317 lines
7.6 KiB
C++
317 lines
7.6 KiB
C++
// 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
|
|
|
|
//
|
|
// TFCX Module
|
|
//
|
|
|
|
#include "amxxmodule.h"
|
|
#include "tfcx.h"
|
|
|
|
|
|
int damage;
|
|
int TA;
|
|
int weapon;
|
|
int aim;
|
|
CPlayer *pAttacker;
|
|
edict_t* tempEnt;
|
|
int tempInt;
|
|
bool ignoreDamage = false;
|
|
|
|
void Client_ResetHUD(void* mValue){
|
|
if ( mPlayer ){
|
|
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;
|
|
strcpy(weaponData[iId].fullName, wpnName );
|
|
weaponData[iId].name = weaponData[iId].fullName;
|
|
|
|
char* wpnPrefix = strstr( weaponData[iId].fullName ,"tf_weapon_");
|
|
|
|
if ( wpnPrefix )
|
|
weaponData[iId].name = wpnPrefix + 10;
|
|
}
|
|
}
|
|
*/
|
|
|
|
void Client_Damage(void* mValue){
|
|
switch (mState++) {
|
|
case 1:
|
|
damage = *(int*)mValue;
|
|
break;
|
|
|
|
case 2:
|
|
edict_t* enemy;
|
|
if ( !mPlayer || !damage )
|
|
break;
|
|
|
|
enemy = mPlayer->pEdict->v.dmg_inflictor;
|
|
|
|
if ( FNullEnt( enemy ) )
|
|
break;
|
|
|
|
if (enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT) ) { // attacker is player and his active weapon
|
|
|
|
pAttacker = GET_PLAYER_POINTER(enemy);
|
|
|
|
aim = pAttacker->aiming;
|
|
weapon = pAttacker->current;
|
|
|
|
switch(weapon){
|
|
case TFC_WPN_SPANNER:
|
|
case TFC_WPN_AXE:
|
|
case TFC_WPN_KNIFE:
|
|
pAttacker->saveShot(weapon); // melee , save shot too
|
|
break;
|
|
|
|
case TFC_WPN_MEDIKIT:
|
|
if ( pAttacker->teamId == mPlayer->teamId ) // ???
|
|
ignoreDamage = true;
|
|
pAttacker->saveShot(weapon); // melee , save shot too
|
|
break;
|
|
}
|
|
|
|
pAttacker->saveHit( mPlayer , weapon , damage, aim);
|
|
|
|
}
|
|
else if ( !FNullEnt( enemy->v.owner ) ){
|
|
if ( enemy->v.owner->v.flags & (FL_CLIENT | FL_FAKECLIENT) ){ // caltrop, empgrenade, gasgrenade, napalmgrenade
|
|
|
|
pAttacker = GET_PLAYER_POINTER(enemy->v.owner);
|
|
|
|
const char *szClass = STRING(enemy->v.classname);
|
|
|
|
switch(szClass[10]){
|
|
case 'c':
|
|
weapon = TFC_WPN_CALTROP;
|
|
break;
|
|
case 'e':
|
|
weapon = TFC_WPN_EMPGRENADE;
|
|
break;
|
|
case 'g':
|
|
weapon = TFC_WPN_GASGRENADE;
|
|
break;
|
|
case 'm':
|
|
weapon = TFC_WPN_MEDIKIT;
|
|
if ( pAttacker->teamId == mPlayer->teamId ) // ???
|
|
ignoreDamage = true;
|
|
pAttacker->saveShot(weapon);
|
|
break;
|
|
case 'n':
|
|
weapon = TFC_WPN_NAPALMGRENADE;
|
|
break;
|
|
case 'a':
|
|
case 's':
|
|
case '_': // hmm...nailgun_nail, fastswitch and this one may not be true...
|
|
//PRINT_CONSOLE("Nail! Class:%d wpn:%d\n",pAttacker->classId,pAttacker->current);
|
|
weapon = pAttacker->current;
|
|
aim = pAttacker->aiming;
|
|
break;
|
|
case 'r':
|
|
weapon = TFC_WPN_FLAMETHROWER;
|
|
break;
|
|
}
|
|
if ( !weapon ) {
|
|
switch(szClass[3]){
|
|
case 'e':
|
|
weapon = TFC_WPN_TIMER; // TFC_WPN_MEDKIT ??
|
|
|
|
tempInt = *( (int*)mPlayer->pEdict->pvPrivateData + pdTimerOwner );
|
|
if (!tempInt)
|
|
break;
|
|
tempEnt = (edict_t*)tempInt;
|
|
pAttacker = GET_PLAYER_POINTER(tempEnt);
|
|
|
|
if ( pAttacker->teamId == mPlayer->teamId ) // ???
|
|
ignoreDamage = true;
|
|
|
|
pAttacker->saveShot(weapon); // ??? save shot too
|
|
break;
|
|
case 'f':
|
|
weapon = TFC_WPN_FLAMES; // tf_fire
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( weapon )
|
|
pAttacker->saveHit( mPlayer , weapon , damage, aim );
|
|
//else
|
|
// PRINT_CONSOLE("*** DMG! Att:%d Vic:%d unknown weapon %s\n",pAttacker->index,mPlayer->index,STRING(enemy->v.classname));
|
|
}
|
|
// nailgrenadenail->nailgrenade->player :))) I'm the best !
|
|
else if ( !FNullEnt(enemy->v.owner->v.owner) && enemy->v.owner->v.owner->v.flags & (FL_CLIENT | FL_FAKECLIENT ) ){
|
|
pAttacker = GET_PLAYER_POINTER(enemy->v.owner->v.owner);
|
|
weapon = TFC_WPN_NAILGRENADE;
|
|
pAttacker->saveHit( mPlayer , weapon , damage, aim );
|
|
}
|
|
}
|
|
else { // nailgrenade , mirvgrenade , normalgrenade , rockets
|
|
if ( strstr("sentrygun",STRING(enemy->v.classname)) ){
|
|
tempInt = *( (int*)enemy->pvPrivateData + pdSentryGunOwner );
|
|
if ( !tempInt )
|
|
break;
|
|
tempEnt = (edict_t*)tempInt;
|
|
pAttacker = GET_PLAYER_POINTER(tempEnt);
|
|
weapon = TFC_WPN_SENTRYGUN;
|
|
pAttacker->saveShot(weapon); // save shot too
|
|
pAttacker->saveHit( mPlayer , weapon , damage, aim );
|
|
}
|
|
else if( g_grenades.find(enemy , &pAttacker , &weapon ) ){
|
|
if ( weapon == TFC_WPN_RPG && pAttacker->classId == TFC_PC_PYRO ){
|
|
weapon = TFC_WPN_IC;
|
|
pAttacker->saveShot(weapon);
|
|
}
|
|
|
|
pAttacker->saveHit( mPlayer , weapon , damage, aim );
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void Client_Damage_End(void* mValue){
|
|
if ( !damage )
|
|
return;
|
|
|
|
if ( !pAttacker )
|
|
pAttacker = mPlayer;
|
|
|
|
if ( !ignoreDamage ){
|
|
TA = 0;
|
|
if ( (mPlayer->teamId == pAttacker->teamId) && (mPlayer != pAttacker) )
|
|
TA = 1;
|
|
if (g_damage_info > 0)
|
|
MF_ExecuteForward(g_damage_info, pAttacker->index, mPlayer->index, damage, weapon, aim, TA);
|
|
|
|
if( !mPlayer->IsAlive() ){
|
|
pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
|
|
|
|
if (g_death_info > 0)
|
|
MF_ExecuteForward(g_death_info, pAttacker->index, mPlayer->index, weapon, aim, TA);
|
|
}
|
|
}
|
|
|
|
damage = 0;
|
|
aim = 0;
|
|
weapon = 0;
|
|
pAttacker = NULL;
|
|
ignoreDamage = false;
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
// SniperRifle, AC and AutoRifle ...
|
|
if ( mPlayer->classId == TFC_PC_HWGUY ){
|
|
if ( mPlayer->current == TFC_WPN_AC && mPlayer->weapons[mPlayer->current].ammo > *(int*)mValue && iAmmo == weaponData[mPlayer->current].ammoSlot )
|
|
mPlayer->saveShot(mPlayer->current);
|
|
}
|
|
else if ( mPlayer->classId == TFC_PC_SNIPER ){
|
|
if ( (mPlayer->current == TFC_WPN_SNIPERRIFLE || mPlayer->current == TFC_WPN_AUTORIFLE) && mPlayer->weapons[mPlayer->current].ammo > *(int*)mValue && iAmmo == weaponData[mPlayer->current].ammoSlot )
|
|
mPlayer->saveShot(mPlayer->current);
|
|
}
|
|
//
|
|
|
|
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 iIndex;
|
|
static int iClass;
|
|
switch (mState++){
|
|
case 0:
|
|
iIndex = *(int*)mValue;
|
|
break;
|
|
case 3:
|
|
iClass = *(int*)mValue;
|
|
break;
|
|
case 4:
|
|
if ( iIndex > 0 && iIndex <= gpGlobals->maxClients ){
|
|
GET_PLAYER_POINTER_I( iIndex )->teamId = *(int*)mValue;
|
|
GET_PLAYER_POINTER_I( iIndex )->classId = iClass;
|
|
}
|
|
|
|
}
|
|
}
|
|
|