amxmodx/dlls/csx/source/usermsg.cpp

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#include "amxxmodule.h"
#include "rank.h"
weaponsVault weaponData[MAX_WEAPONS+MAX_CWEAPONS];
int damage;
int TA;
int weapon;
int aim;
CPlayer *pAttacker;
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void Client_ResetHUD(void* mValue){
if ( mPlayer )
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mPlayer->clearStats = gpGlobals->time + 0.25f;
}
void Client_WeaponList(void* mValue){
static int wpnList;
static int iSlot;
static const char* wpnName;
switch (mState++) {
case 0:
wpnName = (const char*)mValue;
break;
case 1:
iSlot = *(int*)mValue;
break;
case 7:
int iId = *(int*)mValue;
if ( (iId < 0 || iId >= MAX_WEAPONS ) || ( wpnList & (1<<iId) ) )
break;
wpnList |= (1<<iId);
weaponData[iId].ammoSlot = iSlot;
if ( strstr( wpnName,"weapon_") )
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{
if ( strcmp(wpnName+7,"hegrenade") == 0 )
strcpy(weaponData[iId].name,wpnName+9);
else
strcpy(weaponData[iId].name,wpnName+7);
strcpy(weaponData[iId].logname,weaponData[iId].name);
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}
}
}
void Client_Damage(void* mValue){
static int bits;
switch (mState++) {
case 1:
damage = *(int*)mValue;
break;
case 2:
bits = *(int*)mValue;
break;
case 3:
if (!mPlayer || !damage || !*(float*)mValue || bits) break;
edict_t *enemy;
enemy = mPlayer->pEdict->v.dmg_inflictor;
if ( FNullEnt( enemy ) )
break;
aim = 0;
weapon = 0;
pAttacker = NULL;
if (enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT) ) {
pAttacker = GET_PLAYER_POINTER(enemy);
aim = pAttacker->aiming;
weapon = pAttacker->current;
pAttacker->saveHit( mPlayer , weapon , damage, aim);
break;
}
if( g_grenades.find(enemy , &pAttacker , &weapon ) )
pAttacker->saveHit( mPlayer , weapon , damage, aim );
else if ( strcmp("grenade",STRING(enemy->v.classname))==0 ) // ? more checks ?
weapon = CSW_C4;
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}
}
void Client_Damage_End(void* mValue){
if ( !mPlayer || !damage )
return;
if ( !pAttacker ) pAttacker = mPlayer;
TA = 0;
if ( (mPlayer->teamId == pAttacker->teamId) && (mPlayer != pAttacker) )
TA = 1;
MF_ExecuteForward( iFDamage,pAttacker->index , mPlayer->index , damage, weapon, aim, TA );
if ( !mPlayer->IsAlive() ){
if ( weapon != CSW_C4 )
pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
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MF_ExecuteForward( iFDeath,pAttacker->index, mPlayer->index, weapon, aim, TA );
}
}
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;
break;
case 2:
if (!mPlayer || !iState ) break;
int iClip = *(int*)mValue;
if ((iClip > -1) && (iClip < mPlayer->weapons[iId].clip))
mPlayer->saveShot(iId);
mPlayer->weapons[iId].clip = iClip;
mPlayer->current = iId;
}
}
void Client_AmmoX(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_AmmoPickup(void* mValue){
static int iSlot;
switch (mState++){
case 0:
iSlot = *(int*)mValue;
break;
case 1:
if (!mPlayer ) break;
for(int i = 1; i < MAX_WEAPONS ; ++i)
if (weaponData[i].ammoSlot == iSlot)
mPlayer->weapons[i].ammo += *(int*)mValue;
}
}
void Client_ScoreInfo(void* mValue){
static int index;
switch (mState++){
case 0:
index = *(int*)mValue;
break;
case 4:
if ( index > 0 && index <= gpGlobals->maxClients )
GET_PLAYER_POINTER_I( index )->teamId = *(int*)mValue;
}
}
void Client_SendAudio(void* mValue){
static const char* szText;
if ( mState == 1 ){
szText = (const char*)mValue;
if ( !mPlayer && szText[7]=='B' ) {
if ( szText[11]=='P' && g_Planter ){
GET_PLAYER_POINTER_I(g_Planter)->saveBPlant();
g_bombAnnounce = BOMB_PLANTED;
}
else if ( szText[11]=='D' && g_Defuser ){
GET_PLAYER_POINTER_I(g_Defuser)->saveBDefused();
g_bombAnnounce = BOMB_DEFUSED;
}
}
}
mState++;
}
void Client_TextMsg(void* mValue){
static const char* szText;
if ( !mPlayer && mState==1 ){
szText = (const char*)mValue;
if ( szText[1]=='T' && szText[8]=='B' && g_Planter ){
GET_PLAYER_POINTER_I(g_Planter)->saveBExplode();
g_bombAnnounce = BOMB_EXPLODE;
}
}
mState++;
}
void Client_BarTime(void* mValue){
int iTime = *(int*)mValue;
if ( !iTime || !mPlayer->IsAlive() ) return;
if ( iTime == 3 ){
g_Planter = mPlayerIndex;
g_bombAnnounce = BOMB_PLANTING;
g_Defuser = 0;
}
else {
mPlayer->saveBDefusing();
g_Defuser = mPlayerIndex;
g_bombAnnounce = BOMB_DEFUSING;
}
}