mirror of
https://github.com/alliedmodders/amxmodx.git
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d1c42751cd
- Created a temp pointer as the first thing to do in the CurWpn function. This way if another message gets thrown while still in the middle of this function the global pointer to messaged player is not affected.
305 lines
7.0 KiB
C++
Executable File
305 lines
7.0 KiB
C++
Executable File
/*
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* DoDX
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* Copyright (c) 2004 Lukasz Wlasinski
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "amxxmodule.h"
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#include "dodx.h"
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void Client_ResetHUD_End(void* mValue)
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{
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mPlayer->clearStats = gpGlobals->time + 0.25f;
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}
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void Client_RoundState(void* mValue)
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{
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if ( mPlayer ) return;
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int result = *(int*)mValue;
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if ( result == 1 )
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{
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for (int i=1;i<=gpGlobals->maxClients;i++)
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{
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CPlayer *pPlayer = GET_PLAYER_POINTER_I(i);
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if (pPlayer->ingame)
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{
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pPlayer->clearRound = gpGlobals->time + 0.25f;
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}
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}
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}
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}
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void Client_TeamScore(void* mValue)
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{
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static int index;
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switch(mState++)
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{
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case 0:
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index = *(int*)mValue;
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break;
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case 1:
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switch (index)
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{
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case 1:
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AlliesScore = *(int*)mValue;
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break;
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case 2:
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AxisScore = *(int*)mValue;
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break;
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}
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break;
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}
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}
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void Client_ObjScore(void* mValue)
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{
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static CPlayer *pPlayer;
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static int score;
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switch(mState++)
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{
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case 0:
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pPlayer = GET_PLAYER_POINTER_I(*(int*)mValue);
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break;
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case 1:
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score = *(int*)mValue;
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if ( (pPlayer->lastScore = score - (int)(pPlayer->savedScore)) && isModuleActive() )
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{
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pPlayer->updateScore(pPlayer->current,pPlayer->lastScore);
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pPlayer->sendScore = (int)(gpGlobals->time + 0.25f);
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}
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pPlayer->savedScore = score;
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break;
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}
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}
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void Client_CurWeapon(void* mValue)
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{
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static int iState;
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static int iId;
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switch (mState++)
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{
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case 0:
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iState = *(int*)mValue;
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break;
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case 1:
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if (!iState) break;
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iId = *(int*)mValue;
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break;
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case 2:
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if ( !iState || !isModuleActive() )
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break;
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int iClip = *(int*)mValue;
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mPlayer->current = iId;
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if ( weaponData[iId].needcheck )
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{
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iId = get_weaponid(mPlayer);
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mPlayer->current = iId;
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}
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if (iClip > -1) {
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if ( mPlayer->current == 17 )
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{
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if ( iClip+2 == mPlayer->weapons[iId].clip)
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mPlayer->saveShot(iId);
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}
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else
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{
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if ( iClip+1 == mPlayer->weapons[iId].clip)
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mPlayer->saveShot(iId);
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}
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}
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mPlayer->weapons[iId].clip = iClip;
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}
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}
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void Client_AmmoX(void* mValue)
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{
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static int iAmmo;
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switch (mState++)
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{
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case 0:
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iAmmo = *(int*)mValue;
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break;
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case 1:
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if (!mPlayer )
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break;
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for(int i = 1; i < MAX_WEAPONS ; ++i)
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{
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if (iAmmo == weaponData[i].ammoSlot)
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mPlayer->weapons[i].ammo = *(int*)mValue;
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}
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}
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}
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void Client_AmmoShort(void* mValue)
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{
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static int iAmmo;
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switch (mState++)
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{
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case 0:
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iAmmo = *(int*)mValue;
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break;
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case 1:
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if (!mPlayer ) break;
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for(int i = 1; i < MAX_WEAPONS ; ++i)
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{
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if (iAmmo == weaponData[i].ammoSlot)
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mPlayer->weapons[i].ammo = *(int*)mValue;
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}
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}
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}
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void Client_Health_End(void* mValue)
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{
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if ( !isModuleActive() )
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return;
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CPlayer* pVictim = mPlayer;
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edict_t *enemy = pVictim->pEdict->v.dmg_inflictor;
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int damage = (int)pVictim->pEdict->v.dmg_take;
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if(!pVictim || !damage || !enemy)
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return;
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int weapon = 0;
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int aim = 0;
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pVictim->pEdict->v.dmg_take = 0.0;
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CPlayer* pAttacker = NULL;
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if(enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT))
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{
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pAttacker = GET_PLAYER_POINTER(enemy);
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weapon = pAttacker->current;
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if(weaponData[weapon].needcheck)
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weapon = get_weaponid(pAttacker);
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aim = pAttacker->aiming;
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if(weaponData[weapon].melee)
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pAttacker->saveShot(weapon);
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}
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else
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g_grenades.find(enemy , &pAttacker , weapon);
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int TA = 0;
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if(!pAttacker)
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{
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pAttacker = pVictim;
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}
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if(pAttacker->index != pVictim->index)
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{
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pAttacker->saveHit(pVictim , weapon , damage, aim);
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if(pVictim->pEdict->v.team == pAttacker->pEdict->v.team)
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TA = 1;
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}
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MF_ExecuteForward(iFDamage, pAttacker->index, pVictim->index, damage, weapon, aim, TA);
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if(!pVictim->IsAlive())
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{
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pAttacker->saveKill(pVictim, weapon, (aim == 1) ? 1:0 , TA);
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MF_ExecuteForward(iFDeath, pAttacker->index, pVictim->index, weapon, aim, TA);
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}
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}
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/*
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Working on being able to modify and switch weapons as they are sent to the client
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void WeaponList(void* value)
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{
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if(!mPlayer)
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return;
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if(!mPlayer->ingame || ignoreBots(mPlayer->pEdict))
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return;
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switch(mPlayer->position)
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{
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case 0: MF_Log("pszName = %s", value); break; // string weapon name
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case 1: MF_Log("pszAmmo1 = %d", (int)value); break; // byte Ammo Type
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case 2: MF_Log("iMaxAmmo1 = %d", (int)value); break; // byte Max Ammo 1
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case 3: MF_Log("pszAmmo2 = %d", (int)value); break; // byte Ammo2 Type
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case 4: MF_Log("iMaxAmmo2 = %d", (int)value); break; // byte Max Ammo 2
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case 5: MF_Log("iSlot = %d", (int)value); break; // byte bucket
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case 6: MF_Log("iPosition = %d", (int)value); break; // byte bucket pos
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case 7: MF_Log("iId = %d", (int)value); break; // byte id (bit index into pev->weapons)
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case 8: MF_Log("iFlags = %d", (int)value); break; // byte Flags
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};
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mPlayer->position++;
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}
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void WeaponList_End(void* mValue)
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{
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if(!mPlayer)
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return;
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MF_Log("Done with %d", mPlayer->position);
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mPlayer->position = 0;
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}
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struct weapon_info_s
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{
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char *pszName; // string weapon name
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int pszAmmo1; // byte Ammo Type
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int iMaxAmmo1; // byte Max Ammo 1
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int pszAmmo2; // byte Ammo2 Type
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int iMaxAmmo2; // byte Max Ammo 2
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int iSlot; // byte bucket
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int iPosition; // byte bucket pos
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int iId; // byte id (bit index into pev->weapons)
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int iFlags; // byte Flags
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}weapon_info_t;
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MESSAGE_BEGIN( MSG_ONE, gmsgWeaponList, NULL, pev );
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WRITE_STRING(pszName); // string weapon name
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WRITE_BYTE(GetAmmoIndex(II.pszAmmo1)); // byte Ammo Type
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WRITE_BYTE(II.iMaxAmmo1); // byte Max Ammo 1
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WRITE_BYTE(GetAmmoIndex(II.pszAmmo2)); // byte Ammo2 Type
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WRITE_BYTE(II.iMaxAmmo2); // byte Max Ammo 2
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WRITE_BYTE(II.iSlot); // byte bucket
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WRITE_BYTE(II.iPosition); // byte bucket pos
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WRITE_BYTE(II.iId); // byte id (bit index into pev->weapons)
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WRITE_BYTE(II.iFlags); // byte Flags
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MESSAGE_END();
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*/
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