// vim: set ts=4 sw=4 tw=99 noet: // // AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO"). // Copyright (C) The AMX Mod X Development Team. // Copyright (C) 2004 Lukasz Wlasinski. // // This software is licensed under the GNU General Public License, version 3 or higher. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://alliedmods.net/amxmodx-license // // DODX Module // #include "amxxmodule.h" #include "CMisc.h" #include "dodx.h" // ***************************************************** // class CPlayer // ***************************************************** void CPlayer::Disconnect() { ingame = false; bot = false; savedScore = 0; oldteam = 0; oldclass = 0; oldprone = 0; oldstamina = 0.0f; // Model Stuff sModel.is_model_set = false; sModel.body_num = 0; // Object stuff object.pEdict = NULL; object.type = 0; object.carrying = false; object.do_forward = false; if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused return; rank->updatePosition( &life ); } void CPlayer::PutInServer(){ ingame = true; if ( ignoreBots(pEdict) ) return; restartStats(); const char* unique; const char* name = STRING(pEdict->v.netname); bool isip = false; switch((int)dodstats_rank->value) { case 1: if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 ) unique = name; // failed to get authid break; case 2: unique = ip; isip = true; break; default: unique = name; } if ( ( rank = g_rank.findEntryInRank( unique , name , isip) ) == 0 ) ingame = false; } void CPlayer::Connect(const char* nn,const char* ippp ){ bot = IsBot(); strcpy(ip,ippp); // Strip the port from the ip for (size_t i = 0; i < sizeof(ip); i++) { if (ip[i] == ':') { ip[i] = '\0'; break; } } } void CPlayer::restartStats(bool all) { if ( all ) { memset(weapons,0,sizeof(weapons)); memset(static_cast(&round),0,sizeof(round)); memset(weaponsRnd,0,sizeof(weaponsRnd)); } memset(weaponsLife,0,sizeof(weaponsLife)); //DEC-Weapon (Round) stats memset(attackers,0,sizeof(attackers)); memset(victims,0,sizeof(victims)); life = {}; } void CPlayer::Init( int pi, edict_t* pe ) { aiming = 0; wpnModel = 0; wpnscount = 0; lastScore = 0; sendScore = 0; clearRound = 0.0f; pEdict = pe; index = pi; current = 0; clearStats = 0.0f; ingame = false; bot = false; savedScore = 0; oldteam = 0; oldclass = 0; oldprone = 0; oldstamina = 0.0f; do_scoped = false; is_scoped = false; // Model Stuff sModel.is_model_set = false; sModel.body_num = 0; // Object stuff object.pEdict = NULL; object.type = 0; object.carrying = false; object.do_forward = false; } void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk){ if ( ignoreBots(pEdict,pVictim->pEdict) ) return; if ( pVictim->index == index ) { // killed self pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->round.deaths++; pVictim->weaponsLife[0].deaths++; // DEC-Weapon (life) stats pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats return; } int vw = get_weaponid(pVictim); pVictim->attackers[index].name = (char*)weaponData[wweapon].name; pVictim->attackers[index].kills++; pVictim->attackers[index].hs += hhs; pVictim->attackers[index].tks += ttk; pVictim->attackers[0].kills++; pVictim->attackers[0].hs += hhs; pVictim->attackers[0].tks += ttk; pVictim->weapons[vw].deaths++; pVictim->weapons[0].deaths++; pVictim->life.deaths++; pVictim->round.deaths++; pVictim->weaponsLife[vw].deaths++; // DEC-Weapon (life) stats pVictim->weaponsLife[0].deaths++; // DEC-Weapon (life) stats pVictim->weaponsRnd[vw].deaths++; // DEC-Weapon (round) stats pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats int vi = pVictim->index; victims[vi].name = (char*)weaponData[wweapon].name; victims[vi].deaths++; victims[vi].hs += hhs; victims[vi].tks += ttk; victims[0].deaths++; victims[0].hs += hhs; victims[0].tks += ttk; weaponsLife[wweapon].kills++; // DEC-Weapon (life) stats weaponsLife[wweapon].hs += hhs; // DEC-Weapon (life) stats weaponsLife[wweapon].tks += ttk; // DEC-Weapon (life) stats weaponsLife[0].kills++; // DEC-Weapon (life) stats weaponsLife[0].hs += hhs; // DEC-Weapon (life) stats weaponsLife[0].tks += ttk; // DEC-Weapon (life) stats weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats weaponsRnd[0].kills++; // DEC-Weapon (round) stats weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats weapons[wweapon].kills++; weapons[wweapon].hs += hhs; weapons[wweapon].tks += ttk; weapons[0].kills++; weapons[0].hs += hhs; weapons[0].tks += ttk; life.kills++; life.hs += hhs; life.tks += ttk; round.kills++; round.hs += hhs; round.tks += ttk; } void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody){ if ( ignoreBots(pEdict,pVictim->pEdict) ) return; pVictim->attackers[index].hits++; pVictim->attackers[index].damage += ddamage; pVictim->attackers[index].bodyHits[bbody]++; pVictim->attackers[0].hits++; pVictim->attackers[0].damage += ddamage; pVictim->attackers[0].bodyHits[bbody]++; int vi = pVictim->index; victims[vi].hits++; victims[vi].damage += ddamage; victims[vi].bodyHits[bbody]++; victims[0].hits++; victims[0].damage += ddamage; victims[0].bodyHits[bbody]++; weaponsLife[wweapon].hits++; // DEC-Weapon (life) stats weaponsLife[wweapon].damage += ddamage; // DEC-Weapon (life) stats weaponsLife[wweapon].bodyHits[bbody]++; // DEC-Weapon (life) stats weaponsLife[0].hits++; // DEC-Weapon (life) stats weaponsLife[0].damage += ddamage; // DEC-Weapon (life) stats weaponsLife[0].bodyHits[bbody]++; // DEC-Weapon (life) stats weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats weaponsRnd[0].hits++; // DEC-Weapon (round) stats weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats weapons[wweapon].hits++; weapons[wweapon].damage += ddamage; weapons[wweapon].bodyHits[bbody]++; weapons[0].hits++; weapons[0].damage += ddamage; weapons[0].bodyHits[bbody]++; life.hits++; life.damage += ddamage; life.bodyHits[bbody]++; round.hits++; round.damage += ddamage; round.bodyHits[bbody]++; } void CPlayer::saveShot(int weapon) { if ( ignoreBots(pEdict) ) return; victims[0].shots++; weapons[weapon].shots++; weapons[0].shots++; life.shots++; round.shots++; weaponsLife[weapon].shots++; // DEC-Weapon (life) stats weaponsLife[0].shots++; // DEC-Weapon (life) stats weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats weaponsRnd[0].shots++; // DEC-Weapon (round) stats } void CPlayer::updateScore(int weapon, int score) { if ( ignoreBots(pEdict) ) return; life.points += score; round.points += score; weaponsLife[weapon].points += score; weaponsLife[0].points += score; weaponsRnd[weapon].points += score; weaponsRnd[0].points += score; weapons[weapon].points += score; weapons[0].points += score; } void CPlayer::killPlayer() { pEdict->v.dmg_inflictor = NULL; pEdict->v.health = 0; pEdict->v.deadflag = DEAD_RESPAWNABLE; pEdict->v.weaponmodel = 0; pEdict->v.weapons = 0; } void CPlayer::initModel(char* model) { strcpy(sModel.modelclass, (const char*)model); sModel.is_model_set = true; } void CPlayer::clearModel() { sModel.is_model_set = false; } bool CPlayer::setModel() { if(!ingame || ignoreBots(pEdict)) return false; if(sModel.is_model_set) { ENTITY_SET_KEYVALUE(pEdict, "model", sModel.modelclass); pEdict->v.body = sModel.body_num; return true; } return false; } void CPlayer::setBody(int bn) { if(!ingame || ignoreBots(pEdict)) return; sModel.body_num = bn; return; } /* iuser3 = 0 standing up iuser3 = 1 going prone or mg tearing down iuser3 = 2 setting up mg while laying down */ void CPlayer::PreThink() { if(!ingame || ignoreBots(pEdict)) return; if(oldteam != pEdict->v.team && iFTeamForward != -1) MF_ExecuteForward(iFTeamForward, index, pEdict->v.team, oldteam); if(oldclass != pEdict->v.playerclass && iFClassForward != -1) MF_ExecuteForward(iFClassForward, index, pEdict->v.playerclass, oldclass); if(oldprone != pEdict->v.iuser3 && oldprone != 2 && pEdict->v.iuser3 != 2 && iFProneForward != -1) MF_ExecuteForward(iFProneForward, index, pEdict->v.iuser3); if(oldstamina > pEdict->v.fuser4 && iFStaminaForward != -1) MF_ExecuteForward(iFStaminaForward, index, ((int)pEdict->v.fuser4)); if(wpns_bitfield != pEdict->v.weapons) WeaponsCheck(pEdict->v.weapons & ~(1<<31)); // Set the old variables for oldprone = pEdict->v.iuser3; oldteam = pEdict->v.team; oldclass = pEdict->v.playerclass; oldstamina = pEdict->v.fuser4; wpns_bitfield = pEdict->v.weapons & ~(1<<31); } void CPlayer::Scoping(int value) { // Everyone gets a 0 then another call for 90, so I need to figure out // what weapon they have before I can then check if they are scoped or not do_scoped = false; switch(value) { // This is when the scope is dropped from the eye case 0: // Is this an initial call if(mPlayer->current == 0) return; // SKar Spring SFG42 SEnfield if((mPlayer->current == 6 || mPlayer->current == 9 || mPlayer->current == 32 || mPlayer->current == 35) && is_scoped) { is_scoped = false; do_scoped = true; } break; // This is when the scope is put up to the eye case 20: // SKar Spring SFG42 SEnfield if((mPlayer->current == 6 || mPlayer->current == 9 || mPlayer->current == 32 || mPlayer->current == 35) && !is_scoped) { is_scoped = true; do_scoped = true; } break; // This means the scope has been initialized case 90: is_scoped = false; return; }; } void CPlayer::ScopingCheck() { if(do_scoped) MF_ExecuteForward(iFScopeForward, index, (int)is_scoped); } void CPlayer::WeaponsCheck(int weapons) { if(wpns_bitfield == 0) return; else if(pEdict->v.weapons == 0) return; int old; int cur; for(int i = 1; i < DODMAX_WEAPONS; ++i) { // Check to see we are not talking about a grenade and we have changed if(i != 13 && i != 14 && i != 15 && i != 16 && i != 36) { old = wpns_bitfield&(1<player = player; a->grenade = grenade; a->time = gpGlobals->time + time; a->type = type; a->next = head; head = a; } bool Grenades::find( edict_t* enemy, CPlayer** p, int& type ) { bool found = false; float lastTime = 0.0; Obj** a = &head; while(*a) { if((*a)->time > gpGlobals->time) { if((*a)->grenade == enemy) { found = true; // we need this because of catched grenades if((*a)->time > lastTime) { (*p) = (*a)->player; // two people can have the same nade in our list type = (*a)->type; lastTime = (*a)->time; } } } else { Obj* next = (*a)->next; delete *a; *a = next; continue; } a = &(*a)->next; } return found; } void Grenades::clear() { while(head) { Obj* a = head->next; delete head; head = a; } } // ***************************************************** // class CMapInfo // ***************************************************** void CMapInfo::Init() { pEdict = 0; initialized = false; /* default values from dod.fgd */ detect_axis_paras = 0; detect_allies_paras = 0; detect_allies_country = 0; }