sm-zombiereloaded-3/src/zr/weapons/weaponalpha.inc

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: weaponalpha.inc
* Type: Core
* Description: Weapon alpha functions, and alpha updating on drop/pickup.
*
* ============================================================================
*/
/**
* Default alpha on any CS:S weapon.
*/
#define WEAPONALPHA_DEFAULT_VALUE 255
/**
* Array that stores the "HookID" to be later unhooked on player disconnect.
*/
new g_iWeaponDropHookID[MAXPLAYERS + 1];
/**
* Client is joining the server.
*
* @param client The client index.
*/
WeaponAlphaClientInit(client)
{
// Hook "Weapon_Drop" on client.
g_iWeaponDropHookID[client] = ZRTools_HookWeapon_Drop(client, WeaponAlphaDrop);
}
/**
* Unhook Weapon_CanUse function on a client.
*
* @param client The client index.
*/
WeaponAlphaOnClientDisconnect(client)
{
// Unhook "Weapon_Drop" on client.
ZRTools_UnhookWeapon_Drop(g_iWeaponDropHookID[client]);
}
/**
* Client has just picked up a weapon.
*
* @param client The client index.
* @param weapon The weapon index.
*/
WeaponAlphaOnItemPickup(client, weapon)
{
// Get client's current alpha.
new alpha = ToolsGetEntityAlpha(client);
// Set new alpha on weapons.
WeaponAlphaApplyWeaponAlpha(weapon, alpha);
}
/**
* Callback function for Weapon_Drop.
* Called when a client drops their weapon.
*
* @param client The client index.
* @param weapon The weapon index.
*/
public ZRTools_Action:WeaponAlphaDrop(client, weapon)
{
// If weapon isn't a valid entity, then stop.
if (weapon < MaxClients)
{
return;
}
// Set new alpha on weapons.
WeaponAlphaApplyWeaponAlpha(weapon, WEAPONALPHA_DEFAULT_VALUE);
}
/**
* A client's alpha has been changed by the plugin.
*
* @param client The client index.
*/
WeaponAlphaOnClientAlphaChanged(client, alpha)
{
// Set new alpha on weapons.
WeaponAlphaApplyWeaponAlpha(client, alpha);
}
/**
* Set's the alpha on a client's weapons.
*
* @param entity If client index is given, alpha will be set on all their weapons.
* If a non-client index is given, alpha will be set on given entity.
* @param alpha The alpha to set the weapons to.
*/
WeaponAlphaApplyWeaponAlpha(entity, alpha)
{
if (entity > MaxClients)
{
// Turn rendermode on, on the weapon.
SetEntityRenderMode(entity, RENDER_TRANSALPHA);
// Set alpha value on the weapon.
SetEntityRenderColor(entity, _, _, _, alpha);
// Entity alpha has been set, so stop.
return;
}
// Get client's list of weapons.
new weapons[WeaponsType];
WeaponsGetClientWeapons(entity, weapons);
// Loop through array slots and set alpha.
// x = weapon slot.
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
// If weapon is invalid, then stop.
if (weapons[x] == -1)
{
continue;
}
// Turn rendermode on, on the weapon.
SetEntityRenderMode(weapons[x], RENDER_TRANSALPHA);
// Set alpha value on the weapon.
SetEntityRenderColor(weapons[x], _, _, _, alpha);
}
}