amxmodx/dlls/ts/tsx/usermsg.cpp
2014-08-04 13:18:40 -05:00

275 lines
6.0 KiB
C++
Executable File

// 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
//
// TSX Module
//
#include "amxxmodule.h"
#include "tsx.h"
void Client_ResetHUD_End(void* mValue)
{
if ( mPlayer->IsAlive() ){ // ostatni przed spawn'em
mPlayer->clearStats = gpGlobals->time + 0.25f; // teraz czysc statystyki
}
else { // dalej "dead" nie czysc statystyk!
mPlayer->items = 0;
mPlayer->is_specialist = 0;
mPlayer->killingSpree = 0;
mPlayer->killFlags = 0;
mPlayer->frags = (int)mPlayer->pEdict->v.frags;
/*
fix dla user_kill() z addfrag
oraz self kills
*/
}
}
void Client_ScoreInfo(void* mValue)
{
static int iId;
switch(mState++){
case 0:
iId = *(int*)mValue;
break;
case 4:
if ( iId && (iId < 33) ){
GET_PLAYER_POINTER_I(iId)->teamId = *(int*)mValue;
}
break;
}
}
void Client_WeaponInfo(void* mValue)
{
static int wpn;
switch(mState++){
case 0:
wpn = *(int*)mValue;
if ( !wpn ) wpn = 36; // kung fu
mPlayer->current = wpn;
break;
case 1:
mPlayer->weapons[wpn].clip = *(int*)mValue;
break;
case 2:
mPlayer->weapons[wpn].ammo = *(int*)mValue;
break;
case 3:
mPlayer->weapons[wpn].mode = *(int*)mValue;
break;
case 4:
mPlayer->weapons[wpn].attach = *(int*)mValue;
break;
}
}
void Client_ClipInfo(void* mValue)
{
int iValue = *(int*)mValue;
if ( iValue < mPlayer->weapons[mPlayer->current].clip ) {
mPlayer->saveShot(mPlayer->current);
}
mPlayer->weapons[mPlayer->current].clip = iValue;
}
void Client_TSHealth_End(void* mValue){
edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
int damage = (int)mPlayer->pEdict->v.dmg_take;
if ( !damage || !enemy )
return;
int aim = 0;
int weapon = 0;
mPlayer->pEdict->v.dmg_take = 0.0;
CPlayer* pAttacker = NULL;
if ( enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT) ){
pAttacker = GET_PLAYER_POINTER(enemy);
weapon = pAttacker->current;
aim = pAttacker->aiming;
pAttacker->saveHit( mPlayer , weapon , damage, aim );
}
else {
char szCName[16];
strcpy( szCName,STRING(enemy->v.classname) );
if ( szCName[0] == 'g' ) {
if ( enemy->v.owner && enemy->v.owner->v.flags & (FL_CLIENT | FL_FAKECLIENT) ){
pAttacker = GET_PLAYER_POINTER(enemy->v.owner);
weapon = 24; // grenade
if ( pAttacker != mPlayer )
pAttacker->saveHit( mPlayer , weapon , damage, 0 );
}
}
else if ( szCName[0] == 'k' ) {
edict_t *pOwner = (edict_t *)*( (int*)enemy->pvPrivateData + gKnifeOffset );
if ( FNullEnt( (edict_t*)pOwner) )
return;
pAttacker = GET_PLAYER_POINTER( pOwner );
weapon = 37; // throwing knife
aim = pAttacker ? pAttacker->aiming : 0;
pAttacker->saveHit( mPlayer , weapon , damage, aim );
}
}
if ( !pAttacker ) pAttacker = mPlayer;
int TA = 0;
if ( mPlayer->teamId || is_theonemode ){
if ( (mPlayer->teamId == pAttacker->teamId ) && (mPlayer != pAttacker) )
TA = 1;
}
if ( weaponData[weapon].melee )
pAttacker->saveShot(weapon);
MF_ExecuteForward(g_damage_info,
(cell)pAttacker->index,
(cell)mPlayer->index,
(cell)damage,
(cell)weapon,
(cell)aim,
(cell)TA
);
if ( mPlayer->IsAlive() )
return;
// death
if ( (int)pAttacker->pEdict->v.frags - pAttacker->frags == 0 ) // nie bylo fraga ? jest tak dla bledu z granatem ..
pAttacker = mPlayer;
int killFlags = 0;
if ( !TA && mPlayer!=pAttacker ) {
int sflags = pAttacker->pEdict->v.iuser4;
int stuntKill = 0;
int slpos = 0;
if ( weapon == 24 ) // dla granata nie liczy sie sflags
; // nic nie rob..
else if ( sflags == 20 || sflags == 1028 || sflags == 2052 )
stuntKill = 1;
else if ( sflags == 36)
slpos = 1;
int doubleKill = 0;
if ( gpGlobals->time - pAttacker->lastKill < 1.0 )
doubleKill = 1;
if ( stuntKill )
killFlags |= TSKF_STUNTKILL;
pAttacker->lastKill = gpGlobals->time;
pAttacker->killingSpree++;
if ( pAttacker->killingSpree == 10 )
pAttacker->is_specialist = 1;
pAttacker->lastFrag = weaponData[weapon].bonus + 2*stuntKill;
if ( doubleKill ){
pAttacker->lastFrag *= 2;
killFlags |= TSKF_DOUBLEKILL;
}
if ( pAttacker->is_specialist ){
pAttacker->lastFrag *= 2;
killFlags |= TSKF_ISSPEC;
}
if ( mPlayer->is_specialist ){
pAttacker->lastFrag += 5;
killFlags |= TSKF_KILLEDSPEC;
}
pAttacker->frags += pAttacker->lastFrag;
if ( pAttacker->frags != pAttacker->pEdict->v.frags ){
// moze to sliding kill ?
if ( slpos )
killFlags |= TSKF_SLIDINGKILL;
else // moze to kung fu z bronia ?
weapon = 36;
pAttacker->lastFrag += (int)pAttacker->pEdict->v.frags - pAttacker->frags;
pAttacker->frags = (int)pAttacker->pEdict->v.frags;
}
}
pAttacker->killFlags = killFlags;
pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
MF_ExecuteForward(g_death_info,
(cell)pAttacker->index,
(cell)mPlayer->index,
(cell)weapon,
(cell)aim,
(cell)TA);
}
void Client_TSState(void* mValue)
{
mPlayer->oldstate = mPlayer->state;
mPlayer->checkstate = 1;
mPlayer->state = *(int*)mValue;
}
void Client_WStatus(void* mValue)
{
switch(mState++){
case 1:
if ( !*(int*)mValue ){
mPlayer->current = 36; // fix dla wytraconej broni
}
break;
}
}
void Client_TSCash(void* mValue)
{
mPlayer->money = *(int*)mValue;
}
void Client_TSSpace(void* mValue)
{
mPlayer->space = *(int*)mValue;
}
void Client_PwUp(void* mValue)
{
static int iPwType;
switch(mState++){
case 0:
iPwType = *(int*)mValue;
switch(iPwType){
case TSPWUP_KUNGFU :
mPlayer->items |= TSITEM_KUNGFU;
break;
case TSPWUP_SJUMP:
mPlayer->items |= TSITEM_SUPERJUMP;
break;
default: mPlayer->PwUp = iPwType;
}
break;
case 1:
if ( iPwType != TSPWUP_KUNGFU && iPwType != TSPWUP_SJUMP )
mPlayer->PwUpValue = *(int*)mValue;
break;
}
}