FlacoBey

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May 22nd, 2019
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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 = 500.0
  12. float PipeRadius = 500.0
  13. float BarrelRadius = 500.0
  14.  
  15. float GrenadeFling = 200.0
  16. float PipeFling = 200.0
  17. float BarrelFling = 200.0
  18.  
  19. float RadiusFlingGrenade = 500.0
  20. float RadiusFlingPipe = 500.0
  21. float RadiusFlingBarrel = 500.0
  22.  
  23. Handle sdkCallPushPlayer;
  24.  
  25. public OnPluginStart()
  26. {
  27.     Handle GameConf = LoadGameConfigFile("gamedata_stager");  
  28.            
  29.     if(GameConf == INVALID_HANDLE)
  30.     {
  31.         SetFailState("Couldn't find the offsets and signatures file. Please, check that it is installed correctly.");
  32.     }
  33.        
  34.     StartPrepSDKCall(SDKCall_Player);
  35.     PrepSDKCall_SetFromConf(GameConf, SDKConf_Signature, "CTerrorPlayer_Fling");
  36.     PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_ByRef);
  37.     PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
  38.     PrepSDKCall_AddParameter(SDKType_CBasePlayer, SDKPass_Pointer);
  39.     PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain);
  40.     sdkCallPushPlayer = EndPrepSDKCall();
  41. }
  42.  
  43. bool IsAllow = false;
  44.  
  45. public OnMapStart()
  46. {
  47.     IsAllow = false;
  48.     CreateTimer(3.0, allow)
  49. }
  50.  
  51. public Action allow(Handle timer)
  52. {
  53.     IsAllow = true;
  54. }
  55.  
  56. public void OnEntityDestroyed(int entity)
  57. {
  58.     if(!IsAllow) return;
  59.    
  60.     if (IsValidEntity(entity) && IsValidEdict(entity))
  61.     {
  62.         char classname[128];
  63.         GetEdictClassname(entity, classname, 128);
  64.         if (StrEqual(classname, "grenade_launcher_projectile", false))
  65.         {
  66.             GrenadeTouch(entity);
  67.         }
  68.         if (StrEqual(classname, "pipe_bomb_projectile", false))
  69.         {
  70.             BombTouch(entity);
  71.         }
  72.         if (StrEqual(classname, "prop_fuel_barrel", false))
  73.         {
  74.             BarrelTouch(entity);
  75.         }
  76.     }
  77. }
  78.  
  79. public int GrenadeTouch(int entity)
  80. {
  81.     float pos[3];
  82.     GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  83.     GranadeExplode(pos);
  84. }
  85.  
  86. public int BombTouch(int entity)
  87. {
  88.     float pos[3];
  89.     GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  90.     BombExplode(pos)
  91. }
  92.  
  93. public int BarrelTouch(int entity)
  94. {
  95.     float pos[3];
  96.     GetEntPropVector(entity, PropType:0, "m_vecOrigin", pos, 0);
  97.     BarrelExplode(pos);
  98. }
  99.  
  100. int GranadeExplode(float pos[3])
  101. {
  102.     float fDistance = 0.0;
  103.     float pos2[3];
  104.     for( int i = 0; i < 32; i++ )
  105.     {
  106.         if(IsValidClient(i) && GetClientTeam(i) == 2)
  107.         {
  108.             int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  109.             if(vClass == 9)
  110.             {
  111.                 GetClientAbsOrigin(i, pos2);
  112.                 fDistance = GetVectorDistance(pos, pos2);
  113.                 if(fDistance < RadiusFlingGrenade)
  114.                 {
  115.                     Fly(i, i, GrenadeFling)
  116.                 }
  117.                 if(fDistance < GrenadeRadius)
  118.                 {
  119.                     float iOne = GrenadeRadius - fDistance
  120.                     float vForward = GrenadeRadius / iOne
  121.                     int iDamage = RoundToCeil(GrenadeDamage / (vForward * vForward))
  122.                     ForceDamageEntity(i, iDamage, i)
  123.                 }
  124.             }
  125.         }
  126.     }
  127. }
  128.  
  129. int BombExplode(float pos[3])
  130. {
  131.     float fDistance = 0.0;
  132.     float pos2[3];
  133.     for( int i = 0; i < 32; i++ )
  134.     {
  135.         if(IsValidClient(i) && GetClientTeam(i) == 2)
  136.         {
  137.             int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  138.             if(vClass == 9)
  139.             {
  140.                 GetClientAbsOrigin(i, pos2);
  141.                 fDistance = GetVectorDistance(pos, pos2);
  142.                 if(fDistance < RadiusFlingPipe)
  143.                 {
  144.                     Fly(i, i, PipeFling)
  145.                 }
  146.                 if(fDistance < PipeRadius)
  147.                 {
  148.                     float iOne = PipeRadius - fDistance
  149.                     float vForward = PipeRadius / iOne
  150.                     int iDamage = RoundToCeil(PipeBombDamage / (vForward * vForward))
  151.                     ForceDamageEntity(i, iDamage, i)
  152.                 }
  153.                
  154.             }
  155.         }
  156.     }
  157. }
  158.  
  159. int BarrelExplode(float pos[3])
  160. {
  161.     float fDistance = 0.0;
  162.     float pos2[3];
  163.     for( int i = 0; i < 32; i++ )
  164.     {
  165.         if(IsValidClient(i) && GetClientTeam(i) == 2)
  166.         {
  167.             int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  168.             if(vClass == 9)
  169.             {
  170.                 GetClientAbsOrigin(i, pos2);
  171.                 fDistance = GetVectorDistance(pos, pos2);
  172.                 if(fDistance < RadiusFlingBarrel)
  173.                 {
  174.                     Fly(i, i, BarrelFling)
  175.                 }
  176.                 if(fDistance < BarrelRadius)
  177.                 {
  178.                     float iOne = BarrelRadius - fDistance
  179.                     float vForward = BarrelRadius / iOne
  180.                     int iDamage = RoundToCeil(BarrelDamage / (vForward * vForward))
  181.                     ForceDamageEntity(i, iDamage, i)
  182.                 }
  183.             }
  184.         }
  185.     }
  186. }
  187.  
  188. public Fly(explosion, int target, float power)
  189. {
  190.     if(target <= 0 || !IsValidEntity(target) || !IsValidEdict(target))  return;
  191.    
  192.     float targetPos[3], explosionPos[3], traceVec[3], resultingFling[3];
  193.    
  194.     GetEntPropVector(target, Prop_Data, "m_vecOrigin", targetPos);      
  195.     GetEntPropVector(explosion, Prop_Data,"m_vecOrigin", explosionPos);
  196.    
  197.     float fDistance = GetVectorDistance(targetPos, explosionPos)
  198.     float iOne = GrenadeRadius - fDistance
  199.     float iDamage = GrenadeRadius / iOne
  200.     power = (GrenadeDamage / (iDamage * iDamage)) * 1.0
  201.     if(power < 1)
  202.         return;
  203.    
  204.     MakeVectorFromPoints(explosionPos, targetPos, traceVec);
  205.     GetVectorAngles(traceVec, resultingFling);
  206.        
  207.     resultingFling[0] = Cosine(DegToRad(resultingFling[1])) * power;
  208.     resultingFling[1] = Sine(DegToRad(resultingFling[1])) * power;
  209.     resultingFling[2] = power + (power * 0.5);
  210.     if (GetClientTeam(target) == 2)
  211.     {
  212.         SDKCall(sdkCallPushPlayer, target, resultingFling, 76, target, 2.0);
  213.     }
  214.     else
  215.     {
  216.         SDKCall(sdkCallPushPlayer, target, resultingFling, 2, target, 2.0);
  217.     }
  218. }
  219.  
  220. stock void ForceDamageEntity(int causer, int damage, int victim) // thanks to 达斯*维达
  221. {
  222.     float victim_origin[3];
  223.     char rupture[32];
  224.     char damage_victim[32];
  225.     IntToString(damage, rupture, sizeof(rupture));
  226.     Format(damage_victim, sizeof(damage_victim), "hurtme%d", victim);
  227.     GetEntPropVector(victim, Prop_Send, "m_vecOrigin", victim_origin);
  228.     int entity = CreateEntityByName("point_hurt");
  229.     DispatchKeyValue(victim, "targetname", damage_victim);
  230.     DispatchKeyValue(entity, "DamageTarget", damage_victim);
  231.     DispatchKeyValue(entity, "Damage", rupture);
  232.     DispatchSpawn(entity);
  233.     TeleportEntity(entity, victim_origin, NULL_VECTOR, NULL_VECTOR);
  234.     AcceptEntityInput(entity, "Hurt", (causer > 0 && causer <= MaxClients) ? causer : -1);
  235.     DispatchKeyValue(entity, "classname", "point_hurt");
  236.     DispatchKeyValue(victim, "targetname", "null");
  237.     AcceptEntityInput(entity, "Kill");
  238. }
  239.  
  240. stock bool IsValidClient(int client)
  241. {
  242.     if ( client < 1 || client > MaxClients ) return false;
  243.     if( !IsClientInGame(client)) return false;
  244.     if ( !IsPlayerAlive( client )) return false;
  245.     return true;
  246. }
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