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infiniteammo.sp
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infiniteammo.sp
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/**
* Infinite Ammo perk.
* Copyright (C) 2023 Filip Tomaszewski
*
* 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 <http://www.gnu.org/licenses/>.
*/
#define NoReload Int[0]
#define Weapon Int[1]
#define Clip Int[2]
#define Ammo Int[3]
DEFINE_CALL_APPLY(InfiniteAmmo)
public void InfiniteAmmo_ApplyPerk(const int client, const Perk perk)
{
Cache[client].NoReload = perk.GetPrefCell("reload", 0) < 1;
Cache[client].Repeat(0.25, InfiniteAmmo_ResupplyAmmo);
}
public Action InfiniteAmmo_ResupplyAmmo(const int client)
{
switch (Shared[client].ClassForPerk)
{
case TFClass_Engineer:
SetEntProp(client, Prop_Data, "m_iAmmo", 200, 4, 3);
case TFClass_Spy:
SetEntPropFloat(client, Prop_Send, "m_flCloakMeter", 105.0);
}
int iWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
if (iWeapon <= MaxClients || !IsValidEntity(iWeapon))
return Plugin_Continue;
switch (GetEntProp(iWeapon, Prop_Send, "m_iItemDefinitionIndex"))
{
case 441, 442, 588:
SetEntPropFloat(iWeapon, Prop_Send, "m_flEnergy", 20.0);
case 307: // caber
{
SetEntProp(iWeapon, Prop_Send, "m_bBroken", 0);
SetEntProp(iWeapon, Prop_Send, "m_iDetonated", 0);
}
default:
{
if (Cache[client].Weapon != iWeapon)
{
Cache[client].Weapon = iWeapon;
Cache[client].Clip = GetClip(iWeapon);
Cache[client].Ammo = GetAmmo(client, iWeapon);
}
else
{
int iClip = Cache[client].NoReload ? GetClip(iWeapon) : -1;
if (iClip > -1)
{
if (iClip > Cache[client].Clip)
{
Cache[client].Clip = iClip;
}
else if (iClip < Cache[client].Clip)
{
SetClip(iWeapon, Cache[client].Clip);
}
}
int iAmmo = GetAmmo(client, iWeapon);
if (iAmmo > -1)
{
if (iAmmo > Cache[client].Ammo)
{
Cache[client].Ammo = iAmmo;
}
else if (iAmmo < Cache[client].Ammo)
{
SetAmmo(client, iWeapon, Cache[client].Ammo);
}
}
}
}
}
return Plugin_Continue;
}
#define NoReload Int[0]
#define Weapon Int[1]
#define Clip Int[2]
#define Ammo Int[3]