/* * DoDFun * Copyright (c) 2004 Łukasz Własiński * * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #include "amxxmodule.h" #include "dodfun.h" void Client_CurWeapon(void* mValue){ static int iState; static int iId; switch (mState++){ case 0: iState = *(int*)mValue; break; case 1: if (!iState) break; iId = *(int*)mValue; mPlayer->current = iId; break; } } void Client_InitObj(void* mValue){ static int num; if ( mDest != MSG_ALL ) return; switch (mState++){ case 0: num = 0; mObjects.count = *(int*)mValue; if ( mObjects.count == 0 ) mObjects.Clear(); break; case 1: mObjects.obj[num].pEdict = INDEXENT(*(int*)mValue); break; case 2: mObjects.obj[num].index = *(int*)mValue; break; case 3: mObjects.obj[num].default_owner = *(int*)mValue; mObjects.obj[num].owner = mObjects.obj[num].default_owner; break; case 4: mObjects.obj[num].visible = *(int*)mValue; break; case 5: mObjects.obj[num].icon_neutral = *(int*)mValue; break; case 6: mObjects.obj[num].icon_allies = *(int*)mValue; break; case 7: mObjects.obj[num].icon_axis = *(int*)mValue; break; case 8: mObjects.obj[num].origin_x = *(float*)mValue; break; case 9: // 8,9 coord mObjects.obj[num].origin_y = *(float*)mValue; mState = 1; num++; if ( num == mObjects.count ){ mObjects.Sort(); MF_ExecuteForward( iFInitCP ); } break; } } void Client_SetObj(void* mValue){ static int id; switch (mState++){ case 0: id = *(int*)mValue; break; case 1: mObjects.obj[id].owner = *(int*)mValue; break; } }