Massive reorganization attempt - part 1.77
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153
dlls/dod/dodfun/CMisc.cpp
Executable file
153
dlls/dod/dodfun/CMisc.cpp
Executable file
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/*
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* dodfun
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* Copyright (c) 2004 Lukasz Wlasinski
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "amxxmodule.h"
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#include "CMisc.h"
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#include "dodfun.h"
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// *****************************************************
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// class CPlayer
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// *****************************************************
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void CPlayer::Disconnect(){
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ingame = staminaSet = fuseSet = bot = false;
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}
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void CPlayer::PutInServer(){
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ingame = true;
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}
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void CPlayer::Connect(){
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bot = IsBot();
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}
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void CPlayer::Init( int pi, edict_t* pe )
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{
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pEdict = pe;
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index = pi;
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current = 0;
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ingame = staminaSet = fuseSet = bot = false;
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}
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void CPlayer::killPlayer(){
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pEdict->v.dmg_inflictor = NULL;
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pEdict->v.health = 0;
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pEdict->v.deadflag = DEAD_RESPAWNABLE;
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pEdict->v.weaponmodel = 0;
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pEdict->v.weapons = 0;
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}
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void CPlayer::setTeamName( char *szName ){
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for (int i=0;i<16;i++){
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*( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i ) = szName[i];
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}
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}
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void CPlayer::getTeamName(char * szName ){
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for (int i=0;i<16;i++){
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szName[i] = *( (char*)pEdict->pvPrivateData + STEAM_PDOFFSET_TEAMNAME + i );
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}
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}
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void CObjective::SetKeyValue( int index, char *keyname, char *value ){
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KeyValueData pkvd;
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pkvd.szClassName = (char *)STRING(obj[index].pEdict->v.classname);
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pkvd.szKeyName = keyname; // type
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pkvd.szValue = value;
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pkvd.fHandled = false;
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MDLL_KeyValue(obj[index].pEdict, &pkvd);
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}
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void CObjective::InitObj(int dest , edict_t* ed ){
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MESSAGE_BEGIN( dest, gmsgInitObj,0,ed );
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WRITE_BYTE( count );
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for ( int i=0; i<count; i++ ){
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WRITE_SHORT(ENTINDEX(obj[i].pEdict));
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WRITE_BYTE( obj[i].index );
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WRITE_BYTE( obj[i].owner );
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WRITE_BYTE( obj[i].visible );
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WRITE_BYTE( obj[i].icon_neutral );
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WRITE_BYTE( obj[i].icon_allies );
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WRITE_BYTE( obj[i].icon_axis );
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WRITE_COORD( obj[i].origin_x );
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WRITE_COORD( obj[i].origin_y );
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}
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MESSAGE_END();
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}
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void CObjective::SetObj(int index){
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MESSAGE_BEGIN(MSG_ALL,gmsgSetObj);
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WRITE_BYTE(obj[index].index);
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WRITE_BYTE(obj[index].owner);
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WRITE_BYTE(0);
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MESSAGE_END();
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}
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void CObjective::UpdateOwner(int index, int team){
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obj[index].owner = team;
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GET_CP_PD(obj[index].pEdict).owner = team;
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switch ( team ){
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case 0:
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obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_neutral );
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obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_neutral;
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break;
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case 1:
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obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_allies );
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obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_allies;
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break;
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case 2:
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obj[index].pEdict->v.model = MAKE_STRING( GET_CP_PD(obj[index].pEdict).model_axis );
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obj[index].pEdict->v.body = GET_CP_PD(obj[index].pEdict).model_body_axis;
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break;
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}
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mObjects.SetObj(index);
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}
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void CObjective::Sort(){
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objinfo_t temp;
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for (int j=0;j<count-1;j++ ){
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for (int i=0;i<count-1;i++ ){
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if ( obj[i].index > obj[i+1].index ){
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temp = obj[i+1];
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obj[i+1] = obj[i];
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obj[i] = temp;
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}
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}
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}
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}
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