mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
621 lines
15 KiB
C++
621 lines
15 KiB
C++
/*
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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 "precompiled.h"
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EXT_FUNC bool CCSPlayer::JoinTeam(TeamName team)
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{
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CBasePlayer *pPlayer = BasePlayer();
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switch (team)
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{
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case SPECTATOR:
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{
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// are we already a spectator?
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if (pPlayer->m_iTeam == SPECTATOR)
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return false;
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// not necessary to trigger death event, just died quietly
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pPlayer->pev->deadflag = DEAD_DEAD;
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pPlayer->pev->health = 0;
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if (pPlayer->m_bHasC4)
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pPlayer->DropPlayerItem("weapon_c4");
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pPlayer->RemoveAllItems(TRUE);
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pPlayer->m_iTeam = SPECTATOR;
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pPlayer->m_iJoiningState = JOINED;
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pPlayer->m_pIntroCamera = nullptr;
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pPlayer->m_bTeamChanged = true;
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pPlayer->TeamChangeUpdate();
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(pPlayer);
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pPlayer->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
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// do we have fadetoblack on? (need to fade their screen back in)
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if (fadetoblack.value == FADETOBLACK_STAY)
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{
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UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 0.001, 0, 0, FFADE_IN);
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}
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CSGameRules()->CheckWinConditions();
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return true;
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}
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case CT:
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case TERRORIST:
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{
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if (pPlayer->m_iTeam == SPECTATOR || pPlayer->m_iTeam == UNASSIGNED)
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{
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// If they're switching into spectator, setup spectator properties..
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pPlayer->m_bNotKilled = true;
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pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE;
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pPlayer->m_iTeamKills = 0;
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if (pPlayer->m_iAccount < int(startmoney.value)) {
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pPlayer->AddAccount(startmoney.value, RT_PLAYER_JOIN);
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}
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pPlayer->pev->solid = SOLID_NOT;
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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;
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pPlayer->pev->deadflag = DEAD_DEAD;
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pPlayer->pev->velocity = g_vecZero;
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pPlayer->pev->punchangle = g_vecZero;
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pPlayer->m_bHasNightVision = false;
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pPlayer->m_iHostagesKilled = 0;
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pPlayer->m_fDeadTime = 0;
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pPlayer->has_disconnected = false;
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if (pPlayer->m_bJustConnected) {
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pPlayer->m_iObserverLastMode = OBS_ROAMING;
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pPlayer->m_iObserverC4State = 0;
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pPlayer->m_bObserverHasDefuser = false;
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pPlayer->SetObserverAutoDirector(false);
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}
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pPlayer->m_iJoiningState = GETINTOGAME;
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pPlayer->SendItemStatus();
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SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1);
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SET_MODEL(ENT(pPlayer->pev), "models/player.mdl");
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}
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break;
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}
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}
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if (pPlayer->pev->deadflag == DEAD_NO)
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{
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if (pPlayer->Kill())
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{
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pPlayer->pev->frags++;
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}
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}
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MESSAGE_BEGIN(MSG_ALL, gmsgScoreInfo);
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WRITE_BYTE(ENTINDEX(pPlayer->edict()));
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WRITE_SHORT(int(pPlayer->pev->frags));
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WRITE_SHORT(pPlayer->m_iDeaths);
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WRITE_SHORT(0);
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WRITE_SHORT(0);
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MESSAGE_END();
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// Switch their actual team...
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pPlayer->m_bTeamChanged = true;
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pPlayer->m_iTeam = team;
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pPlayer->TeamChangeUpdate();
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return true;
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}
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EXT_FUNC bool CCSPlayer::RemovePlayerItemEx(const char* pszItemName, bool bRemoveAmmo)
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{
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if (!pszItemName)
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return false;
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CBasePlayer *pPlayer = BasePlayer();
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// if it item_ ?
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if (pszItemName[0] == 'i')
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{
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pszItemName += sizeof("item_") - 1;
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// item_thighpack
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if (FStrEq(pszItemName, "thighpack"))
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{
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// if we don't have it?
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if (!pPlayer->m_bHasDefuser)
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return false;
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pPlayer->RemoveDefuser();
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}
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// item_longjump
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else if (FStrEq(pszItemName, "longjump"))
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{
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// if we don't have it?
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if (!pPlayer->m_fLongJump)
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return false;
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pPlayer->m_fLongJump = FALSE;
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SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "0");
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}
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// item_assaultsuit
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else if (FStrEq(pszItemName, "assaultsuit"))
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{
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// if we don't have it?
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if (pPlayer->m_iKevlar != ARMOR_VESTHELM)
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return false;
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pPlayer->m_iKevlar = ARMOR_NONE;
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pPlayer->pev->armorvalue = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, nullptr, pPlayer->pev);
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WRITE_BYTE(0);
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MESSAGE_END();
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}
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// item_kevlar
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else if (FStrEq(pszItemName, "kevlar"))
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{
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// if we don't have it?
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if (pPlayer->m_iKevlar != ARMOR_KEVLAR)
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return false;
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pPlayer->m_iKevlar = ARMOR_NONE;
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pPlayer->pev->armorvalue = 0;
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}
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else
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return false;
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return true;
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}
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else if (FStrEq(pszItemName, "weapon_shield"))
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{
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return RemoveShield();
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}
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auto pItem = GetItemByName(pszItemName);
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if (pItem)
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{
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if (pItem->IsWeapon())
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{
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// These weapons have a unique type of ammo that is used only by them
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// If a weapon is removed, its ammo is also reduced, unless the ammo can be used by another weapon
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if (!bRemoveAmmo && (IsGrenadeWeapon(pItem->m_iId) || pItem->m_iId == WEAPON_C4))
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{
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if (pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] > 0)
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pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]--;
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// Hold the weapon until it runs out of ammo
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if (pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] > 0)
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return true; // ammo was reduced, this will be considered a successful result
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}
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if (bRemoveAmmo) {
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pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()] = 0;
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}
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if (pItem == pPlayer->m_pActiveItem) {
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((CBasePlayerWeapon *)pItem)->RetireWeapon();
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if (pItem->CanHolster() && pItem != pPlayer->m_pActiveItem && !(pPlayer->pev->weapons &(1 << pItem->m_iId))) {
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return true;
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}
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}
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}
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return pItem->DestroyItem();
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}
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return false;
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}
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EXT_FUNC bool CCSPlayer::RemovePlayerItem(const char *pszItemName)
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{
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return RemovePlayerItemEx(pszItemName, false);
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}
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EXT_FUNC CBaseEntity *CCSPlayer::GiveNamedItemEx(const char *pszName)
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{
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CBasePlayer *pPlayer = BasePlayer();
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if (FStrEq(pszName, "weapon_c4")) {
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pPlayer->m_bHasC4 = true;
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if (pPlayer->m_iTeam == TERRORIST) {
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pPlayer->pev->body = 1;
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}
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pPlayer->SetBombIcon();
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} else if (FStrEq(pszName, "weapon_shield")) {
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pPlayer->DropPrimary();
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pPlayer->DropPlayerItem("weapon_elite");
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pPlayer->GiveShield();
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return nullptr;
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}
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return pPlayer->GiveNamedItemEx(pszName);
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}
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EXT_FUNC bool CCSPlayer::IsConnected() const
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{
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return BaseEntity()->has_disconnected == false;
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}
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EXT_FUNC void CCSPlayer::SetAnimation(PLAYER_ANIM playerAnim)
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{
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BasePlayer()->SetAnimation(playerAnim);
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}
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EXT_FUNC void CCSPlayer::AddAccount(int amount, RewardType type, bool bTrackChange)
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{
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BasePlayer()->AddAccount(amount, type, bTrackChange);
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}
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EXT_FUNC CBaseEntity *CCSPlayer::GiveNamedItem(const char *pszName)
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{
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return BasePlayer()->GiveNamedItem(pszName);
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}
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EXT_FUNC void CCSPlayer::GiveDefaultItems()
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{
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BasePlayer()->GiveDefaultItems();
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}
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EXT_FUNC void CCSPlayer::GiveShield(bool bDeploy)
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{
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BasePlayer()->GiveShield(bDeploy);
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}
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EXT_FUNC CBaseEntity *CCSPlayer::DropShield(bool bDeploy)
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{
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return BasePlayer()->DropShield(bDeploy);
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}
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EXT_FUNC CBaseEntity *CCSPlayer::DropPlayerItem(const char *pszItemName)
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{
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return BasePlayer()->DropPlayerItem(pszItemName);
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}
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EXT_FUNC bool CCSPlayer::RemoveShield()
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{
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CBasePlayer *pPlayer = BasePlayer();
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if (!pPlayer->HasShield())
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return false;
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bool bIsProtectedShield = pPlayer->IsProtectedByShield();
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pPlayer->RemoveShield();
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CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pPlayer->m_pActiveItem);
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if (pWeapon && pWeapon->IsWeapon())
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{
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if (!pWeapon->CanHolster())
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return false;
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if (pWeapon->m_iId == WEAPON_HEGRENADE || pWeapon->m_iId == WEAPON_FLASHBANG || pWeapon->m_iId == WEAPON_SMOKEGRENADE)
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{
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if (pPlayer->m_rgAmmo[pWeapon->m_iPrimaryAmmoType] <= 0)
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g_pGameRules->GetNextBestWeapon(pPlayer, pWeapon);
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}
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if (pWeapon->m_flStartThrow != 0.0f)
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pWeapon->Holster();
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if (pPlayer->IsReloading())
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{
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pWeapon->m_fInReload = FALSE;
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pPlayer->m_flNextAttack = 0;
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}
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if (bIsProtectedShield)
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pWeapon->SecondaryAttack();
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if (!pWeapon->Deploy())
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return false;
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}
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return true;
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}
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EXT_FUNC void CCSPlayer::RemoveAllItems(bool bRemoveSuit)
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{
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BasePlayer()->RemoveAllItems(bRemoveSuit ? TRUE : FALSE);
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}
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EXT_FUNC void CCSPlayer::SetPlayerModel(bool bHasC4)
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{
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BasePlayer()->SetPlayerModel(bHasC4 ? TRUE : FALSE);
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}
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EXT_FUNC void CCSPlayer::SetPlayerModelEx(const char *modelName)
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{
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Q_strlcpy(m_szModel, modelName);
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}
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EXT_FUNC void CCSPlayer::SetNewPlayerModel(const char *modelName)
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{
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BasePlayer()->SetNewPlayerModel(STRING(ALLOC_STRING(modelName)));
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}
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EXT_FUNC void CCSPlayer::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3)
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{
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BasePlayer()->ClientCommand(cmd, arg1, arg2, arg3);
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}
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EXT_FUNC void CCSPlayer::SetProgressBarTime(int time)
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{
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BasePlayer()->SetProgressBarTime(time);
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}
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EXT_FUNC void CCSPlayer::SetProgressBarTime2(int time, float timeElapsed)
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{
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BasePlayer()->SetProgressBarTime2(time, timeElapsed);
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}
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EXT_FUNC edict_t *CCSPlayer::EntSelectSpawnPoint()
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{
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return BasePlayer()->EntSelectSpawnPoint();
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}
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EXT_FUNC void CCSPlayer::SendItemStatus()
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{
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BasePlayer()->SendItemStatus();
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}
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EXT_FUNC void CCSPlayer::SetBombIcon(bool bFlash)
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{
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BasePlayer()->SetBombIcon(bFlash ? TRUE : FALSE);
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}
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EXT_FUNC void CCSPlayer::SetScoreAttrib(CBasePlayer *dest)
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{
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BasePlayer()->SetScoreAttrib(dest);
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}
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EXT_FUNC void CCSPlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, bool bForceRefill)
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{
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BasePlayer()->ReloadWeapons(pWeapon, bForceReload, bForceRefill);
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}
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EXT_FUNC void CCSPlayer::Observer_SetMode(int iMode)
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{
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BasePlayer()->Observer_SetMode(iMode);
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}
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EXT_FUNC bool CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity *&pSpot)
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{
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return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot);
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}
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EXT_FUNC bool CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon)
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{
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return BasePlayer()->SwitchWeapon(pWeapon) != FALSE;
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}
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EXT_FUNC void CCSPlayer::SwitchTeam()
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{
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BasePlayer()->SwitchTeam();
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}
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EXT_FUNC void CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle)
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{
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BasePlayer()->StartObserver(vecPosition, vecViewAngle);
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}
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EXT_FUNC void CCSPlayer::TeamChangeUpdate()
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{
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BasePlayer()->TeamChangeUpdate();
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}
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EXT_FUNC void CCSPlayer::DropSecondary()
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{
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BasePlayer()->DropSecondary();
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}
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EXT_FUNC void CCSPlayer::DropPrimary()
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{
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BasePlayer()->DropPrimary();
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}
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EXT_FUNC bool CCSPlayer::HasPlayerItem(CBasePlayerItem *pCheckItem)
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{
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return BasePlayer()->HasPlayerItem(pCheckItem);
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}
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EXT_FUNC bool CCSPlayer::HasNamedPlayerItem(const char *pszItemName)
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{
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return BasePlayer()->HasNamedPlayerItem(pszItemName);
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}
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EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemById(WeaponIdType weaponID)
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{
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return BasePlayer()->GetItemById(weaponID);
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}
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EXT_FUNC CBasePlayerItem *CCSPlayer::GetItemByName(const char *itemName)
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{
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return BasePlayer()->GetItemByName(itemName);
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}
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EXT_FUNC void CCSPlayer::Disappear()
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{
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BasePlayer()->Disappear();
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}
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EXT_FUNC void CCSPlayer::MakeVIP()
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{
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BasePlayer()->MakeVIP();
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}
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EXT_FUNC bool CCSPlayer::MakeBomber()
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{
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return BasePlayer()->MakeBomber();
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}
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EXT_FUNC void CCSPlayer::ResetSequenceInfo()
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{
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BasePlayer()->ResetSequenceInfo();
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}
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EXT_FUNC void CCSPlayer::StartDeathCam()
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{
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BasePlayer()->StartDeathCam();
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}
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EXT_FUNC void CCSPlayer::SetSpawnProtection(float flProtectionTime)
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{
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BasePlayer()->SetSpawnProtection(flProtectionTime);
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}
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EXT_FUNC void CCSPlayer::RemoveSpawnProtection()
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{
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BasePlayer()->RemoveSpawnProtection();
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}
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EXT_FUNC bool CCSPlayer::HintMessageEx(const char *pMessage, float duration, bool bDisplayIfPlayerDead, bool bOverride)
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{
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return BasePlayer()->HintMessageEx(pMessage, duration, bDisplayIfPlayerDead, bOverride);
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}
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EXT_FUNC void CCSPlayer::Reset()
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{
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BasePlayer()->Reset();
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}
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EXT_FUNC void CCSPlayer::OnSpawnEquip(bool addDefault, bool equipGame)
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{
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BasePlayer()->OnSpawnEquip(addDefault, equipGame);
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}
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EXT_FUNC void CCSPlayer::SetScoreboardAttributes(CBasePlayer *destination)
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{
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BasePlayer()->SetScoreboardAttributes(destination);
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}
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EXT_FUNC bool CCSPlayer::CheckActivityInGame()
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{
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const CBasePlayer* pPlayer = BasePlayer();
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const float deltaYaw = (m_vecOldvAngle.y - pPlayer->pev->v_angle.y);
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const float deltaPitch = (m_vecOldvAngle.x - pPlayer->pev->v_angle.x);
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m_vecOldvAngle = pPlayer->pev->v_angle;
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return (fabs(deltaYaw) >= 0.1f && fabs(deltaPitch) >= 0.1f);
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}
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void CCSPlayer::ResetVars()
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{
|
|
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;
|
|
}
|
|
|
|
m_DamageList.Clear();
|
|
}
|
|
|
|
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();
|
|
ResetAllStats();
|
|
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;
|
|
}
|