mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-27 07:15:37 +03:00
ec644cf1a4
Former-commit-id: 1aa4373e3d
364 lines
7.3 KiB
C++
Executable File
364 lines
7.3 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)
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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->old = mPlayer->current;
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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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{
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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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mCurWpnEnd = 1;
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break;
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};
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}
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void Client_CurWeapon_End(void*)
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{
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if(mCurWpnEnd == 1 && mPlayer->index && mPlayer->current && mPlayer->old && (mPlayer->current != mPlayer->old))
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MF_ExecuteForward(iFCurWpnForward, mPlayer->index, mPlayer->current, mPlayer->old);
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mCurWpnEnd = 0;
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}
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/*
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Nie ma damage event ...
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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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edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
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int damage = (int)mPlayer->pEdict->v.dmg_take;
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if ( !mPlayer || !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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mPlayer->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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{
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g_grenades.find(enemy , &pAttacker , weapon);
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}
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int TA = 0;
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if ( !pAttacker )
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{
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pAttacker = mPlayer;
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}
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if ( pAttacker->index != mPlayer->index )
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{
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pAttacker->saveHit( mPlayer , weapon , damage, aim );
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if ( mPlayer->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, mPlayer->index, damage, weapon, aim, TA );
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if ( !mPlayer->IsAlive() )
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{
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pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
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MF_ExecuteForward( iFDeath, pAttacker->index, mPlayer->index, weapon, aim, TA );
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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 )
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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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// Called with a value of 90 at start 20 when someone scopes in and 0 when they scope out
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void Client_SetFOV(void* mValue)
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{
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if(!mPlayer)
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return;
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mPlayer->Scoping(*(int*)mValue);
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}
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void Client_SetFOV_End(void* mValue)
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{
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if(!mPlayer)
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return;
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mPlayer->ScopingCheck();
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}
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void Client_Object(void* mValue)
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{
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if(!mPlayer)
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return;
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// First need to find out what was picked up
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const char *classname;
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edict_t* pObject = NULL;
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//const char* value;
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//if(mValue)
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//{
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// value = (char*)mValue;
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//}
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if(!mPlayer->object.carrying)
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{
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// We grab the first object within the sphere of our player
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pObject = FindEntityInSphere(mPlayer->pEdict, mPlayer->pEdict, 50.0);
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// The loop through all the objects within the sphere
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while(pObject && !FNullEnt(pObject))
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{
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classname = STRING(pObject->v.classname);
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if(strcmp(classname, "dod_object") == 0)
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{
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mPlayer->object.pEdict = pObject;
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mPlayer->object.do_forward = true;
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return;
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}
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pObject = FindEntityInSphere(pObject, mPlayer->pEdict, 50.0);
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}
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}
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else
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{
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mPlayer->object.do_forward = true;
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}
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}
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void Client_Object_End(void* mValue)
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{
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if(!mPlayer)
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return;
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float fposition[3];
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if(mPlayer->object.do_forward)
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{
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mPlayer->object.do_forward = (mPlayer->object.do_forward) ? false : true;
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mPlayer->object.carrying = (mPlayer->object.carrying) ? false : true;
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mPlayer->object.pEdict->v.origin.CopyToArray(fposition);
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cell position[3];
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position[0] = amx_ftoc(fposition[0]);
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position[1] = amx_ftoc(fposition[1]);
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position[2] = amx_ftoc(fposition[2]);
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cell pos = MF_PrepareCellArray(position, 3);
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MF_ExecuteForward(iFObjectTouched, mPlayer->index, ENTINDEX(mPlayer->object.pEdict), pos, mPlayer->object.carrying);
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if(!mPlayer->object.carrying)
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mPlayer->object.pEdict = NULL;
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}
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}
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// This seems to be only called when the player spawns
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void Client_PStatus(void* mValue)
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{
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switch(mState++)
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{
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case 0:
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MF_ExecuteForward(iFSpawnForward, *(int*)mValue);
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break;
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}
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}
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