amxmodx/dlls/dod/dodx/usermsg.cpp
2013-08-10 13:01:23 +02:00

364 lines
7.3 KiB
C++
Executable File

/*
* DoDX
* Copyright (c) 2004 Lukasz Wlasinski
*
*
* 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 "dodx.h"
void Client_ResetHUD_End(void* mValue)
{
mPlayer->clearStats = gpGlobals->time + 0.25f;
}
void Client_RoundState(void* mValue)
{
if ( mPlayer ) return;
int result = *(int*)mValue;
if ( result == 1 )
{
for (int i=1;i<=gpGlobals->maxClients;i++)
{
CPlayer *pPlayer = GET_PLAYER_POINTER_I(i);
if (pPlayer->ingame)
{
pPlayer->clearRound = gpGlobals->time + 0.25f;
}
}
}
}
void Client_TeamScore(void* mValue)
{
static int index;
switch(mState++)
{
case 0:
index = *(int*)mValue;
break;
case 1:
switch (index)
{
case 1:
AlliesScore = *(int*)mValue;
break;
case 2:
AxisScore = *(int*)mValue;
break;
}
break;
}
}
void Client_ObjScore(void* mValue)
{
static CPlayer *pPlayer;
static int score;
switch(mState++)
{
case 0:
pPlayer = GET_PLAYER_POINTER_I(*(int*)mValue);
break;
case 1:
score = *(int*)mValue;
if ( (pPlayer->lastScore = score - (int)(pPlayer->savedScore)) && isModuleActive() )
{
pPlayer->updateScore(pPlayer->current,pPlayer->lastScore);
pPlayer->sendScore = (int)(gpGlobals->time + 0.25f);
}
pPlayer->savedScore = score;
break;
}
}
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;
break;
case 2:
if(!iState || !isModuleActive())
break;
int iClip = *(int*)mValue;
mPlayer->old = mPlayer->current;
mPlayer->current = iId;
if(weaponData[iId].needcheck)
{
iId = get_weaponid(mPlayer);
mPlayer->current = iId;
}
if(iClip > -1)
{
if(mPlayer->current == 17)
{
if(iClip+2 == mPlayer->weapons[iId].clip)
mPlayer->saveShot(iId);
}
else
{
if ( iClip+1 == mPlayer->weapons[iId].clip)
mPlayer->saveShot(iId);
}
}
mPlayer->weapons[iId].clip = iClip;
mCurWpnEnd = 1;
break;
};
}
void Client_CurWeapon_End(void*)
{
if(mCurWpnEnd == 1 && mPlayer->index && mPlayer->current && mPlayer->old && (mPlayer->current != mPlayer->old))
MF_ExecuteForward(iFCurWpnForward, mPlayer->index, mPlayer->current, mPlayer->old);
mCurWpnEnd = 0;
}
/*
Nie ma damage event ...
*/
void Client_Health_End(void* mValue)
{
if ( !isModuleActive() )
return;
edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
int damage = (int)mPlayer->pEdict->v.dmg_take;
if ( !mPlayer || !damage || !enemy )
return;
int weapon = 0;
int aim = 0;
mPlayer->pEdict->v.dmg_take = 0.0;
CPlayer* pAttacker = NULL;
if(enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT))
{
pAttacker = GET_PLAYER_POINTER(enemy);
weapon = pAttacker->current;
if ( weaponData[weapon].needcheck )
weapon = get_weaponid(pAttacker);
aim = pAttacker->aiming;
if ( weaponData[weapon].melee )
pAttacker->saveShot(weapon);
}
else
{
g_grenades.find(enemy , &pAttacker , weapon);
}
int TA = 0;
if ( !pAttacker )
{
pAttacker = mPlayer;
}
if ( pAttacker->index != mPlayer->index )
{
pAttacker->saveHit( mPlayer , weapon , damage, aim );
if ( mPlayer->pEdict->v.team == pAttacker->pEdict->v.team )
TA = 1;
}
MF_ExecuteForward( iFDamage, pAttacker->index, mPlayer->index, damage, weapon, aim, TA );
if ( !mPlayer->IsAlive() )
{
pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
MF_ExecuteForward( iFDeath, pAttacker->index, mPlayer->index, weapon, aim, TA );
}
}
void Client_AmmoX(void* mValue)
{
static int iAmmo;
switch (mState++)
{
case 0:
iAmmo = *(int*)mValue;
break;
case 1:
if (!mPlayer )
break;
for(int i = 1; i < MAX_WEAPONS ; ++i)
{
if (iAmmo == weaponData[i].ammoSlot)
mPlayer->weapons[i].ammo = *(int*)mValue;
}
}
}
void Client_AmmoShort(void* mValue)
{
static int iAmmo;
switch (mState++)
{
case 0:
iAmmo = *(int*)mValue;
break;
case 1:
if(!mPlayer )
break;
for(int i = 1; i < MAX_WEAPONS ; ++i)
{
if (iAmmo == weaponData[i].ammoSlot)
mPlayer->weapons[i].ammo = *(int*)mValue;
}
}
}
// Called with a value of 90 at start 20 when someone scopes in and 0 when they scope out
void Client_SetFOV(void* mValue)
{
if(!mPlayer)
return;
mPlayer->Scoping(*(int*)mValue);
}
void Client_SetFOV_End(void* mValue)
{
if(!mPlayer)
return;
mPlayer->ScopingCheck();
}
void Client_Object(void* mValue)
{
if(!mPlayer)
return;
// First need to find out what was picked up
const char *classname;
edict_t* pObject = NULL;
//const char* value;
//if(mValue)
//{
// value = (char*)mValue;
//}
if(!mPlayer->object.carrying)
{
// We grab the first object within the sphere of our player
pObject = FindEntityInSphere(mPlayer->pEdict, mPlayer->pEdict, 50.0);
// The loop through all the objects within the sphere
while(pObject && !FNullEnt(pObject))
{
classname = STRING(pObject->v.classname);
if(strcmp(classname, "dod_object") == 0)
{
mPlayer->object.pEdict = pObject;
mPlayer->object.do_forward = true;
return;
}
pObject = FindEntityInSphere(pObject, mPlayer->pEdict, 50.0);
}
}
else
{
mPlayer->object.do_forward = true;
}
}
void Client_Object_End(void* mValue)
{
if(!mPlayer)
return;
float fposition[3];
if(mPlayer->object.do_forward)
{
mPlayer->object.do_forward = (mPlayer->object.do_forward) ? false : true;
mPlayer->object.carrying = (mPlayer->object.carrying) ? false : true;
mPlayer->object.pEdict->v.origin.CopyToArray(fposition);
cell position[3];
position[0] = amx_ftoc(fposition[0]);
position[1] = amx_ftoc(fposition[1]);
position[2] = amx_ftoc(fposition[2]);
cell pos = MF_PrepareCellArray(position, 3);
MF_ExecuteForward(iFObjectTouched, mPlayer->index, ENTINDEX(mPlayer->object.pEdict), pos, mPlayer->object.carrying);
if(!mPlayer->object.carrying)
mPlayer->object.pEdict = NULL;
}
}
// This seems to be only called when the player spawns
void Client_PStatus(void* mValue)
{
switch(mState++)
{
case 0:
MF_ExecuteForward(iFSpawnForward, *(int*)mValue);
break;
}
}