#ifndef CMISC_H #define CMISC_H #include "amxxmodule.h" #include "CRank.h" #ifndef __linux__ #define LINUXOFFSET 0 #else #define LINUXOFFSET 5 #endif #define TFCMAX_CUSTOMWPNS 5 #define TFCMAX_WEAPONS MAX_WEAPONS + TFCMAX_CUSTOMWPNS #define PD_SENTRY_OWNER 83 + LINUXOFFSET #define PD_TIMER_OWNER 932 + LINUXOFFSET #define MAX_TRACE 13 //#define NADE_OFFSET 24 #define ACT_NADE_NONE 0 #define ACT_NADE_SHOT 1<<0 #define ACT_NADE_PUT 1<<1 #define PD_AMMO_SHELLS 53 + LINUXOFFSET #define PD_AMMO_BULLETS 55 + LINUXOFFSET #define PD_AMMO_CELLS 57 + LINUXOFFSET #define PD_AMMO_ROCKETS 59 + LINUXOFFSET #define PD_AMMO_NADE1 14 + LINUXOFFSET #define PD_AMMO_NADE2 15 + LINUXOFFSET enum { TFC_AMMO_SHELLS = 0, TFC_AMMO_BULLETS, TFC_AMMO_CELLS, TFC_AMMO_ROCKETS, TFC_AMMO_NADE1, TFC_AMMO_NADE2, }; enum { TFC_WPN_NONE = 0, TFC_WPN_TIMER, // TFC_UNK_1, TFC_WPN_SENTRYGUN, //TFC_WPN_UNK2, TFC_WPN_MEDIKIT, TFC_WPN_SPANNER, TFC_WPN_AXE, TFC_WPN_SNIPERRIFLE, TFC_WPN_AUTORIFLE, TFC_WPN_SHOTGUN, TFC_WPN_SUPERSHOTGUN, TFC_WPN_NG, TFC_WPN_SUPERNG, TFC_WPN_GL, TFC_WPN_FLAMETHROWER, TFC_WPN_RPG, TFC_WPN_IC, TFC_WPN_FLAMES,//TFC_WPN_UNK16, TFC_WPN_AC, TFC_WPN_UNK18, TFC_WPN_UNK19, TFC_WPN_TRANQ, TFC_WPN_RAILGUN, TFC_WPN_PL, TFC_WPN_KNIFE, TFC_WPN_CALTROP, // 24 TFC_WPN_CONCUSSIONGRENADE, TFC_WPN_NORMALGRENADE, TFC_WPN_NAILGRENADE, TFC_WPN_MIRVGRENADE, TFC_WPN_NAPALMGRENADE, TFC_WPN_GASGRENADE, TFC_WPN_EMPGRENADE, }; enum { TFC_PC_SCOUT = 1, TFC_PC_SNIPER, TFC_PC_SOLDIER, TFC_PC_DEMOMAN, TFC_PC_MEDIC, TFC_PC_HWGUY, TFC_PC_PYRO, TFC_PC_SPY, TFC_PC_ENGENEER, TFC_PC_CIVILIAN, }; struct weaponsVault { char* name; char* logName; short int ammoSlot; bool melee; }; struct traceVault { char * szName; char szTag[6]; int iId; int iAction; float fDel; int start; int stop; }; // ***************************************************** // class CPlayer // ***************************************************** struct CPlayer { edict_t* pEdict; char ip[32]; int index; int aiming; int current; bool ingame; bool bot; float clearStats; RankSystem::RankStats* rank; struct PlayerWeapon : Stats { const char* name; int ammo; int clip; }; PlayerWeapon weapons[MAX_WEAPONS]; PlayerWeapon attackers[33]; PlayerWeapon victims[33]; Stats weaponsRnd[MAX_WEAPONS]; // DEC-Weapon (Round) stats Stats life; int teamId; int classId; void Init( int pi, edict_t* pe ); void Connect(const char* ip ); void PutInServer(); void Disconnect(); void saveKill(CPlayer* pVictim, int weapon, int hs, int tk); void saveHit(CPlayer* pVictim, int weapon, int damage, int aiming); void saveShot(int weapon); void restartStats(bool all = true); void killPlayer(); inline bool IsBot(){ const char* auth= (*g_engfuncs.pfnGetPlayerAuthId)(pEdict); return ( auth && !strcmp( auth , "BOT" ) ); } inline bool IsAlive(){ return ((pEdict->v.deadflag==DEAD_NO)&&(pEdict->v.health>0)); } }; // ***************************************************** // class Grenades // ***************************************************** class Grenades { struct Obj { CPlayer* player; edict_t* grenade; float time; int type; Obj* next; Obj* prev; } *head; public: Grenades() { head = 0; } ~Grenades() { clear(); } void put( edict_t* grenade, float time, int type, CPlayer* player ); bool find( edict_t* enemy, CPlayer** p, int* type ); void clear(); }; // ***************************************************** // class Forward // ***************************************************** class Forward { struct AmxCall { AMX *amx; int iFunctionIdx; AmxCall* next; AmxCall( AMX *a , int i, AmxCall* n ): amx(a), iFunctionIdx(i), next(n) {} } *head; public: Forward() { head = 0; } ~Forward() { clear(); } void clear(); void put( AMX *a , int i ); void exec(int p1,int p2,int p3,int p4,int p5,int p6); void exec(int p1,int p2,int p3,int p4,int p5); void exec(int p1,int p2); }; #endif // CMISC_H