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

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/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: classevents.inc
* Type: Core
* Description: Functions for handling class related events.
*
* ============================================================================
*/
/* ------------------------------------
*
* GAME EVENTS
*
* ------------------------------------
*/
/**
* To be called when a client connect to the server.
* (OnClientPutInServer)
*/
ClassClientInit(client)
{
// Check if there are valid classes and the client is valid.
if (ClassValidated && ZRIsClientValid(client))
{
// Set default class indexes on the player.
ClassClientSetDefaultIndexes(client);
}
// Forward event to sub-modules
ClassOverlayClientInit(client);
}
/**
* Called when all modules are done loading.
*/
ClassOnModulesLoaded()
{
// Set default classes on all player slots.
ClassClientSetDefaultIndexes();
}
ClassOnClientDisconnect(client)
{
// Disable class attributes with timers.
ClassHealthRegenStop(client);
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
ClassOnClientSpawn(client)
{
// Check if the player is alive.
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if (!IsPlayerAlive(client))
{
return;
}
// Check if there are valid classes. Block this event if classes aren't
// done loading.
if (!ClassValidated)
{
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return;
}
new bool:randomclass = GetConVarBool(g_hCvarsList[CVAR_CLASSES_RANDOM]);
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decl String:steamid[16];
decl String:classname[64];
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// Assign random classes if enabled. Always do it for bots.
GetClientAuthString(client, steamid, sizeof(steamid));
if (randomclass || StrEqual(steamid, "BOT"))
{
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// Get random classes for each type.
new randomzombie = ClassGetRandomClass(ZR_CLASS_TEAM_ZOMBIES);
new randomhuman = ClassGetRandomClass(ZR_CLASS_TEAM_HUMANS);
// Mark zombie class as selected.
ClassSelected[client][ZR_CLASS_TEAM_ZOMBIES] = randomzombie;
ClassGetName(randomzombie, classname, sizeof(classname), ZR_CLASS_TEAM_ZOMBIES);
TranslationPrintToChat(client, "Classes random assignment", classname);
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// Mark human class as selected.
ClassSelected[client][ZR_CLASS_TEAM_HUMANS] = randomhuman;
ClassGetName(randomhuman, classname, sizeof(classname), ZR_CLASS_TEAM_HUMANS);
TranslationPrintToChat(client, "Classes random assignment", classname);
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// Update player cache with the human class data, and apply it.
ClassReloadPlayerCache(client, randomhuman);
ClassApplyAttributes(client);
}
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// Check if the player should spawn in admin mode.
if (ClassPlayerAdminMode[client])
{
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// Mark player as in admin mode.
ClassPlayerInAdminMode[client] = true;
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// Update player cache with the admin class and apply attributes.
new adminindex = ClassPlayerNextAdminClass[client];
ClassReloadPlayerCache(client, adminindex);
ClassApplyAttributes(client);
}
else
{
// Mark player as not in admin mode.
ClassPlayerInAdminMode[client] = false;
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// Apply class attributes for the currently active class.
ClassReloadPlayerCache(client, ClassGetActiveIndex(client));
ClassApplyAttributes(client);
}
// Forward event to sub-modules.
ClassOverlayOnClientSpawn(client);
}
ClassOnClientDeath(client)
{
// Disable class attributes with timers.
ClassHealthRegenStop(client);
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// Set client's FOV back to normal.
ToolsSetClientDefaultFOV(client, 90);
// Forward event to sub-modules.
ClassOverlayOnClientDeath(client);
}
ClassOnClientInfected(client, bool:motherzombie = false)
{
new classindex = ClassGetActiveIndex(client);
// Disable class attributes with timers.
ClassHealthRegenStop(client);
// Update the players cache with zombie attributes.
ClassReloadPlayerCache(client, classindex);
// Apply the new attributes.
ClassApplyAttributes(client, motherzombie);
// Forward event to sub-modules.
ClassOverlayOnClientInfected(client);
}