271 lines
5.7 KiB
C++
Executable File
271 lines
5.7 KiB
C++
Executable File
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// CSX Module
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//
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#include "amxxmodule.h"
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#include "rank.h"
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weaponsVault weaponData[MAX_WEAPONS+MAX_CWEAPONS];
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int damage;
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int TA;
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int weapon;
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int aim;
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bool ignore;
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CPlayer *pAttacker;
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void Client_ResetHUD(void* mValue){
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if ( mPlayer ){
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mPlayer->clearStats = gpGlobals->time + 0.25f;
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}
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}
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void Client_DeathMsg(void *mValue)
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{
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static int killer_id;
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//static int victim_id;
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static int is_headshot;
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const char *name;
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switch (mState++)
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{
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case 0:
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{
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killer_id = *(int *)mValue;
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break;
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}
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//case 1:
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// {
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// victim_id = *(int *)mValue;
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// break;
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// }
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case 2:
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{
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is_headshot = *(int *)mValue;
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break;
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}
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case 3:
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{
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name = (const char *)mValue;
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if (killer_id
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&& (strcmp(name, "knife") == 0))
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{
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CPlayer *pPlayer = GET_PLAYER_POINTER_I(killer_id);
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pPlayer->aiming = is_headshot ? 1 : 0;
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}
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break;
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}
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}
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}
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void Client_WeaponList(void* mValue){
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static int wpnList;
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static int iSlot;
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static const char* wpnName;
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switch (mState++) {
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case 0:
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wpnName = (const char*)mValue;
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break;
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case 1:
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iSlot = *(int*)mValue;
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break;
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case 7:
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int iId = *(int*)mValue;
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if ( (iId < 0 || iId >= MAX_WEAPONS ) || ( wpnList & (1<<iId) ) )
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break;
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wpnList |= (1<<iId);
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weaponData[iId].ammoSlot = iSlot;
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if ( strstr( wpnName,"weapon_") )
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{
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if ( strcmp(wpnName+7,"hegrenade") == 0 )
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strcpy(weaponData[iId].name,wpnName+9);
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else
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strcpy(weaponData[iId].name,wpnName+7);
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strcpy(weaponData[iId].logname,weaponData[iId].name);
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}
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}
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}
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void Client_Damage(void* mValue){
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static int bits;
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switch (mState++) {
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case 1:
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ignore = false;
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damage = *(int*)mValue;
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break;
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case 2:
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bits = *(int*)mValue;
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break;
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case 3:
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if (!mPlayer || !damage || bits){
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ignore = true;
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break;
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}
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edict_t *enemy;
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enemy = mPlayer->pEdict->v.dmg_inflictor;
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if ( FNullEnt( enemy ) ){
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ignore = true;
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break;
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}
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aim = 0;
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weapon = 0;
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pAttacker = NULL;
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if (enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT) ) {
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pAttacker = GET_PLAYER_POINTER(enemy);
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aim = pAttacker->aiming;
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weapon = pAttacker->current;
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pAttacker->saveHit( mPlayer , weapon , damage, aim);
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break;
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}
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if( g_grenades.find(enemy , &pAttacker , &weapon ) )
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pAttacker->saveHit( mPlayer , weapon , damage, aim );
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else if ( strcmp("grenade",STRING(enemy->v.classname))==0 ) // ? more checks ?
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weapon = CSW_C4;
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}
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}
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void Client_Damage_End(void* mValue){
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if ( ignore )
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return;
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if ( !pAttacker ) pAttacker = mPlayer;
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TA = 0;
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if ( (mPlayer->teamId == pAttacker->teamId) && (mPlayer != pAttacker) )
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TA = 1;
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MF_ExecuteForward( iFDamage, static_cast<cell>(pAttacker->index) , static_cast<cell>(mPlayer->index) ,
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static_cast<cell>(damage), static_cast<cell>(weapon), static_cast<cell>(aim), static_cast<cell>(TA) );
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if ( !mPlayer->IsAlive() ){
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if ( weapon != CSW_C4 )
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pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
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MF_ExecuteForward( iFDeath, static_cast<cell>(pAttacker->index), static_cast<cell>(mPlayer->index),
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static_cast<cell>(weapon), static_cast<cell>(aim), static_cast<cell>(TA) );
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}
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}
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void Client_CurWeapon(void* mValue){
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static int iState;
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static int iId;
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switch (mState++){
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case 0:
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iState = *(int*)mValue;
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break;
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case 1:
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if (!iState) break;
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iId = *(int*)mValue;
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break;
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case 2:
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if (!mPlayer || !iState ) break;
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int iClip = *(int*)mValue;
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if ((iClip > -1) && (iClip < mPlayer->weapons[iId].clip))
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mPlayer->saveShot(iId);
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mPlayer->weapons[iId].clip = iClip;
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mPlayer->current = iId;
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}
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}
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void Client_AmmoX(void* mValue){
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static int iAmmo;
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switch (mState++){
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case 0:
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iAmmo = *(int*)mValue;
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break;
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case 1:
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if (!mPlayer ) break;
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for(int i = 1; i < MAX_WEAPONS ; ++i)
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if (iAmmo == weaponData[i].ammoSlot)
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mPlayer->weapons[i].ammo = *(int*)mValue;
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}
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}
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void Client_AmmoPickup(void* mValue){
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static int iSlot;
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switch (mState++){
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case 0:
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iSlot = *(int*)mValue;
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break;
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case 1:
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if (!mPlayer ) break;
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for(int i = 1; i < MAX_WEAPONS ; ++i)
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if (weaponData[i].ammoSlot == iSlot)
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mPlayer->weapons[i].ammo += *(int*)mValue;
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}
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}
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void Client_ScoreInfo(void* mValue){
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static int index;
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switch (mState++){
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case 0:
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index = *(int*)mValue;
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break;
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case 4:
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if ( index > 0 && index <= gpGlobals->maxClients )
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GET_PLAYER_POINTER_I( index )->teamId = *(int*)mValue;
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}
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}
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void Client_SendAudio(void* mValue){
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static const char* szText;
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if ( mState == 1 ){
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szText = (const char*)mValue;
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if ( !mPlayer && szText[7]=='B' ) {
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if ( szText[11]=='P' && g_Planter ){
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GET_PLAYER_POINTER_I(g_Planter)->saveBPlant();
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g_bombAnnounce = BOMB_PLANTED;
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}
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else if ( szText[11]=='D' && g_Defuser ){
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GET_PLAYER_POINTER_I(g_Defuser)->saveBDefused();
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g_bombAnnounce = BOMB_DEFUSED;
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}
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}
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}
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mState++;
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}
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void Client_TextMsg(void* mValue){
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static const char* szText;
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if ( !mPlayer && mState==1 ){
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szText = (const char*)mValue;
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if ( szText[1]=='T' && szText[8]=='B' && g_Planter ){
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GET_PLAYER_POINTER_I(g_Planter)->saveBExplode();
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g_bombAnnounce = BOMB_EXPLODE;
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}
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}
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mState++;
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}
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void Client_BarTime(void* mValue){
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int iTime = *(int*)mValue;
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if ( !iTime || !mPlayer->IsAlive() ) return;
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if ( iTime == 3 ){
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g_Planter = mPlayerIndex;
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g_bombAnnounce = BOMB_PLANTING;
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g_Defuser = 0;
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}
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else {
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mPlayer->saveBDefusing();
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g_Defuser = mPlayerIndex;
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g_bombAnnounce = BOMB_DEFUSING;
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}
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}
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