amxmodx/dlls/dod2/dodx/usermsg.cpp

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/*
* DoDX
* Copyright (c) 2004 Lukasz Wlasinski
*
*
* 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 "amxxmodule.h"
#include "dodx.h"
void Client_ResetHUD_End(void* mValue)
{
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mPlayer->clearStats = gpGlobals->time + 0.25f;
}
void Client_RoundState(void* mValue)
{
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if ( mPlayer ) return;
int result = *(int*)mValue;
if ( result == 1 )
{
for (int i=1;i<=gpGlobals->maxClients;i++)
{
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CPlayer *pPlayer = GET_PLAYER_POINTER_I(i);
if (pPlayer->ingame)
{
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pPlayer->clearRound = gpGlobals->time + 0.25f;
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}
}
}
}
void Client_TeamScore(void* mValue)
{
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static int index;
switch(mState++)
{
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case 0:
index = *(int*)mValue;
break;
case 1:
switch (index)
{
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case 1:
AlliesScore = *(int*)mValue;
break;
case 2:
AxisScore = *(int*)mValue;
break;
}
break;
}
}
void Client_ObjScore(void* mValue)
{
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static CPlayer *pPlayer;
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static int score;
switch(mState++)
{
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case 0:
pPlayer = GET_PLAYER_POINTER_I(*(int*)mValue);
break;
case 1:
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score = *(int*)mValue;
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if ( (pPlayer->lastScore = score - (int)(pPlayer->savedScore)) && isModuleActive() )
{
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pPlayer->updateScore(pPlayer->current,pPlayer->lastScore);
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pPlayer->sendScore = (int)(gpGlobals->time + 0.25f);
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}
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pPlayer->savedScore = score;
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break;
}
}
void Client_CurWeapon(void* mValue)
{
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static int iState;
static int iId;
switch (mState++)
{
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case 0:
iState = *(int*)mValue;
break;
case 1:
if (!iState) break;
iId = *(int*)mValue;
break;
case 2:
if ( !iState || !isModuleActive() )
break;
int iClip = *(int*)mValue;
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mPlayer->current = iId;
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if ( weaponData[iId].needcheck )
{
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iId = get_weaponid(mPlayer);
mPlayer->current = iId;
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}
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if (iClip > -1) {
if ( mPlayer->current == 17 )
{
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if ( iClip+2 == mPlayer->weapons[iId].clip)
mPlayer->saveShot(iId);
}
else
{
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if ( iClip+1 == mPlayer->weapons[iId].clip)
mPlayer->saveShot(iId);
}
}
mPlayer->weapons[iId].clip = iClip;
}
}
void Client_AmmoX(void* mValue)
{
static int iAmmo;
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switch (mState++)
{
case 0:
iAmmo = *(int*)mValue;
break;
case 1:
if (!mPlayer )
break;
for(int i = 1; i < MAX_WEAPONS ; ++i)
{
if (iAmmo == weaponData[i].ammoSlot)
mPlayer->weapons[i].ammo = *(int*)mValue;
}
}
}
void Client_AmmoShort(void* mValue)
{
static int iAmmo;
switch (mState++)
{
case 0:
iAmmo = *(int*)mValue;
break;
case 1:
if (!mPlayer ) break;
for(int i = 1; i < MAX_WEAPONS ; ++i)
{
if (iAmmo == weaponData[i].ammoSlot)
mPlayer->weapons[i].ammo = *(int*)mValue;
}
}
}
void Client_Health_End(void* mValue)
{
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if ( !isModuleActive() )
return;
CPlayer* pVictim = mPlayer;
edict_t *enemy = pVictim->pEdict->v.dmg_inflictor;
int damage = (int)pVictim->pEdict->v.dmg_take;
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if(!pVictim || !damage || !enemy)
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return;
int weapon = 0;
int aim = 0;
pVictim->pEdict->v.dmg_take = 0.0;
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CPlayer* pAttacker = NULL;
if(enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT))
{
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pAttacker = GET_PLAYER_POINTER(enemy);
weapon = pAttacker->current;
if(weaponData[weapon].needcheck)
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weapon = get_weaponid(pAttacker);
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aim = pAttacker->aiming;
if(weaponData[weapon].melee)
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pAttacker->saveShot(weapon);
}
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else
g_grenades.find(enemy , &pAttacker , weapon);
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int TA = 0;
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if(!pAttacker)
{
pAttacker = pVictim;
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}
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if(pAttacker->index != pVictim->index)
{
pAttacker->saveHit(pVictim , weapon , damage, aim);
if(pVictim->pEdict->v.team == pAttacker->pEdict->v.team)
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TA = 1;
}
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MF_ExecuteForward(iFDamage, pAttacker->index, pVictim->index, damage, weapon, aim, TA);
if(!pVictim->IsAlive())
{
pAttacker->saveKill(pVictim, weapon, (aim == 1) ? 1:0 , TA);
MF_ExecuteForward(iFDeath, pAttacker->index, pVictim->index, weapon, aim, TA);
}
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}
/*
Working on being able to modify and switch weapons as they are sent to the client
void WeaponList(void* value)
{
if(!mPlayer)
return;
if(!mPlayer->ingame || ignoreBots(mPlayer->pEdict))
return;
switch(mPlayer->position)
{
case 0: MF_Log("pszName = %s", value); break; // string weapon name
case 1: MF_Log("pszAmmo1 = %d", (int)value); break; // byte Ammo Type
case 2: MF_Log("iMaxAmmo1 = %d", (int)value); break; // byte Max Ammo 1
case 3: MF_Log("pszAmmo2 = %d", (int)value); break; // byte Ammo2 Type
case 4: MF_Log("iMaxAmmo2 = %d", (int)value); break; // byte Max Ammo 2
case 5: MF_Log("iSlot = %d", (int)value); break; // byte bucket
case 6: MF_Log("iPosition = %d", (int)value); break; // byte bucket pos
case 7: MF_Log("iId = %d", (int)value); break; // byte id (bit index into pev->weapons)
case 8: MF_Log("iFlags = %d", (int)value); break; // byte Flags
};
mPlayer->position++;
}
void WeaponList_End(void* mValue)
{
if(!mPlayer)
return;
MF_Log("Done with %d", mPlayer->position);
mPlayer->position = 0;
}
struct weapon_info_s
{
char *pszName; // string weapon name
int pszAmmo1; // byte Ammo Type
int iMaxAmmo1; // byte Max Ammo 1
int pszAmmo2; // byte Ammo2 Type
int iMaxAmmo2; // byte Max Ammo 2
int iSlot; // byte bucket
int iPosition; // byte bucket pos
int iId; // byte id (bit index into pev->weapons)
int iFlags; // byte Flags
}weapon_info_t;
MESSAGE_BEGIN( MSG_ONE, gmsgWeaponList, NULL, pev );
WRITE_STRING(pszName); // string weapon name
WRITE_BYTE(GetAmmoIndex(II.pszAmmo1)); // byte Ammo Type
WRITE_BYTE(II.iMaxAmmo1); // byte Max Ammo 1
WRITE_BYTE(GetAmmoIndex(II.pszAmmo2)); // byte Ammo2 Type
WRITE_BYTE(II.iMaxAmmo2); // byte Max Ammo 2
WRITE_BYTE(II.iSlot); // byte bucket
WRITE_BYTE(II.iPosition); // byte bucket pos
WRITE_BYTE(II.iId); // byte id (bit index into pev->weapons)
WRITE_BYTE(II.iFlags); // byte Flags
MESSAGE_END();
*/