All pastes #88934 Raw Edit

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public text v1 · immutable
#88934 ·published 2006-07-15 15:32 UTC
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// ******************************
// Ven's Landmine Script V0.03
//      for Counter-Strike: Source
//
// * Description:
//      Players can plant landmines which explode when an enemy sets on it.
//
// * Install instructions:
//       http://forums.mattie.info/cs/forums/
//
//
// * Requirements:
//      EventScripts v1.1.0.005 or higher
//      Mani Admin Plugin v1.1.0w or higher
// * To Do:
//      Find way to make mines visable to planter and/or teammates
//      Change !plantmine to +plant and add progress/delay bar for planting.
//      Fix so that you can plant more than 1 mine each.
//      Optimize performance.
//      Thank Mattie for helping me write this and bearing with me and my annoyances. <3
// ******************************

block load
{
  // create a variable (default to on)
	es_setinfo ven_landmine 1
	es_setinfo landmine_announce 1

  // enable eventscripts_noisy if not already enabled
        es_load corelib
        es_doblock corelib/noisy_on

  // make it public so we can see it via HLSW
	es_makepublic ven_landmine
	es_keygroupdelete landmine
	es_keygroupcreate landmine
        es_xdoblock landmine/initoptions
	// Announce it.
	es_setinfo lm_temp "Ven's Landmine script has been enabled."
	es_msg #multi #green[Landmine]#default server_var(lm_temp)
}


block unload
{
  es_setinfo ven_landmine 0
  es_keygroupdelete landmine
  es_doblock corelib/noisy_off
}


// This event is called whenever a new round begins.
event round_start
{
	if (server_var(ven_landmine) = 1) do
	{
  	  if (server_var(landmine_announce) = 1) do
  	  {
          es_msg #multi #green[LandMine] #defaultUse !plantmine to plant landmines.
          }
	}
}

event player_spawn
{
  es_fire event_var(userid) env_explosion kill
}


// This event is called whenever a player types "!plantmine".
event player_say
{
  if (event_var(text) equalto "!plantmine") do
  {
    es_setinfo lm_lm 0

    es_exists lm_lm key landmine event_var(es_steamid)

    if (server_var(lm_lm) equalto 0) do
    {
      es_setinfo lm_agx 0
      es_setinfo lm_agy 0
      es_setinfo lm_agz 0
      es_setinfo lm_rgx 0
      es_setinfo lm_rgy 0
      es_setinfo lm_ugz 0
      es_setinfo lm_lgx 0
      es_setinfo lm_lgy 0
      es_setinfo lm_dgz 0

      es_getplayerlocation lm_agx lm_agy lm_agz event_var(userid)
      es_tell event_var(userid) #multi #green[LandMine] #defaultYou have planted a landmine.
      es_tell event_var(userid) #multi #green[LandMine] #defaultMake sure you move away slowly.
      
      es_setinfo lm_rgx server_var(lm_agx)
      es_setinfo lm_rgy server_var(lm_agy)
      es_setinfo lm_ugz server_var(lm_agz)
      es_setinfo lm_lgx server_var(lm_agx)
      es_setinfo lm_lgy server_var(lm_agy)
      es_setinfo lm_dgz server_var(lm_agz)
      es_setinfo lm_ugz server_var(lm_ugz)
      es_setinfo lm_dgz server_var(lm_dgz)

      //form 'cube' around mine plant spot.
      es_math lm_rgx + 30
      es_math lm_rgy + 30
      es_math lm_ugz + 30
      es_math lm_lgx - 30
      es_math lm_lgy - 30
      es_math lm_dgz - 30

      es_keycreate landmine event_var(es_steamid)
      es_keysetvalue landmine event_var(es_steamid) "lx" server_Var(lm_lgx)
      es_keysetvalue landmine event_var(es_steamid) "rx" server_Var(lm_rgx)
      es_keysetvalue landmine event_var(es_steamid) "ly" server_Var(lm_lgy)
      es_keysetvalue landmine event_var(es_steamid) "ry" server_Var(lm_rgy)
      es_keysetvalue landmine event_var(es_steamid) "uz" server_Var(lm_ugz)
      es_keysetvalue landmine event_var(es_steamid) "dz" server_Var(lm_dgz)
      es_keysetvalue landmine event_var(es_steamid) "nme" event_var(es_username)

    }
    else do
    {
      es_tell event_var(userid) #multi #green[LandMine] #defaultYou may only plant 1 mine at a time.
    }
  }

  if (event_var(text) equalto "!removemine") do
  {
    es_setinfo lm_lmx 0
    es_exists lm_lmx key landmine event_var(es_steamid)

    if (server_var(lm_lmx) equalto 1) do
    {
      es_keydelete landmine event_var(es_steamid)
      es_tell event_var(userid) #multi #green[LandMine] #defaultYou have removed your landmine.
    }
    else do
    {
    es_tell event_var(userid) #multi #green[LandMine] #defaultYou have not planted a landmine.
    }
  }
}

event player_footstep
{
  es_foreachkey lm_miners in landmine "es_xdoblock landmine/looper"
}


// This block loops through the landmines to see if you are near any of them.
block looper
{
  es_setinfo lm_rgxx 0
  es_setinfo lm_lgxx 0
  es_setinfo lm_rgyy 0
  es_setinfo lm_lgyy 0
  es_setinfo lm_ugzz 0
  es_setinfo lm_dgzz 0
  es_setinfo lm_att 0

  es_keygetvalue lm_lgxx "landmine" server_var(lm_miners) "lx"
  es_keygetvalue lm_rgxx "landmine" server_var(lm_miners) "rx"
  es_keygetvalue lm_lgyy "landmine" server_var(lm_miners) "ly"
  es_keygetvalue lm_rgyy "landmine" server_var(lm_miners) "ry"
  es_keygetvalue lm_dgzz "landmine" server_var(lm_miners) "dz"
  es_keygetvalue lm_ugzz "landmine" server_var(lm_miners) "uz"
  es_keygetvalue lm_att "landmine" server_var(lm_miners) "nme"

  es_setinfo lm_cgx 0
  es_setinfo lm_cgy 0
  es_setinfo lm_cgz 0
  es_getplayerlocation lm_cgx lm_cgy lm_cgz event_var(userid)

  //This is probably the worst part of my script. But atleast it halfway works.

  if (server_var(lm_cgx) <= server_var(lm_rgxx)) do
  {
    if (server_var(lm_cgx) >= server_var(lm_lgxx)) do
    {
      if (server_var(lm_cgy) <= server_var(lm_rgyy)) do
      {
        if (server_var(lm_cgy) >= server_var(lm_lgyy)) do
        {
          if (server_var(lm_cgz) >= server_var(lm_dgzz)) do
          {
            if (server_var(lm_cgz) <= server_var(lm_ugzz)) do
            {
              es_give event_var(userid) env_explosion
              es_fire event_var(userid) env_explosion addoutput "imagnitude 80"
              es_fire event_var(userid) env_explosion explode
              es_soon es_keydelete landmine server_var(lm_miners)
              es_msg #multi #green[landMine] #default server_var(lm_att) has just blown up event_var(es_username) with a mine!
            }
          }
        }
      }
    }
  }
}

event round_end
{
}