mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 22:35:37 +03:00
480 lines
12 KiB
C++
480 lines
12 KiB
C++
/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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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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#include "../sdk/amxxmodule.h"
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#include "../ns.h"
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#include "../utilfunctions.h"
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#include "../NEW_Util.h"
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#include "../GameManager.h"
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#include "../CPlayer.h"
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// ns_has_weapon(idPlayer,NsWeapon,set=0)
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static cell AMX_NATIVE_CALL ns_has_weapon(AMX *amx,cell *params)
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{
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CreatePlayerPointer(amx,params[1]);
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if (!player->IsConnected())
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{
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return 0;
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}
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if (params[3] == -1)
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{
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if ((player->GetPev()->weapons & (1<<params[2])) > 0)
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{
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return 1;
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}
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}
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else
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{
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if ((player->GetPev()->weapons & (1<<params[2])) > 0)
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{
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if (params[3] == 0)
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{
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player->GetPev()->weapons &= ~(1<<params[2]);
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return 1;
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}
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return 0;
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}
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else
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{
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if (params[3] == 1)
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{
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player->GetPev()->weapons |= (1<<params[2]);
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return 1;
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}
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}
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return 0;
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}
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return 0;
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}
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// ns_set_weap_dmg(WeaponID,Float:damage)
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static cell AMX_NATIVE_CALL ns_set_weapon_dmg(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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set_private_f(Entity,MAKE_OFFSET(WEAPDMG),amx_ctof2(params[2]));
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return 1;
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}
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// Float:ns_get_weap_dmg(WeaponID)
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static cell AMX_NATIVE_CALL ns_get_weapon_dmg(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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REAL ret=get_private_f(Entity,MAKE_OFFSET(WEAPDMG));
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return amx_ftoc2(ret);
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}
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// ns_set_weap_range(WeaponID,Float:range)
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static cell AMX_NATIVE_CALL ns_set_weapon_range(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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set_private_f(Entity,MAKE_OFFSET(WEAPRANGE),amx_ctof2(params[2]));
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return 1;
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}
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// Float:ns_get_weap_range(WeaponID)
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static cell AMX_NATIVE_CALL ns_get_weapon_range(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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REAL ret=get_private_f(Entity,MAKE_OFFSET(WEAPRANGE));
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return amx_ftoc2(ret);
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}
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// ns_get_weap_ammo(WeaponID)
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static cell AMX_NATIVE_CALL ns_get_weapon_clip(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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return get_private(Entity,MAKE_OFFSET(WEAPCLIP));
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}
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// ns_set_weap_ammo(WeaponID,ammo)
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static cell AMX_NATIVE_CALL ns_set_weapon_clip(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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set_private(Entity,MAKE_OFFSET(WEAPCLIP),params[2]);
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return 1;
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}
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static cell AMX_NATIVE_CALL ns_add_weapon_clip(AMX *amx, cell *params)
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{
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CreateNonPlayerEdict(amx,params[1]);
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if (Entity->pvPrivateData == NULL || Entity->free)
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{
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return 0;
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}
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return inc_private(Entity,MAKE_OFFSET(WEAPCLIP),static_cast<int>(params[2]),0);
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}
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// ns_get_weap_reserve(PlayerID,WeaponType)
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static cell AMX_NATIVE_CALL ns_get_weap_reserve(AMX *amx, cell *params)
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{
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CreatePlayerPointer(amx,params[1]);
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if (!player->IsConnected())
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{
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return 0;
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}
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if (!player->HasPrivateData())
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{
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return 0;
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}
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switch (params[2])
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{
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case WEAPON_PISTOL:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL));
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case WEAPON_LMG:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG));
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case WEAPON_SHOTGUN:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN));
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case WEAPON_HMG:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG));
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case WEAPON_GRENADE_GUN:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL));
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case WEAPON_GRENADE:
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return get_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG));
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default:
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return 0;
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}
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return 0;
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}
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static cell AMX_NATIVE_CALL ns_set_weap_reserve(AMX *amx, cell *params)
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{
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CreatePlayerPointer(amx,params[1]);
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if (!player->IsConnected() || !player->HasPrivateData())
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{
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return 0;
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}
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switch (params[2])
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{
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case WEAPON_PISTOL:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL),params[3]);
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return 1;
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case WEAPON_LMG:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG),(int)params[3]);
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return 1;
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case WEAPON_SHOTGUN:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN),(int)params[3]);
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return 1;
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case WEAPON_HMG:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG),(int)params[3]);
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return 1;
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case WEAPON_GRENADE_GUN:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL),(int)params[3]);
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return 1;
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case WEAPON_GRENADE:
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set_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG),(int)params[3]);
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return 1;
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default:
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return 0;
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}
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return 0;
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}
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static cell AMX_NATIVE_CALL ns_add_weap_reserve(AMX *amx, cell *params)
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{
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CreatePlayerPointer(amx,params[1]);
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if (!player->IsConnected() || !player->HasPrivateData())
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{
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return 0;
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}
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switch (params[2])
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{
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case WEAPON_PISTOL:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_PISTOL),params[3],0);
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case WEAPON_LMG:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_LMG),(int)params[3],0);
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case WEAPON_SHOTGUN:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_SHOTGUN),(int)params[3],0);
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case WEAPON_HMG:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_HMG),(int)params[3],0);
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case WEAPON_GRENADE_GUN:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_GL),(int)params[3],0);
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case WEAPON_GRENADE:
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return inc_private(player->GetEdict(),MAKE_OFFSET(AMMO_HG),(int)params[3],0);
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default:
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return 0;
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}
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return 0;
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}
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// ns_get_weapon(idPlayer,weaponid,&weapontype=0)
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static cell AMX_NATIVE_CALL ns_get_weapon(AMX *amx, cell *params)
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{
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// Peachy did it like this:
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// if weapontype is 0, return the primary weapon index of the player
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// if weapontype is < 0, return the last inventory weapon index of the player
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// otherwise, scan the player's inventory and look for a weapon of the given type
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// such as WEAPON_KNIFE, etc, etc
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// I added the last parameter, which will byref the weapontype of the weapon found
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// returns 0 on failure
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// last param default value added to not conflict with his version
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CreatePlayerPointer(amx,params[1]);
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if (!player->IsConnected())
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{
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return 0;
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}
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if (!player->HasPrivateData())
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{
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return 0;
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}
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if (params[2]<0) // find lastinv weapon
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{
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edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(LAST_WEAPON)));
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if (Weapon==NULL) // no weapon
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{
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return 0;
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}
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if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
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{
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*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
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}
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return ENTINDEX_NEW(Weapon);
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}
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if (params[2]==0) // find current weapon
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{
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edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(CURRENT_WEAPON)));
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if (Weapon==NULL) // no weapon
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{
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return 0;
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}
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if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
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{
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*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
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}
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return ENTINDEX_NEW(Weapon);
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}
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// Finding weapon by ID
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char **pPlayerItems = reinterpret_cast<char**>(static_cast<char*>(player->GetEdict()->pvPrivateData) + MAKE_OFFSET(PLAYER_ITEMS));
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char *pItem;
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int weapon=params[2];
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for (int i = 0; i < 6; i++)
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{
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pItem = pPlayerItems[i];
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while (pItem)
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{
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if (*(int *)(pItem + MAKE_OFFSET(WEAPID)) == weapon)
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{
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return ENTINDEX_NEW(private_to_edict(pItem));
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}
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else
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{
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pItem = *(char **)(pItem + MAKE_OFFSET(WEAP_NEXT));
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}
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}
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}
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return 0;
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}
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#ifdef DEVELOPER_BUILD
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// ns_find_weapon_offset(idPlayer,"primweapon","lastinvweapon")
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static cell AMX_NATIVE_CALL ns_find_weapon_offset(AMX *amx, cell *params)
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{
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char *SPrimWeapon=MF_GetAmxString(amx,params[2],0,NULL);
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char *SLastInv=MF_GetAmxString(amx,params[3],1,NULL);
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edict_t *ePlayer=INDEXENT_NEW(params[1]);
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// Locate entities by name
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edict_t *PrimWeapon=NULL;
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edict_t *LastInv=NULL;
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edict_t *Temp=NULL;
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while ((Temp=UTIL_FindEntityByString(Temp,"classname",SPrimWeapon))!=NULL)
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{
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if (Temp->v.owner==ePlayer)
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{
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PrimWeapon=Temp;
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break;
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}
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}
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Temp=NULL;
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while ((Temp=UTIL_FindEntityByString(Temp,"classname",SLastInv))!=NULL)
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{
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if (Temp->v.owner==ePlayer)
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{
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LastInv=Temp;
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break;
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}
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}
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if (LastInv == NULL || PrimWeapon == NULL)
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{
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if (LastInv==NULL)
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{
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MF_Log("LastInv==NULL");
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}
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if (PrimWeapon==NULL)
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{
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MF_Log("PrimWeapon=NULL");
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}
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return 0;
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}
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// now iterate through the client's private data until we find the pointer to PrimWeapon/LastInv's offset
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unsigned int *Ptr=(unsigned int*)ePlayer->pvPrivateData;
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int FoundLastInv=0;
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int FoundPrim=0;
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size_t count=0;
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unsigned int iPrim;
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unsigned int iLast;
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// so nasty D: this is basically horrible_cast
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union bleh
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{
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void *ptr;
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unsigned int ival;
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}blah;
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blah.ptr=PrimWeapon->pvPrivateData;
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iPrim=blah.ival;
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blah.ptr=LastInv->pvPrivateData;
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iLast=blah.ival;
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while (count<4000)
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{
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if (*Ptr==iLast)
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{
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MF_Log("Found LastInv: %d",count);
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FoundLastInv=1;
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}
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if (*Ptr==iPrim)
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{
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MF_Log("Found Primary: %d",count);
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FoundPrim=1;
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}
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if (FoundLastInv && FoundPrim)
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{
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//break;
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}
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count+=4;
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Ptr++;
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}
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return 1;
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}
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#endif
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AMX_NATIVE_INFO weapon_natives[] = {
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{ "ns_has_weapon", ns_has_weapon },
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{ "ns_set_weap_dmg", ns_set_weapon_dmg },
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{ "ns_get_weap_dmg", ns_get_weapon_dmg },
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{ "ns_set_weap_range", ns_set_weapon_range },
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{ "ns_get_weap_range", ns_get_weapon_range },
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{ "ns_set_weap_clip", ns_set_weapon_clip },
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{ "ns_get_weap_clip", ns_get_weapon_clip },
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{ "ns_add_weap_clip", ns_add_weapon_clip },
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{ "ns_set_weap_reserve", ns_set_weap_reserve },
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{ "ns_get_weap_reserve", ns_get_weap_reserve },
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{ "ns_add_weap_reserve", ns_add_weap_reserve },
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{ "ns_get_weapon", ns_get_weapon},
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#ifdef DEVELOPER_BUILD
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{ "ns_find_weapon_offset", ns_find_weapon_offset},
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#endif
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{ NULL, NULL }
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};
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void AddNatives_Weapons()
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{
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MF_AddNatives(weapon_natives);
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}
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