// vim: set ts=4 sw=4 tw=99 noet: // // AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO"). // Copyright (C) The AMX Mod X Development Team. // Copyright (C) 2004 Lukasz Wlasinski. // // This software is licensed under the GNU General Public License, version 3 or higher. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://alliedmods.net/amxmodx-license // // DoD Fun Module // #include "amxxmodule.h" #include "CMisc.h" #include "dodfun.h" // ***************************************************** // class CPlayer // ***************************************************** void CPlayer::Disconnect(){ ingame = staminaSet = fuseSet = bot = false; } void CPlayer::PutInServer(){ ingame = true; } void CPlayer::Connect(){ bot = IsBot(); } void CPlayer::Init( int pi, edict_t* pe ) { pEdict = pe; index = pi; current = 0; ingame = staminaSet = fuseSet = bot = false; } void CPlayer::killPlayer(){ pEdict->v.dmg_inflictor = NULL; pEdict->v.health = 0; pEdict->v.deadflag = DEAD_RESPAWNABLE; pEdict->v.weaponmodel = 0; pEdict->v.weapons = 0; } void CPlayer::setTeamName( const char *szName ){ for (int i=0;i<16;i++){ *( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i ) = szName[i]; } } void CPlayer::getTeamName(char * szName ){ for (int i=0;i<16;i++){ szName[i] = *( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i ); } } void CObjective::SetKeyValue( int index, char *keyname, char *value ){ KeyValueData pkvd; pkvd.szClassName = (char *)STRING(obj[index].pEdict->v.classname); pkvd.szKeyName = keyname; // type pkvd.szValue = value; pkvd.fHandled = false; MDLL_KeyValue(obj[index].pEdict, &pkvd); } void CObjective::InitObj(int dest , edict_t* ed ){ MESSAGE_BEGIN( dest, gmsgInitObj,0,ed ); WRITE_BYTE( count ); for ( int i=0; iv.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_neutral ); obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_neutral; break; case 1: obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_allies ); obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_allies; break; case 2: obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_axis ); obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_axis; break; } mObjects.SetObj(index); } void CObjective::Sort(){ objinfo_t temp; for (int j=0;j obj[i+1].index ){ temp = obj[i+1]; obj[i+1] = obj[i]; obj[i] = temp; } } } }