sm-zombiereloaded-3/src/zr/respawn.inc

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: respawn.inc
* Type: Module
* Description: Players come back to life
*
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* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Conditions for respawning players.
*/
enum RespawnCondition
{
Repsawn_Default = -1, /** Let ZR decide according to its settings. */
Respawn_Human = 0, /** Respawn as a human. */
Respawn_Zombie, /** Respawn as a zombie. */
Respawn_ZombieIfSuicide /** Respawn as a zombie if killed by world damage. */
}
/**
* Array for storing respawn timer handles per client.
*/
new Handle:tRespawn[MAXPLAYERS + 1];
/**
* Array for flagging zombies who were killed by world.
*/
new bool:bKilledByWorld[MAXPLAYERS + 1];
/**
* Client is joining the server.
*/
RespawnClientInit(client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// Init bKilledByWorld for client.
bKilledByWorld[client] = false;
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
RespawnOnClientSpawn(client)
{
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
}
/**
* Client has been killed.
*
* @param client The client index.
*/
RespawnOnClientDeath(client, attacker, const String:weapon[])
{
// If client is a zombie, check if they were killed by world.
if (InfectIsClientInfected(client))
{
// Set bKilledByWorld to true if attacker is not a valid client.
bKilledByWorld[client] = !ZRIsClientValid(attacker);
}
// If timer is running, kill it.
if (tRespawn[client] != INVALID_HANDLE)
{
KillTimer(tRespawn[client]);
}
// If player was infected, then stop.
if (StrEqual(weapon, "zombie_claws_of_death", false))
{
return;
}
// If respawn is disabled, stop here.
new bool:respawn = GetConVarBool(g_hCvarsList[CVAR_RESPAWN]);
if (!respawn)
{
return;
}
// Start respawn timer.
new Float:delay = GetConVarFloat(g_hCvarsList[CVAR_RESPAWN_DELAY]);
tRespawn[client] = CreateTimer(delay, RespawnTimer, client, TIMER_FLAG_NO_MAPCHANGE);
}
/**
* The round is ending.
*/
RespawnOnRoundEnd()
{
// x = client index.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// If timer isn't currently running, then stop.
if (tRespawn[x] == INVALID_HANDLE)
{
continue;
}
// Stop timer.
KillTimer(tRespawn[x]);
// Reset timer handle.
tRespawn[x] = INVALID_HANDLE;
}
}
/**
* Spawns a player into the round.
*
* @param client The client index.
* @param zombie Respawn as zombie.
* @param zombieIfSuicide Respawn as zombie if killed by world damage.
*
* @return True if the player was spawned, false otherwise.
*/
bool:RespawnSpawnClient(client, bool:zombie = false, bool:zombieIfSuicide = false)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return false;
}
// Get respawn condition.
new RespawnCondition:condition = RespawnToContition(zombie, zombieIfSuicide);
// Trigger API forward.
new Action:result = APIOnClientRespawn(client, condition);
// Check if respawn should be stopped.
if (result == Plugin_Handled)
{
return false;
}
// Restore respawn condition.
RespawnRestoreCondition(condition, zombie, zombieIfSuicide);
new bool:ragdollremove = GetConVarBool(g_hCvarsList[CVAR_VEFFECTS_RAGDOLL_REMOVE]);
if (!ragdollremove)
{
// Detatch ragdoll so it's not removed on respawn.
RagdollResetClientRagdoll(client);
}
// Spawn player.
CS_RespawnPlayer(client);
// Reset player velocity
float fResetVelocity[3] = {0.0, 0.0, 0.0};
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, fResetVelocity);
// Check if first zombie has spawned.
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if (InfectHasZombieSpawned())
{
// Infect if player should spawn as zombie.
if (zombie)
{
InfectHumanToZombie(client);
}
// Infect if player committed suicide by world damage.
else if (zombieIfSuicide && bKilledByWorld[client])
{
InfectHumanToZombie(client);
bKilledByWorld[client] = false;
}
}
// Forward event to modules.
APIOnClientRespawned(client, condition);
return true;
}
/**
* Timer callback, respawns a player.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:RespawnTimer(Handle:timer, any:client)
{
// Reset timer handle.
tRespawn[client] = INVALID_HANDLE;
// If client isn't in-game, then stop.
if (!IsClientInGame(client))
{
return;
}
// If player already is alive, then stop.
if (IsPlayerAlive(client))
{
return;
}
// Get client team.
new team = GetClientTeam(client);
// If player isn't on a team, then stop.
if (team != CS_TEAM_T && team != CS_TEAM_CT)
{
return;
}
// Get whether player should respawn as zombie.
new bool:zombie = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE]);
// Get whether zombies died by suicide should respawn as zombies.
new bool:zombieIfSuicide = GetConVarBool(g_hCvarsList[CVAR_RESPAWN_TEAM_ZOMBIE_WORLD]);
// Spawn player.
RespawnSpawnClient(client, zombie, zombieIfSuicide);
}
/**
* Converts separate conditions into a single condition value.
*/
RespawnCondition:RespawnToContition(bool:zombie, bool:zombieIfSuicide)
{
if (zombie)
{
return Respawn_Zombie;
}
else if (zombieIfSuicide)
{
return Respawn_ZombieIfSuicide;
}
return Respawn_Human;
}
/**
* Restores respawn condition to individual variables. If the condition invalid,
* nothing will be changed.
*
* @param condition Condition to restore.
* @param zombie Output.
* @param zombieIfSucidie Output.
*/
RespawnRestoreCondition(RespawnCondition:condition, &bool:zombie, &bool:zombieIfSuicide)
{
switch (condition)
{
case Respawn_Human:
{
zombie = false;
zombieIfSuicide = false;
}
case Respawn_Zombie:
{
zombie = true;
zombieIfSuicide = false;
}
case Respawn_ZombieIfSuicide:
{
zombie = false;
zombieIfSuicide = true;
}
}
}