Created
January 24, 2013 08:16
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A little project I'm working on.
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#include <sourcemod> | |
#include <sdktools> | |
#include <left4downtown> | |
#include <l4d2_direct> | |
#include <l4d2util> | |
stock SetVersusRoundInProgress(bool:inProgress) | |
{ | |
static Address:pRoundInProgress = Address_Null; | |
if(pRoundInProgress == Address_Null) | |
{ | |
new offset = L4D2Direct_GetCDirectorVersusModeOffset("m_bVersusRoundInProgress"); | |
if(offset == -1) | |
{ | |
SetFailState("Failed to read CDirectorVersusMode::m_bVersusRoundInProgress offset"); | |
} | |
pRoundInProgress = L4D2Direct_GetCDirectorVersusMode() + Address:offset; | |
} | |
StoreToAddress(pRoundInProgress, inProgress ? 1 : 0, NumberType_Int8); | |
} | |
public Action:OnEndVersusModeRound(bool:count_survivors) | |
{ | |
new campaignScores[2]; | |
new chapterScores[2]; | |
new bool:tiebreak = false; | |
L4D2_GetVersusCampaignScores(campaignScores); | |
chapterScores[0] = (campaignScores[0] * 2) + 1; | |
chapterScores[1] = (campaignScores[1] * 2) + 2; | |
ShowRoundEndScores(campaignScores[0],campaignScores[1],chapterScores[0],chapterScores[1],tiebreak); | |
L4D2_SetVersusCampaignScores(campaignScores); | |
L4D2Direct_DirectorEndScenario(5); | |
SetVersusRoundInProgress(false); | |
if(InSecondHalfOfRound() && L4D_IsMissionFinalMap()) | |
{ | |
FireMatchEndEvent(CalculateWinner(campaignScores[0], campaignScores[1])); | |
} | |
// Block invocation since we're implementing it ourselves | |
return Plugin_Handled; | |
} | |
// Campaign score 1 (pre), | |
// Campaign score 2 (pre), | |
// Chapter score 1, | |
// Chapter score 2, | |
// Show tiebreak | |
ShowRoundEndScores(t1,t2,c1,c2,bool:tiebreak) | |
{ | |
new iTiebreak = tiebreak ? 1 : 0; | |
new Handle:scoreKv = CreateKeyValues("scores"); | |
KvSetNum(scoreKv, "t1", t1); | |
KvSetNum(scoreKv, "t2", t2); | |
KvSetNum(scoreKv, "c1", c1); | |
KvSetNum(scoreKv, "c2", c2); | |
KvSetNum(scoreKv, "tiebreak", iTiebreak); | |
for(new i = 1; i <= MaxClients; i++) | |
{ | |
if(IsClientInGame(i) && !IsFakeClient(i)) | |
{ | |
ShowVGUIPanel(i, "fullscreen_vs_scoreboard", scoreKv); | |
} | |
} | |
} | |
// 0: tie | |
// 1: team 0/1 | |
// 2: team 1/2 | |
FireMatchEndEvent(winner) | |
{ | |
new Handle:event = CreateEvent("versus_match_finished", true); | |
SetEventInt(event, "winners", winner); | |
FireEvent(event); | |
} | |
stock CalculateWinner(score1, score2) | |
{ | |
// The disasm of valve's version of this calculation is pretty cute. | |
// Possibly a compiler optimization. | |
// I try to be a little more explicit but still efficient. | |
new diff = score1 - score2; | |
if(diff > 0) | |
{ | |
// score1 > score2 == winner 1 | |
return 1; | |
} | |
else if (diff < 0) | |
{ | |
// score2 > score 1 == winner 2 | |
return 2; | |
} | |
// score2 == score1 === winner 0 | |
return 0; | |
} | |
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