Updated hitzones.
Now allows setting individual hitzones between player A <-> player B.
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dlls/fun/fun.cpp
150
dlls/fun/fun.cpp
@ -61,22 +61,16 @@
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// ######## Utils:
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void FUNUTIL_ResetPlayer(int index)
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{
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g_zones_toHit[index] = (1<<HITGROUP_GENERIC) |
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for (int i = 1; i <= gpGlobals->maxClients; i++) {
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g_bodyhits[index][i] = (1<<HITGROUP_GENERIC) |
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(1<<HITGROUP_HEAD) |
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(1<<HITGROUP_CHEST) |
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(1<<HITGROUP_STOMACH) |
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(1<<HITGROUP_LEFTARM) |
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(1<<HITGROUP_RIGHTARM)|
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(1<<HITGROUP_LEFTLEG) |
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(1<<HITGROUP_RIGHTLEG);
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g_zones_getHit[index] = (1<<HITGROUP_GENERIC) |
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(1<<HITGROUP_HEAD) |
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(1<<HITGROUP_CHEST) |
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(1<<HITGROUP_STOMACH) |
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(1<<HITGROUP_LEFTARM) |
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(1<<HITGROUP_RIGHTARM)|
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(1<<HITGROUP_LEFTLEG) |
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(1<<HITGROUP_RIGHTLEG);
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(1<<HITGROUP_RIGHTLEG);
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}
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// Reset silent slippers
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g_silent[index] = false;
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}
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@ -423,23 +417,32 @@ static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_use
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//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
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//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
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if (shooter == 0 && gettingHit == 0) {
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// set hitzones for ALL, both where people can hit and where they can _get_ hit.
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for (int i = 1; i <= 32; i++) {
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g_zones_toHit[i] = hitzones;
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g_zones_getHit[i] = hitzones;
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for (int i = 1; i <= gpGlobals->maxClients; i++) {
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for (int j = 1; j <= gpGlobals->maxClients; j++) {
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g_bodyhits[i][j] = hitzones;
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}
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//g_zones_toHit[i] = hitzones;
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//g_zones_getHit[i] = hitzones;
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}
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}
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else if (shooter == 0 && gettingHit != 0) {
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// "All" shooters, target (gettingHit) should be existing player id
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CHECK_PLAYER(gettingHit);
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// Where can all hit gettingHit?
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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g_bodyhits[i][gettingHit] = hitzones;
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}
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else if (shooter != 0 && gettingHit == 0) {
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// Shooter can hit all in bodyparts.
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CHECK_PLAYER(shooter);
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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g_bodyhits[shooter][i] = hitzones;
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}
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else {
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if (shooter == 0) {
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// "All" shooters, target (gettingHit) should be existing player id
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CHECK_PLAYER(gettingHit);
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// Where can gettingHit get hit by all?
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g_zones_getHit[gettingHit] = hitzones;
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}
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else {
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// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
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g_zones_toHit[shooter] = hitzones;
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}
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// Specified, where can player A hit player B?
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CHECK_PLAYER(shooter);
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CHECK_PLAYER(gettingHit);
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g_bodyhits[shooter][gettingHit] = hitzones;
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}
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return 1;
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@ -447,24 +450,11 @@ static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_use
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static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments
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{
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// Gets user hitzones.
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// params[1] = if this is not 0, return what zones this player can hit
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int shooter = params[1];
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// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
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int gettingHit = params[2];
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if (shooter) {
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if (shooter < 1 || shooter > gpGlobals->maxClients) {
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MF_LogError(amx, AMX_ERR_NATIVE, "Player out of range (%d)", shooter);
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return 0;
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}
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return g_zones_toHit[shooter];
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}
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else {
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CHECK_PLAYER(gettingHit);
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return g_zones_getHit[gettingHit];
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}
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CHECK_PLAYER(shooter);
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int target = params[2];
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CHECK_PLAYER(target);
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return g_bodyhits[shooter][target];
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}
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static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments
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@ -618,53 +608,55 @@ int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress,
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RETURN_META_VALUE(MRES_IGNORED, 0);
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}
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/*
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TRACE_LINE(v1, v2, fNoMonsters, e, ptr);
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if (ptr->pHit&&(ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT) )&&e&&(e->v.flags & (FL_CLIENT | FL_FAKECLIENT) )){
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player_t* pPlayer = GET_PLAYER_POINTER(e);
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if ( !(pPlayer->bodyhits[ENTINDEX(ptr->pHit)]&(1<<ptr->iHitgroup)) )
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ptr->flFraction = 1.0;
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}
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RETURN_META(MRES_SUPERCEDE);
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*/
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int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) {
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if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
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RETURN_META(MRES_IGNORED);
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TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
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if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
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RETURN_META(MRES_SUPERCEDE);
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g_hitIndex = ENTINDEX(ptr->pHit);
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//bool blocked = false;
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g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
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g_canShooterHitThere = g_zones_toHit[ENTINDEX(pentToSkip)] & (1 << ptr->iHitgroup);
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if (!g_canTargetGetHit || !g_canShooterHitThere) {
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ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
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//blocked = true;
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void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
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TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr);
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if ( ptr->pHit && (ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT))
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&& shooter && (shooter->v.flags & (FL_CLIENT | FL_FAKECLIENT)) ) {
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int shooterIndex = ENTINDEX(shooter);
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if ( !(g_bodyhits[shooterIndex][ENTINDEX(ptr->pHit)] & (1<<ptr->iHitgroup)) )
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ptr->flFraction = 1.0;
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}
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/*
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if (blocked) {
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MF_PrintSrvConsole("%s was blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
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}
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else {
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MF_PrintSrvConsole("%s was NOT blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
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}
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*/
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RETURN_META(MRES_SUPERCEDE);
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}
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//int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
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//void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
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// if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
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// RETURN_META(MRES_IGNORED);
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//
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// TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr); // Filter shooter
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//
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// if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
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// RETURN_META(MRES_SUPERCEDE);
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//
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// g_hitIndex = ENTINDEX(ptr->pHit);
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// //bool blocked = false;
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// g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
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// g_canShooterHitThere = g_zones_toHit[ENTINDEX(shooter)] & (1 << ptr->iHitgroup);
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//
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// if (!g_canTargetGetHit || !g_canShooterHitThere) {
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// ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
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// //blocked = true;
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// }
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// /*
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// if (blocked) {
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// MF_PrintSrvConsole("%s was blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
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// }
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// else {
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// MF_PrintSrvConsole("%s was NOT blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
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// }
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// */
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//
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// RETURN_META(MRES_SUPERCEDE);
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//}
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void OnAmxxAttach()
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{
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MF_AddNatives(fun_Exports);
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// Reset stuff - hopefully this should
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for (int i = 1; i <= 32; i++) {
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for (int i = 1; i <= gpGlobals->maxClients; i++) {
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// Reset all hitzones
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FUNUTIL_ResetPlayer(i);
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}
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@ -51,9 +51,7 @@
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// Fun-specific defines above
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// The stuff below might end up in a class soon
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int g_zones_toHit[33]; // where can people hit other people?
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int g_zones_getHit[33]; // where can people get hit by other people?
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//char g_bodyhits[33][33];
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char g_bodyhits[33][33]; // where can the guy in the first dimension hit the people in the 2nd dimension? :-)
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bool g_silent[33]; // used for set_user_footsteps()
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//int g_ResetHUD;
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bool g_ResetHUDbool;
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