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