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