Changed ZMarket to auto-buy weapons once settings are loaded (if auto-buy is enabled).

This commit is contained in:
Richard Helgeby 2012-02-26 23:07:24 +01:00
parent 7cad0b6281
commit 3fe0b5506f

View File

@ -50,10 +50,16 @@ new g_iZMarketCurType[MAXPLAYERS + 1];
new Handle:g_hZMarketPurchaseCount[MAXPLAYERS + 1];
/**
* Cookie handle for auti-rebuy.
* Cookie handle for auto-rebuy.
*/
new Handle:g_hZMarketAutoRebuyCookie = INVALID_HANDLE;
/**
* Whether weapons has been bought automatically. Used to prevent double rebuy
* when cookies are loaded after the player was spawned.
*/
new bool:g_bZMarketWeaponsBought[MAXPLAYERS + 1];
/**
* Cookie handle array for weapon loadouts.
*/
@ -109,6 +115,9 @@ ZMarketClientInit(client)
// Create a new array handle to store purchase count data for client.
g_hZMarketPurchaseCount[client] = CreateTrie();
// No weapons bought automatically.
g_bZMarketWeaponsBought[client] = false;
}
/**
@ -127,6 +136,13 @@ ZMarketOnCookiesCached(client)
{
// Set cookie to false.
CookiesSetClientCookieBool(client, g_hZMarketAutoRebuyCookie, false);
return;
}
// Rebuy wapons (if auto-rebuy is enabled, and not bought already).
if (!g_bZMarketWeaponsBought[client])
{
ZMarketCheckRebuy(client);
}
}
@ -157,6 +173,17 @@ ZMarketOnClientSpawnPost(client)
// Reset purchase counts for client.
ZMarketResetPurchaseCount(client);
// Rebuy if auto-rebuy is enabled.
ZMarketCheckRebuy(client);
}
/**
* Rebuys weapons if auto-rebuy is enabled and player is a human (alive).
*
* @param client The client index.
*/
ZMarketCheckRebuy(client)
{
// If auto-rebuy is disabled, then ensure it is also disabled on the client as well.
new bool:zmarketrebuyauto = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY_AUTO]);
if (!zmarketrebuyauto)
@ -180,6 +207,7 @@ ZMarketOnClientSpawnPost(client)
if (CookiesGetClientCookieBool(client, g_hZMarketAutoRebuyCookie))
{
ZMarketRebuy(client, true);
g_bZMarketWeaponsBought[client] = true;
}
}