Fixed selected class not restored after being mother zombie.
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@ -31,24 +31,24 @@
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#define ANTISTICK_COLLISIONS_OFF 2
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#define ANTISTICK_COLLISIONS_ON 5
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#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
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#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
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#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
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#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
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#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
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#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
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#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
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#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
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#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
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#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
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#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
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#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
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#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
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#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
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#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
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#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
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#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
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#define COLLISION_GROUP_PUSHAWAY 17 /** Nonsolid on client and server, pushaway in player code. */
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#define COLLISION_GROUP_NONE 0 /** Default; collides with static and dynamic objects. */
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#define COLLISION_GROUP_DEBRIS 1 /** Collides with nothing but world and static stuff. */
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#define COLLISION_GROUP_DEBRIS_TRIGGER 2 /** Same as debris, but hits triggers. */
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#define COLLISION_GROUP_INTERACTIVE_DEBRIS 3 /** Collides with everything except other interactive debris or debris. */
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#define COLLISION_GROUP_INTERACTIVE 4 /** Collides with everything except interactive debris or debris. */
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#define COLLISION_GROUP_PLAYER 5 /** This is the default behavior expected for most prop_physics. */
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#define COLLISION_GROUP_BREAKABLE_GLASS 6 /** Special group for glass debris. */
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#define COLLISION_GROUP_VEHICLE 7 /** Collision group for driveable vehicles. */
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#define COLLISION_GROUP_PLAYER_MOVEMENT 8 /** For HL2, same as Collision_Group_Player. */
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#define COLLISION_GROUP_NPC 9 /** Generic NPC group. */
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#define COLLISION_GROUP_IN_VEHICLE 10 /** For any entity inside a vehicle. */
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#define COLLISION_GROUP_WEAPON 11 /** For any weapons that need collision detection. */
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#define COLLISION_GROUP_VEHICLE_CLIP 12 /** Vehicle clip brush to restrict vehicle movement. */
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#define COLLISION_GROUP_PROJECTILE 13 /** Projectiles. */
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#define COLLISION_GROUP_DOOR_BLOCKER 14 /** Blocks entities not permitted to get near moving doors. */
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#define COLLISION_GROUP_PASSABLE_DOOR 15 /** Doors that the player shouldn't collide with. */
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#define COLLISION_GROUP_DISSOLVING 16 /** Things that are dissolving are in this group. */
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#define COLLISION_GROUP_PUSHAWAY 17 /** Nonsolid on client and server, pushaway in player code. */
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#define COLLISION_GROUP_NPC_ACTOR 18 /** Used so NPCs in scripts ignore the player. */
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/**
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* @endsection
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@ -60,6 +60,9 @@ ClassOnClientDisconnect(client)
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{
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// Disable class attributes with timers.
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ClassHealthRegenStop(client);
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// Reset previously selected class indexes.
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ClassResetPreviousIndexes(client);
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}
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/**
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@ -73,13 +76,13 @@ ClassOnClientSpawn(client)
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decl String:steamid[16];
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decl String:classname[64];
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// Check if the player is alive.
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// Check if the player is dead.
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if (!IsPlayerAlive(client))
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{
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return;
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}
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// Check if there are valid classes. Block this event if classes aren't
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// Check if there are no valid classes. Block this event if classes aren't
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// done loading.
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if (!ClassValidated)
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{
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@ -89,6 +92,9 @@ ClassOnClientSpawn(client)
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// Reset attributes by triggering death event.
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ClassOnClientDeath(client);
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// Restore previously selected classes if available.
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ClassRestoreIndexes(client);
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// Cache original player model.
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GetClientModel(client, originalmodel, sizeof(originalmodel));
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strcopy(ClassOriginalPlayerModel[client], PLATFORM_MAX_PATH, originalmodel);
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@ -219,6 +225,9 @@ ClassOnClientInfected(client, bool:motherzombie = false)
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// class skills aren't improved.
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motherzombie = false;
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// Save class index to be restored next time.
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ClassPrevious[client][ZR_CLASS_TEAM_ZOMBIES] = classindex;
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// Change class.
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classindex = motherindex;
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}
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@ -337,10 +337,21 @@ new ClassCount;
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new bool:ClassValidated;
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/**
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* Stores what class that the player have selected, for each team.
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* Stores what class the player has selected, for each team.
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*/
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new ClassSelected[MAXPLAYERS + 1][ZR_CLASS_TEAMCOUNT];
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/**
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* Stores what class the player had selected last time, if available. Classes
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* specified here will be restored on the player when he dies. In normal cases
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* it should be -1 for all teams on all players.
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*
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* Usage example of this one is to restore the player's zombie class after
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* being a mother zombie with a mother zombie class. But this feature can also
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* be useful in the future.
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*/
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new ClassPrevious[MAXPLAYERS + 1][ZR_CLASS_TEAMCOUNT];
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/**
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* Cache for the currently selected team (admin menus).
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*/
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@ -527,6 +538,9 @@ ClassLoad(bool:keepMultipliers = false)
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// Cache class data.
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ClassReloadDataCache();
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// Reset previously selected class indexes.
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ClassResetPreviousIndexes();
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// Reset attribute multipliers, if not keeping.
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if (!keepMultipliers)
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{
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@ -542,7 +556,6 @@ ClassLoad(bool:keepMultipliers = false)
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// Set config data.
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ConfigSetConfigLoaded(File_Classes, true);
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ConfigSetConfigReloadFunc(File_Classes, GetFunctionByName(GetMyHandle(), "ClassOnConfigReload"));
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// ConfigSetConfigHandle(File_Classes, INVALID_HANDLE);
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ConfigSetConfigPath(File_Classes, pathclasses);
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// Remove key/value cache.
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@ -774,6 +787,73 @@ ClassResetMultiplierCache()
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}
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}
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/**
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* Resets the previously selected class indexes on one or all clients.
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*
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* @param client Optional. Specify client to reset. Default is all.
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*/
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ClassResetPreviousIndexes(client = -1)
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{
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new teamid;
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if (client > 0)
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{
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for (teamid = 0; teamid < ZR_CLASS_TEAMCOUNT; teamid++)
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{
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ClassPrevious[client][teamid] = -1;
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}
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}
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else
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{
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for (client = 1; client <= MAXPLAYERS; client++)
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{
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for (teamid = 0; teamid < ZR_CLASS_TEAMCOUNT; teamid++)
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{
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ClassPrevious[client][teamid] = -1;
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}
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}
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}
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}
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/**
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* Restores previously selected class indexes on a player, if available.
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* Note: Does not apply attributes. The classes are only marked as selected.
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*
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* @param client The client index.
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*/
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ClassRestoreIndexes(client)
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{
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new previouszombie = ClassPrevious[client][ZR_CLASS_TEAM_ZOMBIES];
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new previoushuman = ClassPrevious[client][ZR_CLASS_TEAM_HUMANS];
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new previousadmin = ClassPrevious[client][ZR_CLASS_TEAM_ADMINS];
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// Validate zombie class index.
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if (ClassValidateIndex(previouszombie))
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{
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// Mark previous zombie class as selected.
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ClassSelected[client][ZR_CLASS_TEAM_ZOMBIES] = previouszombie;
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}
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// Validate human class index.
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if (ClassValidateIndex(previoushuman))
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{
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// Mark previous zombie class as selected.
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ClassSelected[client][ZR_CLASS_TEAM_HUMANS] = previoushuman;
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}
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// Validate admin class index.
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if (ClassValidateIndex(previousadmin))
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{
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// Mark previous zombie class as selected.
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ClassSelected[client][ZR_CLASS_TEAM_ADMINS] = previousadmin;
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}
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// Reset indexes.
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ClassPrevious[client][ZR_CLASS_TEAM_ZOMBIES] = -1;
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ClassPrevious[client][ZR_CLASS_TEAM_HUMANS] = -1;
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ClassPrevious[client][ZR_CLASS_TEAM_ADMINS] = -1;
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}
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/**
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* Sets default class indexes for each team on all players, or a single player
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* if specified.
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