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New ConVar: mp_defuser_allocation
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SergeyShorokhov committed Jan 12, 2024
1 parent 89dda43 commit e9e50bf
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1 change: 1 addition & 0 deletions README.md
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Expand Up @@ -115,6 +115,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
| mp_assist_damage_threshold | 40 | 0 | 100 | Sets the percentage of damage needed to score an assist. |
| mp_freezetime_duck | 1 | 0 | 1 | Allow players to duck during freezetime.<br/> `0` disabled<br/>`1` enabled |
| mp_freezetime_jump | 1 | 0 | 1 | Allow players to jump during freezetime.<br/> `0` disabled<br/>`1` enabled |
| mp_defuser_allocation | 0 | 0 | 2 | Give defuser on player spawn.<br/> `0` disabled<br/>`1` Random players. <br/>`2` All players. |
</details>

## How to install zBot for CS 1.6?
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8 changes: 8 additions & 0 deletions dist/game.cfg
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Expand Up @@ -567,3 +567,11 @@ mp_freezetime_duck "1"
//
// Default value: "1"
mp_freezetime_jump "1"

// Give defuser on player spawn
// 0 - No free defusers (default behavior)
// 1 - Random players
// 2 - All players
//
// Default value: "0"
mp_defuser_allocation "0"
2 changes: 2 additions & 0 deletions regamedll/dlls/game.cpp
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Expand Up @@ -177,6 +177,7 @@ cvar_t hostages_rescued_ratio = { "mp_hostages_rescued_ratio", "1.0", 0, 1.0f, n
cvar_t legacy_vehicle_block = { "mp_legacy_vehicle_block", "1", 0, 0.0f, nullptr };

cvar_t dying_time = { "mp_dying_time", "3.0", 0, 3.0f, nullptr };
cvar_t defuser_allocation = { "mp_defuser_allocation", "0", 0, 0.0f, nullptr };

void GameDLL_Version_f()
{
Expand Down Expand Up @@ -439,6 +440,7 @@ void EXT_FUNC GameDLLInit()

CVAR_REGISTER(&freezetime_duck);
CVAR_REGISTER(&freezetime_jump);
CVAR_REGISTER(&defuser_allocation);

// print version
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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1 change: 1 addition & 0 deletions regamedll/dlls/game.h
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Expand Up @@ -200,6 +200,7 @@ extern cvar_t deathmsg_flags;
extern cvar_t assist_damage_threshold;
extern cvar_t freezetime_duck;
extern cvar_t freezetime_jump;
extern cvar_t defuser_allocation;

#endif

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9 changes: 9 additions & 0 deletions regamedll/dlls/gamerules.h
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Expand Up @@ -255,6 +255,13 @@ enum KillRarity
KILLRARITY_REVENGE = 0x100 // Revenge by the killer
};

enum
{
DEFUSERALLOCATION_NONE = 0,
DEFUSERALLOCATION_RANDOM = 1,
DEFUSERALLOCATION_ALL = 2,
};

class CItem;

class CGameRules
Expand Down Expand Up @@ -738,6 +745,8 @@ class CHalfLifeMultiplay: public CGameRules
int GetRarityOfKill(CBaseEntity *pKiller, CBasePlayer *pVictim, CBasePlayer *pAssister, const char *killerWeaponName, bool bFlashAssist);
CBasePlayer *CheckAssistsToKill(CBaseEntity *pKiller, CBasePlayer *pVictim, bool &bFlashAssist);

void GiveDefuserToRandomPlayer();

private:
void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam);

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60 changes: 60 additions & 0 deletions regamedll/dlls/multiplay_gamerules.cpp
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Expand Up @@ -2063,6 +2063,11 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)()
GiveC4();
}

#ifdef REGAMEDLL_ADD
if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
GiveDefuserToRandomPlayer();
#endif

if (TheBots)
{
TheBots->OnEvent(EVENT_BUY_TIME_START);
Expand Down Expand Up @@ -3837,6 +3842,10 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerSpawn)(CBasePlayer *pPlayer)
#ifdef REGAMEDLL_ADD
if (respawn_immunitytime.value > 0)
pPlayer->SetSpawnProtection(respawn_immunitytime.value);

// remove any defusers left over from previous random if there is just one random one
if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
pPlayer->RemoveDefuser();
#endif
}

Expand Down Expand Up @@ -5376,3 +5385,54 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(SendDeathMessage)(CBaseEntity *pKil

MESSAGE_END();
}

void CHalfLifeMultiplay::GiveDefuserToRandomPlayer()
{
int iDefusersToGive = 2;
CUtlVector<CBasePlayer *> candidates;
candidates.EnsureCapacity(MAX_CLIENTS);

// add all CT candidates to a list
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!pPlayer || FNullEnt(pPlayer->edict()))
continue;

if (!pPlayer->IsAlive() || pPlayer->m_iTeam != CT)
continue;

candidates.AddToTail(pPlayer);
}

// randomly shuffle the list; this will keep the selection random in case of ties
for (int i = 0; i < candidates.Count(); i++) {
SWAP(candidates[i], candidates[RANDOM_LONG(0, candidates.Count() - 1)]);
}

// now sort the shuffled list into subgroups
candidates.Sort([](CBasePlayer *const *left, CBasePlayer *const *right) -> int {
// should we prioritize humans over bots?
if (cv_bot_defer_to_human.value != 0.0f)
{
if ((*left)->IsBot() && !(*right)->IsBot())
return 1;

if (!(*left)->IsBot() && (*right)->IsBot())
return -1;
}

return 0;
}
);

// give defusers to the first N candidates
for (int i = 0; i < iDefusersToGive && i < candidates.Count(); ++i)
{
CBasePlayer *pPlayer = candidates[i];
assert(pPlayer && pPlayer->m_iTeam == CT && pPlayer->IsAlive());

pPlayer->GiveDefuser();
ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
}
}
3 changes: 3 additions & 0 deletions regamedll/dlls/player.cpp
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Expand Up @@ -10314,6 +10314,9 @@ void EXT_FUNC CBasePlayer::__API_HOOK(OnSpawnEquip)(bool addDefault, bool equipG
case ARMOR_VESTHELM: GiveNamedItemEx("item_assaultsuit"); break;
}
}

if (NeedsDefuseKit() && (int)defuser_allocation.value == DEFUSERALLOCATION_ALL)
GiveNamedItemEx("item_thighpack");
#endif
}

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