sm-zombiereloaded-3/src/zr/playerclasses/apply.inc

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: apply.inc
* Type: Core
* Description: Functions for applying attributes and effects on a client.
*
* Copyright (C) 2009 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/>.
*
* ============================================================================
*/
/**
* Applies all class attributes on a player. Changing model, hp, speed, health,
* effects etc. The players current team will be used to get the class index.
*
* @param client The player to apply attributes on.
* @param improved Optional. Gives advantages or improvements in some
* attributes. To be used on mother zombies. Default is
* false.
* @return True if all success on applying all attributes, false otherwise.
*/
bool:ClassApplyAttributes(client, bool:improved = false)
{
new classindex = ClassGetActiveIndex(client);
// Validate class index.
if (!ClassValidateIndex(classindex))
{
return false;
}
// Override improved settings if it's a mother zombie class.
if (ClassHasFlags(classindex, ZR_CLASS_FLAG_MOTHER_ZOMBIE))
{
improved = false;
}
ClassApplyModel(client, classindex);
ClassApplyAlpha(client, classindex);
ClassApplyOverlay(client, classindex);
ClassApplyNightVision(client, classindex);
ClassApplyFOV(client, classindex);
ClassApplyHealth(client, classindex, improved);
ClassApplyHealthRegen(client, classindex);
ClassApplySpeed(client, classindex);
return true;
}
/**
* Changes the model on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyModel(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
decl String:modelpath[PLATFORM_MAX_PATH];
// Get the model path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetModelPath(client, modelpath, sizeof(modelpath), cachetype);
}
else
{
ClassGetModelPath(classindex, modelpath, sizeof(modelpath), cachetype);
}
// Check if the user specified a pre-defined model setting.
if (StrEqual(modelpath, "random", false))
{
// TODO: Make a function that gets a random model from the specified team.
ModelsGetRandomModelIndex(modelpath, sizeof(modelpath), false, true);
Format(modelpath, sizeof(modelpath), "%s.mdl", modelpath);
}
else if (StrEqual(modelpath, "default", false))
{
// Get current model.
GetClientModel(client, modelpath, sizeof(modelpath));
// Restore original model if not already set.
if (!StrEqual(ClassOriginalPlayerModel[client], modelpath))
{
strcopy(modelpath, sizeof(modelpath), ClassOriginalPlayerModel[client]);
}
else
{
// Wanted model is already set, don't change.
return true;
}
}
else if (StrEqual(modelpath, "nochange", false))
{
// Do nothing.
return true;
}
SetEntityModel(client, modelpath);
return true;
}
/**
* Sets transparency on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyAlpha(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new alpha;
// Get the alpha value from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
alpha = ClassGetAlphaInitial(client, cachetype);
}
else
{
alpha = ClassGetAlphaInitial(classindex, cachetype);
}
if (alpha < 0)
{
return false;
}
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ToolsSetClientAlpha(client, alpha);
return true;
}
/**
* Apply the overlay on a player if not applied.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyOverlay(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
decl String:overlaypath[PLATFORM_MAX_PATH];
// Get the overlay path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetOverlayPath(client, overlaypath, sizeof(overlaypath), cachetype);
}
else
{
ClassGetOverlayPath(classindex, overlaypath, sizeof(overlaypath), cachetype);
}
ClassOverlayInitialize(client, overlaypath);
return true;
}
/**
* Gives night vision to a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyNightVision(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new bool:nvgs;
// Get the night vision setting from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
nvgs = ClassGetNvgs(client, cachetype);
}
else
{
nvgs = ClassGetNvgs(classindex, cachetype);
}
ToolsSetClientNightVision(client, nvgs);
ToolsSetClientNightVision(client, nvgs, false);
return true;
}
/**
* Sets the field of view setting on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyFOV(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new fov;
// Get the field of view setting from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
fov = ClassGetFOV(client, cachetype);
}
else
{
fov = ClassGetFOV(classindex, cachetype);
}
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ToolsSetClientDefaultFOV(client, fov);
return true;
}
/**
* Gives health points on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param boost Double health boost. Default: false
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyHealth(client, classindex, bool:boost = false, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new health;
// Get the health points from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
health = ClassGetHealth(client, cachetype);
}
else
{
health = ClassGetHealth(classindex, cachetype);
}
if (boost)
{
health *= 2;
}
SetEntityHealth(client, health);
return true;
}
/**
* Applies health regeneration on a player if enabled.
*
* @param client The client index.
* @param classindex The class to read from.
* @param boost Double health boost. Default: false
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True if applied, false otherwise.
*/
bool:ClassApplyHealthRegen(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new Float:interval;
new amount;
new max;
// Get the health regeneration info from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
interval = ClassGetHealthRegenInterval(client, cachetype);
amount = ClassGetHealthRegenAmount(client, cachetype);
max = ClassGetHealth(client, cachetype);
}
else
{
interval = ClassGetHealthRegenInterval(classindex, cachetype);
amount = ClassGetHealthRegenAmount(classindex, cachetype);
max = ClassGetHealth(classindex, cachetype);
}
if (interval > 0)
{
ClassHealthRegenInitialize(client, interval, amount, max);
return true;
}
else
{
return false;
}
}
/**
* Sets the players speed.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplySpeed(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new Float:speed;
// Get the health points from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
speed = ClassGetSpeed(client, cachetype);
}
else
{
speed = ClassGetSpeed(classindex, cachetype);
}
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ToolsSetClientLMV(client, speed);
return true;
}