new const PLUGINNAME[] = "Sentry guns"
new const VERSION[] = "0.5.3"
new const AUTHOR[] = "JGHG & GlobalModders.net Scripting Team"
new const RUS[] = "TATARIN"
//#define DEBUG
#include <amxmodx>
#include <amxmisc>
#include <engine>
#include <fun>
#include <cstrike>
#include <fakemeta>
#if defined DEBUG
#include <amxmisc>
#endif
new sentry_max, sentry_cost1, sentry_cost2, sentry_cost3, sentry_team;
#define MAXSENTRIESTOTAL 20
// ---------- Adjust below settings to your liking ---------------------------------------------------------------------------------------------------------------------------------
//#define MAXPLAYERSENTRIES 3 // how many sentries each player can build
#define MAXPLAYERSENTRIES get_pcvar_num(sentry_max) // how many sentries each player can build
#define DMG_EXPLOSION_TAKE 90 // how much HP at most an exploding sentry takes from a player - the further away the less dmg is dealt to player
#define SENTRYEXPLODERADIUS 250.0 // how far away it is safe to be from an exploding sentry without getting kicked back and hurt
#define THINKFIREFREQUENCY 0.1 // the rate in seconds between each bullet when firing at a locked target
#define SENTRYTILTRADIUS 830.0 // likely you won't need to touch this. it's how accurate the cannon will aim at the target vertically (up/down, just for looks, aim is calculated differently)
#if !defined DEBUG
#define DISALLOW_OWN_UPGRADES // you cannot upgrade your own sentry to level 2 (only to level 3 if someone else upgraded it already) (only have this commented in debug mode)
#define DISALLOW_TWO_UPGRADES // the upgrader cannot upgrade again, builder must upgrade to level 3 (only have this commented in debug mode)
#endif
//#define SENTRIES_SURVIVE_ROUNDS // comment this define to have sentries removed between rounds, else they will stay where they are.
//#define RANDOM_TOPCOLOR // sentries have two colors, one top and one bottom. The top one will be random if you leave this define be, else always red for T and blue for CT.
//#define RANDOM_BOTTOMCOLOR // sentries have two colors, one top and one bottom. The bottom one will be random if you leave this define be, else always red for T and blue for CT.
#define EXPLODINGSENTRIES // comment this out if you don't want the sentries to explode, push people away and hurt them (should now be stable!)
// Bots will build sentries at objective critical locations (around dropped bombs, at bomb targets, near hostages etc)
// They can also build randomly around maps using these values:
#define BOT_WAITTIME_MIN 0.0 // waittime = the time a bot will wait after he's decided to build a sentry, before actually building (seconds)
#define BOT_WAITTIME_MAX 15.0
#define BOT_NEXT_MIN 0.0 // next = after building a sentry, this specifies the time a bot will wait until considering about waittime again (seconds)
#define BOT_NEXT_MAX 120.0
// These are per sentry level, 1-3
new const g_SENTRYFRAGREWARDS[3] = {400, 300, 200} // how many $ you get if your sentry frags someone. If you built and upgraded to level 3 you would get $300 + $150 = $450. If built and upgraded all you would get $600.
new const g_DMG[3] = {10, 15, 20} // how much damage a bullet from a sentry does per hit
new const Float:g_THINKFREQUENCIES[3] = {2.0, 1.0, 0.5} // how often, in seconds, a sentry searches for targets when not locked at a target, a lower value means a sentry will lock on targets faster
new const Float:g_HITRATIOS[3] = {0.6, 0.75, 0.85} // how good a sentry is at hitting its target. 1.0 = always hit, 0.0 = never hit
new const Float:g_HEALTHS[3] = {2000.0, 4000.0, 6000.0} // how many HP a sentry has. Increase to make sentry sturdier
//new const g_COST[3] = {5000, 2000, 1000} // fun has a price, first is build cost, the next two upgrade costs
#define COST_INIT get_pcvar_num(sentry_cost1)
#define COST_UP get_pcvar_num(sentry_cost2)
#define COST_UPTWO get_pcvar_num(sentry_cost3)
// ---------- Adjust above settings to your liking ---------------------------------------------------------------------------------------------------------------------------------
#if !defined PI
#define PI 3.141592654 // feel free to find a PI more exact than this
#endif
#define MENUBUTTON1 (1<<0)
#define MENUBUTTON2 (1<<1)
#define MENUBUTTON3 (1<<2)
#define MENUBUTTON4 (1<<3)
#define MENUBUTTON5 (1<<4)
#define MENUBUTTON6 (1<<5)
#define MENUBUTTON7 (1<<6)
#define MENUBUTTON8 (1<<7)
#define MENUBUTTON9 (1<<8)
#define MENUBUTTON0 (1<<9)
#define MENUSELECT1 0
#define MENUSELECT2 1
#define MENUSELECT3 2
#define MENUSELECT4 3
#define MENUSELECT5 4
#define MENUSELECT6 5
#define MENUSELECT7 6
#define MENUSELECT8 7
#define MENUSELECT9 8
#define MENUSELECT0 9
#define MAXHTMLSIZE 1536
#define MAXSENTRIES 32 * MAXSENTRIESTOTAL
#define SENTRY_VEC_PEOPLE EV_VEC_vuser1
#define OWNER 0
#define UPGRADER_1 1
#define UPGRADER_2 2
//#define SENTRY_VECENT_OWNER SENTRY_VEC_PEOPLE + OWNER
//#define SENTRY_VECENT_UPGRADER_1 SENTRY_VEC_PEOPLE + UPGRADER_1
//#define SENTRY_VECENT_UPGRADER_2 SENTRY_VEC_PEOPLE + UPGRADER_2
GetSentryPeople(sentry, who) {
new Float:people[3]
entity_get_vector(sentry, SENTRY_VEC_PEOPLE, people)
return floatround(people[who])
}
SetSentryPeople(sentry, who, is) {
new Float:people[3]
entity_get_vector(sentry, SENTRY_VEC_PEOPLE, people)
people[who] = is + 0.0
entity_set_vector(sentry, SENTRY_VEC_PEOPLE, people)
}
#define SENTRY_ENT_TARGET EV_ENT_euser1
#define SENTRY_ENT_BASE EV_ENT_euser2
#define SENTRY_ENT_SPYCAM EV_ENT_euser3
#define SENTRY_INT_FIRE EV_INT_iuser1
#define SENTRY_INT_TEAM EV_INT_iuser2
#define SENTRY_INT_LEVEL EV_INT_iuser3
#define SENTRY_INT_PENDDIR EV_INT_iuser4 // 1st bit: sentry cannon, 2nd bit: radar
#define SENTRY_FL_ANGLE EV_FL_fuser1
#define SENTRY_FL_SPINSPEED EV_FL_fuser2
#define SENTRY_FL_MAXSPIN EV_FL_fuser3
#define SENTRY_FL_RADARANGLE EV_FL_fuser4
// These are bits used in SENTRY_INT_PENDDIR
#define SENTRY_DIR_CANNON 0
#define SENTRY_DIR_RADAR 1
#define BASE_ENT_SENTRY EV_ENT_euser1
#define BASE_INT_TEAM EV_INT_iuser1
#define SENTRY_LEVEL_1 0
#define SENTRY_LEVEL_2 1
#define SENTRY_LEVEL_3 2
#define SENTRY_FIREMODE_NO 0
#define SENTRY_FIREMODE_YES 1
#define SENTRY_FIREMODE_NUTS 2
#define TASKID_SENTRYFIRE 1000
#define TASKID_BOTBUILDRANDOMLY 2000
#define TASKID_SENTRYSTATUS 3000
#define TASKID_THINK 4000
#define TASKID_THINKPENDULUM 5000
#define TASKID_SENTRYONRADAR 6000
#define TASKID_SPYCAM 7000
#define DUCKINGPLAYERDIFFERENCE 18.0
#define TARGETUPMODIFIER DUCKINGPLAYERDIFFERENCE // if player ducks on ground, traces don't hit...
#define DMG_BULLET (1<<1) // shot
#define DMG_BLAST (1<<6) // explosive blast damage
#define TE_EXPLFLAG_NONE 0
#define TE_EXPLOSION 3
#define TE_TRACER 6
#define TE_BREAKMODEL 108
#define BASESENTRYDELAY 2.0 // seconds from base is built until sentry top appears
#define PENDULUM_MAX 45.0 // how far sentry turret turns in each direction when idle, before turning back
#define PENDULUM_INCREMENT 10.0 // speed of turret turning...
#define RADAR_INCREMENT 1.4 // speed of small radar turning on top of sentry level 3...
#define MAXUPGRADERANGE 75.0 // farthest distance to sentry you can upgrade using upgrade command
#define COLOR_BOTTOM_CT 160 // default bottom colour of CT:s sentries
#define COLOR_TOP_CT 150 // default top colour of CT:s sentries
#define COLOR_BOTTOM_T 0 // default bottom colour of T:s sentries
#define COLOR_TOP_T 0 // default top colour of T:s sentries
#define SENTRYSHOCKPOWER 3.0 // multiplier, increase to make exploding sentries throw stuff further away
#define CANNONHEIGHTFROMFEET 20.0 // tweakable to make tracer originate from the same height as the sentry's cannon. Also traces rely on this Y-wise offset.
#define PLAYERORIGINHEIGHT 36.0 // this is the distance from a player's EV_VEC_origin to ground, if standing up
#define HEIGHTDIFFERENCEALLOWED 30.0 // increase value to allow building in slopes with higher angles. You can set to 0.0 and you will only be able to build on exact flat ground. note: mostly applies to downhill building, uphill is still likely to "collide" with ground...
// This cannot account for sentries which are still under construction (only base, no sentry head yet):
// How many (or more) sentries:
#define BOT_MAXSENTRIESNEAR 1
// cannot be in the vicinity of this radius:
#define BOT_MAXSENTRIESDISTANCE 1500.0
// for a bot to build at a location. Use higher values and bots will build sentries less close to other sentries on same team.
#define BOT_OBJECTIVEWAIT 10 // nr of seconds that must pass after a bot has built an objective related sentry until he can build such a sentry again.
#define SENTRY_TILT_TURRET EV_BYTE_controller2
#define SENTRY_TILT_LAUNCHER EV_BYTE_controller3
#define SENTRY_TILT_RADAR EV_BYTE_controller4
#define PEV_SENTRY_TILT_TURRET pev_controller_1
#define PEV_SENTRY_TILT_LAUNCHER pev_controller_2
#define PEV_SENTRY_TILT_RADAR pev_controller_3
#define STATUSINFOTIME 0.5 // the frequency of hud message updates when spectating a sentry, don't set too low or it could overflow clients. Data should now always send again as soon as it updates though.
#define SENTRY_RADAR 20 // use as high as possible but should still be working (ie be able to see sentries plotted on radar while in menu, too high values doesn't seem to work)
#define SENTRY_RADAR_TEAMBUILT 21 // same as above
#define SPYCAMTIME 5.0 // nr of seconds the spycam is active
enum OBJECTTYPE {
OBJECT_GENERIC,
OBJECT_GRENADE,
OBJECT_PLAYER,
OBJECT_ARMOURY
}
// Global vars below
new g_sentriesNum = 0
new g_sentries[MAXSENTRIES]
new g_playerSentries[32] = {0, ...}
new g_playerSentriesEdicts[32][MAXSENTRIESTOTAL]
new g_sModelIndexFireball
new g_msgDamage
new g_msgDeathMsg
new g_msgScoreInfo
new g_msgHostagePos
new g_msgHostageK
new g_MAXPLAYERS
//new g_MAXENTITIES
new Float:g_ONEEIGHTYTHROUGHPI
//new g_hasSentries = 0
new Float:g_sentryOrigins[32][3]
new g_aimSentry[32]
new bool:g_inBuilding[32]
new bool:g_resetArmouryThisRound = true
new bool:g_hasArmouries = false
new Float:g_lastGameTime = 1.0 // dunno, looks like get_systime() is always 1.0 first time...
new Float:g_gameTime
new Float:g_deltaTime
new g_sentryStatusBuffer[32][256]
new g_sentryStatusTrigger
new g_selectedSentry[32] = {-1, ...}
new g_menuId // used to store index of menu
new g_lastObjectiveBuild[32]
new g_inSpyCam[32]
new Float:g_spyCamOffset[3] = {26.0, 29.0, 26.0} // for the three levels, just what looks good...
//Shaman: For disabling building until some time passes after the new round
new bool:g_allowBuild //Building, upgrading and reparing is not allowed if this is false
new sentry_wait //The cvar
// Global vars above
//Shaman: Event function that removes sentries of a player after team change
public jointeam_event()
{
//Get the di from the event data
new id= read_data(1)
//Remove sentries
while(GetSentryCount(id)>0)
sentry_detonate_by_owner(id, true)
return PLUGIN_CONTINUE
}
//Shaman: The function that enables building
public enablesentrybur()
{
g_allowBuild= true;
}
public createsentryhere(id) {
//Shaman: Check if the player is allowed to build
if(!g_allowBuild)
{
client_print(id, print_center, "Не так быстро, подожди...")
return PLUGIN_HANDLED
}
new sentry = AimingAtSentry(id, true)
// if a valid sentry
// if within range
// we can try to upgrade/repair...
if (sentry && entity_range(sentry, id) <= MAXUPGRADERANGE)
{
//client_print(id, print_chat, "Sentry level: %d, last upgrader: %d", entity_get_int(sentry, SENTRY_INT_LEVEL) + 1, entity_get_edict(sentry, SENTRY_ENT_LASTUPGRADER))
#if defined DISALLOW_OWN_UPGRADES
// Don't allow builder to upgrade his own sentry first time.
if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_1 && id == GetSentryPeople(sentry, OWNER)) {
client_print(id, print_center, "Ты не можете обновить эту пушку, напарник должен !")
return PLUGIN_HANDLED
}
#endif
#if defined DISALLOW_TWO_UPGRADES
// Don't allow upgrader to upgrade again.
if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_2 && id == GetSentryPeople(sentry, UPGRADER_1)) {
client_print(id, print_center, "Ты не можете обновить эту пушку, напарник должен !")
return PLUGIN_HANDLED
}
#endif
g_aimSentry[id - 1] = sentry
//if (entity_
sentry_upgrade(id, sentry)
}
else {
sentry_build(id)
}
return PLUGIN_HANDLED
}
public sentry_build(id) {
//Shaman: Check if the player is allowed to build
if(!g_allowBuild)
{
client_print(id, print_center, "[Sentry Guns] Обнови пушку, получи денежку...")
return
}
if (GetSentryCount(id) >= MAXPLAYERSENTRIES) {
new wordnumbers[128]
getnumbers(MAXPLAYERSENTRIES, wordnumbers, 127)
new maxsentries = MAXPLAYERSENTRIES // stupid, but compiler gives warning on next line if a defined constant is used
client_print(id, print_center, "Построено максимальное количество пушек !", wordnumbers, maxsentries != 1 ? "s" : "")
return
}
else if (g_inBuilding[id - 1]) {
client_print(id, print_center, "[Sentry Guns] Пушка ещё не достроена...")
return
}
else if (!is_user_alive(id)) {
return
}
else if (cs_get_user_money(id) < g_COST(0)) {
client_print(id, print_center, "[Sentry Guns] У тебя нет денег, на постройку пушки ! [стоимость: %d $]", g_COST(0))
return
}
else if (!entity_is_on_ground(id)) {
client_print(id, print_center, "[Sentry Guns] Ты должны стоять на земле, чтобы построить пушку !")
return
}
//else if (entity_get_int(id, EV_INT_flags) & FL_DUCKING) {
else if (entity_get_int(id, EV_INT_bInDuck)) {
client_print(id, print_center, "[Sentry Guns] Не известная команда.")
return
}
else if ( get_pcvar_num( sentry_team ) ) {
if( get_pcvar_num( sentry_team ) < 0 && !is_user_admin(id) ){
client_print(id, print_center, "[Sentry Guns] Только администраторы могут строить !")
return
}
else if( !(abs(get_pcvar_num( sentry_team )) & _:cs_get_user_team(id)) ){
client_print(id, print_center, "[Sentry Guns] Твоя команда не может строить пушки !")
return
}
}
new Float:playerOrigin[3]
entity_get_vector(id, EV_VEC_origin, playerOrigin)
new Float:vNewOrigin[3]
new Float:vTraceDirection[3]
new Float:vTraceEnd[3]
new Float:vTraceResult[3]
velocity_by_aim(id, 64, vTraceDirection) // get a velocity in the directino player is aiming, with a multiplier of 64...
vTraceEnd[0] = vTraceDirection[0] + playerOrigin[0] // find the new max end position
vTraceEnd[1] = vTraceDirection[1] + playerOrigin[1]
vTraceEnd[2] = vTraceDirection[2] + playerOrigin[2]
trace_line(id, playerOrigin, vTraceEnd, vTraceResult) // trace, something can be in the way, use hitpoint from vTraceResult as new origin, if nothing's in the way it should be same as vTraceEnd
vNewOrigin[0] = vTraceResult[0]// just copy the new result position to new origin
vNewOrigin[1] = vTraceResult[1]// just copy the new result position to new origin
vNewOrigin[2] = playerOrigin[2] // always build in the same height as player.
if (CreateSentryBase(vNewOrigin, id)) {
cs_set_user_money(id, cs_get_user_money(id) - g_COST(0))
//SetHasSentry(id, true)
//client_print(id, print_chat, "Done creating a sentry at %f %f %f!", vNewOrigin[0], vNewOrigin[1], vNewOrigin[2])
}
else {
//SetHasSentry(id, false)
client_print(id, print_center, "[Sentry Guns] нельзя тут построить пушку, ты должен быть на земле !")
}
}
GetSentryCount(id) {
return g_playerSentries[id - 1]
//else
/*
if (id < 1 || id > get_maxplayers())
return false
//spambits(id, g_hasSentries)
return g_hasSentries & (1<<(id - 1)) ? true : false // g_hasSentries[id - 1] //
*/
}
bool:GetStatusTrigger(player) {
if (!is_user_alive(player))
return false
return g_sentryStatusTrigger & (1<<(player-1)) ? true : false
}
SetStatusTrigger(player, bool:onOrOff) {
if (onOrOff)
g_sentryStatusTrigger |= (1<<(player - 1))
else
g_sentryStatusTrigger &= ~(1<<(player - 1))
}
IncreaseSentryCount(id, sentryEntity) {
g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1]] = sentryEntity
g_playerSentries[id - 1] = g_playerSentries[id - 1] + 1
new Float:sentryOrigin[3], iSentryOrigin[3]
entity_get_vector(sentryEntity, EV_VEC_origin, sentryOrigin)
FVecIVec(sentryOrigin, iSentryOrigin)
new name[32]
get_user_name(id, name, 31)
new CsTeams:builderTeam = cs_get_user_team(id)
for (new i = 1; i <= g_MAXPLAYERS; i++) {
if (!is_user_connected(i) || !is_user_alive(i) || cs_get_user_team(i) != builderTeam || id == i)
continue
client_print(i, print_center, "[ %s ] построил пушку в [%d м] от тебя.", name, floatround(entity_range(i, sentryEntity)))
//client_print(parm[0], print_chat, "Plotting closest sentry %d on radar: %f %f %f", parm[1], sentryOrigin[0], sentryOrigin[1], sentryOrigin[2])
message_begin(MSG_ONE, g_msgHostagePos, {0,0,0}, i)
write_byte(i)
write_byte(SENTRY_RADAR_TEAMBUILT)
write_coord(iSentryOrigin[0])
write_coord(iSentryOrigin[1])
write_coord(iSentryOrigin[2])
message_end()
message_begin(MSG_ONE, g_msgHostageK, {0,0,0}, i)
write_byte(SENTRY_RADAR_TEAMBUILT)
message_end()
}
//client_print(0, print_chat, "%s has built a sentry gun", name)
}
DecreaseSentryCount(id, sentry) {
// Note that sentry does not exist at this moment, it's just an old index that should get zeroed where it occurs in g_playerSentriesEdicts[id - 1][]
g_selectedSentry[id - 1] = -1
for (new i = 0; i < g_playerSentries[id - 1]; i++) {
if (g_playerSentriesEdicts[id - 1][i] == sentry) {
// Copy last sentry edict index to this one
g_playerSentriesEdicts[id - 1][i] = g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1] - 1]
// Zero out last sentry index
g_playerSentriesEdicts[id - 1][g_playerSentries[id - 1] - 1] = 0
break
}
}
g_playerSentries[id - 1] = g_playerSentries[id - 1] - 1
}
/*
SetHasSentry(id, bool:trueOrFalse) {
//g_hasSentries[id - 1] = trueOrFalse
//spambits(id, g_hasSentries)
if (trueOrFalse) {
g_hasSentries |= (1<<(id - 1))
new name[32]
get_user_name(id, name, 31)
new CsTeams:builderTeam = cs_get_user_team(id)
for (new i = 0; i < g_MAXPLAYERS; i++) {
if (!is_user_connected(i) || !is_user_alive(i) || cs_get_user_team(i) != builderTeam || id == i)
continue
client_print(i, print_center, "[Sentry Guns] [ %s ] есть пушка.", name)
}
}
else
g_hasSentries &= ~(1<<(id - 1))
//spambits(id, g_hasSentries)
}
*/
stock bool:CreateSentryBase(Float:origin[3], creator) {
// Check contents of point, also trace lines from center to each of the eight ends
if (point_contents(origin) != CONTENTS_EMPTY || TraceCheckCollides(origin, 24.0)) {
return false
}
// Check that a trace from origin straight down to ground results in a distance which is the same as player height over ground?
new Float:hitPoint[3], Float:originDown[3]
originDown = origin
originDown[2] = -5000.0 // dunno the lowest possible height...
trace_line(0, origin, originDown, hitPoint)
new Float:baDistanceFromGround = vector_distance(origin, hitPoint)
//client_print(creator, print_chat, "Base distance from ground: %f", baDistanceFromGround)
new Float:difference = PLAYERORIGINHEIGHT - baDistanceFromGround
if (difference < -1 * HEIGHTDIFFERENCEALLOWED || difference > HEIGHTDIFFERENCEALLOWED) {
//client_print(creator, print_chat, "You can't build here! %f", difference)
return false
}
new entbase = create_entity("func_breakable") // func_wall
if (!entbase)
return false
// Set sentrybase health
new healthstring[16]
num_to_str(floatround(g_HEALTHS[0]), healthstring, 15)
DispatchKeyValue(entbase, "health", healthstring)
DispatchKeyValue(entbase, "material", "6")
DispatchSpawn(entbase)
// Change classname
entity_set_string(entbase, EV_SZ_classname, "sentrybase")
// Set model
entity_set_model(entbase, "models/newsentries/newbase.mdl") // later set according to level
// Set size
new Float:mins[3], Float:maxs[3]
mins[0] = -16.0
mins[1] = -16.0
mins[2] = 0.0
maxs[0] = 16.0
maxs[1] = 16.0
maxs[2] = 1000.0 // Set to 16.0 later.
entity_set_size(entbase, mins, maxs)
//client_print(creator, print_chat, "Creating sentry %d with bounds %f", ent, BOUNDS)
// Set origin
entity_set_origin(entbase, origin)
// Set starting angle
//entity_get_vector(creator, EV_VEC_angles, origin)
//origin[0] = 0.0
//origin[1] += 180.0
//origin[2] = 0.0
//entity_set_vector(ent, EV_VEC_angles, origin)
// Set solidness
entity_set_int(entbase, EV_INT_solid, SOLID_SLIDEBOX) // SOLID_SLIDEBOX
// Set movetype
entity_set_int(entbase, EV_INT_movetype, MOVETYPE_TOSS) // head flies, base falls
// Set team
entity_set_int(entbase, BASE_INT_TEAM, get_user_team(creator))
new parms[2]
parms[0] = entbase
parms[1] = creator
g_sentryOrigins[creator - 1] = origin
emit_sound(creator, CHAN_AUTO, "sentries/building.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
set_task(BASESENTRYDELAY, "createsentryhead", 0, parms, 2)
g_inBuilding[creator - 1] = true
return true
}
public createsentryhead(parms[2]) {
new entbase = parms[0]
new creator = parms[1]
if (!g_inBuilding[creator - 1]) {
// g_inBuilding is reset upon new round, then don't continue with building sentry head. Remove base and return.
if (is_valid_ent(entbase))
remove_entity(entbase)
return
}
new Float:origin[3]
origin = g_sentryOrigins[creator - 1]
new ent = create_entity("func_breakable")
if (!ent) {
if (is_valid_ent(entbase))
remove_entity(entbase)
return
}
new Float:mins[3], Float:maxs[3]
// Set true size of base... if it exists!
// Also set sentry <-> base connections, if base still exists
if (is_valid_ent(entbase)) {
mins[0] = -16.0
mins[1] = -16.0
mins[2] = 0.0
maxs[0] = 16.0
maxs[1] = 16.0
maxs[2] = 16.0
entity_set_size(entbase, mins, maxs)
entity_set_edict(ent, SENTRY_ENT_BASE, entbase)
entity_set_edict(entbase, BASE_ENT_SENTRY, ent)
}
// Store our sentry in array
g_sentries[g_sentriesNum] = ent
new healthstring[16]
num_to_str(floatround(g_HEALTHS[0]), healthstring, 15)
DispatchKeyValue(ent, "health", healthstring)
DispatchKeyValue(ent, "material", "6")
DispatchSpawn(ent)
// Change classname
entity_set_string(ent, EV_SZ_classname, "sentry")
// Set model
entity_set_model(ent, "models/newsentries/newsentry1.mdl") // later set according to level
// Set size
mins[0] = -16.0
mins[1] = -16.0
mins[2] = 0.0
maxs[0] = 16.0
maxs[1] = 16.0
maxs[2] = 48.0
entity_set_size(ent, mins, maxs)
//client_print(creator, print_chat, "Creating sentry %d with bounds %f", ent, BOUNDS)
// Set origin
entity_set_origin(ent, origin)
// Set starting angle
entity_get_vector(creator, EV_VEC_angles, origin)
origin[0] = 0.0
origin[1] += 180.0
entity_set_float(ent, SENTRY_FL_ANGLE, origin[1])
origin[2] = 0.0
entity_set_vector(ent, EV_VEC_angles, origin)
// Set solidness
entity_set_int(ent, EV_INT_solid, SOLID_SLIDEBOX) // SOLID_SLIDEBOX
// Set movetype
entity_set_int(ent, EV_INT_movetype, MOVETYPE_TOSS) // head flies, base doesn't
// Set tilt of cannon
set_pev(ent, PEV_SENTRY_TILT_TURRET, 127) //entity_set_byte(ent, SENTRY_TILT_TURRET, 127) // 127 is horisontal
// Tilt of rocket launcher barrels at level 3
set_pev(ent, PEV_SENTRY_TILT_LAUNCHER, 127) //entity_set_byte(ent, SENTRY_TILT_LAUNCHER, 127) // 127 is horisontal
// Angle of small radar at level 3
entity_set_float(ent, SENTRY_FL_RADARANGLE, 127.0)
set_pev(ent, PEV_SENTRY_TILT_RADAR, 127) //entity_set_byte(ent, SENTRY_TILT_RADAR, 127) // 127 is middle
// Set owner
//entity_set_edict(ent, SENTRY_ENT_OWNER, creator)
SetSentryPeople(ent, OWNER, creator)
// Set team
entity_set_int(ent, SENTRY_INT_TEAM, get_user_team(creator))
// Set level (not really necessary, but for looks)
entity_set_int(ent, SENTRY_INT_LEVEL, SENTRY_LEVEL_1)
// Top color
#if defined RANDOM_TOPCOLOR
new topColor = random_num(0, 255)
#else
new topColor = cs_get_user_team(creator) == CS_TEAM_CT ? COLOR_TOP_CT : COLOR_TOP_T
#endif
// Bottom color
#if defined RANDOM_BOTTOMCOLOR
new bottomColor = random_num(0, 255)
#else
new bottomColor = cs_get_user_team(creator) == CS_TEAM_CT ? COLOR_BOTTOM_CT : COLOR_BOTTOM_T
#endif
// Set color
new map = topColor | (bottomColor<<8)
//spambits(creator, topColor)
//spambits(creator, bottomColor)
//spambits(creator, map)
entity_set_int(ent, EV_INT_colormap, map)
g_sentriesNum++
emit_sound(ent, CHAN_AUTO, "sentries/turrset.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
IncreaseSentryCount(creator, ent)
new parm[4]
parm[0] = ent
set_task(g_THINKFREQUENCIES[0], "sentry_think", TASKID_THINK + parm[0], parm, 1)
parm[1] = random_num(0, 1)
parm[2] = 0
parm[3] = 0
new directions = (random_num(0, 1)<<SENTRY_DIR_CANNON) | (random_num(0, 1)<<SENTRY_DIR_RADAR)
entity_set_int(ent, SENTRY_INT_PENDDIR, directions)
//entity_set_float(ent, SENTRY_FL_RADARDIR, random_num(0, 1) + 0.0)
g_inBuilding[creator - 1] = false
if (!is_valid_ent(entbase)) {
// Someone probably destroyed the base before head was built!
// Sentry should go nuts. :-P
entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_NUTS)
}
}
public server_frame() {
g_gameTime = get_gametime()
g_deltaTime = g_gameTime - g_lastGameTime
//server_print("Gametime: %f, Last gametime: %f", g_gameTime, g_lastGameTime)
new tempSentries[MAXSENTRIES], Float:angles[3]
new tempSentriesNum = 0
for (new i = 0; i < g_sentriesNum; i++) {
//sentry_pendulum(g_sentries[i], g_deltaTime)
tempSentries[i] = g_sentries[i]
tempSentriesNum++
}
for (new i = 0; i < tempSentriesNum; i++) {
//if (entity_get_float(tempSentries[i], EV_FL_nextthink) < g_game
sentry_pendulum(tempSentries[i], g_deltaTime)
if (entity_get_edict(tempSentries[i], SENTRY_ENT_SPYCAM) != 0) {
entity_get_vector(tempSentries[i], EV_VEC_angles, angles)
entity_set_vector(entity_get_edict(tempSentries[i], SENTRY_ENT_SPYCAM), EV_VEC_angles, angles)
}
}
g_lastGameTime = g_gameTime
return PLUGIN_CONTINUE
}
sentry_pendulum(sentry, Float:deltaTime) {
switch (entity_get_int(sentry, SENTRY_INT_FIRE)) {
case SENTRY_FIREMODE_NO: {
new Float:angles[3]
entity_get_vector(sentry, EV_VEC_angles, angles)
new Float:baseAngle = entity_get_float(sentry, SENTRY_FL_ANGLE)
new directions = entity_get_int(sentry, SENTRY_INT_PENDDIR)
if (directions & (1<<SENTRY_DIR_CANNON)) {
angles[1] -= (PENDULUM_INCREMENT * deltaTime) // PENDULUM_INCREMENT get_cvar_float("pend_inc")
if (angles[1] < baseAngle - PENDULUM_MAX) {
angles[1] = baseAngle - PENDULUM_MAX
directions &= ~(1<<SENTRY_DIR_CANNON)
entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
}
}
else {
angles[1] += (PENDULUM_INCREMENT * deltaTime) // PENDULUM_INCREMENT get_cvar_float("pend_inc")
if (angles[1] > baseAngle + PENDULUM_MAX) {
angles[1] = baseAngle + PENDULUM_MAX
directions |= (1<<SENTRY_DIR_CANNON)
entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
}
}
entity_set_vector(sentry, EV_VEC_angles, angles);
if (entity_get_int(sentry, SENTRY_INT_LEVEL) == SENTRY_LEVEL_3) {
//new radarAngle = entity_get_byte(sentry, SENTRY_TILT_RADAR)
//SENTRY_FL_RADARANGLE
new Float:radarAngle = entity_get_float(sentry, SENTRY_FL_RADARANGLE)
if (directions & (1<<SENTRY_DIR_RADAR)) {
radarAngle = radarAngle - RADAR_INCREMENT // get_cvar_float("radar_increment")
if (radarAngle < 0.0) {
radarAngle = 0.0
directions &= ~(1<<SENTRY_DIR_RADAR)
entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
}
}
else {
radarAngle = radarAngle + RADAR_INCREMENT // get_cvar_float("radar_increment")
if (radarAngle > 255.0) {
radarAngle = 255.0
directions |= (1<<SENTRY_DIR_RADAR)
entity_set_int(sentry, SENTRY_INT_PENDDIR, directions)
}
}
entity_set_float(sentry, SENTRY_FL_RADARANGLE, radarAngle)
set_pev(sentry, PEV_SENTRY_TILT_RADAR, floatround(radarAngle)) //entity_set_byte(sentry, SENTRY_TILT_RADAR, floatround(radarAngle))
}
return
}
case SENTRY_FIREMODE_NUTS: {
new Float:angles[3]
entity_get_vector(sentry, EV_VEC_angles, angles)
new Float:spinSpeed = entity_get_float(sentry, SENTRY_FL_SPINSPEED)
if (entity_get_int(sentry, SENTRY_INT_PENDDIR) & (1<<SENTRY_DIR_CANNON)) {
angles[1] -= (spinSpeed * deltaTime)
if (angles[1] < 0.0) {
angles[1] = 360.0 + angles[1]
}
}
else {
angles[1] += (spinSpeed * deltaTime)
if (angles[1] > 360.0) {
angles[1] = angles[1] - 360.0
}
}
// Increment speed raise
entity_set_float(sentry, SENTRY_FL_SPINSPEED, (spinSpeed += random_float(1.0, 2.0)))
new Float:maxSpin = entity_get_float(sentry, SENTRY_FL_MAXSPIN)
if (maxSpin == 0.0) {
// Set rotation speed to explode at
entity_set_float(sentry, SENTRY_FL_MAXSPIN, maxSpin = random_float(500.0, 750.0))
//client_print(0, print_chat, "parm3 set to %d", parm[3])
}
else if (spinSpeed >= maxSpin) {
//client_print(0, print_chat, "Detonating!")
sentry_detonate(sentry, false, false)
//remove_entity(parm[0])
return
}
entity_set_vector(sentry, EV_VEC_angles, angles);
return
}
}
}
// Checks the contents of eight points corresponding to the bbox around ent origin. Also does a trace from origin to each point. If anything goes wrong, report a hit.
// TODO: high bounds should get higher, so that building in tight places not gets sentries stuck in roof... TraceCheckCollides
bool:TraceCheckCollides(Float:origin[3], const Float:BOUNDS) {
new Float:traceEnds[8][3], Float:traceHit[3], hitEnt
// x, z, y
traceEnds[0][0] = origin[0] - BOUNDS
traceEnds[0][1] = origin[1] - BOUNDS
traceEnds[0][2] = origin[2] - BOUNDS
traceEnds[1][0] = origin[0] - BOUNDS
traceEnds[1][1] = origin[1] - BOUNDS
traceEnds[1][2] = origin[2] + BOUNDS
traceEnds[2][0] = origin[0] + BOUNDS
traceEnds[2][1] = origin[1] - BOUNDS
traceEnds[2][2] = origin[2] + BOUNDS
traceEnds[3][0] = origin[0] + BOUNDS
traceEnds[3][1] = origin[1] - BOUNDS
traceEnds[3][2] = origin[2] - BOUNDS
//
traceEnds[4][0] = origin[0] - BOUNDS
traceEnds[4][1] = origin[1] + BOUNDS
traceEnds[4][2] = origin[2] - BOUNDS
traceEnds[5][0] = origin[0] - BOUNDS
traceEnds[5][1] = origin[1] + BOUNDS
traceEnds[5][2] = origin[2] + BOUNDS
traceEnds[6][0] = origin[0] + BOUNDS
traceEnds[6][1] = origin[1] + BOUNDS
traceEnds[6][2] = origin[2] + BOUNDS
traceEnds[7][0] = origin[0] + BOUNDS
traceEnds[7][1] = origin[1] + BOUNDS
traceEnds[7][2] = origin[2] - BOUNDS
for (new i = 0; i < 8; i++) {
if (point_contents(traceEnds[i]) != CONTENTS_EMPTY)
return true
hitEnt = trace_line(0, origin, traceEnds[i], traceHit)
if (hitEnt != 0)
return true
for (new j = 0; j < 3; j++) {
if (traceEnds[i][j] != traceHit[j])
return true
}
}
return false
}
//#define TE_TRACER 6 // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)
tracer(Float:start[3], Float:end[3]) {
//new start_[3]
new start_[3], end_[3]
FVecIVec(start, start_)
FVecIVec(end, end_)
message_begin(MSG_BROADCAST, SVC_TEMPENTITY) // MSG_PAS MSG_BROADCAST
write_byte(TE_TRACER)
write_coord(start_[0])
write_coord(start_[1])
write_coord(start_[2])
write_coord(end_[0])
write_coord(end_[1])
write_coord(end_[2])
message_end()
}
/*
#define TE_BREAKMODEL 108 // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)
*/
stock create_explosion(Float:origin_[3]) {
new origin[3]
FVecIVec(origin_, origin)
//client_print(0, print_chat, "Creating explosion at %d %d %d", origin[0], origin[1], origin[2])
message_begin(MSG_BROADCAST, SVC_TEMPENTITY, origin) // MSG_PAS not really good here
write_byte(TE_EXPLOSION)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
write_short(g_sModelIndexFireball)
write_byte(random_num(0, 20) + 50) // scale * 10 // random_num(0, 20) + 20
write_byte(12) // framerate
write_byte(TE_EXPLFLAG_NONE)
message_end()
// Blast stuff away
genericShock(origin_, SENTRYEXPLODERADIUS, "weaponbox", 32, SENTRYSHOCKPOWER, OBJECT_GENERIC)
genericShock(origin_, SENTRYEXPLODERADIUS, "armoury_entity", 32, SENTRYSHOCKPOWER, OBJECT_ARMOURY)
genericShock(origin_, SENTRYEXPLODERADIUS, "player", 32, SENTRYSHOCKPOWER, OBJECT_PLAYER)
genericShock(origin_, SENTRYEXPLODERADIUS, "grenade", 32, SENTRYSHOCKPOWER, OBJECT_GRENADE)
genericShock(origin_, SENTRYEXPLODERADIUS, "hostage_entity", 32, SENTRYSHOCKPOWER, OBJECT_GENERIC)
// Hurt ppl in vicinity
new Float:playerOrigin[3], Float:distance, Float:flDmgToDo, Float:dmgbase = DMG_EXPLOSION_TAKE + 0.0, newHealth
for (new i = 1; i <= g_MAXPLAYERS; i++) {
if (!is_user_alive(i) || get_user_godmode(i))
continue
entity_get_vector(i, EV_VEC_origin, playerOrigin)
distance = vector_distance(playerOrigin, origin_)
if (distance <= SENTRYEXPLODERADIUS) {
flDmgToDo = dmgbase - (dmgbase * (distance / SENTRYEXPLODERADIUS))
//client_print(i, print_chat, "flDmgToDo = %f, dmgbase = %f, distance = %f, SENTRYEXPLODERADIUS = %f", flDmgToDo, dmgbase, distance, SENTRYEXPLODERADIUS)
newHealth = get_user_health(i) - floatround(flDmgToDo)
if (newHealth <= 0) {
// Somehow if player is killed here server crashes out saying some message (Damage or Death) has not been sent yet when trying to send another message.
// By delaying death with 0.0 (huuh?) seconds this seems to be fixed.
set_task(0.0, "TicketToHell", i)
continue
}
set_user_health(i, newHealth)
message_begin(MSG_ONE_UNRELIABLE, g_msgDamage, {0,0,0}, i)
write_byte(floatround(flDmgToDo))
write_byte(floatround(flDmgToDo))
write_long(DMG_BLAST)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2])
message_end()
}
}
}
// Hacks, damn you!
public TicketToHell(player) {
if (!is_user_connected(player))
return
new frags = get_user_frags(player)
user_kill(player, 1) // don't decrease frags
new parms[4]
parms[0] = player
parms[1] = frags
parms[2] = cs_get_user_deaths(player)
parms[3] = int:cs_get_user_team(player)
set_task(0.0, "DelayedScoreInfoUpdate", 0, parms, 4)
}
public DelayedScoreInfoUpdate(parms[4]) {
scoreinfo_update(parms[0], parms[1], parms[2], parms[3])
}
stock genericShock(Float:hitPointOrigin[3], Float:radius, classString[], maxEntsToFind, Float:power, OBJECTTYPE:objecttype) { // bool:isthisplayer, bool:isthisarmouryentity, bool:isthisgrenade/*, Float:pullup*/) {
new entList[32]
if (maxEntsToFind > 32)
maxEntsToFind = 32
new entsFound = find_sphere_class(0, classString, radius, entList, maxEntsToFind, hitPointOrigin)
new Float:entOrigin[3]
new Float:velocity[3]
new Float:cOrigin[3]
for (new j = 0; j < entsFound; j++) {
switch (objecttype) {
case OBJECT_PLAYER: {
if (!is_user_alive(entList[j])) // Don't move dead players
continue
}
case OBJECT_GRENADE: {
new l_model[16]
entity_get_string(entList[j], EV_SZ_model, l_model, 15)
if (equal(l_model, "models/w_c4.mdl")) // don't move planted c4s :-P
continue
}
}
entity_get_vector(entList[j], EV_VEC_origin, entOrigin) // get_entity_origin(entList[j],entOrigin)
new Float:distanceNadePl = vector_distance(entOrigin, hitPointOrigin)
// Stuff on ground AND below explosion are "placed" a distance above explosion Y-wise ([2]), so that they fly off ground etc.
if (entity_is_on_ground(entList[j]) && entOrigin[2] < hitPointOrigin[2])
entOrigin[2] = hitPointOrigin[2] + distanceNadePl
entity_get_vector(entList[j], EV_VEC_velocity, velocity)
cOrigin[0] = (entOrigin[0] - hitPointOrigin[0]) * radius / distanceNadePl + hitPointOrigin[0]
cOrigin[1] = (entOrigin[1] - hitPointOrigin[1]) * radius / distanceNadePl + hitPointOrigin[1]
cOrigin[2] = (entOrigin[2] - hitPointOrigin[2]) * radius / distanceNadePl + hitPointOrigin[2]
velocity[0] += (cOrigin[0] - entOrigin[0]) * power
velocity[1] += (cOrigin[1] - entOrigin[1]) * power
velocity[2] += (cOrigin[2] - entOrigin[2]) * power
entity_set_vector(entList[j], EV_VEC_velocity, velocity)
}
}
stock entity_is_on_ground(entity) {
return entity_get_int(entity, EV_INT_flags) & FL_ONGROUND
}
public message_tempentity() {
if (get_msg_args() != 15 && get_msg_arg_int(1) != TE_BREAKMODEL)
return PLUGIN_CONTINUE
// Something broke, maybe it was one of our sentries. Loop through all sentries to see if any of them has health <=0.
for (new i = 0; i < g_sentriesNum; i++) {
if (entity_get_float(g_sentries[i], EV_FL_health) <= 0.0) {
//server_cmd("amx_box %d", g_sentries[i])
sentry_detonate(i, false, true)
//origin[0] = get_msg_arg_float(2)
//origin[1] = get_msg_arg_float(3)
//origin[2] = get_msg_arg_float(4)
// Rewind iteration loop; the last sentry may have been destroyed also
i--
}
}
return PLUGIN_CONTINUE
}
/*
public think_sentry(ent) {
// Hmm this place can be used to tell when a sentry breaks...
sentry_detonate(ent, false)
// All of these always give 0 values :-(
//client_print(0, print_chat, "%d thinks: inflictor: %d, EV_ENT_enemy: %d, EV_ENT_aiment: %d, EV_ENT_chain: %d, EV_ENT_owner: %d", ent, entity_get_edict(ent, EV_ENT_dmg_inflictor), entity_get_edict(ent, EV_ENT_enemy), entity_get_edict(ent, EV_ENT_aiment), entity_get_edict(ent, EV_ENT_chain), entity_get_edict(ent, EV_ENT_owner))
return PLUGIN_CONTINUE
}
*/
public think_sentrybase(sentrybase) {
// Hmm this place can be used to tell when a sentrybase breaks...
sentrybase_broke(sentrybase)
//sentry_detonate(ent, false)
// All of these always give 0 values :-(
//client_print(0, print_chat, "%d thinks: inflictor: %d, EV_ENT_enemy: %d, EV_ENT_aiment: %d, EV_ENT_chain: %d, EV_ENT_owner: %d", ent, entity_get_edict(ent, EV_ENT_dmg_inflictor), entity_get_edict(ent, EV_ENT_enemy), entity_get_edict(ent, EV_ENT_aiment), entity_get_edict(ent, EV_ENT_chain), entity_get_edict(ent, EV_ENT_owner))
return PLUGIN_CONTINUE
}
sentrybase_broke(sentrybase) {
new sentry = entity_get_edict(sentrybase, BASE_ENT_SENTRY)
if (is_valid_ent(sentrybase))
remove_entity(sentrybase)
// Sentry could be 0 which should mean it has not been built yet. No need to do anything in that case.
if (sentry == 0)
return
entity_set_int(sentry, SENTRY_INT_FIRE, SENTRY_FIREMODE_NUTS)
// Set cannon tower straight, calculate tower tilt offset to angles later... entityviewhitpoint fn needs changing for this to use a custom angle vector
set_pev(sentry, PEV_SENTRY_TILT_TURRET, 127) //entity_set_byte(sentry, SENTRY_TILT_TURRET, 127)
}
sentry_detonate(sentry, bool:quiet, bool:isIndex) {
// Explode!
new i
if (isIndex) {
i = sentry
sentry = g_sentries[sentry]
if (!is_valid_ent(sentry))
return
}
else {
if (!is_valid_ent(sentry))
return
// Find index of this sentry
for (new j = 0; j < g_sentriesNum; j++) {
if (g_sentries[j] == sentry) {
i = j
break
}
}
}
// Kill tasks
remove_task(TASKID_THINK + sentry) // removes think
remove_task(TASKID_THINKPENDULUM + sentry) // removes think
remove_task(TASKID_SENTRYONRADAR + sentry) // in case someone's displaying this on radar
new owner = GetSentryPeople(sentry, OWNER)
// If sentry has a spycam, call the stuff to remove it now
if (entity_get_edict(sentry, SENTRY_ENT_SPYCAM) != 0) {
remove_task(TASKID_SPYCAM + owner) // remove the ongoing task...
// And call this now on our own...
new parms[3]
parms[0] = owner
parms[1] = entity_get_edict(sentry, SENTRY_ENT_SPYCAM)
parms[2] = sentry
DestroySpyCam(parms)
}
if (!quiet) {
#if defined EXPLODINGSENTRIES
new Float:origin[3]
entity_get_vector(sentry, EV_VEC_origin, origin)
create_explosion(origin)
#endif
// Report to owner that it broke
client_print(owner, print_center, "[Sentry Guns] Твоя пушка была взорвана.")
}
DecreaseSentryCount(owner, sentry)
//SetHasSentry(GetSentryPeople(sentry, OWNER), false)
// Remove base first
//server_cmd("amx_entinfo %d", ent)
if (entity_get_int(sentry, SENTRY_INT_FIRE) != SENTRY_FIREMODE_NUTS)
set_task(0.0, "delayedremovalofentity", entity_get_edict(sentry, SENTRY_ENT_BASE))
//remove_entity(entity_get_edict(g_sentries[i], SENTRY_ENT_BASE))
// Remove this entity
//server_cmd("amx_entinfo %d", ent)
set_task(0.0, "delayedremovalofentity", sentry)
//remove_entity(g_sentries[i])
// Put the last sentry in the deleted entity's place
g_sentries[i] = g_sentries[g_sentriesNum - 1]
// Lower nr of sentries
g_sentriesNum--
}
public delayedremovalofentity(entity) {
if (!is_valid_ent(entity)) {
//client_print(0, print_chat, "Was gonna remove %d, but it's not valid", entity)
return
}
//client_print(0, print_chat, "removing %d", entity)
remove_entity(entity)
}
sentry_detonate_by_owner(owner, bool:quiet = false) {
/*
for (new i = g_MAXPLAYERS + 1, classname[7]; i < g_MAXENTITIES; i++) {
if (!is_valid_ent(i))
continue
entity_get_string(i, EV_SZ_classname, classname, 6)
if (!equal(classname, "sentry"))
continue
if (entity_get_edict(i, SENTRY_ENT_OWNER) == owner) {
sentry_detonate(i, quiet)
return
}
}
*/
for(new i = 0; i < g_sentriesNum; i++) {
if (GetSentryPeople(g_sentries[i], OWNER) == owner) {
sentry_detonate(i, quiet, true)
break
}
}
}
public client_disconnect(id) {
while (GetSentryCount(id) > 0)
sentry_detonate_by_owner(id)
}
public sentry_think(parm[1]) {
if (!is_valid_ent(parm[0])) {
client_print(0, print_chat, "%d is not a valid ent, ending sentry_think!", parm[0])
return
}
new ent = parm[0]
new Float:sentryOrigin[3], Float:hitOrigin[3], hitent
entity_get_vector(ent, EV_VEC_origin, sentryOrigin)
sentryOrigin[2] += CANNONHEIGHTFROMFEET // Move up some, this should be the Y origin of the cannon
// If fire, do a trace and fire
new firemode = entity_get_int(ent, SENTRY_INT_FIRE)
new target = entity_get_edict(ent, SENTRY_ENT_TARGET)
if (firemode == SENTRY_FIREMODE_YES && is_valid_ent(target) && is_user_alive(target) && get_user_team(target) != entity_get_int(ent, SENTRY_INT_TEAM)) { // temp removed team check: && get_user_team(target) != entity_get_int(ent, SENTRY_INT_TEAM)
new sentryLevel = entity_get_int(ent, SENTRY_INT_LEVEL)
// Is target still visible?
new Float:targetOrigin[3]
entity_get_vector(target, EV_VEC_origin, targetOrigin)
// Adjust for ducking. This is still not 100%. :-(
if (entity_get_int(target, EV_INT_flags) & FL_DUCKING) {
//client_print(0, print_chat, "%d: Target %d is ducking, moving its origin up by %f", ent, target, TARGETUPMODIFIER)
targetOrigin[2] += TARGETUPMODIFIER
}
hitent = trace_line(ent, sentryOrigin, targetOrigin, hitOrigin)
if (hitent == entity_get_edict(ent, SENTRY_ENT_BASE)) {
// We traced into our base, do another trace from there
hitent = trace_line(hitent, hitOrigin, targetOrigin, hitOrigin)
//client_print(0, print_chat, "%d: I first hit my own base, and after doing another trace I hit %d, target: %d", ent, hitent, target)
}
if (hitent != target && is_user_alive(hitent) && entity_get_int(ent, SENTRY_INT_TEAM) != get_user_team(hitent)) {
// Another new enemy target got into scope, pick this new enemy as a new target...
target = hitent
entity_set_edict(ent, SENTRY_ENT_TARGET, hitent)
}
if (hitent == target) {
// Fire here
//client_print(0, print_chat, "%d: I see %d, will fire. Dist: %f, Hitorigin: %f %f %f", ent, hitent, dist, hitOrigin[0], hitOrigin[1], hitOrigin[2])
sentry_turntotarget(ent, sentryOrigin, target, targetOrigin)
// Firing sound
emit_sound(ent, CHAN_WEAPON, "weapons/m249-1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
new Float:hitRatio = random_float(0.0, 1.0) - g_HITRATIOS[sentryLevel] // ie 0.5 - 0.7 = -0.2, a hit and 0.8 - 0.7 = a miss by 0.1
if (!get_user_godmode(target) && hitRatio <= 0.0) {
// Do damage to player
sentry_damagetoplayer(ent, sentryLevel, sentryOrigin, target)
// Tracer effect to target
}
else {
// Tracer hitOrigin adjusted for miss...
/*
MAKE_VECTORS(pEnt->v.v_angle);
vVector = gpGlobals->v_forward * iVelocity;
vRet[0] = amx_ftoc(vVector.x);
vRet[1] = amx_ftoc(vVector.y);
vRet[2] = amx_ftoc(vVector.z);
*/
new Float:sentryAngle[3] = {0.0, 0.0, 0.0}
new Float:x = hitOrigin[0] - sentryOrigin[0]
new Float:z = hitOrigin[1] - sentryOrigin[1]
new Float:radians = floatatan(z/x, radian)
sentryAngle[1] = radians * g_ONEEIGHTYTHROUGHPI
if (hitOrigin[0] < sentryOrigin[0])
sentryAngle[1] -= 180.0
new Float:h = hitOrigin[2] - sentryOrigin[2]
new Float:b = vector_distance(sentryOrigin, hitOrigin)
radians = floatatan(h/b, radian)
sentryAngle[0] = radians * g_ONEEIGHTYTHROUGHPI;
sentryAngle[0] += random_float(-10.0 * hitRatio, 10.0 * hitRatio) // aim is a little off here :-)
sentryAngle[1] += random_float(-10.0 * hitRatio, 10.0 * hitRatio) // aim is a little off here :-)
engfunc(EngFunc_MakeVectors, sentryAngle)
new Float:vector[3]
get_global_vector(GL_v_forward, vector)
for (new i = 0; i < 3; i++)
vector[i] *= 1000;
new Float:traceEnd[3]
for (new i = 0; i < 3; i++)
traceEnd[i] = vector[i] + sentryOrigin[i]
new hitEnt = ent
while((hitEnt = trace_line(hitEnt, hitOrigin, traceEnd, hitOrigin))) {
// continue tracing until hit nothing...
}
//for (new i = 0; i < 3; i++)
//hitOrigin[i] += random_float(-5.0, 5.0)
}
tracer(sentryOrigin, hitOrigin)
// Don't do any more here
//set_task(THINKFIREFREQUENCY, "sentry_think", ent)
set_task(THINKFIREFREQUENCY, "sentry_think", TASKID_THINK + parm[0], parm, 1)
return
}
else {
//client_print(target, print_chat, "%d: Lost track of you! Hit: %d", ent, target, hitent)
//client_print(0, print_chat, "%d: I can't see %d, i see %d... will not fire. Dist: %f, Hitorigin: %f %f %f", ent, entity_get_edict(ent, SENTRY_ENT_TARGET), hitent, dist, hitOrigin[0], hitOrigin[1], hitOrigin[2])
// Else target isn't still visible, unset fire state.
entity_set_int(ent, SENTRY_INT_FIRE, SENTRY_FIREMODE_NO)
// vvvv - Not really necessary but it's cleaner. Leave it out for now and be sure to set a fresh target each time SENTRY_INT_FIRE is set to 1!!!
// vvvv - Else this is breaking this think altogether! :-(
//entity_set_edict(ent, SENTRY_ENT_TARGET, 0)
// Don't return here, continue with searching for targets below...
}
}
else if (firemode == SENTRY_FIREMODE_NUTS) {
//client_print(0, print_chat, "Gone nuts firing... spin speed: %f", entity_get_float(ent, SENTRY_FL_SPINSPEED))
new hitEnt = entityviewhitpoint(ent, sentryOrigin, hitOrigin)
// Firing sound
emit_sound(ent, CHAN_WEAPON, "weapons/m249-1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
// Tracer effect
tracer(sentryOrigin, hitOrigin)
if (is_user_connected(hitEnt) && is_user_alive(hitEnt) && !get_user_godmode(hitEnt)) {
// Do damage to player
sentry_damagetoplayer(ent, entity_get_int(ent, SENTRY_INT_LEVEL), sentryOrigin, hitEnt)
}
// Don't do any more here
set_task(THINKFIREFREQUENCY, "sentry_think", TASKID_THINK + parm[0], parm, 1)
return
}
else {
//client_print(0, print_chat, "My firemode: %d", firemode)
// Either wasn't meant to fire or target was not a valid entity or dead, set both to 0.
//client_print(target, print_chat, "%d: Fire: %d Target: %d (%s)", ent, entity_get_int(ent, SENTRY_INT_FIRE), target, is_valid_ent(target) ? (is_user_alive(target) ? "alive" : "dead") : "invalid")
//entity_set_int(ent, SENTRY_INT_FIRE, 0)
//entity_set_edict(ent, SENTRY_ENT_TARGET, 0)
}
// Tell what players you see
if (random_num(0, 99) < 10)
emit_sound(ent, CHAN_AUTO, "sentries/turridle.wav", 1.0, ATTN_NORM, 0, PITCH_NORM)
new closestTarget = 0, Float:closestDistance, Float:distance, Float:closestOrigin[3], Float:playerOrigin[3], sentryTeam = entity_get_int(ent, SENTRY_INT_TEAM)
for (new i = 1; i <= g_MAXPLAYERS; i++) {
if (!is_user_connected(i) || !is_user_alive(i) || get_user_team(i) == sentryTeam) // temporarily dont check team: || get_user_team(i) == sentryTeam
continue
entity_get_vector(i, EV_VEC_origin, playerOrigin)
// Adjust for ducking. This is still not 100%. :-(
if (entity_get_int(i, EV_INT_flags) & FL_DUCKING) {
//client_print(0, print_chat, "%d: Target %d is ducking, moving its origin up by %f", ent, target, TARGETUPMODIFIER)
playerOrigin[2] += TARGETUPMODIFIER
}
//playerOrigin[2] += TARGETUPMODIFIER
hitent = trace_line(ent, sentryOrigin, playerOrigin, hitOrigin)
if (hitent == entity_get_edict(ent, SENTRY_ENT_BASE)) {
// We traced into our base, do another trace from there
hitent = trace_line(hitent, hitOrigin, playerOrigin, hitOrigin)
//client_print(0, print_chat, "%d (scanning): I first hit my own base, and after doing another trace I hit %d, target: %d", ent, hitent, i)
}
//client_print(0, print_chat, "%d: t: %f %f %f - %f %f %f - %f %f %f, i: %d hitent: %d", ent, sentryOrigin[0], sentryOrigin[1], sentryOrigin[2], playerOrigin[0], playerOrigin[1], playerOrigin[2], hitOrigin[0], hitOrigin[1], hitOrigin[2], i, hitent)
if (hitent == i) {
//len += format(seethese[len], 63 - len, "%d,", hitent)
distance = vector_distance(sentryOrigin, playerOrigin)
closestOrigin = playerOrigin
if (distance < closestDistance || closestTarget == 0) {
closestTarget = i
closestDistance = distance
}
}
}