amxmodx/dlls/dod/dodfun/usermsg.cpp

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/*
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* DoDFun
* Copyright (c) 2004 <EFBFBD>ukasz W<EFBFBD>asi<EFBFBD>ski
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*
*
* 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.
*
*/
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#include "amxxmodule.h"
#include "dodfun.h"
void Client_CurWeapon(void* mValue){
static int iState;
static int iId;
switch (mState++){
case 0:
iState = *(int*)mValue;
break;
case 1:
if (!iState) break;
iId = *(int*)mValue;
mPlayer->current = iId;
break;
}
}
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void Client_InitObj(void* mValue){
static int num;
if ( mDest != MSG_ALL )
return;
switch (mState++){
case 0:
num = 0;
mObjects.count = *(int*)mValue;
if ( mObjects.count == 0 )
mObjects.Clear();
break;
case 1:
mObjects.obj[num].pEdict = INDEXENT(*(int*)mValue);
break;
case 2:
mObjects.obj[num].index = *(int*)mValue;
break;
case 3:
mObjects.obj[num].default_owner = *(int*)mValue;
mObjects.obj[num].owner = mObjects.obj[num].default_owner;
break;
case 4:
mObjects.obj[num].visible = *(int*)mValue;
break;
case 5:
mObjects.obj[num].icon_neutral = *(int*)mValue;
break;
case 6:
mObjects.obj[num].icon_allies = *(int*)mValue;
break;
case 7:
mObjects.obj[num].icon_axis = *(int*)mValue;
break;
case 8:
mObjects.obj[num].origin_x = *(float*)mValue;
break;
case 9: // 8,9 coord
mObjects.obj[num].origin_y = *(float*)mValue;
mState = 1;
num++;
if ( num == mObjects.count ){
mObjects.Sort();
MF_ExecuteForward( iFInitCP );
}
break;
}
}
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void Client_SetObj(void* mValue){
static int id;
switch (mState++){
case 0:
id = *(int*)mValue;
break;
case 1:
mObjects.obj[id].owner = *(int*)mValue;
break;
}
}