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artvin01 committed Oct 18, 2024
1 parent c3f46a2 commit e72648d
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Showing 11 changed files with 88 additions and 92 deletions.
103 changes: 28 additions & 75 deletions addons/sourcemod/configs/zombie_riot/weapons.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -588,15 +588,15 @@

"pap_3_classname" "tf_weapon_sniperrifle"
"pap_3_index" "526"
"pap_3_attributes" "305 ; 1 ; 6 ; 1.7 ; 2 ; 80 ; 298 ; 5 ; 97 ; 1.0 ; 4016 ; 0.6"
"pap_3_attributes" "305 ; 1 ; 6 ; 1.7 ; 2 ; 50 ; 298 ; 5 ; 97 ; 1.0"
"pap_3_ammo" "16" //Sniper ammo
"pap_3_model" "models/workshop_partner/weapons/c_models/c_dex_sniperrifle/c_dex_sniperrifle.mdl"
"pap_3_func_attack" "Weapon_Anti_Material_Rifle"
"pap_3_func_ondeploy" "Weapon_Anti_Material_Deploy"
"pap_3_tier" "4"
"pap_3_rarity" "1"
"pap_3_weapon_archetype" "6"
"pap_3_extra_desc" "Deals only 0.6x dmg against raidbosses."
"pap_3_int_ability_onequip" "126"

"pap_3_lag_comp" "1"
"pap_3_lag_comp_collision" "0"
Expand All @@ -616,15 +616,15 @@

"pap_4_classname" "tf_weapon_sniperrifle"
"pap_4_index" "526"
"pap_4_attributes" "305 ; 1 ; 6 ; 1.4 ; 2 ; 130 ; 298 ; 5 ; 97 ; 1.0 ; 4016 ; 0.6"
"pap_4_attributes" "305 ; 1 ; 6 ; 1.4 ; 2 ; 85.0 ; 298 ; 5 ; 97 ; 1.0"
"pap_4_ammo" "16" //Sniper ammo
"pap_4_model" "models/workshop_partner/weapons/c_models/c_dex_sniperrifle/c_dex_sniperrifle.mdl"
"pap_4_func_attack" "Weapon_Anti_Material_Rifle"
"pap_4_func_ondeploy" "Weapon_Anti_Material_Deploy"
"pap_4_tier" "4"
"pap_4_rarity" "1"
"pap_4_weapon_archetype" "6"
"pap_4_extra_desc" "Deals only 0.6x dmg against raidbosses."
"pap_4_int_ability_onequip" "126"

"pap_4_damage_falloff" "1.0" //The amount of damage that is reduced for every 1000 units, the default is 0.9
"pap_4_lag_comp" "1"
Expand Down Expand Up @@ -3003,7 +3003,7 @@
"int_ability_onequip" "3"
"weapon_archetype" "6"

"pappaths" "3" // Paps 1 - 3
"pappaths" "2" // Paps 1 - 3
"papskip" "0"

// 0 -> 1 -> 4
Expand All @@ -3030,7 +3030,7 @@
"pap_1_func_attack" "Weapon_Arsenal_Terroriser_M1"

"pap_1_pappaths" "1"
"pap_1_papskip" "2" // Skips Pap 2 & 3
"pap_1_papskip" "1" // Skips Pap 2 & 3



Expand All @@ -3054,101 +3054,54 @@
"pap_2_int_ability_onequip" "3"

"pap_2_pappaths" "1"
"pap_2_papskip" "2" // Skips Pap 3 & 4

"pap_2_papskip" "1" // Skips Pap 3 & 4


"pap_3_cost" "8250"
"pap_3_custom_name" "Full Auto Rifle"
"pap_3_desc" "Elite Sniper Pap 3"
"pap_3_cost" "10333"
"pap_3_custom_name" "Cripple MOAB"
"pap_3_desc" "Elite Sniper Pap 4"

"pap_3_damage_falloff" "1.0" //The amount of damage that is reduced for every 1000 units, the default is 0.9
"pap_3_classname" "tf_weapon_sniperrifle"
"pap_3_index" "752"
"pap_3_attributes" "2 ; 20 ; 41 ; 0.0 ; 298 ; 2 ; 6 ; 2 ; 97 ; 1.0"
"pap_3_index" "230"
"pap_3_attributes" "2 ; 30.0 ; 41 ; 1.5 ; 98 ; 4 ; 6 ; 2 ; 97 ; 1.0"
"pap_3_ammo" "16" //Sniper ammo
"pap_3_weapon_archetype" "6"

"pap_3_lag_comp" "1"
"pap_3_lag_comp_collision" "0"
"pap_3_lag_comp_extend_boundingbox" "1"
"pap_3_lag_comp_dont_move_building" "0"
"pap_3_no_clip" "1"
"pap_3_int_ability_onequip" "3"
"pap_3_int_ability_onequip" "5"

"pap_3_pappaths" "1"
"pap_3_papskip" "2" // Skips Pap 4 & 5
"pap_3_pappaths" "0"
"pap_3_weapon_archetype" "6"
"pap_3_func_attack" "Weapon_Arsenal_Terroriser_M1"



"pap_4_cost" "10333"
"pap_4_custom_name" "Cripple MOAB"
"pap_4_desc" "Elite Sniper Pap 4"
"pap_4_cost" "11500"
"pap_4_custom_name" "Elite Sniper"
"pap_4_desc" "Elite Sniper Pap 5"

"pap_4_damage_falloff" "1.0" //The amount of damage that is reduced for every 1000 units, the default is 0.9
"pap_4_classname" "tf_weapon_sniperrifle"
"pap_4_index" "230"
"pap_4_attributes" "2 ; 30.0 ; 41 ; 1.5 ; 98 ; 4 ; 6 ; 2 ; 97 ; 1.0"
"pap_4_classname" "tf_weapon_sniperrifle_classic"
"pap_4_index" "1098"
"pap_4_attributes" "2 ; 20.0 ; 6 ; 1.0 ; 41 ; 3.0 ; 97 ; 2"
"pap_4_ammo" "16" //Sniper ammo
"pap_4_func_attack2" "Weapon_SupplyDropElite"
"pap_4_func_onbuy" "Weapon_EnableSmartBouncing"

"pap_4_lag_comp" "1"
"pap_4_lag_comp_collision" "0"
"pap_4_lag_comp_extend_boundingbox" "1"
"pap_4_lag_comp_dont_move_building" "0"
"pap_4_no_clip" "1"
"pap_4_int_ability_onequip" "5"
"pap_4_int_ability_onequip" "3"

"pap_4_pappaths" "0"
"pap_4_weapon_archetype" "6"
"pap_4_func_attack" "Weapon_Arsenal_Terroriser_M1"



"pap_5_cost" "11500"
"pap_5_custom_name" "Elite Sniper"
"pap_5_desc" "Elite Sniper Pap 5"

"pap_5_damage_falloff" "1.0" //The amount of damage that is reduced for every 1000 units, the default is 0.9
"pap_5_classname" "tf_weapon_sniperrifle_classic"
"pap_5_index" "1098"
"pap_5_attributes" "2 ; 20.0 ; 6 ; 1.0 ; 41 ; 3.0 ; 97 ; 2"
"pap_5_ammo" "16" //Sniper ammo
"pap_5_func_attack2" "Weapon_SupplyDropElite"
"pap_5_func_onbuy" "Weapon_EnableSmartBouncing"

"pap_5_lag_comp" "1"
"pap_5_lag_comp_collision" "0"
"pap_5_lag_comp_extend_boundingbox" "1"
"pap_5_lag_comp_dont_move_building" "0"
"pap_5_no_clip" "1"
"pap_5_int_ability_onequip" "3"

"pap_5_pappaths" "0"
"pap_5_weapon_archetype" "6"



"pap_6_cost" "6000"
"pap_6_custom_name" "Elite Defender"
"pap_6_desc" "Elite Sniper Pap 6"

"pap_6_damage_falloff" "1.0" //The amount of damage that is reduced for every 1000 units, the default is 0.9

"pap_6_classname" "tf_weapon_sniperrifle"
"pap_6_index" "752"
"pap_6_attributes" "2 ; 20 ; 6 ; 1.0 ; 41 ; 0.0 ; 298 ; 2 ; 97 ; 1.0"
"pap_6_ammo" "16" //Sniper ammo
"pap_6_func_attack" "Weapon_EliteDefender"

"pap_6_lag_comp" "1"
"pap_6_lag_comp_collision" "0"
"pap_6_lag_comp_extend_boundingbox" "1"
"pap_6_lag_comp_dont_move_building" "0"
"pap_6_no_clip" "1"
"pap_6_int_ability_onequip" "3"

"pap_6_pappaths" "0"
"pap_6_weapon_archetype" "6"
}
"Riot Gun"
{
Expand Down Expand Up @@ -3460,7 +3413,7 @@
"desc" "Terroriser Bomb Implanter Sniperrifle Desc"
"classname" "tf_weapon_sniperrifle"
"index" "752"
"attributes" "6 ; 1.3 ; 544 ; 2 ; 2 ; 14.5 ; 298 ; 3 ; 90 ; 2 ; 97 ; 1.0 ; 99 ; 1.0"
"attributes" "6 ; 1.3 ; 544 ; 2 ; 2 ; 14.0 ; 298 ; 3 ; 90 ; 2 ; 97 ; 1.0 ; 99 ; 1.0"
"ammo" "16" //Sniper ammo
"model" "models/workshop/weapons/c_models/c_pro_rifle/c_pro_rifle.mdl"
"func_attack" "Weapon_Arsenal_Terroriser_M1"
Expand All @@ -3482,7 +3435,7 @@

"pap_1_classname" "tf_weapon_sniperrifle"
"pap_1_index" "752"
"pap_1_attributes" "6 ; 1.1 ; 544 ; 4 ; 2 ; 12.5 ; 298 ; 3 ; 90 ; 3 ; 97 ; 0.9 ; 99 ; 1.0"
"pap_1_attributes" "6 ; 1.1 ; 544 ; 4 ; 2 ; 12.0 ; 298 ; 3 ; 90 ; 3 ; 97 ; 0.9 ; 99 ; 1.0"
"pap_1_ammo" "16" //Sniper ammo
"pap_1_model" "models/workshop/weapons/c_models/c_pro_rifle/c_pro_rifle.mdl"
"pap_1_func_attack" "Weapon_Arsenal_Terroriser_M1"
Expand All @@ -3504,7 +3457,7 @@

"pap_2_classname" "tf_weapon_sniperrifle"
"pap_2_index" "752"
"pap_2_attributes" "6 ; 1.1 ; 544 ; 6 ; 2 ; 17.5 ; 298 ; 3 ; 90 ; 3 ; 97 ; 0.9 ; 99 ; 1.0"
"pap_2_attributes" "6 ; 1.1 ; 544 ; 6 ; 2 ; 17.0 ; 298 ; 3 ; 90 ; 3 ; 97 ; 0.9 ; 99 ; 1.0"
"pap_2_ammo" "16" //Sniper ammo
"pap_2_model" "models/workshop/weapons/c_models/c_pro_rifle/c_pro_rifle.mdl"
"pap_2_func_attack" "Weapon_Arsenal_Terroriser_M1"
Expand Down
1 change: 1 addition & 0 deletions addons/sourcemod/scripting/shared/core.sp
Original file line number Diff line number Diff line change
Expand Up @@ -3518,6 +3518,7 @@ void RemoveNpcThingsAgain(int entity)
CleanAllApplied_Aresenal(entity, true);
b_NpcForcepowerupspawn[entity] = 0;
CleanAllApplied_Cryo(entity);
EnemyResetUranium(entity);
#endif
i_HexCustomDamageTypes[entity] = 0;
}
Expand Down
4 changes: 4 additions & 0 deletions addons/sourcemod/scripting/shared/damage.sp
Original file line number Diff line number Diff line change
Expand Up @@ -1028,6 +1028,10 @@ static stock float NPC_OnTakeDamage_Equipped_Weapon_Logic(int victim, int &attac
{
WeaponLeper_OnTakeDamage(attacker, damage,weapon, zr_custom_damage);
}
case WEAPON_URANIUM_RIFLE:
{
WeaponUranium_OnTakeDamage(attacker,victim, damage,weapon, damagePosition);
}
case WEAPON_TEXAN_BUISNESS:
{
Weapon_TexanBuisness(attacker, damage, damagetype);
Expand Down
9 changes: 7 additions & 2 deletions addons/sourcemod/scripting/shared/npc_stats.sp
Original file line number Diff line number Diff line change
Expand Up @@ -6986,7 +6986,7 @@ public Action Did_They_Get_Suck(Handle cut_timer, int ref)
}


stock void TE_Particle(const char[] Name, float origin[3]=NULL_VECTOR, float start[3]=NULL_VECTOR, float angles[3]=NULL_VECTOR, int entindex=-1, int attachtype= 0, int attachpoint=-1, bool resetParticles=true, int customcolors=0, float color1[3]=NULL_VECTOR, float color2[3]=NULL_VECTOR, int controlpoint=-1, int controlpointattachment=-1, float controlpointoffset[3]=NULL_VECTOR, float delay=0.0)
stock void TE_Particle(const char[] Name, float origin[3]=NULL_VECTOR, float start[3]=NULL_VECTOR, float angles[3]=NULL_VECTOR, int entindex=-1, int attachtype= 0, int attachpoint=-1, bool resetParticles=true, int customcolors=0, float color1[3]=NULL_VECTOR, float color2[3]=NULL_VECTOR, int controlpoint=-1, int controlpointattachment=-1, float controlpointoffset[3]=NULL_VECTOR, float delay=0.0, int clientspec = 0)
{
// find string table
int tblidx = FindStringTable("ParticleEffectNames");
Expand Down Expand Up @@ -7057,7 +7057,12 @@ stock void TE_Particle(const char[] Name, float origin[3]=NULL_VECTOR, float sta
}
}

TE_SendToAll(delay);
if(clientspec != 0)
TE_SendToAll(delay);
else
{
TE_SendToClient(clientspec, delay);
}
}

stock int FireBullet(int m_pAttacker, int iWeapon, float m_vecSrc[3], float m_vecDirShooting[3], float m_flDamage, float m_flDistance, int nDamageType, const char[] tracerEffect, int client = -1, float bonus_entity_damage = 5.0, const char[] szAttachment = "muzzle")
Expand Down
8 changes: 6 additions & 2 deletions addons/sourcemod/scripting/shared/stocks.sp
Original file line number Diff line number Diff line change
Expand Up @@ -3035,10 +3035,14 @@ int inflictor = 0)
{
custom_flags |= ZR_DAMAGE_ICE;
}
if((i_ExplosiveProjectileHexArray[entity] & EP_IS_ICE_DAMAGE))
{
custom_flags |= ZR_DAMAGE_ICE;
}

if((i_ExplosiveProjectileHexArray[entity] & EP_NO_KNOCKBACK))
if((i_ExplosiveProjectileHexArray[entity] & ZR_DAMAGE_IGNORE_DEATH_PENALTY))
{
damage_flags |= DMG_PREVENT_PHYSICS_FORCE;
custom_flags |= ZR_DAMAGE_IGNORE_DEATH_PENALTY;
}
int entityToEvaluateFrom = 0;
int EntityToForward = 0;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -715,6 +715,7 @@ void Cause_Terroriser_Explosion(int client, int npc, bool allowLagcomp = false)
CleanAllApplied_Aresenal(npc);
float radius = 100.0;
spawnRing_Vectors(EntLoc2, 0.0, 0.0, 0.0, 0.0, "materials/sprites/laserbeam.vmt", 255, 0, 0, 200, 1, 0.25, 6.0, 2.1, 1, radius);
i_ExplosiveProjectileHexArray[client] |= ZR_DAMAGE_IGNORE_DEATH_PENALTY;
if(allowLagcomp)
{
b_LagCompNPC_No_Layers = true;
Expand All @@ -732,6 +733,6 @@ void Cause_Terroriser_Explosion(int client, int npc, bool allowLagcomp = false)
if(!b_NpcHasDied[npc]) //Incase it gets called later.
{
f_CooldownForHurtHud[client] = 0.0; //So it shows the damage delt by by secondary internal combustion too.
SDKHooks_TakeDamage(npc, client, client, damage * 0.5, DMG_BLAST); //extra damage to the target that was hit cus yeah.
SDKHooks_TakeDamage(npc, client, client, damage * 0.5, DMG_BLAST | ZR_DAMAGE_IGNORE_DEATH_PENALTY); //extra damage to the target that was hit cus yeah.
}
}
34 changes: 32 additions & 2 deletions addons/sourcemod/scripting/zombie_riot/custom/weapon_slug_rifle.sp
Original file line number Diff line number Diff line change
@@ -1,16 +1,46 @@
#pragma semicolon 1
#pragma newdecls required

float Uranium_TimeTillBigHit[MAXTF2PLAYERS][MAXENTITIES];
void Uranium_MapStart()
{
Zero2(Uranium_TimeTillBigHit);
}

void EnemyResetUranium(int enemy)
{
for(int client; client <= MaxClients ; client++)
{
Uranium_TimeTillBigHit[client][enemy] = 0.0;
}
}

public void Weapon_Anti_Material_Rifle(int client, int weapon, const char[] classname, bool &result)
{
EmitSoundToAll("npc/vort/attack_shoot.wav", client, SNDCHAN_STATIC, 80, _, 1.0);
Client_Shake(client, 0, 50.0, 25.0, 1.5);
}


public void Weapon_Anti_Material_Rifle_Deploy(int client, int weapon)
{
if(Items_HasNamedItem(client, "Head Equipped Blue Goggles"))
if (i_CustomWeaponEquipLogic[weapon] == WEAPON_URANIUM_RIFLE) // 125
{
if(Items_HasNamedItem(client, "Head Equipped Blue Goggles"))
{
Attributes_Set(weapon, 304, 1.1);
}
}
}


void WeaponUranium_OnTakeDamage(int attacker,int victim, float &damage, int weapon, float damagePosition[3])
{
if(Uranium_TimeTillBigHit[attacker][victim] < GetGameTime())
{
Attributes_Set(weapon, 304, 1.1);
damage *= 2.2;
Uranium_TimeTillBigHit[attacker][victim] = GetGameTime() + 20.0;
EmitSoundToClient(attacker, "weapons/physcannon/energy_sing_explosion2.wav", attacker, SNDCHAN_STATIC, 80, _, 1.0);
TE_Particle("mvm_soldier_shockwave", damagePosition, NULL_VECTOR, {0.0,0.0,0.0}, -1, _, _, _, _, _, _, _, _, _, 0.0, .clientspec = attacker);
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -333,7 +333,8 @@ public void SpecterAlter_Cooldown_Logic(int client, int weapon)

i_ExplosiveProjectileHexArray[weapon] = 0;
i_ExplosiveProjectileHexArray[weapon] |= EP_DEALS_CLUB_DAMAGE;
Explode_Logic_Custom(f_SpecterDeadDamage[client] * 3.5, client, weapon, weapon, flPos, SPECTER_DEAD_RANGE, SPECTER_DAMAGE_FALLOFF_PER_ENEMY, _, _, 10);
i_ExplosiveProjectileHexArray[weapon] |= ZR_DAMAGE_IGNORE_DEATH_PENALTY;
Explode_Logic_Custom(f_SpecterDeadDamage[client], client, weapon, weapon, flPos, SPECTER_DEAD_RANGE, SPECTER_DAMAGE_FALLOFF_PER_ENEMY, _, _, 10);
//Bleed sucks but thats on purpose

float vecTarget[3];
Expand Down
1 change: 1 addition & 0 deletions addons/sourcemod/scripting/zombie_riot/store.sp
Original file line number Diff line number Diff line change
Expand Up @@ -5780,6 +5780,7 @@ int Store_GiveItem(int client, int index, bool &use=false, bool &found=false)
Yakuza_Enable(client, entity);
Enable_SkadiWeapon(client, entity);
Enable_Hunting_Rifle(client, entity);
Weapon_Anti_Material_Rifle_Deploy(client, entity);
}

return entity;
Expand Down
4 changes: 3 additions & 1 deletion addons/sourcemod/scripting/zombie_riot/zr_core.sp
Original file line number Diff line number Diff line change
Expand Up @@ -202,7 +202,8 @@ enum
WEAPON_EXPLORER = 122,
WEAPON_FULLMOON = 123,
WEAPON_SKADI = 124,
WEAPON_HUNTING_RIFLE = 125
WEAPON_HUNTING_RIFLE = 125,
WEAPON_URANIUM_RIFLE = 126
}

enum
Expand Down Expand Up @@ -738,6 +739,7 @@ void ZR_MapStart()
// Weapon_Pipe_Shoot_Map_Precache();
Survival_Knife_Map_Precache();
Aresenal_Weapons_Map_Precache();
Uranium_MapStart();
Wand_Elemental_Map_Precache();
Wand_Elemental_2_Map_Precache();
Map_Precache_Zombie_Drops();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -228,10 +228,7 @@
}
"Sniper Rifle Pap 3"
{
"en" "Expensive Super Upgrade, 5 bullets at once for extreme damage.\nSome pair of goggles may increase damage further when fully charged."
"fr" "5 balles utilisées par tir.\nDes lunettes pourrait améliorer les dégats pour des charges pleines"
"ru" "Дорогое суперулучшение, 5 пуль одновременно для нанес. огромн. урона.\nНекоторые очки могут ещё больше увелич. урон при полном заряде."
"chi" "昂贵的超级升级,5发子弹一次造成极端伤害。\n有些护目镜在充满电时可能会进一步增加伤害。"
"en" "Expensive Super Upgrade, 5 bullets at once for extreme damage.\nSome pair of goggles may increase damage further when fully charged.\nDeals extreme damage to any enemy not hit by your rifle within 20 seconds!"
}
"Sniper Rifle Pap 4"
{
Expand Down Expand Up @@ -545,10 +542,7 @@

"Terroriser Bomb Implanter Sniperrifle Desc"
{
"en" "Implant a bomb onto the target you hit, press R to detonate them.\nImplant multiple for more dmg. More charge = more bombs, headshot = more bombs"
"fr" "Plante une bombe dans vos cibles, appuyez sur R pour les détoner.\nPlantez plus de bombes pour plus de dégats. Les tirs en pleine tête et une charge plus grande augmuntent le nombre de bombes."
"ru" "Устанавливает бомбу на цель, в которую вы попали, нажмите R, чтобы взорвать её.\nУстановите несколько бомб для большего урона. Больше зарядов = больше бомб, выстрел в голову = больше бомб."
"chi" "射击将会发出黏弹,按R引爆它们。\n部下多颗黏弹可造成更多伤害.更多的冲锋=更多的炸弹,爆头=更多的炸弹"
"en" "Implant a bomb onto the target you hit, press R to detonate them.\nImplant multiple for more dmg. More charge = more bombs, headshot = more bombs\nBombs dont suffer from downed dmg reduction."
}
"Terroriser Bomb Implanter Sniperrifle Desc PaP 1"
{
Expand Down

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