HLMOD.HU Forrás Megtekintés - www.hlmod.hu
  1. /*
  2.   Fordította: BBk - Death of Legend
  3. */
  4.  
  5. #include <amxmodx>
  6. #include <engine>
  7.  
  8. new const Version[] = "0.3";
  9.  
  10. enum BombSites
  11. {
  12. BOMBSITE_A,
  13. BOMBSITE_B
  14. }
  15.  
  16. new g_iBombSiteEntity[ BombSites ];
  17. new bool:g_bBombSiteStatus[ BombSites ];
  18. new g_iPlayerWithBomb;
  19. new bool:g_bPlayerHoldingBomb;
  20.  
  21. new g_iHUDEntity;
  22.  
  23. new g_pCVarAllowPlantNum;
  24. new g_pCVarLockSiteNum;
  25. new g_pCVarLockSite;
  26.  
  27. public plugin_init( )
  28. {
  29. register_plugin( "BombSite Lock" , Version , "bugsy" );
  30.  
  31. register_concmd( "bl_setbombsite" , "SetBombSiteConsole" , ADMIN_KICK );
  32. register_concmd( "bl_bombsitemenu" , "ShowBombSiteMenu" , ADMIN_KICK );
  33.  
  34. register_event( "CurWeapon" , "fw_EvCurWeapon" , "b" , "1=1" );
  35. register_event( "WeapPickup", "fw_EvWeapPickup" , "be" , "1=6" );
  36. register_event( "BombDrop" , "fw_EvBombDrop" , "bc" );
  37.  
  38. register_logevent( "fw_EvRoundStart" , 2 , "1=Round_Start" );
  39.  
  40. g_pCVarAllowPlantNum = register_cvar( "bl_allowplantctnum" , "0" );
  41. g_pCVarLockSiteNum = register_cvar( "bl_locksitectnum" , "2" );
  42. g_pCVarLockSite = register_cvar( "bl_locksite" , "b" );
  43.  
  44. g_iHUDEntity = create_entity( "info_target" );
  45. entity_set_string( g_iHUDEntity , EV_SZ_classname , "bl_hud_entity" );
  46. register_think( "bl_hud_entity" , "fw_HUDEntThink" );
  47.  
  48. new szMap[ 11 ] , BombSites:bsBombSiteA , BombSites:bsBombSiteB;
  49. get_mapname( szMap , charsmax( szMap ) );
  50.  
  51. if ( equal( szMap , "de_chateau" ) || equal( szMap , "de_dust2" ) || equal( szMap , "de_train" ) )
  52. {
  53. bsBombSiteA = BOMBSITE_B;
  54. bsBombSiteB = BOMBSITE_A;
  55. }
  56. else
  57. {
  58. bsBombSiteA = BOMBSITE_A;
  59. bsBombSiteB = BOMBSITE_B;
  60. }
  61.  
  62. g_iBombSiteEntity[ bsBombSiteA ] = find_ent_by_class( -1 , "func_bomb_target" );
  63. g_iBombSiteEntity[ bsBombSiteB ] = find_ent_by_class( g_iBombSiteEntity[ bsBombSiteA ] , "func_bomb_target" );
  64. }
  65.  
  66. public client_disconnect( id )
  67. {
  68. if ( g_iPlayerWithBomb == id )
  69. {
  70. g_iPlayerWithBomb = 0;
  71. g_bPlayerHoldingBomb = false;
  72. }
  73. }
  74.  
  75. public fw_EvCurWeapon( id )
  76. {
  77. if ( id == g_iPlayerWithBomb )
  78. {
  79. if ( read_data( 2 ) == CSW_C4 )
  80. {
  81. g_bPlayerHoldingBomb = true;
  82. entity_set_float( g_iHUDEntity , EV_FL_nextthink , ( get_gametime() + 1.0 ) );
  83. }
  84. else
  85. {
  86. g_bPlayerHoldingBomb = false;
  87. }
  88. }
  89. }
  90.  
  91. public fw_EvWeapPickup( id )
  92. {
  93. g_iPlayerWithBomb = id;
  94. }
  95.  
  96. public fw_EvBombDrop()
  97. {
  98. g_iPlayerWithBomb = 0;
  99. g_bPlayerHoldingBomb = false;
  100. }
  101.  
  102. public fw_EvRoundStart()
  103. {
  104. new iAllowPlantNum = get_pcvar_num( g_pCVarAllowPlantNum );
  105. new iLockSiteNum = get_pcvar_num( g_pCVarLockSiteNum );
  106. new iPlayers[ 32 ] , iNum , iCTCount;
  107.  
  108. get_players( iPlayers , iNum , "h" );
  109.  
  110. for ( new i = 0 ; i < iNum ; i++ )
  111. if ( get_user_team( iPlayers[ i ] ) == 2 )
  112. iCTCount++;
  113.  
  114. if ( iCTCount < iAllowPlantNum )
  115. {
  116. SetBombSiteLock( BOMBSITE_A , true );
  117. SetBombSiteLock( BOMBSITE_B , true );
  118.  
  119. client_print( 0 , print_chat , "* Bombalerako (A & B) lezarva, ameddig %d CT nem lesz." , iAllowPlantNum );
  120. }
  121. else if ( iCTCount < iLockSiteNum )
  122. {
  123. new szSite[ 2 ];
  124. get_pcvar_string( g_pCVarLockSite , szSite , charsmax( szSite ) );
  125. szSite[ 0 ] = toupper( szSite[ 0 ] );
  126.  
  127. if ( !( 'A' <= szSite[ 0 ] <= 'B' ) )
  128. return PLUGIN_CONTINUE;
  129.  
  130. SetBombSiteLock( ( szSite[ 0 ] == 'A' ) ? BOMBSITE_A : BOMBSITE_B , true );
  131. SetBombSiteLock( ( szSite[ 0 ] == 'A' ) ? BOMBSITE_B : BOMBSITE_A , false );
  132.  
  133. client_print( 0 , print_chat , "* Bombalerako (%s) lezarva, ameddig %d CT nem lesz." , szSite , iLockSiteNum );
  134. }
  135. else
  136. {
  137. SetBombSiteLock( BOMBSITE_A , false );
  138. SetBombSiteLock( BOMBSITE_B , false );
  139. }
  140.  
  141. return PLUGIN_CONTINUE;
  142. }
  143.  
  144. public SetBombSiteConsole( id , AdminLevel )
  145. {
  146. if ( !( get_user_flags( id ) & AdminLevel ) )
  147. {
  148. console_print( id , "* Nincs engedelyed ehhez a parancshoz." );
  149. return PLUGIN_HANDLED;
  150. }
  151.  
  152. if ( !g_iBombSiteEntity[ BOMBSITE_A ] || !g_iBombSiteEntity[ BOMBSITE_B ] )
  153. {
  154. console_print( id , "* Bombalerako Lezaras: Ezen a palyan nem engedelyezett!" );
  155. return PLUGIN_HANDLED;
  156. }
  157.  
  158. new szSite[ 3 ] , szState[ 3 ] , iState , BombSites:bsSite;
  159. read_argv( 1 , szSite , charsmax( szSite ) );
  160. read_argv( 2 , szState , charsmax( szState ) );
  161.  
  162. iState = str_to_num( szState );
  163.  
  164. if ( ( strlen( szSite ) > 1 ) || !is_str_num( szState ) || !( 0 <= iState <= 1 ) )
  165. szSite[ 0 ] = 'X';
  166. else
  167. szSite[ 0 ] = toupper( szSite[ 0 ] );
  168.  
  169. switch ( szSite[ 0 ] )
  170. {
  171. case 'A':
  172. {
  173. bsSite = BOMBSITE_A;
  174. }
  175. case 'B':
  176. {
  177. bsSite = BOMBSITE_B;
  178. }
  179. default:
  180. {
  181. console_print( id , "* Bombalerako lezarasa: Ismeretlen argumentum! Megfelelo: 'fb_setbombsite a\b 0\1'" );
  182. return PLUGIN_HANDLED;
  183. }
  184. }
  185.  
  186. SetBombSiteLock( bsSite , bool:iState );
  187.  
  188. console_print( id , "* Bombalerako (%s) jelenleg %s" , szSite , iState ? "szabad" : "zart" );
  189.  
  190. set_hudmessage( 255 , 255 , 255 , -1.0 , 0.65 , 0 , 3.0 , 3.0 , .channel = -1 );
  191. show_hudmessage( 0 , "Bombalerako (%s) jelenleg %s" , szSite , iState ? "szabad" : "zart" );
  192.  
  193. return PLUGIN_HANDLED;
  194. }
  195.  
  196. public ShowBombSiteMenu( id , AdminLevel )
  197. {
  198. if ( !( get_user_flags( id ) & AdminLevel ) )
  199. {
  200. console_print( id , "* Nincs engedelyed ehhez a parancshoz." );
  201. return PLUGIN_HANDLED;
  202. }
  203.  
  204. if ( !g_iBombSiteEntity[ BOMBSITE_A ] || !g_iBombSiteEntity[ BOMBSITE_B ] )
  205. {
  206. console_print( id , "* Bombalerako Lezaras: Ezen a palyan nem engedelyezett!" );
  207. return PLUGIN_HANDLED;
  208. }
  209.  
  210. new iMenu = menu_create( "Bombalerako zarolas menu" , "MenuHandler" );
  211. new iCallBack = menu_makecallback( "MenuCallBack" );
  212.  
  213. menu_additem( iMenu , "A zarolasa" , .callback = iCallBack );
  214. menu_additem( iMenu , "B zarolasa" , .callback = iCallBack );
  215. menu_additem( iMenu , "A feloldasa" , .callback = iCallBack );
  216. menu_additem( iMenu , "B feloldasa" , .callback = iCallBack );
  217. menu_additem( iMenu , "A & B zarolasa" , .callback = iCallBack );
  218. menu_additem( iMenu , "A & B feloldasa" , .callback = iCallBack );
  219.  
  220. menu_display( id , iMenu );
  221.  
  222. return PLUGIN_HANDLED;
  223. }
  224.  
  225. public MenuCallBack( id , iMenu, iItem )
  226. {
  227. new iRetVal;
  228.  
  229. switch ( iItem )
  230. {
  231. case 0: iRetVal = g_bBombSiteStatus[ BOMBSITE_A ] ? ITEM_DISABLED : ITEM_ENABLED;
  232. case 1: iRetVal = g_bBombSiteStatus[ BOMBSITE_B ] ? ITEM_DISABLED : ITEM_ENABLED;
  233. case 2: iRetVal = g_bBombSiteStatus[ BOMBSITE_A ] ? ITEM_ENABLED : ITEM_DISABLED;
  234. case 3: iRetVal = g_bBombSiteStatus[ BOMBSITE_B ] ? ITEM_ENABLED : ITEM_DISABLED;
  235. case 4: iRetVal = g_bBombSiteStatus[ BOMBSITE_A ] && g_bBombSiteStatus[ BOMBSITE_B ] ? ITEM_DISABLED : ITEM_ENABLED;
  236. case 5: iRetVal = g_bBombSiteStatus[ BOMBSITE_A ] || g_bBombSiteStatus[ BOMBSITE_B ] ? ITEM_ENABLED : ITEM_DISABLED;
  237. }
  238.  
  239. return iRetVal;
  240. }
  241.  
  242. public MenuHandler( id , iMenu , iItem )
  243. {
  244. if( iItem == MENU_EXIT )
  245. {
  246. menu_destroy( iMenu );
  247. return PLUGIN_HANDLED;
  248. }
  249.  
  250. set_hudmessage( 255 , 255 , 255 , -1.0 , 0.65 , 0 , 3.0 , 3.0 , .channel = -1 );
  251.  
  252. switch ( iItem )
  253. {
  254. case 0:
  255. {
  256. SetBombSiteLock( BOMBSITE_A , true );
  257. show_hudmessage( 0 , "Bombalerako (A) lezarva" );
  258. }
  259. case 1:
  260. {
  261. SetBombSiteLock( BOMBSITE_B , true );
  262. show_hudmessage( 0 , "Bombalerako (B) lezarva" );
  263. }
  264. case 2:
  265. {
  266. SetBombSiteLock( BOMBSITE_A , false );
  267. show_hudmessage( 0 , "Bombalerako (A) feloldva" );
  268. }
  269. case 3:
  270. {
  271. SetBombSiteLock( BOMBSITE_B , false );
  272. show_hudmessage( 0 , "Bombalerako (B) feloldva" );
  273. }
  274. case 4:
  275. {
  276. SetBombSiteLock( BOMBSITE_A , true );
  277. SetBombSiteLock( BOMBSITE_B , true );
  278. show_hudmessage( 0 , "Bombalerako (A & B) lezarva" );
  279. }
  280. case 5:
  281. {
  282. SetBombSiteLock( BOMBSITE_A , false );
  283. SetBombSiteLock( BOMBSITE_B , false );
  284. show_hudmessage( 0 , "Bombalerako (A & B) feloldva" );
  285. }
  286. }
  287.  
  288. menu_destroy( iMenu );
  289.  
  290. return PLUGIN_HANDLED;
  291. }
  292.  
  293. public fw_HUDEntThink( iEntity )
  294. {
  295. if( g_bPlayerHoldingBomb && ( g_bBombSiteStatus[ BOMBSITE_A ] || g_bBombSiteStatus[ BOMBSITE_B ] ) && ( iEntity == g_iHUDEntity ) && is_user_alive( g_iPlayerWithBomb ) )
  296. {
  297. set_hudmessage( 255 , 255 , 255 , -1.0 , 0.87 , 0 , 1.0 , 1.0 , .channel = -1 );
  298. show_hudmessage( g_iPlayerWithBomb , "Bombalerako%s %s%s%s %s jelenleg lezarva!" , g_bBombSiteStatus[ BOMBSITE_A ] && g_bBombSiteStatus[ BOMBSITE_B ] ? "s" : "" ,
  299. g_bBombSiteStatus[ BOMBSITE_A ] ? "A" : "" ,
  300. g_bBombSiteStatus[ BOMBSITE_A ] && g_bBombSiteStatus[ BOMBSITE_B ] ? " & " : "" ,
  301. g_bBombSiteStatus[ BOMBSITE_B ] ? "B" : "" ,
  302. g_bBombSiteStatus[ BOMBSITE_A ] && g_bBombSiteStatus[ BOMBSITE_B ] ? "are" : "is" );
  303.  
  304. entity_set_float( g_iHUDEntity , EV_FL_nextthink , ( get_gametime() + 1.0 ) );
  305. }
  306. }
  307.  
  308. SetBombSiteLock( BombSites:bsBombSite , bool:bLockState )
  309. {
  310. entity_set_int( g_iBombSiteEntity[ bsBombSite ] , EV_INT_solid , bLockState ? SOLID_NOT : SOLID_TRIGGER );
  311. g_bBombSiteStatus[ bsBombSite ] = bLockState;
  312.  
  313. if ( bLockState )
  314. entity_set_float( g_iHUDEntity , EV_FL_nextthink , ( get_gametime() + 1.0 ) );
  315. }
  316.