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New ConVar: mp_defuser_allocation
(#908)
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@ -115,6 +115,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
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| mp_assist_damage_threshold | 40 | 0 | 100 | Sets the percentage of damage needed to score an assist. |
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| mp_freezetime_duck | 1 | 0 | 1 | Allow players to duck during freezetime.<br/> `0` disabled<br/>`1` enabled |
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| mp_freezetime_jump | 1 | 0 | 1 | Allow players to jump during freezetime.<br/> `0` disabled<br/>`1` enabled |
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| mp_defuser_allocation | 0 | 0 | 2 | Give defuser on player spawn.<br/> `0` disabled<br/>`1` Random players. <br/>`2` All players. |
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</details>
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## How to install zBot for CS 1.6?
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8
dist/game.cfg
vendored
8
dist/game.cfg
vendored
@ -567,3 +567,11 @@ mp_freezetime_duck "1"
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//
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// Default value: "1"
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mp_freezetime_jump "1"
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// Give defuser on player spawn
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// 0 - No free defusers (default behavior)
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// 1 - Random players
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// 2 - All players
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//
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// Default value: "0"
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mp_defuser_allocation "0"
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@ -177,6 +177,7 @@ cvar_t hostages_rescued_ratio = { "mp_hostages_rescued_ratio", "1.0", 0, 1.0f, n
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cvar_t legacy_vehicle_block = { "mp_legacy_vehicle_block", "1", 0, 0.0f, nullptr };
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cvar_t dying_time = { "mp_dying_time", "3.0", 0, 3.0f, nullptr };
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cvar_t defuser_allocation = { "mp_defuser_allocation", "0", 0, 0.0f, nullptr };
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void GameDLL_Version_f()
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{
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@ -439,6 +440,7 @@ void EXT_FUNC GameDLLInit()
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CVAR_REGISTER(&freezetime_duck);
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CVAR_REGISTER(&freezetime_jump);
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CVAR_REGISTER(&defuser_allocation);
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// print version
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CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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@ -200,6 +200,7 @@ extern cvar_t deathmsg_flags;
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extern cvar_t assist_damage_threshold;
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extern cvar_t freezetime_duck;
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extern cvar_t freezetime_jump;
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extern cvar_t defuser_allocation;
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#endif
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@ -255,6 +255,13 @@ enum KillRarity
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KILLRARITY_REVENGE = 0x100 // Revenge by the killer
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};
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enum
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{
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DEFUSERALLOCATION_NONE = 0,
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DEFUSERALLOCATION_RANDOM = 1,
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DEFUSERALLOCATION_ALL = 2,
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};
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class CItem;
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class CGameRules
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@ -738,6 +745,8 @@ public:
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int GetRarityOfKill(CBaseEntity *pKiller, CBasePlayer *pVictim, CBasePlayer *pAssister, const char *killerWeaponName, bool bFlashAssist);
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CBasePlayer *CheckAssistsToKill(CBaseEntity *pKiller, CBasePlayer *pVictim, bool &bFlashAssist);
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void GiveDefuserToRandomPlayer();
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private:
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void MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int iTeam);
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@ -2063,6 +2063,11 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(RestartRound)()
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GiveC4();
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}
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#ifdef REGAMEDLL_ADD
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if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
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GiveDefuserToRandomPlayer();
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#endif
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if (TheBots)
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{
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TheBots->OnEvent(EVENT_BUY_TIME_START);
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@ -3837,6 +3842,10 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerSpawn)(CBasePlayer *pPlayer)
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#ifdef REGAMEDLL_ADD
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if (respawn_immunitytime.value > 0)
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pPlayer->SetSpawnProtection(respawn_immunitytime.value);
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// remove any defusers left over from previous random if there is just one random one
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if (m_bMapHasBombTarget && (int)defuser_allocation.value == DEFUSERALLOCATION_RANDOM)
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pPlayer->RemoveDefuser();
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#endif
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}
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@ -5376,3 +5385,54 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(SendDeathMessage)(CBaseEntity *pKil
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MESSAGE_END();
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}
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void CHalfLifeMultiplay::GiveDefuserToRandomPlayer()
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{
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int iDefusersToGive = 2;
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CUtlVector<CBasePlayer *> candidates;
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candidates.EnsureCapacity(MAX_CLIENTS);
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// add all CT candidates to a list
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
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if (!pPlayer || FNullEnt(pPlayer->edict()))
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continue;
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if (!pPlayer->IsAlive() || pPlayer->m_iTeam != CT)
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continue;
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candidates.AddToTail(pPlayer);
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}
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// randomly shuffle the list; this will keep the selection random in case of ties
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for (int i = 0; i < candidates.Count(); i++) {
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SWAP(candidates[i], candidates[RANDOM_LONG(0, candidates.Count() - 1)]);
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}
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// now sort the shuffled list into subgroups
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candidates.Sort([](CBasePlayer *const *left, CBasePlayer *const *right) -> int {
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// should we prioritize humans over bots?
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if (cv_bot_defer_to_human.value != 0.0f)
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{
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if ((*left)->IsBot() && !(*right)->IsBot())
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return 1;
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if (!(*left)->IsBot() && (*right)->IsBot())
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return -1;
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}
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return 0;
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}
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);
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// give defusers to the first N candidates
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for (int i = 0; i < iDefusersToGive && i < candidates.Count(); ++i)
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{
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CBasePlayer *pPlayer = candidates[i];
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assert(pPlayer && pPlayer->m_iTeam == CT && pPlayer->IsAlive());
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pPlayer->GiveDefuser();
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
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}
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}
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@ -10314,6 +10314,9 @@ void EXT_FUNC CBasePlayer::__API_HOOK(OnSpawnEquip)(bool addDefault, bool equipG
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case ARMOR_VESTHELM: GiveNamedItemEx("item_assaultsuit"); break;
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}
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}
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if (NeedsDefuseKit() && (int)defuser_allocation.value == DEFUSERALLOCATION_ALL)
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GiveNamedItemEx("item_thighpack");
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#endif
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}
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