mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-29 16:25:35 +03:00
0ccba67006
* GCC 8.2 support * Add GCC version check * -Werror=class-memaccess fix in code * Use assignment for Stats
284 lines
6.8 KiB
C++
284 lines
6.8 KiB
C++
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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// Copyright (C) 2004 Lukasz Wlasinski.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// TFCX Module
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//
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#include "amxxmodule.h"
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#include "CMisc.h"
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#include "tfcx.h"
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// *****************************************************
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// class Grenades
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// *****************************************************
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void Grenades::put( edict_t* grenade, float time, int type, CPlayer* player )
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{
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Obj* a = new Obj;
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if ( a == 0 ) return;
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a->player = player;
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a->grenade = grenade;
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a->time = gpGlobals->time + time;
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a->type = type;
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a->prev = 0;
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a->next = head;
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if ( head ) head->prev = a;
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head = a;
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}
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bool Grenades::find( edict_t* enemy, CPlayer** p, int* type )
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{
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bool found = false;
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Obj* a = head;
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while ( a ){
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if ( a->time > gpGlobals->time ) {
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if ( a->grenade == enemy && !found ) {
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found = true;
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*p = a->player;
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*type = a->type;
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}
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}
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else {
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Obj* next = a->next;
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if (a->prev) a->prev->next = next;
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else head = next;
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if (next) next->prev = a->prev;
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delete a;
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a = next;
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continue;
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}
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a = a->next;
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}
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return found;
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}
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void Grenades::clear()
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{
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while(head){
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Obj* a = head->next;
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delete head;
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head = a;
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}
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}
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// *****************************************************
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// class CPlayer
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// *****************************************************
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void CPlayer::Disconnect(){
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ingame = false;
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bot = false;
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if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused
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return;
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rank->updatePosition( &life );
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rank = 0;
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}
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void CPlayer::PutInServer(){
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ingame = true;
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if ((int)tfcstats_rankbots->value == 0 && IsBot()) // ignoreBots() can't be used as bot's flags are not set yet.
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return;
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restartStats();
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const char* name = STRING(pEdict->v.netname);
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const char* unique = name;
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bool isip = false;
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switch((int)tfcstats_rank->value) {
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case 1:
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if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 )
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unique = name; // failed to get authid
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break;
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case 2:
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unique = ip;
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isip = true;
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}
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rank = g_rank.findEntryInRank( unique , name , isip);
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}
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void CPlayer::Connect(const char* address ){
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bot = IsBot();
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strcpy(ip,address);
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// Strip the port from the ip
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for (size_t i = 0; i < sizeof(ip); i++)
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{
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if (ip[i] == ':')
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{
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ip[i] = '\0';
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break;
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}
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}
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rank = 0;
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clearStats = 0.0f;
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}
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void CPlayer::restartStats(bool all)
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{
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if ( all ) memset(weapons,0,sizeof(weapons));
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memset(weaponsRnd,0,sizeof(weaponsRnd)); //DEC-Weapon (Round) stats
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memset(attackers,0,sizeof(attackers));
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memset(victims,0,sizeof(victims));
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life = {};
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}
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void CPlayer::Init( int pi, edict_t* pe )
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{
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pEdict = pe;
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index = pi;
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current = 0;
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clearStats = 0.0f;
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rank = 0;
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ingame = false;
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bot = false;
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}
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void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk)
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{
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if (!isModuleActive())
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return;
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if ( ignoreBots(pEdict,pVictim->pEdict) )
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return;
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//PRINT_CONSOLE("Death! Killer:%d Victim:%d weapon:%d hs:%d tk:%d\n",index,pVictim->index,wweapon,hhs,ttk);
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if ( pVictim->index == index ){ // killed self
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pVictim->weapons[0].deaths++;
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pVictim->life.deaths++;
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pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
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return;
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}
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pVictim->attackers[index].name = weaponData[wweapon].name;
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pVictim->attackers[index].kills++;
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pVictim->attackers[index].hs += hhs;
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pVictim->attackers[index].tks += ttk;
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pVictim->attackers[0].kills++;
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pVictim->attackers[0].hs += hhs;
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pVictim->attackers[0].tks += ttk;
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pVictim->weapons[pVictim->current].deaths++;
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pVictim->weapons[0].deaths++;
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pVictim->life.deaths++;
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pVictim->weaponsRnd[pVictim->current].deaths++; // DEC-Weapon (round) stats
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pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
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int vi = pVictim->index;
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victims[vi].name = weaponData[wweapon].name;
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victims[vi].deaths++;
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victims[vi].hs += hhs;
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victims[vi].tks += ttk;
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victims[0].deaths++;
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victims[0].hs += hhs;
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victims[0].tks += ttk;
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weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats
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weaponsRnd[0].kills++; // DEC-Weapon (round) stats
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weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats
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weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats
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weapons[wweapon].kills++;
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weapons[wweapon].hs += hhs;
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weapons[wweapon].tks += ttk;
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weapons[0].kills++;
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weapons[0].hs += hhs;
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weapons[0].tks += ttk;
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life.kills++;
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life.hs += hhs;
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life.tks += ttk;
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}
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void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody)
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{
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if (!isModuleActive())
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return;
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if ( ignoreBots(pEdict,pVictim->pEdict) )
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return;
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if ( ignoreDamage )
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return;
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//PRINT_CONSOLE("Hit! Attacker:%d Victim:%d weapon:%d damage:%d body:%d\n",index,pVictim->index,wweapon,ddamage,bbody);
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if ( index == pVictim->index ) return;
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pVictim->attackers[index].hits++;
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pVictim->attackers[index].damage += ddamage;
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pVictim->attackers[index].bodyHits[bbody]++;
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pVictim->attackers[0].hits++;
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pVictim->attackers[0].damage += ddamage;
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pVictim->attackers[0].bodyHits[bbody]++;
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int vi = pVictim->index;
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victims[vi].hits++;
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victims[vi].damage += ddamage;
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victims[vi].bodyHits[bbody]++;
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victims[0].hits++;
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victims[0].damage += ddamage;
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victims[0].bodyHits[bbody]++;
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weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats
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weaponsRnd[0].hits++; // DEC-Weapon (round) stats
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weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats
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weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats
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weapons[wweapon].hits++;
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weapons[wweapon].damage += ddamage;
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weapons[wweapon].bodyHits[bbody]++;
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weapons[0].hits++;
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weapons[0].damage += ddamage;
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weapons[0].bodyHits[bbody]++;
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life.hits++;
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life.damage += ddamage;
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life.bodyHits[bbody]++;
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}
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void CPlayer::saveShot(int weapon)
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{
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if (!isModuleActive())
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return;
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//PRINT_CONSOLE("Shot! Weapon:%d\n",weapon);
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if ( ignoreBots(pEdict) )
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return;
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if ( ignoreDamage )
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return;
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victims[0].shots++;
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weapons[weapon].shots++;
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weapons[0].shots++;
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life.shots++;
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weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats
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weaponsRnd[0].shots++; // DEC-Weapon (round) stats
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}
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void CPlayer::killPlayer(){
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pEdict->v.dmg_inflictor = NULL;
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pEdict->v.health = 0;
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pEdict->v.deadflag = DEAD_RESPAWNABLE;
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pEdict->v.weaponmodel = 0;
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pEdict->v.weapons = 0;
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}
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