amxmodx/dlls/tfc/tfcx/CMisc.h

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#ifndef CMISC_H
#define CMISC_H
#include "amxxmodule.h"
#include "CRank.h"
#ifndef __linux__
#define LINUXOFFSET 0
#else
#define LINUXOFFSET 5
#endif
#define TFCMAX_CUSTOMWPNS 5
#define TFCMAX_WEAPONS MAX_WEAPONS + TFCMAX_CUSTOMWPNS
#define PD_SENTRY_OWNER 83 + LINUXOFFSET
#define PD_TIMER_OWNER 932 + LINUXOFFSET
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#define MAX_TRACE 13
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//#define NADE_OFFSET 24
#define ACT_NADE_NONE 0
#define ACT_NADE_SHOT 1<<0
#define ACT_NADE_PUT 1<<1
#define PD_AMMO_SHELLS 53 + LINUXOFFSET
#define PD_AMMO_BULLETS 55 + LINUXOFFSET
#define PD_AMMO_CELLS 57 + LINUXOFFSET
#define PD_AMMO_ROCKETS 59 + LINUXOFFSET
#define PD_AMMO_NADE1 14 + LINUXOFFSET
#define PD_AMMO_NADE2 15 + LINUXOFFSET
enum {
TFC_AMMO_SHELLS = 0,
TFC_AMMO_BULLETS,
TFC_AMMO_CELLS,
TFC_AMMO_ROCKETS,
TFC_AMMO_NADE1,
TFC_AMMO_NADE2,
};
enum {
TFC_WPN_NONE = 0,
TFC_WPN_TIMER, // TFC_UNK_1,
TFC_WPN_SENTRYGUN, //TFC_WPN_UNK2,
TFC_WPN_MEDIKIT,
TFC_WPN_SPANNER,
TFC_WPN_AXE,
TFC_WPN_SNIPERRIFLE,
TFC_WPN_AUTORIFLE,
TFC_WPN_SHOTGUN,
TFC_WPN_SUPERSHOTGUN,
TFC_WPN_NG,
TFC_WPN_SUPERNG,
TFC_WPN_GL,
TFC_WPN_FLAMETHROWER,
TFC_WPN_RPG,
TFC_WPN_IC,
TFC_WPN_FLAMES,//TFC_WPN_UNK16,
TFC_WPN_AC,
TFC_WPN_UNK18,
TFC_WPN_UNK19,
TFC_WPN_TRANQ,
TFC_WPN_RAILGUN,
TFC_WPN_PL,
TFC_WPN_KNIFE,
TFC_WPN_CALTROP, // 24
TFC_WPN_CONCUSSIONGRENADE,
TFC_WPN_NORMALGRENADE,
TFC_WPN_NAILGRENADE,
TFC_WPN_MIRVGRENADE,
TFC_WPN_NAPALMGRENADE,
TFC_WPN_GASGRENADE,
TFC_WPN_EMPGRENADE,
};
enum {
TFC_PC_SCOUT = 1,
TFC_PC_SNIPER,
TFC_PC_SOLDIER,
TFC_PC_DEMOMAN,
TFC_PC_MEDIC,
TFC_PC_HWGUY,
TFC_PC_PYRO,
TFC_PC_SPY,
TFC_PC_ENGENEER,
TFC_PC_CIVILIAN,
};
struct weaponsVault {
char* name;
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char* logName;
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short int ammoSlot;
bool melee;
};
struct traceVault {
char * szName;
char szTag[6];
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int iId;
int iAction;
float fDel;
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int start;
int stop;
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};
// *****************************************************
// class CPlayer
// *****************************************************
struct CPlayer {
edict_t* pEdict;
char ip[32];
int index;
int aiming;
int current;
bool ingame;
bool bot;
float clearStats;
RankSystem::RankStats* rank;
struct PlayerWeapon : Stats {
const char* name;
int ammo;
int clip;
};
PlayerWeapon weapons[MAX_WEAPONS];
PlayerWeapon attackers[33];
PlayerWeapon victims[33];
Stats weaponsRnd[MAX_WEAPONS]; // DEC-Weapon (Round) stats
Stats life;
int teamId;
int classId;
void Init( int pi, edict_t* pe );
void Connect(const char* ip );
void PutInServer();
void Disconnect();
void saveKill(CPlayer* pVictim, int weapon, int hs, int tk);
void saveHit(CPlayer* pVictim, int weapon, int damage, int aiming);
void saveShot(int weapon);
void restartStats(bool all = true);
void killPlayer();
inline bool IsBot(){
const char* auth= (*g_engfuncs.pfnGetPlayerAuthId)(pEdict);
return ( auth && !strcmp( auth , "BOT" ) );
}
inline bool IsAlive(){
return ((pEdict->v.deadflag==DEAD_NO)&&(pEdict->v.health>0));
}
};
// *****************************************************
// class Grenades
// *****************************************************
class Grenades
{
struct Obj
{
CPlayer* player;
edict_t* grenade;
float time;
int type;
Obj* next;
Obj* prev;
} *head;
public:
Grenades() { head = 0; }
~Grenades() { clear(); }
void put( edict_t* grenade, float time, int type, CPlayer* player );
bool find( edict_t* enemy, CPlayer** p, int* type );
void clear();
};
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// *****************************************************
// class Forward
// *****************************************************
class Forward
{
struct AmxCall {
AMX *amx;
int iFunctionIdx;
AmxCall* next;
AmxCall( AMX *a , int i, AmxCall* n ): amx(a), iFunctionIdx(i), next(n) {}
} *head;
public:
Forward() { head = 0; }
~Forward() { clear(); }
void clear();
void put( AMX *a , int i );
void exec(int p1,int p2,int p3,int p4,int p5,int p6);
void exec(int p1,int p2,int p3,int p4,int p5);
void exec(int p1,int p2);
};
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#endif // CMISC_H