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