float pos[3];
  97. GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  98. BombExplode(pos)
  99. }
  100.  
  101. public int BarrelTouch(int entity)
  102. {
  103. float pos[3];
  104. GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  105. BarrelExplode(pos);
  106. }
  107.  
  108. int GranadeExplode(float pos[3])
  109. {
  110. float fDistance = 0.0;
  111. float pos2[3];
  112. for( int i = 0; i < 32; i++ )
  113. {
  114. if(IsValidClient(i) && GetClientTeam(i) == 2)
  115. {
  116. int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  117. if(vClass == 9)
  118. {
  119. GetClientAbsOrigin(i, pos2);
  120. if (!IsVisibleTo(pos, pos2)) continue;
  121. fDistance = GetVectorDistance(pos, pos2);
  122. if(fDistance < RadiusFlingGrenade)
  123. {
  124. Fly(i, i, GrenadeFling)
  125. }
  126. if(fDistance < GrenadeRadius)
  127. {
  128. float iOne = GrenadeRadius - fDistance
  129. float vForward = GrenadeRadius / iOne
  130. int iDamage = RoundToCeil(GrenadeDamage / (vForward * vForward * vForward))
  131. ForceDamageEntity(i, iDamage, i)
  132. }
  133. if(fDistance < ShakeGrenade)
  134. {
  135. float iOne = ShakeGrenade - fDistance
  136. float vForward = ShakeGrenade / iOne
  137. float iDamage = (PowerShakeG / (vForward * vForward * vForward)) * 1.0
  138. ScreenShake(i, iDamage)
  139. }
  140. }
  141. }
  142. }
  143. }
  144.  
  145. int BombExplode(float pos[3])
  146. {
  147. float fDistance = 0.0;
  148. float pos2[3];
  149. for( int i = 0; i < 32; i++ )
  150. {
  151. if(IsValidClient(i) && GetClientTeam(i) == 2)
  152. {
  153. int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  154. if(vClass == 9)
  155. {
  156. GetClientAbsOrigin(i, pos2);
  157. if (!IsVisibleTo(pos, pos2)) continue;
  158. fDistance = GetVectorDistance(pos, pos2);
  159. if(fDistance < RadiusFlingPipe)
  160. {
  161. Fly(i, i, PipeFling)
  162. }
  163. if(fDistance < PipeRadius)
  164. {
  165. float iOne = PipeRadius - fDistance
  166. float vForward = PipeRadius / iOne
  167. int iDamage = RoundToCeil(PipeBombDamage / (vForward * vForward * vForward))
  168. ForceDamageEntity(i, iDamage, i)
  169. }
  170. if(fDistance < ShakePipe)
  171. {
  172. float iOne = ShakePipe - fDistance
  173. float vForward = ShakePipe / iOne
  174. float iDamage = (PowerShakeP / (vForward * vForward * vForward)) * 1.0
  175. ScreenShake(i, iDamage)
  176. }
  177. }
  178. }
  179. }
  180. }
  181.  
  182. int BarrelExplode(float pos[3])
  183. {
  184. float fDistance = 0.0;
  185. float pos2[3];
  186. for( int i = 0; i < 32; i++ )
  187. {
  188. if(IsValidClient(i) && GetClientTeam(i) == 2)
  189. {
  190. int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  191. if(vClass == 9)
  192. {
  193. GetClientAbsOrigin(i, pos2);
  194. if (!IsVisibleTo(pos, pos2)) continue;
  195. fDistance = GetVectorDistance(pos, pos2);
  196. if(fDistance < RadiusFlingBarrel)
  197. {
  198. Fly(i, i, BarrelFling)
  199. }
  200. if(fDistance < BarrelRadius)
  201. {
  202. float iOne = BarrelRadius - fDistance
  203. float vForward = BarrelRadius / iOne
  204. int iDamage = RoundToCeil(BarrelDamage / (vForward * vForward * vForward))
  205. ForceDamageEntity(i, iDamage, i)
  206. }
  207. if(fDistance < ShakeBarrel)
  208. {
  209. float iOne = ShakeBarrel - fDistance
  210. float vForward = ShakeBarrel / iOne
  211. float iDamage = (PowerShakeB / (vForward * vForward * vForward)) * 1.0
  212. ScreenShake(i, iDamage)
  213. }
  214. }
  215. }
  216. }
  217. }
  218.  
  219. public Fly(explosion, int target, float power)
  220. {
  221. if(target <= 0 || !IsValidEntity(target) || !IsValidEdict(target)) return;
  222.  
  223. float targetPos[3], explosionPos[3], traceVec[3], resultingFling[3];
  224.  
  225. GetEntPropVector(target, Prop_Data, "m_vecOrigin", targetPos);
  226. GetEntPropVector(explosion, Prop_Data,"m_vecOrigin", explosionPos);
  227.  
  228. float fDistance = GetVectorDistance(targetPos, explosionPos)
  229. float iOne = GrenadeRadius - fDistance
  230. float iDamage = GrenadeRadius / iOne
  231. power = (GrenadeDamage / (iDamage * iDamage * iDamage)) * 1.0
  232. if(power < 1)
  233. return;
  234.  
  235. MakeVectorFromPoints(explosionPos, targetPos, traceVec);
  236. GetVectorAngles(traceVec, resultingFling);
  237.  
  238. resultingFling[0] = Cosine(DegToRad(resultingFling[1])) * power;
  239. resultingFling[1] = Sine(DegToRad(resultingFling[1])) * power;
  240. resultingFling[2] = power + (power * 0.5);
  241. if (GetClientTeam(target) == 2)
  242. {
  243. SDKCall(sdkCallPushPlayer, target, resultingFling, 76, target, 2.0);
  244. }
  245. else
  246. {
  247. SDKCall(sdkCallPushPlayer, target, resultingFling, 2, target, 2.0);
  248. }
  249. }
  250.  
  251. public void ScreenShake(int target, float power)
  252. {
  253. Handle msg;
  254. msg = StartMessageOne("Shake", target);
  255. BfWriteByte(msg, 0);
  256. BfWriteFloat(msg, power);
  257. BfWriteFloat(msg, 10.0);
  258. BfWriteFloat(msg, 3.0);
  259. EndMessage();
  260. }
  261.  
  262. static bool IsVisibleTo(float position[3], float targetposition[3])
  263. {
  264. float vAngles[3], vLookAt[3];
  265.  
  266. MakeVectorFromPoints(position, targetposition, vLookAt); // compute vector from start to target
  267. GetVectorAngles(vLookAt, vAngles); // get angles from vector for trace
  268.  
  269. // execute Trace
  270. Handle trace = TR_TraceRayFilterEx(position, vAngles, MASK_SHOT, RayType_Infinite, _TraceFilter);
  271.  
  272. bool isVisible = false;
  273. if (TR_DidHit(trace))
  274. {
  275. float vStart[3];
  276. TR_GetEndPosition(vStart, trace); // retrieve our trace endpoint
  277.  
  278. if ((GetVectorDistance(position, vStart, false) + 25.0) >= GetVectorDistance(position, targetposition))
  279. {
  280. isVisible = true; // if trace ray length plus tolerance equal or bigger absolute distance, you hit the target
  281. }
  282. }
  283.  
  284. return isVisible;
  285. }
  286.  
  287. public bool _TraceFilter(int entity, int contentsMask)
  288. {
  289. if (!entity || entity <= MaxClients || !IsValidEntity(entity)) // dont let WORLD, or invalid entities be hit
  290. {
  291. return false;
  292. }
  293. return true;
  294. }
  295. stock void ForceDamageEntity(int causer, int damage, int victim) // thanks to &#36798;&#26031;*&#32500;&#36798;
  296. {
  297. float victim_origin[3];
  298. char rupture[32];
  299. char damage_victim[32];
  300. IntToString(damage, rupture, sizeof(rupture));
  301. Format(damage_victim, sizeof(damage_victim), "hurtme%d", victim);
  302. GetEntPropVector(victim, Prop_Send, "m_vecOrigin", victim_origin);
  303. int entity = CreateEntityByName("point_hurt");
  304. DispatchKeyValue(victim, "targetname", damage_victim);
  305. DispatchKeyValue(entity, "DamageTarget", damage_victim);
  306. DispatchKeyValue(entity, "Damage", rupture);
  307. DispatchSpawn(entity);
  308. TeleportEntity(entity, victim_origin, NULL_VECTOR, NULL_VECTOR);
  309. AcceptEntityInput(entity, "Hurt", (causer > 0 && causer <= MaxClients) ? causer : -1);
  310. DispatchKeyValue(entity, "classname", "point_hurt");
  311. DispatchKeyValue(victim, "targetname", "null");
  312. AcceptEntityInput(entity, "Kill");
  313. }
  314.  
  315. stock bool IsValidClient(int client)
  316. {
  317. if ( client < 1 || client > MaxClients ) return false;
  318. if( !IsClientInGame(client)) return false;
  319. if ( !IsPlayerAlive( client )) return false;
  320. return true;
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