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

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/*
* ============================================================================
*
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* Zombie:Reloaded
*
* File: zombiereloaded.inc
* Type: Core
* Description: General plugin functions and defines.
*
* ============================================================================
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*/
/**
* @section Conversion factors.
*/
#define CONVERSION_UNITS_TO_FEET 16.000
#define CONVERSION_FEET_TO_UNITS 0.0625
/**
* @endsection
*/
/**
* Global variable set to true when the first zombie(s) is/are spawned.
*/
new bool:g_bZombieSpawned;
/**
* Function to convert numbers to defined units.
*
* @param number The number to convert.
* @param conversion The conversion factor to multiply by. (See defines above)
* @return The converted number.
*/
Float:ZRConvertUnitsFloat(Float:number, Float:conversion)
{
return number / conversion;
}
/**
* Create an array populated with eligible clients to be zombie.
*
* @param arrayEligibleClients The handle of the array, don't forget to call CloseHandle
* on it when finished!
* @param immunity True to ignore clients immune from mother infect, false to count them.
*/
ZRCreateEligibleClientList(&Handle:arrayEligibleClients, bool:team = false, bool:alive = false, bool:human = false)
{
// Create array.
arrayEligibleClients = CreateArray();
// Populate list with eligible clients.
// x = client index.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// If client isn't on a team, then stop.
if (team && !ZRIsClientOnTeam(x))
{
continue;
}
// If client is dead, then stop.
if (alive && !IsPlayerAlive(x))
{
continue;
}
// If client is already zombie (via admin), then stop.
if (human && !InfectIsClientHuman(x))
{
continue;
}
// Add eligible client to array.
PushArrayCell(arrayEligibleClients, x);
}
return GetArraySize(arrayEligibleClients);
}
/**
* Check if a client index is a valid player.
*
* @param client The client index.
* @param console True to include console (index 0), false if not.
* @return True if client is valid, false otherwise.
*/
bool:ZRIsClientValid(client, bool:console = false)
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{
// If index is greater than max number of clients, then return false.
if (client > MaxClients)
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{
return false;
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}
// If console is true, return if client is >= 0, if not, then return client > 0.
return console ? (client >= 0) : (client > 0);
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}
/**
* Count clients on each team.
*
* @param zombies This is set to the number of clients that are zombies.
* @param humans This is set to the number of clients that are humans.
* @param alive If true it will only count live players, false will count alive and dead.
* @return True if successful (zombie has spawned), false otherwise.
*/
bool:ZRCountValidClients(&zombiecount = 0, &humancount = 0, bool:alive = true, bool:ignorezombiespawned = false)
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{
// If zombie hasn't spawned and were not only counting humans, then stop.
if (!g_bZombieSpawned && !ignorezombiespawned)
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{
return false;
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}
// x = client index.
for (new x = 1; x <= MaxClients; x++)
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{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// If client isn't on a team, then stop.
if (!ZRIsClientOnTeam(x))
{
continue;
}
// If player must be alive, and player is dead, then stop.
if (alive && !IsPlayerAlive(x))
{
continue;
}
// If player is a zombie, then increment zombie variable.
if (InfectIsClientInfected(x))
{
zombiecount++;
}
// If player is a human, then increment human variable.
else if (InfectIsClientHuman(x))
{
humancount++;
}
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}
return true;
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}
/**
* Check if a client index is on a team.
*
* @param client The client index.
* @param team Team to check if player is on, -1 to check both.
* @return True if client is on a team, false otherwise.
*/
bool:ZRIsClientOnTeam(client, team = -1)
{
// If index is invalid, then stop.
if (!ZRIsClientValid(client))
{
return false;
}
// Get client team.
new clientteam = GetClientTeam(client);
if (team == -1)
{
return (clientteam == CS_TEAM_T || clientteam == CS_TEAM_CT);
}
return (clientteam == team);
}
/**
* Check if there are clients on a team.
*
* @param team (Optional) Team to check if there are clients on.
*/
bool:ZRTeamHasClients(team = -1)
{
// If team is
if (team == -1)
{
// Return true if both teams have at least 1 client.
return (GetTeamClientCount(CS_TEAM_T) && GetTeamClientCount(CS_TEAM_CT));
}
// Return true if given team has at least 1 client.
return bool:GetTeamClientCount(team);
}
/**
* Returns whether a player is a generic admin or not.
*
* @param client The client index.
* @return True if generic admin, false otherwise.
*/
bool:ZRIsClientAdmin(client)
{
// If index is invalid, then stop.
if (!ZRIsClientValid(client))
{
return false;
}
// If client doesn't have the Admin_Generic flag, then stop.
if (!GetAdminFlag(GetUserAdmin(client), Admin_Generic))
{
return false;
}
// Client is an admin.
return true;
}