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Added native rg_transfer_c4

This commit is contained in:
s1lentq 2016-06-01 00:42:54 +06:00 committed by asmodai
parent 63502fa028
commit b1a86097ea
6 changed files with 151 additions and 44 deletions

View File

@ -357,17 +357,19 @@ native rg_set_user_armor(const index, armorvalue, ArmorType:armortype);
/*
* Sets the client's team without killing the player, and sets the client model.
* @note To obtain of TeamName use the following:
* new TeamName:team = get_member(id, m_iTeam);
*
* @param index Client index
* @param team Team id
* @param model Internal model
* @param model Internal model, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
*
* @param send_teaminfo If true, a TeamInfo message will be sent
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
*/
native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_UNASSIGNED, bool:send_teaminfo = true);
native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, bool:send_teaminfo = true);
/*
* Sets the client's player model.
@ -376,7 +378,7 @@ native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MO
* @param model Model name
* @param update_index If true, the modelindex is updated as well
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
*/
native rg_set_user_model(const index, const model[], bool:update_index = false);
@ -386,7 +388,18 @@ native rg_set_user_model(const index, const model[], bool:update_index = false);
*
* @param index Client index
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
*/
native rg_reset_user_model(const index);
/*
* Transfer C4 to player
*
* @param index Client index
* @param receiver Receiver index, if 0 so will transfer a random to player
*
* @return 1 if successfully, 0 otherwise
*
*/
native rg_transfer_c4(const index, const receiver = 0);

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@ -101,7 +101,8 @@ enum ModelName
MODEL_T_GUERILLA,
MODEL_CT_VIP,
MODEL_T_MILITIA,
MODEL_CT_SPETSNAZ
MODEL_CT_SPETSNAZ,
MODEL_AUTO
};
enum

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@ -148,7 +148,7 @@ enum RewardType
RT_VIP_RESCUED_MYSELF
};
typedef enum
enum PLAYER_ANIM
{
PLAYER_IDLE,
PLAYER_WALK,
@ -161,10 +161,9 @@ typedef enum
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
};
} PLAYER_ANIM;
typedef enum
enum _Menu
{
Menu_OFF,
Menu_ChooseTeam,
@ -181,19 +180,17 @@ typedef enum
Menu_Radio2,
Menu_Radio3,
Menu_ClientBuy
};
} _Menu;
typedef enum
enum TeamName
{
UNASSIGNED,
TERRORIST,
CT,
SPECTATOR,
};
} TeamName;
typedef enum
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_URBAN,
@ -206,11 +203,11 @@ typedef enum
MODEL_GUERILLA,
MODEL_VIP,
MODEL_MILITIA,
MODEL_SPETSNAZ
MODEL_SPETSNAZ,
MODEL_AUTO
};
} ModelName;
typedef enum
enum JoinState
{
JOINED,
SHOWLTEXT,
@ -219,9 +216,9 @@ typedef enum
PICKINGTEAM,
GETINTOGAME
} JoinState;
};
typedef enum
enum TrackCommands
{
CMD_SAY = 0,
CMD_SAYTEAM,
@ -233,9 +230,9 @@ typedef enum
CMD_NIGHTVISION,
COMMANDS_TO_TRACK,
} TrackCommands;
};
typedef struct
struct RebuyStruct
{
int m_primaryWeapon;
int m_primaryAmmo;
@ -248,9 +245,9 @@ typedef struct
int m_nightVision;
int m_armor;
} RebuyStruct;
};
typedef enum
enum ThrowDirection
{
THROW_NONE,
THROW_FORWARD,
@ -260,7 +257,7 @@ typedef enum
THROW_GRENADE,
THROW_HITVEL_MINUS_AIRVEL
} ThrowDirection;
};
enum sbar_data
{
@ -270,13 +267,7 @@ enum sbar_data
SBAR_END
};
typedef enum
{
SILENT,
CALM,
INTENSE
} MusicState;
enum MusicState { SILENT, CALM, INTENSE };
class CCSPlayer;

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@ -928,16 +928,18 @@ cell AMX_NATIVE_CALL rg_set_user_armor(AMX *amx, cell *params)
/*
* Sets the client's team without killing the player, and sets the client model.
* @note To obtain of TeamName use the following:
* new TeamName:team = get_member(id, m_iTeam);
*
* @param index Client index
* @param team Team id
* @param model Internal model
* @param model Internal model, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
*
* @param send_teaminfo If true, a TeamInfo message will be sent
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
* native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_UNASSIGNED, bool:send_teaminfo = true);
* native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, bool:send_teaminfo = true);
*/
cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
{
@ -973,7 +975,7 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
CSGameRules()->m_iNumTerrorist--;
if (pPlayer->m_bHasC4 && !CSGameRules()->m_fTeamCount && CSGameRules()->m_bMapHasBombTarget)
{
if (RemovePlayerItem(pPlayer, "weapon_c4")) {
if (CSGameRules()->m_iNumTerrorist > 0 && RemovePlayerItem(pPlayer, "weapon_c4")) {
pPlayer->m_bHasC4 = false;
pPlayer->pev->body = 0;
@ -983,6 +985,8 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
MESSAGE_END();
CSGameRules()->GiveC4();
} else if (pPlayer->IsAlive()) {// are still alive
pPlayer->CSPlayer()->DropPlayerItem("weapon_c4");
}
}
break;
@ -1003,11 +1007,15 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
}
}
if (args[arg_model] != MODEL_UNASSIGNED) {
pPlayer->m_iModelName = args[arg_model];
}
if (args[arg_model] > MODEL_UNASSIGNED) {
if (args[arg_model] != MODEL_AUTO) {
pPlayer->m_iModelName = args[arg_model];
} else {
pPlayer->m_iModelName = GetModelAuto(pPlayer->m_iTeam);
}
pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
}
if (params[arg_sendinfo] != 0) {
MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
@ -1027,7 +1035,7 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
* @param model Model name
* @param update_index If true, the modelindex is updated as well
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
* native rg_set_user_model(const index, const model[], bool:update_index = false);
*/
@ -1067,7 +1075,7 @@ cell AMX_NATIVE_CALL rg_set_user_model(AMX *amx, cell *params)
*
* @param index Client index
*
* @noreturn
* @return 1 if successfully, 0 otherwise
*
* native rg_reset_user_model(const index);
*/
@ -1085,6 +1093,66 @@ cell AMX_NATIVE_CALL rg_reset_user_model(AMX *amx, cell *params)
pPlayer->CSPlayer()->SetPlayerModelEx("");
pPlayer->CSPlayer()->SetPlayerModel(pPlayer->m_bHasC4);
return TRUE;
}
/*
* Transfer C4 to player
*
* @param index Client index
* @param receiver Receiver index, if 0 so will transfer a random to player
*
* @return 1 if successfully, 0 otherwise
*
* native rg_transfer_c4(const index, const receiver = 0);
*/
cell AMX_NATIVE_CALL rg_transfer_c4(AMX *amx, cell *params)
{
enum args_e { arg_count, arg_index, arg_receiver };
CHECK_ISPLAYER(arg_index);
CBasePlayer *pPlayer = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_index]);
if (pPlayer == nullptr || pPlayer->has_disconnected) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_index]);
return FALSE;
}
if (!pPlayer->m_bHasC4 || !RemovePlayerItem(pPlayer, "weapon_c4"))
return FALSE;
pPlayer->m_bHasC4 = false;
pPlayer->pev->body = 0;
MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev);
WRITE_BYTE(STATUSICON_HIDE);
WRITE_STRING("c4");
MESSAGE_END();
if (params[arg_receiver] != 0 && params[arg_receiver] <= gpGlobals->maxClients) {
CBasePlayer *pReceiver = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_receiver]);
if (pReceiver == nullptr || pReceiver->has_disconnected) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_receiver]);
return FALSE;
}
pReceiver->m_bHasC4 = true;
pReceiver->pev->body = 1;
pReceiver->CSPlayer()->GiveNamedItemEx("weapon_c4");
MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pReceiver->pev);
WRITE_BYTE(STATUSICON_SHOW);
WRITE_STRING("c4");
WRITE_BYTE(0);
WRITE_BYTE(160);
WRITE_BYTE(0);
MESSAGE_END();
} else {
auto flags = pPlayer->pev->flags;
pPlayer->pev->flags |= FL_DORMANT;
CSGameRules()->GiveC4();
pPlayer->pev->flags = flags;
}
return TRUE;
}
@ -1131,6 +1199,8 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
{ "rg_set_user_model", rg_set_user_model },
{ "rg_reset_user_model", rg_reset_user_model },
{ "rg_transfer_c4", rg_transfer_c4 },
{ nullptr, nullptr }
};

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@ -63,3 +63,34 @@ void SendItemStatus(CBasePlayer *pPlayer)
WRITE_BYTE(itemStatus);
MESSAGE_END();
}
struct {
TeamName team;
ModelName model;
} modelStruct[] = {
{ TERRORIST, MODEL_TERROR },
{ TERRORIST, MODEL_LEET },
{ TERRORIST, MODEL_ARCTIC },
{ TERRORIST, MODEL_GUERILLA },
{ CT, MODEL_URBAN },
{ CT, MODEL_GSG9 },
{ CT, MODEL_GIGN },
{ CT, MODEL_SAS },
};
ModelName GetModelAuto(TeamName team)
{
int cur = 0;
const int numSkin = 4;
for (auto& it : modelStruct) {
if (it.team != team) {
++cur;
continue;
}
return modelStruct[RANDOM_LONG(cur, cur + numSkin - 1)].model;
}
return MODEL_UNASSIGNED;
}

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@ -121,5 +121,6 @@ void Broadcast(const char *sentence);
void UpdateTeamScores();
bool RemovePlayerItem(CBasePlayer *pPlayer, const char* szItemName);
void SendItemStatus(CBasePlayer *pPlayer);
ModelName GetModelAuto(TeamName team);
extern void __declspec(noreturn) UTIL_SysError(const char *fmt, ...);