ReGameDLL_CS/regamedll/dlls/API/CSPlayer.cpp

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2015-12-09 01:39:54 +03:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
EXT_FUNC bool CCSPlayer::JoinTeam(TeamName team)
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{
CBasePlayer *pPlayer = BasePlayer();
switch (team)
{
case SPECTATOR:
{
// are we already a spectator?
if (pPlayer->m_iTeam == SPECTATOR)
return false;
// not necessary to trigger death event, just died quietly
pPlayer->pev->deadflag = DEAD_DEAD;
pPlayer->pev->health = 0;
if (pPlayer->m_bHasC4)
pPlayer->DropPlayerItem("weapon_c4");
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pPlayer->RemoveAllItems(TRUE);
pPlayer->m_iTeam = SPECTATOR;
pPlayer->m_iJoiningState = JOINED;
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pPlayer->m_pIntroCamera = nullptr;
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pPlayer->m_bTeamChanged = true;
pPlayer->TeamChangeUpdate();
edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(pPlayer);
pPlayer->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
// do we have fadetoblack on? (need to fade their screen back in)
if (fadetoblack.value == FADETOBLACK_STAY)
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{
UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 0.001, 0, 0, FFADE_IN);
}
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CSGameRules()->CheckWinConditions();
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return true;
}
case CT:
case TERRORIST:
{
if (pPlayer->m_iTeam == SPECTATOR || pPlayer->m_iTeam == UNASSIGNED)
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{
// If they're switching into spectator, setup spectator properties..
pPlayer->m_bNotKilled = true;
pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE;
pPlayer->m_iTeamKills = 0;
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if (pPlayer->m_iAccount < int(startmoney.value)) {
pPlayer->AddAccount(startmoney.value, RT_PLAYER_JOIN);
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}
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pPlayer->pev->solid = SOLID_NOT;
pPlayer->pev->movetype = MOVETYPE_NOCLIP;
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pPlayer->pev->effects = (EF_NODRAW | EF_NOINTERP);
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pPlayer->pev->takedamage = DAMAGE_NO;
pPlayer->pev->deadflag = DEAD_DEAD;
pPlayer->pev->velocity = g_vecZero;
pPlayer->pev->punchangle = g_vecZero;
pPlayer->m_bHasNightVision = false;
pPlayer->m_iHostagesKilled = 0;
pPlayer->m_fDeadTime = 0;
pPlayer->has_disconnected = false;
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if (pPlayer->m_bJustConnected) {
pPlayer->m_iObserverLastMode = OBS_ROAMING;
pPlayer->m_iObserverC4State = 0;
pPlayer->m_bObserverHasDefuser = false;
pPlayer->SetObserverAutoDirector(false);
}
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pPlayer->m_iJoiningState = GETINTOGAME;
pPlayer->SendItemStatus();
SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1);
SET_MODEL(ENT(pPlayer->pev), "models/player.mdl");
}
break;
}
}
if (pPlayer->pev->deadflag == DEAD_NO)
{
if (pPlayer->Kill())
{
pPlayer->pev->frags++;
}
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}
MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
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WRITE_BYTE(ENTINDEX(pPlayer->edict()));
WRITE_SHORT(int(pPlayer->pev->frags));
WRITE_SHORT(pPlayer->m_iDeaths);
WRITE_SHORT(0);
WRITE_SHORT(0);
MESSAGE_END();
// Switch their actual team...
pPlayer->m_bTeamChanged = true;
pPlayer->m_iTeam = team;
pPlayer->TeamChangeUpdate();
return true;
}
EXT_FUNC bool CCSPlayer::RemovePlayerItemEx(const char* pszItemName, bool bRemoveAmmo)
{
if (!pszItemName)
return false;
CBasePlayer *pPlayer = BasePlayer();
// if it item_ ?
if (pszItemName[0] == 'i')
{
pszItemName += sizeof("item_") - 1;
// item_thighpack
if (FStrEq(pszItemName, "thighpack"))
{
// if we don't have it?
if (!pPlayer->m_bHasDefuser)
return false;
pPlayer->RemoveDefuser();
}
// item_longjump
else if (FStrEq(pszItemName, "longjump"))
{
// if we don't have it?
if (!pPlayer->m_fLongJump)
return false;
pPlayer->m_fLongJump = FALSE;
SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "0");
}
// item_assaultsuit
else if (FStrEq(pszItemName, "assaultsuit"))
{
// if we don't have it?
if (pPlayer->m_iKevlar != ARMOR_VESTHELM)
return false;
pPlayer->m_iKevlar = ARMOR_NONE;
pPlayer->pev->armorvalue = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
WRITE_BYTE(0);
MESSAGE_END();
}
// item_kevlar
else if (FStrEq(pszItemName, "kevlar"))
{
// if we don't have it?
if (pPlayer->m_iKevlar != ARMOR_KEVLAR)
return false;
pPlayer->m_iKevlar = ARMOR_NONE;
pPlayer->pev->armorvalue = 0;
}
else
return false;
return true;
}
else if (FStrEq(pszItemName, "weapon_shield"))
{
return RemoveShield();
}
auto pItem = GetItemByName(pszItemName);
if (pItem)
{
if (pItem->IsWeapon())
{
// These weapons have a unique type of ammo that is used only by them
// If a weapon is removed, its ammo is also reduced, unless the ammo can be used by another weapon
if (!bRemoveAmmo && (IsGrenadeWeapon(pItem->m_iId) || pItem->m_iId == WEAPON_C4))
{
if (pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] > 0)
pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]--;
// Hold the weapon until it runs out of ammo
if (pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] > 0)
return true; // ammo was reduced, this will be considered a successful result
}
if (bRemoveAmmo) {
pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] = 0;
}
if (pItem == pPlayer->m_pActiveItem) {
((CBasePlayerWeapon *)pItem)->RetireWeapon();
if (pItem->CanHolster() && pItem != pPlayer->m_pActiveItem && !(pPlayer->pev->weapons &(1 << pItem->m_iId))) {
return true;
}
}
}
return pItem->DestroyItem();
}
return false;
}
EXT_FUNC bool CCSPlayer::RemovePlayerItem(const char *pszItemName)
{
return RemovePlayerItemEx(pszItemName, false);
}
EXT_FUNC CBaseEntity *CCSPlayer::GiveNamedItemEx(const char *pszName)
{
CBasePlayer *pPlayer = BasePlayer();
if (FStrEq(pszName, "weapon_c4")) {
pPlayer->m_bHasC4 = true;
if (pPlayer->m_iTeam == TERRORIST) {
pPlayer->pev->body = 1;
}
pPlayer->SetBombIcon();
} else if (FStrEq(pszName, "weapon_shield")) {
pPlayer->DropPrimary();
pPlayer->DropPlayerItem("weapon_elite");
pPlayer->GiveShield();
return nullptr;
}
return pPlayer->GiveNamedItemEx(pszName);
}
EXT_FUNC bool CCSPlayer::IsConnected() const
{
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return BaseEntity()->has_disconnected == false;
}
EXT_FUNC void CCSPlayer::SetAnimation(PLAYER_ANIM playerAnim)
{
BasePlayer()->SetAnimation(playerAnim);
}
EXT_FUNC void CCSPlayer::AddAccount(int amount, RewardType type, bool bTrackChange)
{
BasePlayer()->AddAccount(amount, type, bTrackChange);
}
EXT_FUNC CBaseEntity *CCSPlayer::GiveNamedItem(const char *pszName)
{
return BasePlayer()->GiveNamedItem(pszName);
}
EXT_FUNC void CCSPlayer::GiveDefaultItems()
{
BasePlayer()->GiveDefaultItems();
}
EXT_FUNC void CCSPlayer::GiveShield(bool bDeploy)
{
BasePlayer()->GiveShield(bDeploy);
}
EXT_FUNC CBaseEntity *CCSPlayer::DropShield(bool bDeploy)
{
return BasePlayer()->DropShield(bDeploy);
}
EXT_FUNC CBaseEntity *CCSPlayer::DropPlayerItem(const char *pszItemName)
{
return BasePlayer()->DropPlayerItem(pszItemName);
}
EXT_FUNC bool CCSPlayer::RemoveShield()
{
CBasePlayer *pPlayer = BasePlayer();
if (!pPlayer->HasShield())
return false;
bool bIsProtectedShield = pPlayer->IsProtectedByShield();
pPlayer->RemoveShield();
CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pPlayer->m_pActiveItem);
if (pWeapon && pWeapon->IsWeapon())
{
if (!pWeapon->CanHolster())
return false;
if (pWeapon->m_iId == WEAPON_HEGRENADE || pWeapon->m_iId == WEAPON_FLASHBANG || pWeapon->m_iId == WEAPON_SMOKEGRENADE)
{
if (pPlayer->m_rgAmmo[pWeapon->m_iPrimaryAmmoType] <= 0)
g_pGameRules->GetNextBestWeapon(pPlayer, pWeapon);
}
if (pWeapon->m_flStartThrow != 0.0f)
pWeapon->Holster();
if (pPlayer->IsReloading())
{
pWeapon->m_fInReload = FALSE;
pPlayer->m_flNextAttack = 0;
}
if (bIsProtectedShield)
pWeapon->SecondaryAttack();
if (!pWeapon->Deploy())
return false;
}
return true;
}
EXT_FUNC void CCSPlayer::RemoveAllItems(bool bRemoveSuit)
{
BasePlayer()->RemoveAllItems(bRemoveSuit ? TRUE : FALSE);
}
EXT_FUNC void CCSPlayer::SetPlayerModel(bool bHasC4)
{
BasePlayer()->SetPlayerModel(bHasC4 ? TRUE : FALSE);
}
EXT_FUNC void CCSPlayer::SetPlayerModelEx(const char *modelName)
{
Q_strlcpy(m_szModel, modelName);
}
EXT_FUNC void CCSPlayer::SetNewPlayerModel(const char *modelName)
{
BasePlayer()->SetNewPlayerModel(STRING(ALLOC_STRING(modelName)));
}
EXT_FUNC void CCSPlayer::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3)
{
BasePlayer()->ClientCommand(cmd, arg1, arg2, arg3);
}
EXT_FUNC void CCSPlayer::SetProgressBarTime(int time)
{
BasePlayer()->SetProgressBarTime(time);
}
EXT_FUNC void CCSPlayer::SetProgressBarTime2(int time, float timeElapsed)
{
BasePlayer()->SetProgressBarTime2(time, timeElapsed);
}
EXT_FUNC edict_t *CCSPlayer::EntSelectSpawnPoint()
{
return BasePlayer()->EntSelectSpawnPoint();
}
EXT_FUNC void CCSPlayer::SendItemStatus()
{
BasePlayer()->SendItemStatus();
}
EXT_FUNC void CCSPlayer::SetBombIcon(bool bFlash)
{
BasePlayer()->SetBombIcon(bFlash ? TRUE : FALSE);
}
EXT_FUNC void CCSPlayer::SetScoreAttrib(CBasePlayer *dest)
{
BasePlayer()->SetScoreAttrib(dest);
}
EXT_FUNC void CCSPlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, bool bForceRefill)
{
BasePlayer()->ReloadWeapons(pWeapon, bForceReload, bForceRefill);
}
EXT_FUNC void CCSPlayer::Observer_SetMode(int iMode)
{
BasePlayer()->Observer_SetMode(iMode);
}
EXT_FUNC bool CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity *&pSpot)
{
return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot);
}
EXT_FUNC bool CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon)
{
return BasePlayer()->SwitchWeapon(pWeapon) != FALSE;
}
EXT_FUNC void CCSPlayer::SwitchTeam()
{
BasePlayer()->SwitchTeam();
}
EXT_FUNC void CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle)
{
BasePlayer()->StartObserver(vecPosition, vecViewAngle);
}
EXT_FUNC void CCSPlayer::TeamChangeUpdate()
{
BasePlayer()->TeamChangeUpdate();
}
EXT_FUNC void CCSPlayer::DropSecondary()
{
BasePlayer()->DropSecondary();
}
EXT_FUNC void CCSPlayer::DropPrimary()
{
BasePlayer()->DropPrimary();
}
EXT_FUNC bool CCSPlayer::HasPlayerItem(CBasePlayerItem *pCheckItem)
{
return BasePlayer()->HasPlayerItem(pCheckItem);
}
EXT_FUNC bool CCSPlayer::HasNamedPlayerItem(const char *pszItemName)
{
return BasePlayer()->HasNamedPlayerItem(pszItemName);
}
EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemById(WeaponIdType weaponID)
{
return BasePlayer()->GetItemById(weaponID);
}
EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemByName(const char *itemName)
{
return BasePlayer()->GetItemByName(itemName);
}
EXT_FUNC void CCSPlayer::Disappear()
{
BasePlayer()->Disappear();
}
EXT_FUNC void CCSPlayer::MakeVIP()
{
BasePlayer()->MakeVIP();
}
EXT_FUNC bool CCSPlayer::MakeBomber()
{
return BasePlayer()->MakeBomber();
}
EXT_FUNC void CCSPlayer::ResetSequenceInfo()
{
BasePlayer()->ResetSequenceInfo();
}
EXT_FUNC void CCSPlayer::StartDeathCam()
{
BasePlayer()->StartDeathCam();
}
EXT_FUNC void CCSPlayer::SetSpawnProtection(float flProtectionTime)
{
BasePlayer()->SetSpawnProtection(flProtectionTime);
}
EXT_FUNC void CCSPlayer::RemoveSpawnProtection()
{
BasePlayer()->RemoveSpawnProtection();
}
EXT_FUNC bool CCSPlayer::HintMessageEx(const char *pMessage, float duration, bool bDisplayIfPlayerDead, bool bOverride)
{
return BasePlayer()->HintMessageEx(pMessage, duration, bDisplayIfPlayerDead, bOverride);
}
EXT_FUNC void CCSPlayer::Reset()
{
BasePlayer()->Reset();
}
EXT_FUNC void CCSPlayer::OnSpawnEquip(bool addDefault, bool equipGame)
{
BasePlayer()->OnSpawnEquip(addDefault, equipGame);
}
EXT_FUNC void CCSPlayer::SetScoreboardAttributes(CBasePlayer *destination)
{
BasePlayer()->SetScoreboardAttributes(destination);
}
EXT_FUNC bool CCSPlayer::CheckActivityInGame()
{
const CBasePlayer* pPlayer = BasePlayer();
const float deltaYaw = (m_vecOldvAngle.y - pPlayer->pev->v_angle.y);
const float deltaPitch = (m_vecOldvAngle.x - pPlayer->pev->v_angle.x);
m_vecOldvAngle = pPlayer->pev->v_angle;
return (fabs(deltaYaw) >= 0.1f && fabs(deltaPitch) >= 0.1f);
}
void CCSPlayer::ResetVars()
{
m_szModel[0] = '\0';
m_bForceShowMenu = false;
m_flRespawnPending =
m_flSpawnProtectionEndTime = 0.0f;
m_vecOldvAngle = g_vecZero;
m_iWeaponInfiniteAmmo = 0;
m_iWeaponInfiniteIds = 0;
m_bCanShootOverride = false;
m_bGameForcingRespawn = false;
m_bAutoBunnyHopping = false;
m_bMegaBunnyJumping = false;
m_bSpawnProtectionEffects = false;
}
// Resets all stats
void CCSPlayer::ResetAllStats()
{
// Resets the kill history for this player
for (int i = 0; i < MAX_CLIENTS; i++)
{
m_iNumKilledByUnanswered[i] = 0;
m_bPlayerDominated[i] = false;
}
}
void CCSPlayer::OnSpawn()
{
m_bGameForcingRespawn = false;
m_flRespawnPending = 0.0f;
m_DamageList.Clear();
}
void CCSPlayer::OnKilled()
{
#ifdef REGAMEDLL_ADD
if (forcerespawn.value > 0)
{
m_bGameForcingRespawn = true;
m_flRespawnPending = gpGlobals->time + forcerespawn.value;
}
if (GetProtectionState() == ProtectionSt_Active)
{
BasePlayer()->RemoveSpawnProtection();
}
#endif
}
void CCSPlayer::OnConnect()
{
ResetVars();
m_iUserID = GETPLAYERUSERID(BasePlayer()->edict());
}
// Remember this amount of damage that we dealt for stats
void CCSPlayer::RecordDamage(CBasePlayer *pAttacker, float flDamage, float flFlashDurationTime)
{
if (!pAttacker || !pAttacker->IsPlayer())
return;
int attackerIndex = pAttacker->entindex() - 1;
if (attackerIndex < 0 || attackerIndex >= MAX_CLIENTS)
return;
CCSPlayer *pCSAttacker = pAttacker->CSPlayer();
// Accumulate damage
CDamageRecord_t &record = m_DamageList[attackerIndex];
if (record.flDamage > 0 && record.userId != pCSAttacker->m_iUserID)
record.flDamage = 0; // reset damage if attacker became another client
record.flDamage += flDamage;
record.userId = pCSAttacker->m_iUserID;
if (flFlashDurationTime > 0)
record.flFlashDurationTime = gpGlobals->time + flFlashDurationTime;
}