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

@ -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);
}
}