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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. fDistance = GetVectorDistance(pos, pos2);
  121. if(fDistance < RadiusFlingGrenade)
  122. {
  123. Fly(i, i, GrenadeFling)
  124. }
  125. if(fDistance < GrenadeRadius)
  126. {
  127. float iOne = GrenadeRadius - fDistance
  128. float vForward = GrenadeRadius / iOne
  129. int iDamage = RoundToCeil(GrenadeDamage / (vForward * vForward * vForward))
  130. ForceDamageEntity(i, iDamage, i)
  131. }
  132. if(fDistance < ShakeGrenade)
  133. {
  134. float iOne = ShakeGrenade - fDistance
  135. float vForward = ShakeGrenade / iOne
  136. float iDamage = (PowerShakeG / (vForward * vForward * vForward)) * 1.0
  137. ScreenShake(i, iDamage)
  138. }
  139. }
  140. }
  141. }
  142. }
  143.  
  144. int BombExplode(float pos[3])
  145. {
  146. float fDistance = 0.0;
  147. float pos2[3];
  148. for( int i = 0; i < 32; i++ )
  149. {
  150. if(IsValidClient(i) && GetClientTeam(i) == 2)
  151. {
  152. int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  153. if(vClass == 9)
  154. {
  155. GetClientAbsOrigin(i, pos2);
  156. fDistance = GetVectorDistance(pos, pos2);
  157. if(fDistance < RadiusFlingPipe)
  158. {
  159. Fly(i, i, PipeFling)
  160. }
  161. if(fDistance < PipeRadius)
  162. {
  163. float iOne = PipeRadius - fDistance
  164. float vForward = PipeRadius / iOne
  165. int iDamage = RoundToCeil(PipeBombDamage / (vForward * vForward * vForward))
  166. ForceDamageEntity(i, iDamage, i)
  167. }
  168. if(fDistance < ShakePipe)
  169. {
  170. float iOne = ShakePipe - fDistance
  171. float vForward = ShakePipe / iOne
  172. float iDamage = (PowerShakeP / (vForward * vForward * vForward)) * 1.0
  173. ScreenShake(i, iDamage)
  174. }
  175. }
  176. }
  177. }
  178. }
  179.  
  180. int BarrelExplode(float pos[3])
  181. {
  182. float fDistance = 0.0;
  183. float pos2[3];
  184. for( int i = 0; i < 32; i++ )
  185. {
  186. if(IsValidClient(i) && GetClientTeam(i) == 2)
  187. {
  188. int vClass = GetEntProp(i, Prop_Send, "m_zombieClass")
  189. if(vClass == 9)
  190. {
  191. GetClientAbsOrigin(i, pos2);
  192. fDistance = GetVectorDistance(pos, pos2);
  193. if(fDistance < RadiusFlingBarrel)
  194. {
  195. Fly(i, i, BarrelFling)
  196. }
  197. if(fDistance < BarrelRadius)
  198. {
  199. float iOne = BarrelRadius - fDistance
  200. float vForward = BarrelRadius / iOne
  201. int iDamage = RoundToCeil(BarrelDamage / (vForward * vForward * vForward))
  202. ForceDamageEntity(i, iDamage, i)
  203. }
  204. if(fDistance < ShakeBarrel)
  205. {
  206. float iOne = ShakeBarrel - fDistance
  207. float vForward = ShakeBarrel / iOne
  208. float iDamage = (PowerShakeB / (vForward * vForward * vForward)) * 1.0
  209. ScreenShake(i, iDamage)
  210. }
  211. }
  212. }
  213. }
  214. }
  215.  
  216. public Fly(explosion, int target, float power)
  217. {
  218. if(target <= 0 || !IsValidEntity(target) || !IsValidEdict(target)) return;
  219.  
  220. float targetPos[3], explosionPos[3], traceVec[3], resultingFling[3];
  221.  
  222. GetEntPropVector(target, Prop_Data, "m_vecOrigin", targetPos);
  223. GetEntPropVector(explosion, Prop_Data,"m_vecOrigin", explosionPos);
  224.  
  225. float fDistance = GetVectorDistance(targetPos, explosionPos)
  226. float iOne = GrenadeRadius - fDistance
  227. float iDamage = GrenadeRadius / iOne
  228. power = (GrenadeDamage / (iDamage * iDamage * iDamage)) * 1.0
  229. if(power < 1)
  230. return;
  231.  
  232. MakeVectorFromPoints(explosionPos, targetPos, traceVec);
  233. GetVectorAngles(traceVec, resultingFling);
  234.  
  235. resultingFling[0] = Cosine(DegToRad(resultingFling[1])) * power;
  236. resultingFling[1] = Sine(DegToRad(resultingFling[1])) * power;
  237. resultingFling[2] = power + (power * 0.5);
  238. if (GetClientTeam(target) == 2)
  239. {
  240. SDKCall(sdkCallPushPlayer, target, resultingFling, 76, target, 2.0);
  241. }
  242. else
  243. {
  244. SDKCall(sdkCallPushPlayer, target, resultingFling, 2, target, 2.0);
  245. }
  246. }
  247.  
  248. public void ScreenShake(int target, float power)
  249. {
  250. Handle msg;
  251. msg = StartMessageOne("Shake", target);
  252. BfWriteByte(msg, 0);
  253. BfWriteFloat(msg, power);
  254. BfWriteFloat(msg, 10.0);
  255. BfWriteFloat(msg, 3.0);
  256. EndMessage();
  257. }
  258.  
  259. stock void ForceDamageEntity(int causer, int damage, int victim) // thanks to 达斯*维达
  260. {
  261. float victim_origin[3];
  262. char rupture[32];
  263. char damage_victim[32];
  264. IntToString(damage, rupture, sizeof(rupture));
  265. Format(damage_victim, sizeof(damage_victim), "hurtme%d", victim);
  266. GetEntPropVector(victim, Prop_Send, "m_vecOrigin", victim_origin);
  267. int entity = CreateEntityByName("point_hurt");
  268. DispatchKeyValue(victim, "targetname", damage_victim);
  269. DispatchKeyValue(entity, "DamageTarget", damage_victim);
  270. DispatchKeyValue(entity, "Damage", rupture);
  271. DispatchSpawn(entity);
  272. TeleportEntity(entity, victim_origin, NULL_VECTOR, NULL_VECTOR);
  273. AcceptEntityInput(entity, "Hurt", (causer > 0 && causer <= MaxClients) ? causer : -1);
  274. DispatchKeyValue(entity, "classname", "point_hurt");
  275. DispatchKeyValue(victim, "targetname", "null");
  276. AcceptEntityInput(entity, "Kill");
  277. }
  278.  
  279. stock bool IsValidClient(int client)
  280. {
  281. if ( client < 1 || client > MaxClients ) return false;
  282. if( !IsClientInGame(client)) return false;
  283. if ( !IsPlayerAlive( client )) return false;
  284. return true;
  285. }
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