Add compatibility with Half-Life.

This commit is contained in:
Giegue
2023-02-23 03:29:53 -03:00
parent e33eaf4d1e
commit 513cde6231
5 changed files with 215 additions and 1 deletions

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@@ -193,7 +193,7 @@ Current milestones are separated by "Tiers", which are as follows:
- Update source code so it can compile AND run **ON WINDOWS**. **[DONE]** - Update source code so it can compile AND run **ON WINDOWS**. **[DONE]**
- Implement *-almost-* all Opposing Force monsters. **[DONE]** - Implement *-almost-* all Opposing Force monsters. **[DONE]**
- Implement *-almost-* all default Sven Co-op monsters. **[DONE]** - Implement *-almost-* all default Sven Co-op monsters. **[DONE]**
- Make MonsterMod aware of normal game entities. *-For those who want to use the plugin in vanilla HL.-* - Make MonsterMod aware of normal game entities. *-For those who want to use the plugin in vanilla HL.-* **[DONE]**
- Custom model support. - Custom model support.
### Tier 4 ### Tier 4

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aux/README.md Normal file
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## Auxiliary Tools
This folder contains auxiliary tools used to enhance the compatibility and/or interaction of MonsterMod with other mods.
As these are auxiliary, they aren't needed to enjoy MonsterMod. If you want an extra boost, feel free to install these.
Once all milestones are completed, the possibility of removing the need for external plugins will be considered. Until then, this has to stay.

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aux/valve/README.md Normal file
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## Half-Life (valve)
Auxiliary Tools to use MonsterMod in the original Half-Life.
### AMX Mod X Plugins
#### -A note about AMXX plugins-
All plugins in this section require AMXX 1.9.0 or greater, they will not work on 1.8.2 or older.
Compiled plugins are provided in the `bin` folder for your convenience. However, if you prefer to build the plugins yourself, the source code of all AMXX plugins are located in the `src` folder for compilation.
#### Half-Life <--> MonsterMod Bridge Plugin
MonsterMod monsters are hacked "func_wall"'s with simulated AI. Because of this, MonsterMod cannot interact with the Half-Life monsters. This issue also happens on the other side: The Half-Life monsters cannot interact with the MonsterMod monsters.
In simple terms, this plugin acts as a "bridge" to help Half-Life and MonsterMod communicate with each other. With this plugin, HL and MM monsters can "see" and interact with each other, and will react accordingly.
Without this plugin, HL and MM monsters will be "invisible" to each other.

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#pragma semicolon 1
#include <amxmodx>
#include <engine>
#include <hamsandwich>
// (monster.h from HLSDK) monster to monster relationship types
const R_AL = -2; // (ALLY) pals. Good alternative to R_NO when applicable.
const R_FR = -1; // (FEAR) will run.
const R_NO = 0; // (NO RELATIONSHIP) disregard.
const R_DL = 1; // (DISLIKE) will attack.
const R_HT = 2; // (HATE) will attack this character instead of any visible DISLIKEd characters.
//const R_NM = 3; // (NEMESIS) a monster will ALWAYS attack its nemesis, no matter what.
new Trie:g_HLDefaultNames;
public plugin_init()
{
register_plugin( "HL-MONSTER Bridge", "1.0", "Giegue" );
RegisterHam( Ham_IRelationship, "monster_alien_controller", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_alien_grunt", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_alien_slave", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_apache", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_babycrab", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_barnacle", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_barney", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_bigmomma", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_bullchicken", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_gargantua", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_headcrab", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_houndeye", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_human_assassin", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_human_grunt", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_ichthyosaur", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_miniturret", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_scientist", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_sentry", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_snark", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_turret", "mmIRelationship" );
RegisterHam( Ham_IRelationship, "monster_zombie", "mmIRelationship" );
g_HLDefaultNames = TrieCreate();
// Better than a nest of if-else if i guess...
TrieSetString( g_HLDefaultNames, "monster_headcrab", "Head Crab" );
TrieSetString( g_HLDefaultNames, "monster_babycrab", "Baby Head Crab" );
TrieSetString( g_HLDefaultNames, "monster_bullchicken", "Bullsquid" );
TrieSetString( g_HLDefaultNames, "monster_barnacle", "Barnacle" );
TrieSetString( g_HLDefaultNames, "monster_bigmomma", "Big Momma" );
TrieSetString( g_HLDefaultNames, "monster_houndeye", "Houndeye" );
TrieSetString( g_HLDefaultNames, "monster_alien_slave", "Alien Slave" );
TrieSetString( g_HLDefaultNames, "monster_alien_controller", "Alien Controller" );
TrieSetString( g_HLDefaultNames, "monster_alien_grunt", "Alien Grunt" );
TrieSetString( g_HLDefaultNames, "monster_zombie", "Zombie" );
TrieSetString( g_HLDefaultNames, "monster_ichthyosaur", "Ichthyosaur" );
TrieSetString( g_HLDefaultNames, "monster_human_grunt", "Human Grunt" );
TrieSetString( g_HLDefaultNames, "monster_human_assassin", "Female Assassin" );
TrieSetString( g_HLDefaultNames, "monster_barney", "Barney" );
TrieSetString( g_HLDefaultNames, "monster_gman", "Goverment Man" );
TrieSetString( g_HLDefaultNames, "monster_scientist", "Scientist" );
TrieSetString( g_HLDefaultNames, "monster_sentry", "Sentry Turret" );
TrieSetString( g_HLDefaultNames, "monster_snark", "Snark" );
TrieSetString( g_HLDefaultNames, "monster_miniturret", "Mini-Turret" );
TrieSetString( g_HLDefaultNames, "monster_turret", "Turret" );
TrieSetString( g_HLDefaultNames, "monster_apache", "Apache" );
TrieSetString( g_HLDefaultNames, "monster_osprey", "Osprey Helicopter" );
TrieSetString( g_HLDefaultNames, "monster_gargantua", "Gargantua" );
TrieSetString( g_HLDefaultNames, "monster_nihilanth", "Nihilanth" );
TrieSetString( g_HLDefaultNames, "monster_tentacle"," Tentacle" );
set_task( 0.3, "hlScan", 0, "", 0, "b" );
register_srvcmd( "monster_hurt_entity", "hlTakeDamage" );
}
public plugin_end()
{
TrieDestroy( g_HLDefaultNames ); // free the handle
}
public mmIRelationship( entity, other )
{
new selfClassify, otherClassify;
selfClassify = entity_get_int( entity, EV_INT_iuser4 );
otherClassify = entity_get_int( other, EV_INT_iuser4 );
if ( entity_get_int( other, EV_INT_flags ) & FL_CLIENT )
otherClassify = 2;
// Get proper relationship
SetHamReturnInteger( IRelationshipByClass( selfClassify, otherClassify ) );
return HAM_OVERRIDE;
}
public hlScan()
{
new entity, szClassname[ 33 ], szDisplayname[ 129 ], bool:found;
for ( entity = 0; entity < get_global_int( GL_maxEntities ); entity++ )
{
// Nothing deleted me?
if ( is_valid_ent( entity ) )
{
entity_get_string( entity, EV_SZ_classname, szClassname, charsmax( szClassname ) );
if ( equal( szClassname, "monster_", 8 ) )
{
// Classify not overriden?
if ( !entity_get_int( entity, EV_INT_iuser4 ) )
{
// Set default
entity_set_int( entity, EV_INT_iuser4, ExecuteHam( Ham_Classify, entity ) );
}
// Blood color not overriden?
if ( !entity_get_int( entity, EV_INT_iuser3 ) )
{
// Set default
entity_set_int( entity, EV_INT_iuser3, ExecuteHam( Ham_BloodColor, entity ) );
}
// No name set?
entity_get_string( entity, EV_SZ_netname, szDisplayname, charsmax( szDisplayname ) );
if ( !strlen( szDisplayname ) )
{
// Find a default name
found = TrieGetString( g_HLDefaultNames, szClassname, szDisplayname, charsmax( szDisplayname ) );
// Use this name
entity_set_string( entity, EV_SZ_netname, ( found ? szDisplayname : "Monster" ) );
}
}
}
}
}
stock IRelationshipByClass( classEntity, classOther )
{
if ( classEntity == -1 )
classEntity = 0; // CLASS_FORCE_NONE
new iEnemy[16][16] =
{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN RXPIT RXSHK
/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO },
/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL, R_DL, R_DL },
/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL, R_DL, R_DL },
/*HUMANPASSIVE*/{ R_NO ,R_FR ,R_AL ,R_AL ,R_HT ,R_DL ,R_DL ,R_HT ,R_DL ,R_DL ,R_NO ,R_AL, R_NO, R_NO, R_FR, R_FR },
/*HUMANMILITAR*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_AL ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_HT, R_HT },
/*ALIENMILITAR*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_HT ,R_AL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_HT },
/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO },
/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO, R_NO },
/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO, R_FR, R_NO },
/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_DL },
/*INSECT*/ { R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO, R_NO, R_NO },
/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO, R_DL, R_DL },
/*PBIOWEAPON*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_DL, R_DL, R_DL },
/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO, R_DL, R_DL },
/*RXPITDRONE*/ { R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_AL, R_AL },
/*RXSHOCKTRP*/ { R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_HT ,R_DL ,R_NO ,R_NO ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_AL, R_AL }
};
return iEnemy[ classEntity ][ classOther ];
}
public hlTakeDamage()
{
if ( read_argc() == 6 )
{
new victim, inflictor, attacker;
new Float:damage;
new damageBits;
victim = read_argv_int( 1 );
inflictor = read_argv_int( 2 );
attacker = read_argv_int( 3 );
damage = read_argv_float( 4 );
damageBits = read_argv_int( 5 );
// attacker and inflictor can be null, but never allow victim to be null
if ( !is_valid_ent( victim ) )
return;
if ( !is_valid_ent( inflictor ) )
inflictor = 0;
if ( !is_valid_ent( attacker ) )
attacker = 0;
ExecuteHamB( Ham_TakeDamage, victim, inflictor, attacker, damage, damageBits );
}
}