Difference between revisions of "Writing Multi-Game SourceMod Plugins"
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To detect the current game, use the GetEngineVersion() function, like this: | To detect the current game, use the GetEngineVersion() function, like this: | ||
− | < | + | <sourcepawn> |
+ | EngineVersion g_EngineVersion; | ||
− | + | public void OnPluginStart() | |
+ | { | ||
g_EngineVersion = GetEngineVersion(); | g_EngineVersion = GetEngineVersion(); | ||
− | </ | + | } |
+ | </sourcepawn> | ||
This isn't always necessary for games that use different events, but it's still a good idea. | This isn't always necessary for games that use different events, but it's still a good idea. | ||
Line 41: | Line 44: | ||
| No | | No | ||
| [[Team Fortress 2 Events#teamplay_round_start|teamplay_round_start]] | | [[Team Fortress 2 Events#teamplay_round_start|teamplay_round_start]] | ||
− | | ''' | + | | '''full_reset''' will be false if this is not the first round of a multi-round map. In Arena mode, the [[Team Fortress 2 Events#arena_round_start|arena_round_start]] event fires when players can start moving. |
|- | |- | ||
| Counter-Strike: Global Offensive | | Counter-Strike: Global Offensive | ||
Line 119: | Line 122: | ||
Team Fortress 2 introduced the concept of fake deaths. In order to detect if a death was fake, you need to do something like this: | Team Fortress 2 introduced the concept of fake deaths. In order to detect if a death was fake, you need to do something like this: | ||
− | < | + | <sourcepawn> |
− | |||
#include <tf2_stocks> | #include <tf2_stocks> | ||
− | // in | + | // Hook the "player_death" event during OnPluginStart and pass in the following callback: |
− | + | public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | |
− | + | { | |
− | </ | + | bool bFake = g_EngineVersion == Engine_TF2 && (event.GetInt("death_flags") & TF_DEATHFLAG_DEADRINGER); |
+ | if (bFake) | ||
+ | { | ||
+ | // Do stuff on faked death | ||
+ | } | ||
+ | // do other stuff | ||
+ | } | ||
+ | </sourcepawn> | ||
− | + | == Detecting Headshots == | |
Not all games support headshots, but those that do have them done differently. | Not all games support headshots, but those that do have them done differently. | ||
− | + | === player_death === | |
Headshots can be detected in player_death similarly to this: | Headshots can be detected in player_death similarly to this: | ||
− | < | + | <sourcepawn> |
− | |||
#include <tf2_stocks> | #include <tf2_stocks> | ||
− | // in | + | // Hook the "player_death" event during OnPluginStart and pass in the following callback: |
− | + | public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) | |
+ | { | ||
+ | bool bHeadshot; | ||
switch (g_EngineVersion) | switch (g_EngineVersion) | ||
{ | { | ||
− | case Engine_CSS, Engine_CSGO, | + | case Engine_CSS, Engine_CSGO, Engine_Left4Dead, Engine_Left4Dead2: |
{ | { | ||
− | bHeadshot = | + | bHeadshot = event.GetBool("headshot"); |
} | } | ||
case Engine_TF2: | case Engine_TF2: | ||
{ | { | ||
− | bHeadshot = | + | bHeadshot = event.GetInt("customkill") == TF_CUSTOM_HEADSHOT; |
} | } | ||
} | } | ||
Line 161: | Line 171: | ||
// This was a headshot, do something | // This was a headshot, do something | ||
} | } | ||
− | </ | + | } |
+ | </sourcepawn> | ||
Unfortunately, some games don't appear to track headshots for death (Half-Life 2: DeathMatch for example). | Unfortunately, some games don't appear to track headshots for death (Half-Life 2: DeathMatch for example). | ||
− | + | === player_hurt === | |
player_hurt is a bit trickier. | player_hurt is a bit trickier. | ||
− | < | + | <sourcepawn> |
− | |||
− | |||
#include <tf2_stocks> | #include <tf2_stocks> | ||
#define HITGROUP_HEAD 1 | #define HITGROUP_HEAD 1 | ||
− | // | + | // Hook "player_hurt", etc. |
− | + | public Action Event_PlayerHurt(Event event, const char[] name, bool dontBroadcast) | |
+ | { | ||
+ | bool bHeadshot; | ||
switch (g_EngineVersion) | switch (g_EngineVersion) | ||
{ | { | ||
− | case Engine_CSS, Engine_CSGO, Engine_DODS, | + | case Engine_CSS, Engine_CSGO, Engine_DODS, Engine_Left4Dead, Engine_Left4Dead2: |
{ | { | ||
− | bHeadshot = | + | bHeadshot = event.GetInt("hitgroup") == HITGROUP_HEAD; |
} | } | ||
case Engine_TF2: | case Engine_TF2: | ||
{ | { | ||
− | bHeadshot = | + | bHeadshot = event.GetInt("custom") == TF_CUSTOM_HEADSHOT; |
} | } | ||
} | } | ||
Line 195: | Line 206: | ||
// This was a headshot, do something | // This was a headshot, do something | ||
} | } | ||
− | </ | + | } |
+ | </sourcepawn> | ||
As you can see, more games support detecting if a shot was a headshot in player_hurt than player_death. | As you can see, more games support detecting if a shot was a headshot in player_hurt than player_death. | ||
− | + | === SDKHooks TraceAttack and OnTakeDamage === | |
Headshots can be detected by TraceAttack or OnTakeDamage depending on the game. | Headshots can be detected by TraceAttack or OnTakeDamage depending on the game. | ||
Line 205: | Line 217: | ||
Note: Changing damage and returning Plugin_Changed for either event will change the damage the player takes. | Note: Changing damage and returning Plugin_Changed for either event will change the damage the player takes. | ||
− | < | + | <sourcepawn> |
− | |||
#include <sdkhooks> | #include <sdkhooks> | ||
+ | |||
#define HITGROUP_HEAD 1 | #define HITGROUP_HEAD 1 | ||
− | public OnClientPutInServer(client) | + | public void OnClientPutInServer(int client) |
{ | { | ||
switch (g_EngineVersion) | switch (g_EngineVersion) | ||
{ | { | ||
− | case Engine_CSS, Engine_CSGO, Engine_DODS, | + | case Engine_CSS, Engine_CSGO, Engine_DODS, Engine_Left4Dead, Engine_Left4Dead2: |
{ | { | ||
SDKHook(client, SDKHook_TraceAttack, TraceAttack); | SDKHook(client, SDKHook_TraceAttack, TraceAttack); | ||
} | } | ||
− | |||
case Engine_TF2: | case Engine_TF2: | ||
{ | { | ||
Line 227: | Line 238: | ||
} | } | ||
− | public Action | + | public Action TraceAttack(int victim, int &attacker, int &inflictor, float &damage, |
+ | int &damagetype, int &ammotype, int hitbox, int hitgroup) | ||
{ | { | ||
− | + | bool bHeadshot = hitgroup == HITGROUP_HEAD; | |
if (bHeadshot) | if (bHeadshot) | ||
Line 239: | Line 251: | ||
} | } | ||
− | public Action | + | public Action OnTakeDamage(int victim, int &attacker, int &inflictor, float &damage, |
− | + | int &damagetype, int &weapon, float damageForce[3], float damagePosition[3], int damagecustom) | |
− | + | { | |
− | + | bool bHeadshot = damagecustom == TF_CUSTOM_HEADSHOT; | |
if (bHeadshot) | if (bHeadshot) | ||
Line 250: | Line 262: | ||
return Plugin_Continue; | return Plugin_Continue; | ||
− | }</ | + | } |
+ | </sourcepawn> | ||
+ | |||
+ | [[Category:SourceMod Scripting]] |
Latest revision as of 19:29, 29 March 2020
Different Source games tend to have different quirks. This page discusses the more common quirks you'll run into.
Contents
Detecting the current game
In order to use what you learn from this document, you will need to detect which game the plugin is running on.
To detect the current game, use the GetEngineVersion() function, like this:
EngineVersion g_EngineVersion; public void OnPluginStart() { g_EngineVersion = GetEngineVersion(); }
This isn't always necessary for games that use different events, but it's still a good idea.
Round Start
Most plugin writers assume that hooking round_start will make things work on all games. Those plugin writers would be wrong.
Several games use other events instead or have behavior that needs to be taken into account.
Game | Fires round_start? | Alternate Event | Extra Quirks |
---|---|---|---|
Half-Life 2: DeathMatch | Yes | teamplay_round_start | teamplay_round_start is only fired for Team Deathmatch |
Day of Defeat: Source | No | dod_round_start | |
Team Fortress 2 | No | teamplay_round_start | full_reset will be false if this is not the first round of a multi-round map. In Arena mode, the arena_round_start event fires when players can start moving. |
Counter-Strike: Global Offensive | Yes | round_start is fired during warmup round |
Round End
round_end, like round_start, isn't the same across all games.
Most of the time, winner is the team ID of the winning team: 0 for stalemate, 2 for team 1 (Combine, Allies, Terrorists, RED, or Survivors), or 3 for team 2 (Rebels, Axis, Counter-Terrorists, BLU, or Infected).
Game | Fires round_end? | Alternate Event | Extra Quirks |
---|---|---|---|
Half-Life 2: DeathMatch | Yes | winner is a userid for Deathmatch or a team ID for Team Deathmatch | |
Day of Defeat: Source | No | dod_round_win | team is the winning team. |
Team Fortress 2 | No | See next section | See next section |
Nuclear Dawn | No | round_win | team is the winning team. type is the win reason. |
Team Fortress 2
Round End is so complicated in Team Fortress 2 that I'm giving it its own section. TF2 has not just one, but four different events for round end.
Game Mode | Event | Quirks |
---|---|---|
All | teamplay_round_win | team is the winning team. winreason was only recently fixed and its meaning depends on the game mode. |
All but Arena or MvM | teamplay_win_panel | Win Panel screen, includes each team's score and the scores of the top 3 players. winning_team is the winning team. winreason includes captured all points, time ran out, captured flags, etc... |
Arena | arena_win_panel | Arena Win Panel screen, includes each team's score and the scores of the top 3 players for each team. winning_team is the winning team. winreason can only be killed all players on the other team and captured point. |
MvM | pve_win_panel | MvM Win Panel screen. winning_team is the winning team. Most data is not present in this event and is instead interpolated from the CTFPlayerResource netprops. |
player_death
All games appear to use the player_death event, but the fields available to each game vary radically.
The quirks you need to know about are:
Detecting Fake Deaths
Team Fortress 2 introduced the concept of fake deaths. In order to detect if a death was fake, you need to do something like this:
#include <tf2_stocks> // Hook the "player_death" event during OnPluginStart and pass in the following callback: public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { bool bFake = g_EngineVersion == Engine_TF2 && (event.GetInt("death_flags") & TF_DEATHFLAG_DEADRINGER); if (bFake) { // Do stuff on faked death } // do other stuff }
Detecting Headshots
Not all games support headshots, but those that do have them done differently.
player_death
Headshots can be detected in player_death similarly to this:
#include <tf2_stocks> // Hook the "player_death" event during OnPluginStart and pass in the following callback: public Action Event_PlayerDeath(Event event, const char[] name, bool dontBroadcast) { bool bHeadshot; switch (g_EngineVersion) { case Engine_CSS, Engine_CSGO, Engine_Left4Dead, Engine_Left4Dead2: { bHeadshot = event.GetBool("headshot"); } case Engine_TF2: { bHeadshot = event.GetInt("customkill") == TF_CUSTOM_HEADSHOT; } } if (bHeadshot) { // This was a headshot, do something } }
Unfortunately, some games don't appear to track headshots for death (Half-Life 2: DeathMatch for example).
player_hurt
player_hurt is a bit trickier.
#include <tf2_stocks> #define HITGROUP_HEAD 1 // Hook "player_hurt", etc. public Action Event_PlayerHurt(Event event, const char[] name, bool dontBroadcast) { bool bHeadshot; switch (g_EngineVersion) { case Engine_CSS, Engine_CSGO, Engine_DODS, Engine_Left4Dead, Engine_Left4Dead2: { bHeadshot = event.GetInt("hitgroup") == HITGROUP_HEAD; } case Engine_TF2: { bHeadshot = event.GetInt("custom") == TF_CUSTOM_HEADSHOT; } } if (bHeadshot) { // This was a headshot, do something } }
As you can see, more games support detecting if a shot was a headshot in player_hurt than player_death.
SDKHooks TraceAttack and OnTakeDamage
Headshots can be detected by TraceAttack or OnTakeDamage depending on the game.
Note: Changing damage and returning Plugin_Changed for either event will change the damage the player takes.
#include <sdkhooks> #define HITGROUP_HEAD 1 public void OnClientPutInServer(int client) { switch (g_EngineVersion) { case Engine_CSS, Engine_CSGO, Engine_DODS, Engine_Left4Dead, Engine_Left4Dead2: { SDKHook(client, SDKHook_TraceAttack, TraceAttack); } case Engine_TF2: { SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage); } } } public Action TraceAttack(int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &ammotype, int hitbox, int hitgroup) { bool bHeadshot = hitgroup == HITGROUP_HEAD; if (bHeadshot) { // This was a headshot, do something. } return Plugin_Continue; } public Action OnTakeDamage(int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3], int damagecustom) { bool bHeadshot = damagecustom == TF_CUSTOM_HEADSHOT; if (bHeadshot) { // This was a headshot, do something } return Plugin_Continue; }