112 lines
2.9 KiB
C++
Executable File
112 lines
2.9 KiB
C++
Executable File
/*
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* DoDFun
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* Copyright (c) 2004 £ukasz W³asiñski
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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 "dodfun.h"
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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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mPlayer->current = iId;
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break;
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}
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}
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void Client_InitObj(void* mValue){
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static int num;
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if ( mDest != MSG_ALL )
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return;
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switch (mState++){
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case 0:
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num = 0;
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mObjects.count = *(int*)mValue;
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if ( mObjects.count == 0 )
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mObjects.Clear();
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break;
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case 1:
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mObjects.obj[num].pEdict = INDEXENT(*(int*)mValue);
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break;
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case 2:
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mObjects.obj[num].index = *(int*)mValue;
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break;
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case 3:
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mObjects.obj[num].default_owner = *(int*)mValue;
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mObjects.obj[num].owner = mObjects.obj[num].default_owner;
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break;
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case 4:
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mObjects.obj[num].visible = *(int*)mValue;
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break;
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case 5:
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mObjects.obj[num].icon_neutral = *(int*)mValue;
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break;
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case 6:
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mObjects.obj[num].icon_allies = *(int*)mValue;
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break;
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case 7:
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mObjects.obj[num].icon_axis = *(int*)mValue;
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break;
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case 8:
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mObjects.obj[num].origin_x = *(float*)mValue;
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break;
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case 9: // 8,9 coord
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mObjects.obj[num].origin_y = *(float*)mValue;
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mState = 1;
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num++;
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if ( num == mObjects.count ){
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mObjects.Sort();
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MF_ExecuteForward( iFInitCP );
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}
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break;
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}
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}
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void Client_SetObj(void* mValue){
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static int id;
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switch (mState++){
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case 0:
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id = *(int*)mValue;
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break;
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case 1:
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mObjects.obj[id].owner = *(int*)mValue;
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break;
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}
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}
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