Fixed typo in playerclasses.inc with logging defines, add updated weaponalpha module to track weapon alphas.

This commit is contained in:
Greyscale
2009-05-12 03:12:05 +02:00
parent 67ec1f8433
commit 14c5acf0bf
7 changed files with 187 additions and 56 deletions

View File

@ -208,7 +208,7 @@ RestrictWeaponUnrestrictAll()
*/
RestrictClientInit(client)
{
// Hook "canuse" on client.
// Hook "Weapon_CanUse" on client.
gCanUseHookID[client] = ZRTools_HookWeapon_CanUse(client, RestrictCanUse);
}
@ -219,7 +219,7 @@ RestrictClientInit(client)
*/
RestrictOnClientDisconnect(client)
{
// Unhook "canuse" on client.
// Unhook "Weapon_CanUse" on client.
ZRTools_UnhookWeapon_CanUse(gCanUseHookID[client]);
}
@ -347,7 +347,7 @@ WpnRestrictQuery:RestrictRestrict(const String:weapon[], String:display[] = "")
}
// Get display name of the weapon.
WeaponGetDisplayName(weapon, display);
WeaponsGetDisplayName(weapon, display);
// Return restrict failed if weapon is already restricted.
if (RestrictIsWeaponRestricted(weapon))
@ -432,7 +432,7 @@ WpnRestrictQuery:RestrictUnrestrict(const String:weapon[], String:display[] = ""
}
// Get display name of the weapon.
WeaponGetDisplayName(weapon, display);
WeaponsGetDisplayName(weapon, display);
// Return unrestrict failed if weapon isn't restricted.
if (!RestrictIsWeaponRestricted(weapon))
@ -897,6 +897,9 @@ public ZRTools_Action:RestrictCanUse(client, weapon)
return ZRTools_Handled;
}
// Forward event to modules. (item pickup)
WeaponAlphaOnItemPickup(client, weapon);
// Allow pickup.
return ZRTools_Continue;
}
}

View File

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

View File

@ -43,6 +43,7 @@ enum WeaponsType
*/
#include "zr/weapons/restrict"
#include "zr/weapons/weaponalpha"
#include "zr/weapons/markethandler"
#include "zr/weapons/menu_weapons"
@ -137,6 +138,7 @@ WeaponsClientInit(client)
{
// Forward event to sub-module.
RestrictClientInit(client);
WeaponAlphaClientInit(client);
}
/**
@ -148,6 +150,7 @@ WeaponsOnClientDisconnect(client)
{
// Forward event to sub-module.
RestrictOnClientDisconnect(client);
WeaponAlphaOnClientDisconnect(client);
}
/**
@ -219,7 +222,7 @@ bool:WeaponsIsValidWeapon(const String:weapon[])
* @param weapon The weapon name.
* @param display Returns with the display name, is not changed if weapon is invalid.
*/
WeaponGetDisplayName(const String:weapon[], String:display[])
WeaponsGetDisplayName(const String:weapon[], String:display[])
{
// Reset keyvalue's traversal stack.
KvRewind(kvWeapons);
@ -373,38 +376,8 @@ WeaponsType:WeaponsGetDeployedWeaponSlot(client)
* @param client The client index.
* @param weapon The weapon index to force client to drop.
*/
WeaponForceClientDrop(client, weapon)
WeaponsForceClientDrop(client, weapon)
{
// Force client to drop weapon.
SDKCall(g_hToolsCSWeaponDrop, client, weapon, true, false);
}
/**
* Set's the alpha on a client's weapons.
*
* @param client The client index.
* @param alpha The alpha to set the weapons to.
*/
WeaponSetWeaponAlpha(client, alpha)
{
// Get client's list of weapons.
new weapons[WeaponsType];
WeaponsGetClientWeapons(client, weapons);
// Loop through array slots and set alpha.
// x = weapon slot.
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
// If weapon is invalid, then stop.
if (weapons[x] == -1)
{
continue;
}
// Turn rendermode on, on the weapon.
SetEntityRenderMode(weapons[x], RENDER_TRANSALPHA);
// Set alpha value on the weapon.
SetEntityRenderColor(weapons[x], _, _, _, alpha);
}
}