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l4d2_screen_blood.sp
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l4d2_screen_blood.sp
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/*
* Screen Blood Effect Block
* Copyright (C) 2021 Silvers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define PLUGIN_VERSION "1.0"
/*======================================================================================
Plugin Info:
* Name : [L4D2] Blood Screen Effect Block
* Author : SilverShot
* Descrp : Blocks the blood screen effect when using melee weapons.
* Link : https://forums.alliedmods.net/showthread.php?t=334292
* Plugins : https://sourcemod.net/plugins.php?exact=exact&sortby=title&search=1&author=Silvers
========================================================================================
Change Log:
1.0 (13-Sep-2021)
- Initial release.
======================================================================================*/
#pragma semicolon 1
#pragma newdecls required
#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
#define CVAR_FLAGS FCVAR_NOTIFY
ConVar g_hCvarAllow, g_hCvarMPGameMode, g_hCvarModes, g_hCvarModesOff, g_hCvarModesTog, g_hCvarSound;
bool g_bCvarAllow, g_bMapStarted;
float g_fLastEmit;
UserMsg g_iUserMsgBlood;
char g_sSounds[6][] =
{
"player/survivor/splat/zombie_blood_spray_01.wav",
"player/survivor/splat/zombie_blood_spray_02.wav",
"player/survivor/splat/zombie_blood_spray_03.wav",
"player/survivor/splat/zombie_blood_spray_04.wav",
"player/survivor/splat/zombie_blood_spray_05.wav",
"player/survivor/splat/zombie_blood_spray_06.wav"
};
char g_sSounds2[3][] =
{
"player/survivor/splat/blood_spurt1.wav",
"player/survivor/splat/blood_spurt2.wav",
"player/survivor/splat/blood_spurt3.wav"
};
// ====================================================================================================
// PLUGIN INFO / START
// ====================================================================================================
public Plugin myinfo =
{
name = "[L4D2] Blood Screen Effect Block",
author = "SilverShot",
description = "Blocks the blood screen effect when using melee weapons.",
version = PLUGIN_VERSION,
url = "https://forums.alliedmods.net/showthread.php?t=334292"
}
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
{
EngineVersion test = GetEngineVersion();
if( test != Engine_Left4Dead2 )
{
strcopy(error, err_max, "Plugin only supports Left 4 Dead 2.");
return APLRes_SilentFailure;
}
return APLRes_Success;
}
public void OnPluginStart()
{
g_hCvarAllow = CreateConVar( "l4d2_screen_blood_allow", "1", "0=Plugin off, 1=Plugin on.", CVAR_FLAGS );
g_hCvarModes = CreateConVar( "l4d2_screen_blood_modes", "", "Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).", CVAR_FLAGS );
g_hCvarModesOff = CreateConVar( "l4d2_screen_blood_modes_off", "", "Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).", CVAR_FLAGS );
g_hCvarModesTog = CreateConVar( "l4d2_screen_blood_modes_tog", "0", "Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.", CVAR_FLAGS );
g_hCvarSound = CreateConVar( "l4d2_screen_blood_sound", "2", "0=Off. 1=Player blood slice sound to client doing the melee attack. 2=Play sound to everyone nearby.", CVAR_FLAGS );
CreateConVar( "l4d2_screen_blood_version", PLUGIN_VERSION, "Blood Screen Effect Block plugin version.", FCVAR_NOTIFY|FCVAR_DONTRECORD);
AutoExecConfig(true, "l4d2_screen_blood");
g_hCvarMPGameMode = FindConVar("mp_gamemode");
g_hCvarMPGameMode.AddChangeHook(ConVarChanged_Allow);
g_hCvarModes.AddChangeHook(ConVarChanged_Allow);
g_hCvarModesOff.AddChangeHook(ConVarChanged_Allow);
g_hCvarModesTog.AddChangeHook(ConVarChanged_Allow);
g_hCvarAllow.AddChangeHook(ConVarChanged_Allow);
g_iUserMsgBlood = GetUserMessageId("MeleeSlashSplatter");
}
// ====================================================================================================
// CVARS
// ====================================================================================================
public void OnConfigsExecuted()
{
IsAllowed();
}
public void ConVarChanged_Allow(Handle convar, const char[] oldValue, const char[] newValue)
{
IsAllowed();
}
void IsAllowed()
{
bool bCvarAllow = g_hCvarAllow.BoolValue;
bool bAllowMode = IsAllowedGameMode();
if( g_bCvarAllow == false && bCvarAllow == true && bAllowMode == true )
{
g_bCvarAllow = true;
HookUserMessage(g_iUserMsgBlood, OnMeleeSlashSplatter, true);
}
else if( g_bCvarAllow == true && (bCvarAllow == false || bAllowMode == false) )
{
g_bCvarAllow = false;
UnhookUserMessage(g_iUserMsgBlood, OnMeleeSlashSplatter, true);
}
}
int g_iCurrentMode;
bool IsAllowedGameMode()
{
if( g_hCvarMPGameMode == null )
return false;
int iCvarModesTog = g_hCvarModesTog.IntValue;
if( iCvarModesTog != 0 )
{
if( g_bMapStarted == false )
return false;
g_iCurrentMode = 0;
int entity = CreateEntityByName("info_gamemode");
if( entity != -1 )
{
DispatchSpawn(entity);
HookSingleEntityOutput(entity, "OnCoop", OnGamemode, true);
HookSingleEntityOutput(entity, "OnSurvival", OnGamemode, true);
HookSingleEntityOutput(entity, "OnVersus", OnGamemode, true);
HookSingleEntityOutput(entity, "OnScavenge", OnGamemode, true);
ActivateEntity(entity);
AcceptEntityInput(entity, "PostSpawnActivate");
if( IsValidEntity(entity) ) // Because sometimes "PostSpawnActivate" seems to kill the ent.
RemoveEdict(entity); // Because multiple plugins creating at once, avoid too many duplicate ents in the same frame
}
if( g_iCurrentMode == 0 )
return false;
if( !(iCvarModesTog & g_iCurrentMode) )
return false;
}
char sGameModes[64], sGameMode[64];
g_hCvarMPGameMode.GetString(sGameMode, sizeof(sGameMode));
Format(sGameMode, sizeof(sGameMode), ",%s,", sGameMode);
g_hCvarModes.GetString(sGameModes, sizeof(sGameModes));
if( sGameModes[0] )
{
Format(sGameModes, sizeof(sGameModes), ",%s,", sGameModes);
if( StrContains(sGameModes, sGameMode, false) == -1 )
return false;
}
g_hCvarModesOff.GetString(sGameModes, sizeof(sGameModes));
if( sGameModes[0] )
{
Format(sGameModes, sizeof(sGameModes), ",%s,", sGameModes);
if( StrContains(sGameModes, sGameMode, false) != -1 )
return false;
}
return true;
}
public void OnGamemode(const char[] output, int caller, int activator, float delay)
{
if( strcmp(output, "OnCoop") == 0 )
g_iCurrentMode = 1;
else if( strcmp(output, "OnSurvival") == 0 )
g_iCurrentMode = 2;
else if( strcmp(output, "OnVersus") == 0 )
g_iCurrentMode = 4;
else if( strcmp(output, "OnScavenge") == 0 )
g_iCurrentMode = 8;
}
// ====================================================================================================
// FUNCTION
// ====================================================================================================
public void OnMapStart()
{
for( int i = 0; i < sizeof(g_sSounds); i++ )
PrecacheSound(g_sSounds[i]);
for( int i = 0; i < sizeof(g_sSounds2); i++ )
PrecacheSound(g_sSounds2[i]);
g_bMapStarted = true;
}
public void OnMapEnd()
{
g_bMapStarted = false;
g_fLastEmit = 0.0;
}
public Action OnMeleeSlashSplatter(UserMsg msg_id, BfRead msg, const int[] players, int playersNum, bool reliable, bool init)
{
if( g_hCvarSound.IntValue && GetGameTime() - g_fLastEmit >= 0.1 )
{
g_fLastEmit = GetGameTime(); // Prevent playing multiple times close together
int client = players[0];
int i = GetRandomInt(0, sizeof(g_sSounds) - 1);
int x = GetRandomInt(0, sizeof(g_sSounds2) - 1);
switch( g_hCvarSound.IntValue )
{
case 1:
{
EmitSoundToClient(client, g_sSounds[i], client, SNDCHAN_AUTO, SNDLEVEL_DISHWASHER);
EmitSoundToClient(client, g_sSounds2[x], client, SNDCHAN_AUTO, SNDLEVEL_DISHWASHER, _, _, SNDPITCH_HIGH);
}
case 2:
{
EmitSoundToAll(g_sSounds[i], client, SNDCHAN_AUTO, SNDLEVEL_DISHWASHER);
EmitSoundToAll(g_sSounds2[x], client, SNDCHAN_AUTO, SNDLEVEL_DISHWASHER, _, _, SNDPITCH_HIGH);
}
// Crashing server:
// case 1: EmitGameSoundToClient(client, "Blood.Splat", client);
// case 2: EmitGameSoundToAll("Blood.Splat", client);
}
}
// Block particles
return Plugin_Handled;
}