Updated hitzones.

Now allows setting individual hitzones between player A <-> player B.
This commit is contained in:
Johnny Bergström 2005-03-11 09:21:03 +00:00
parent f9281fe309
commit 5e46f64d75
2 changed files with 72 additions and 82 deletions

View File

@ -61,22 +61,16 @@
// ######## Utils:
void FUNUTIL_ResetPlayer(int index)
{
g_zones_toHit[index] = (1<<HITGROUP_GENERIC) |
for (int i = 1; i <= gpGlobals->maxClients; i++) {
g_bodyhits[index][i] = (1<<HITGROUP_GENERIC) |
(1<<HITGROUP_HEAD) |
(1<<HITGROUP_CHEST) |
(1<<HITGROUP_STOMACH) |
(1<<HITGROUP_LEFTARM) |
(1<<HITGROUP_RIGHTARM)|
(1<<HITGROUP_LEFTLEG) |
(1<<HITGROUP_RIGHTLEG);
g_zones_getHit[index] = (1<<HITGROUP_GENERIC) |
(1<<HITGROUP_HEAD) |
(1<<HITGROUP_CHEST) |
(1<<HITGROUP_STOMACH) |
(1<<HITGROUP_LEFTARM) |
(1<<HITGROUP_RIGHTARM)|
(1<<HITGROUP_LEFTLEG) |
(1<<HITGROUP_RIGHTLEG);
(1<<HITGROUP_RIGHTLEG);
}
// Reset silent slippers
g_silent[index] = false;
}
@ -423,23 +417,32 @@ static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_use
//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
if (shooter == 0 && gettingHit == 0) {
// set hitzones for ALL, both where people can hit and where they can _get_ hit.
for (int i = 1; i <= 32; i++) {
g_zones_toHit[i] = hitzones;
g_zones_getHit[i] = hitzones;
for (int i = 1; i <= gpGlobals->maxClients; i++) {
for (int j = 1; j <= gpGlobals->maxClients; j++) {
g_bodyhits[i][j] = hitzones;
}
//g_zones_toHit[i] = hitzones;
//g_zones_getHit[i] = hitzones;
}
}
else if (shooter == 0 && gettingHit != 0) {
// "All" shooters, target (gettingHit) should be existing player id
CHECK_PLAYER(gettingHit);
// Where can all hit gettingHit?
for (int i = 1; i <= gpGlobals->maxClients; i++)
g_bodyhits[i][gettingHit] = hitzones;
}
else if (shooter != 0 && gettingHit == 0) {
// Shooter can hit all in bodyparts.
CHECK_PLAYER(shooter);
for (int i = 1; i <= gpGlobals->maxClients; i++)
g_bodyhits[shooter][i] = hitzones;
}
else {
if (shooter == 0) {
// "All" shooters, target (gettingHit) should be existing player id
CHECK_PLAYER(gettingHit);
// Where can gettingHit get hit by all?
g_zones_getHit[gettingHit] = hitzones;
}
else {
// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
g_zones_toHit[shooter] = hitzones;
}
// Specified, where can player A hit player B?
CHECK_PLAYER(shooter);
CHECK_PLAYER(gettingHit);
g_bodyhits[shooter][gettingHit] = hitzones;
}
return 1;
@ -447,24 +450,11 @@ static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_use
static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments
{
// Gets user hitzones.
// params[1] = if this is not 0, return what zones this player can hit
int shooter = params[1];
// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
int gettingHit = params[2];
if (shooter) {
if (shooter < 1 || shooter > gpGlobals->maxClients) {
MF_LogError(amx, AMX_ERR_NATIVE, "Player out of range (%d)", shooter);
return 0;
}
return g_zones_toHit[shooter];
}
else {
CHECK_PLAYER(gettingHit);
return g_zones_getHit[gettingHit];
}
CHECK_PLAYER(shooter);
int target = params[2];
CHECK_PLAYER(target);
return g_bodyhits[shooter][target];
}
static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments
@ -618,53 +608,55 @@ int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress,
RETURN_META_VALUE(MRES_IGNORED, 0);
}
/*
TRACE_LINE(v1, v2, fNoMonsters, e, ptr);
if (ptr->pHit&&(ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT) )&&e&&(e->v.flags & (FL_CLIENT | FL_FAKECLIENT) )){
player_t* pPlayer = GET_PLAYER_POINTER(e);
if ( !(pPlayer->bodyhits[ENTINDEX(ptr->pHit)]&(1<<ptr->iHitgroup)) )
ptr->flFraction = 1.0;
}
RETURN_META(MRES_SUPERCEDE);
*/
int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
RETURN_META(MRES_IGNORED);
TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
RETURN_META(MRES_SUPERCEDE);
g_hitIndex = ENTINDEX(ptr->pHit);
//bool blocked = false;
g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
g_canShooterHitThere = g_zones_toHit[ENTINDEX(pentToSkip)] & (1 << ptr->iHitgroup);
if (!g_canTargetGetHit || !g_canShooterHitThere) {
ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
//blocked = true;
void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr);
if ( ptr->pHit && (ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT))
&& shooter && (shooter->v.flags & (FL_CLIENT | FL_FAKECLIENT)) ) {
int shooterIndex = ENTINDEX(shooter);
if ( !(g_bodyhits[shooterIndex][ENTINDEX(ptr->pHit)] & (1<<ptr->iHitgroup)) )
ptr->flFraction = 1.0;
}
/*
if (blocked) {
MF_PrintSrvConsole("%s was blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
}
else {
MF_PrintSrvConsole("%s was NOT blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
}
*/
RETURN_META(MRES_SUPERCEDE);
}
//int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
//void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
// if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
// RETURN_META(MRES_IGNORED);
//
// TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr); // Filter shooter
//
// if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
// RETURN_META(MRES_SUPERCEDE);
//
// g_hitIndex = ENTINDEX(ptr->pHit);
// //bool blocked = false;
// g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
// g_canShooterHitThere = g_zones_toHit[ENTINDEX(shooter)] & (1 << ptr->iHitgroup);
//
// if (!g_canTargetGetHit || !g_canShooterHitThere) {
// ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
// //blocked = true;
// }
// /*
// if (blocked) {
// MF_PrintSrvConsole("%s was blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
// }
// else {
// MF_PrintSrvConsole("%s was NOT blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
// }
// */
//
// RETURN_META(MRES_SUPERCEDE);
//}
void OnAmxxAttach()
{
MF_AddNatives(fun_Exports);
// Reset stuff - hopefully this should
for (int i = 1; i <= 32; i++) {
for (int i = 1; i <= gpGlobals->maxClients; i++) {
// Reset all hitzones
FUNUTIL_ResetPlayer(i);
}

View File

@ -51,9 +51,7 @@
// Fun-specific defines above
// The stuff below might end up in a class soon
int g_zones_toHit[33]; // where can people hit other people?
int g_zones_getHit[33]; // where can people get hit by other people?
//char g_bodyhits[33][33];
char g_bodyhits[33][33]; // where can the guy in the first dimension hit the people in the 2nd dimension? :-)
bool g_silent[33]; // used for set_user_footsteps()
//int g_ResetHUD;
bool g_ResetHUDbool;