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

148 lines
4.5 KiB
PHP
Raw Normal View History

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: apply.inc
* Description: Functions for applying attributes and effects on a client.
* Author: Richard Helgeby
*
* ============================================================================
*/
/**
* 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);
if (classindex < 0)
{
return false;
}
ClassApplyModel(client, classindex);
ClassApplyAlpha(client, classindex);
ClassApplyOverlay(client, classindex);
}
/**
* 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, cachetpye = ZR_CLASS_CACHE_PLAYER)
{
decl String:modelpath[256];
// 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 random model.
if (strcmp(modelpath, "random", false) == 0)
{
// TODO: Make a function that gets a random model from the specified team.
new randmodel = GetRandomInt(0, GetArraySize(arrayModels) - 1);
GetArrayString(arrayModels, randmodel, modelpath, sizeof(modelpath));
Format(modelpath, sizeof(modelpath), "%s.mdl", modelpath);
}
SetPlayerModel(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 = ClassGetAlphaSpawn(client, cachetype);
}
else
{
alpha = ClassGetAlphaSpawn(classindex, cachetype);
}
if (alpha < 0)
{
return false;
}
SetPlayerAlpha(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:overlay[256];
// Validate DirectX requirements.
if (dxLevel[client] < DXLEVEL_MIN)
{
// DirectX version is too old.
// TODO: Log warning?
return false;
}
// Get the overlay path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetOverlayPath(client, overlay, sizeof(overlay), cachetype);
}
else
{
ClassGetOverlayPath(classindex, overlay, sizeof(overlay), cachetype);
}
ClassOverlayInitialize(client, overlay);
return true;
}