Restructured class system files. Added more functions for applying class attributes.

This commit is contained in:
richard 2009-04-06 03:20:13 +02:00
parent fd3739b53a
commit 405e7f0005
90 changed files with 2099 additions and 1534 deletions

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@ -26,7 +26,7 @@
#include "zr/classes" #include "zr/classes"
#include "zr/models" #include "zr/models"
#include "zr/overlays" #include "zr/overlays"
#include "zr/playerclasses" #include "zr/playerclasses/playerclasses"
#include "zr/antistick" #include "zr/antistick"
#include "zr/anticamp" #include "zr/anticamp"
#include "zr/teleport" #include "zr/teleport"
@ -136,6 +136,7 @@ public OnConfigsExecuted()
FindMapSky(); FindMapSky();
LoadClassData(); LoadClassData();
ClassLoad();
LoadAmbienceData(); LoadAmbienceData();
decl String:mapconfig[PLATFORM_MAX_PATH]; decl String:mapconfig[PLATFORM_MAX_PATH];
@ -244,4 +245,4 @@ ZREnd()
} }
} }
} }
} }

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@ -44,4 +44,4 @@ public Action:KillOverlays(Handle:timer)
ClientCommand(x, "r_screenoverlay \"\""); ClientCommand(x, "r_screenoverlay \"\"");
} }
} }
} }

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@ -0,0 +1,147 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: apply.inc
* Description: Functions for applying attributes and effects on a client.
* Author: Richard Helgeby
*
* ============================================================================
*/
/**
* Applies all class attributes on a player. Changing model, hp, speed, health,
* effects etc. The players current team will be used to get the class index.
*
* @param client The player to apply attributes on.
* @param improved Optional. Gives advantages or improvements in some
* attributes. To be used on mother zombies. Default is
* false.
* @return True if all success on applying all attributes, false otherwise.
*/
bool:ClassApplyAttributes(client, bool:improved = false)
{
new classindex = ClassGetActiveIndex(client);
if (classindex < 0)
{
return false;
}
ClassApplyModel(client, classindex);
ClassApplyAlpha(client, classindex);
ClassApplyOverlay(client, classindex);
}
/**
* Changes the model on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyModel(client, classindex, cachetpye = ZR_CLASS_CACHE_PLAYER)
{
decl String:modelpath[256];
// Get the model path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetModelPath(client, modelpath, sizeof(modelpath), cachetype)
}
else
{
ClassGetModelPath(classindex, modelpath, sizeof(modelpath), cachetype)
}
// Check if the user specified a random model.
if (strcmp(modelpath, "random", false) == 0)
{
// TODO: Make a function that gets a random model from the specified team.
new randmodel = GetRandomInt(0, GetArraySize(arrayModels) - 1);
GetArrayString(arrayModels, randmodel, modelpath, sizeof(modelpath));
Format(modelpath, sizeof(modelpath), "%s.mdl", modelpath);
}
SetPlayerModel(client, modelpath);
return true;
}
/**
* Sets transparency on a player.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyAlpha(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
new alpha;
// Get the alpha value from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
alpha = ClassGetAlphaSpawn(client, cachetype);
}
else
{
alpha = ClassGetAlphaSpawn(classindex, cachetype);
}
if (alpha < 0)
{
return false;
}
SetPlayerAlpha(client, alpha);
return true;
}
/**
* Apply the overlay on a player if not applied.
*
* @param client The client index.
* @param classindex The class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
* @return True on success, false otherwise.
*/
bool:ClassApplyOverlay(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
{
decl String:overlay[256];
// Validate DirectX requirements.
if (dxLevel[client] < DXLEVEL_MIN)
{
// DirectX version is too old.
// TODO: Log warning?
return false;
}
// Get the overlay path from the specified cache.
if (cachetype == ZR_CLASS_CACHE_PLAYER)
{
ClassGetOverlayPath(client, overlay, sizeof(overlay), cachetype);
}
else
{
ClassGetOverlayPath(classindex, overlay, sizeof(overlay), cachetype);
}
ClassOverlayInitialize(client, overlay);
return true;
}

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@ -0,0 +1,877 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: attributes.inc
* Description: Retrieving class attributes from certain caches.
* Author: Richard Helgeby
*
* ============================================================================
*/
/*
* ------------------------------------
*
* GENERAL ATTRIBUTES
*
* ------------------------------------
*/
/**
* Checks if the specified class is enabled.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest class
* data.
* ZR_CLASS_CACHE_PLAYER - Player cache. If this one is used,
* index will be used as a client index.
* @return True if it's enabled, false otherwise.
*/
bool:ClassIsEnabled(index, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_enabled];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_enabled];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_enabled];
}
}
return false;
}
/**
* Gets the team ID for the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The team ID if successful, -1 otherwise.
*/
ClassGetTeamID(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_team];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_team];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_team];
}
}
return -1;
}
/**
* Checks if the specified class is marked as the default class for its current
* team.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest class
* data.
* ZR_CLASS_CACHE_PLAYER - Player cache. If this one is used,
* index will be used as a client index.
* @return True if it's default for its current team, false otherwise.
*/
bool:ClassGetTeamDefault(index, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_team_default];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCached[index][class_team_default];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_team_default];
}
}
return false;
}
/**
* Gets the class name to be displayed in the class menu.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param name The destination string buffer.
* @param maxlen The length of the destination string buffer.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Number of cells written. -1 on error.
*/
ClassGetName(index, String:name[], maxlen, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return strcopy(name, maxlen, ClassData[index][class_name]);
}
case ZR_CLASS_CACHE_MODIFIED:
{
return strcopy(name, maxlen, ClassDataCache[index][class_name]);
}
case ZR_CLASS_CACHE_PLAYER:
{
return strcopy(name, maxlen, ClassPlayerCache[index][class_name]);
}
}
return -1;
}
/**
* Gets the menu description string for the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param buffer The destination string buffer.
* @param maxlen The length of the destination string buffer.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Number of cells written. -1 on error.
*/
ClassGetDescription(index, String:buffer[], maxlen, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return strcopy(buffer, maxlen, ClassData[index][class_description]);
}
case ZR_CLASS_CACHE_MODIFIED:
{
return strcopy(buffer, maxlen, ClassDataCache[index][class_description]);
}
case ZR_CLASS_CACHE_PLAYER:
{
return strcopy(buffer, maxlen, ClassPlayerCache[index][class_description]);
}
}
return -1;
}
/*
* ------------------------------------
*
* MODEL ATTRIBUTES
*
* ------------------------------------
*/
/**
* Gets the model path string from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param buffer The destination string buffer.
* @param maxlen The length of the destination string buffer.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Number of cells written. -1 on error.
*/
ClassGetModelPath(index, String:buffer[], maxlen, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return strcopy(buffer, maxlen, ClassData[index][class_model_path]);
}
case ZR_CLASS_CACHE_MODIFIED:
{
return strcopy(buffer, maxlen, ClassDataCache[index][class_model_path]);
}
case ZR_CLASS_CACHE_PLAYER:
{
return strcopy(buffer, maxlen, ClassPlayerCache[index][class_model_path]);
}
}
return -1;
}
/**
* Gets the initial alpha value from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The initial alpha value from the specified class. -1 on error.
*/
ClassGetAlphaInitial(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_alpha_initial];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_alpha_initial];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_alpha_initial];
}
}
return -1;
}
/**
* Gets the alpha value when damaged, from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The alpha value when damaged, from the specified class. -1 on
* error.
*/
ClassGetAlphaDamaged(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_alpha_damaged];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_alpha_damaged];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_alpha_damaged];
}
}
return -1;
}
/**
* Gets the damage amount needed to change alpha, from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The damage amount needed to change alpha, from the specified class.
* -1 on error.
*/
ClassGetAlphaDamage(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_alpha_damage];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_alpha_damage];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_alpha_damage];
}
}
return -1;
}
/*
* ------------------------------------
*
* HUD ATTRIBUTES
*
* ------------------------------------
*/
/**
* Gets the overlay path from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param buffer The destination string buffer.
* @param maxlen The length of the destination string buffer.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Number of cells written. -1 on error.
*/
ClassGetOverlayPath(index, String:buffer[], maxlen, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return strcopy(buffer, maxlen, ClassData[index][class_overlay_path]);
}
case ZR_CLASS_CACHE_MODIFIED:
{
return strcopy(buffer, maxlen, ClassDataCache[index][class_overlay_path]);
}
case ZR_CLASS_CACHE_PLAYER:
{
return strcopy(buffer, maxlen, ClassPlayerCache[index][class_overlay_path]);
}
}
return -1;
}
/**
* Gets the night vision setting from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The night vision setting from the specified class. False on error.
*/
bool:ClassGetNVGs(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_nvgs];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_nvgs];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_nvgs];
}
}
return false;
}
/**
* Gets the field of view value from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The field of view value from the specified class. -1 on error.
*/
ClassGetFOV(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_fov];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_fov];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_fov];
}
}
return -1;
}
/*
* ------------------------------------
*
* EFFECTS
*
* ------------------------------------
*/
/**
* Gets the napalm grenades time from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The napalm grenades time from the specified class. -1.0 on error.
*/
Float:ClassGetNapalmTime(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_napalm_time];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_napalm_time];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_napalm_time];
}
}
return -1.0;
}
/*
* ------------------------------------
*
* PLAYER BEHAVIOUR
*
* ------------------------------------
*/
/**
* Gets the immunity mode to the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Current immunity mode to the specified class. -1 on error.
*/
ClassGetImmunityMode(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_immunity_mode];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_immunity_mode];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_immunity_mode];
}
}
return -1;
}
/**
* Gets the immunity amount to the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Current immunity amount to the specified class. -1.0 on error.
*/
Float:ClassGetImmunityAmount(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_immunity_amount];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_immunity_amount];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_immunity_amount];
}
}
return -1.0;
}
/**
* Gets the no fall damage setting from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The no fall damage setting from the specified class. False on
* error.
*/
bool:ClassGetNoFallDamage(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_no_fall_damage];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_no_fall_damage];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_no_fall_damage];
}
}
return false;
}
/**
* Gets the health points from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return Health points from the specified class. -1 on error.
*/
ClassGetHealth(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_health];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_health];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_health];
}
}
return -1;
}
/**
* Gets the health regen interval time from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The health regen interval time from the specified class. -1.0 on
* error.
*/
Float:ClassGetHealthRegenInterval(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_health_regen_interval];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_health_regen_interval];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_health_regen_interval];
}
}
return -1.0;
}
/**
* Gets the health regen amount value from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The health regen amount value from the specified class. -1 on
* error.
*/
ClassGetHealthRegenAmount(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_health_regen_amount];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_health_regen_amount];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_health_regen_amount];
}
}
return -1;
}
/**
* Gets the health infect gain value from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The health infect gain value from the specified class. -1 on
* error.
*/
ClassGetHealthInfectGain(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_health_infect_gain];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_health_infect_gain];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_health_infect_gain];
}
}
return -1;
}
/**
* Gets the kill bonus points from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The kill bonus points from the specified class.
*/
ClassGetKillBonus(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_kill_bonus];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_kill_bonus];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_kill_bonus];
}
}
return -1;
}
/**
* Gets the running speed value from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The running speed value from the specified class. -1.0 on error.
*/
Float:ClassGetSpeed(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_speed];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_speed];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_speed];
}
}
return -1.0;
}
/**
* Gets the knock back boost from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The knock back boost from the specified class. 0.0 on error.
*/
Float:ClassGetKnockback(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_knockback];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_knockback];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_knockback];
}
}
return 0.0;
}
/**
* Gets the jump height boost from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The jump height boost from the specified class. -1.0 on error.
*/
Float:ClassGetJumpHeight(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_jump_height];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_jump_height];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_jump_height];
}
}
return -1.0;
}
/**
* Gets the jump distance boost from the specified class.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
* ZR_CLASS_CACHE_PLAYER (default) - Player cache. If this one
* is used, index will be used as a client index.
* @return The jump distance boost from the specified class. -1.0 on error.
*/
Float:ClassGetJumpDistance(index, cachetype = ZR_CLASS_CACHE_PLAYER)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
return ClassData[index][class_jump_distance];
}
case ZR_CLASS_CACHE_MODIFIED:
{
return ClassDataCache[index][class_jump_distance];
}
case ZR_CLASS_CACHE_PLAYER:
{
return ClassPlayerCache[index][class_jump_distance];
}
}
return -1.0;
}

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@ -0,0 +1,98 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: clientoverlays.inc
* Description: Handles overlays on clients, as a part of class attributes.
* Author: Richard Helgeby
*
* ============================================================================
*/
/**
* Timer handles for redisplaying overlays on clients.
*/
new Handle:tOverlay[MAXPLAYERS + 1];
/**
* Specifies if a client have a overlay.
*/
new bClientHasOverlay[MAXPLAYERS + 1];
/**
* Tells wether the overlay is on or not.
*/
new bClientOverlayOn[MAXPLAYERS + 1];
/**
* Path to the currently active overlay.
*/
new String:ActiveOverlay[MAXPLAYERS + 1][256];
bool:ClientHasOverlay(client)
{
return bClientHasOverlay[client];
}
ClassOverlayInitialize(client, const String:overlay)
{
if (IsFakeClient(client))
{
return;
}
if (strlen(overlay) == 0)
{
bClientHasOverlay[client] = false;
}
else
{
bClientHasOverlay[client] = true;
strcopy(ActiveOverlay[client], PLATFORM_MAX_PATH, overlay);
ClassOverlayStart(client);
}
}
ClassOverlayStart(client)
{
// Kill timer if it exist.
if (tOverlay[client] != INVALID_HANDLE)
{
KillTimer(tOverlay[client]);
tOverlay[client] = INVALID_HANDLE;
}
ClientCommand(client, "r_screenoverlay \"%s\"", overlay);
bClientOverlayOn[client] = true;
new Float:redisplay = GetConVarFloat(gCvars[CVAR_OVERLAY_REDISPLAY]);
tOverlay[client] = CreateTimer(redisplay, ClassOverlayTimer, client, TIMER_REPEAT);
}
ClassOverlayStop(client)
{
// Kill timer if it exist.
if (tOverlay[client] != INVALID_HANDLE)
{
KillTimer(tOverlay[client]);
tOverlay[client] = INVALID_HANDLE;
}
// Disable client overlay.
ClientCommand(client, "r_screenoverlay \"\"");
bClientOverlayOn[client] = false;
}
public Action:ClassOverlayTimer(Handle:timer, any:client)
{
if (!IsClientInGame(client) || !IsPlayerZombie(client))
{
tOverlay[client] = INVALID_HANDLE;
return Plugin_Stop;
}
ClientCommand(client, "r_screenoverlay \"%s\"", ActiveOverlay[client]);
return Plugin_Continue;
}

View File

@ -0,0 +1,473 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: filtertools.inc
* Description: Class system: Validating, getting indexes or lists
* Author: Richard Helgeby
*
* ============================================================================
*/
/**
* Validates the team requirements in a class cache and check that theres at
* least one class for each team. Minium team requirements are zombies and
* humans. The admin team is optinal.
*
* @param cachetype Optional. Specifies what class cache to validate. Options:
* ZR_CLASS_CACHE_ORIGINAL (default, unchanged class data),
* ZR_CLASS_CACHE_MODIFIED (modified class data).
* @return True if validation was successful, false otherwise.
*/
bool:ClassValidateTeamRequirements(cachetype = ZR_CLASS_CACHE_ORIGINAL)
{
new zombieindex;
new humanindex;
// Check if there are no classes.
if (ClassCount == 0)
{
return false;
}
// Test if a zombie and human class was found.
zombieindex = ClassGetFirstClass(ZR_CLASS_TEAM_ZOMBIES, _, cachetype);
humanindex = ClassGetFirstClass(ZR_CLASS_TEAM_HUMANS, _, cachetype);
if (zombieindex > -1 && humanindex > -1)
{
return true;
}
return false;
}
/**
* Validates all the class attributes in the original class data array, to
* check if they have invalid values.
*
* @param classindex The index of the class to validate.
* @return True if validation was successful, false otherwise.
*/
bool:ClassValidateAttributes(classindex)
{
return true;
// TODO: Manually check each attribute (hard coded). Better solutions?
}
/**
* Checks if the specified class index points to a existing class in the
* ClassData array.
*
* @param classindex The class index to validate.
* @return True if the class exist, false otherwise.
*/
bool:ClassValidateIndex(classindex)
{
if (ClassCount == 0)
{
return false;
}
if (classindex >= 0 && classid < ClassCount)
{
return true;
}
else
{
return false;
}
}
/**
* Compares the class team ID with a team ID.
*
* @param index Index of the class in a class cache or a client index,
* depending on the cache type specified.
* @param teamid The team ID to compare with the class.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest class
* data.
* ZR_CLASS_CACHE_PLAYER - Player cache. If this one is used,
* index will be used as a client index.
* @return True if equal, false otherwise.
*/
bool:ClassTeamCompare(index, teamid, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
if (ClassData[index][class_team] == teamid)
{
return true;
}
}
case ZR_CLASS_CACHE_MODIFIED:
{
if (ClassDataCache[index][class_team] == teamid)
{
return true;
}
}
case ZR_CLASS_CACHE_PLAYER:
{
if (ClassPlayerCache[index][class_team] == teamid)
{
return true;
}
}
}
return false;
}
/**
* Gets the first class index of a class with the specified name (not a case
* sensitive search).
*
* @param name The name to search for.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest class
* data.
* @return The class index if successful, -1 otherwise.
*/
ClassGetIndex(const String:name[], cachetype = ZR_CLASS_CACHE_MODIFIED)
{
decl String:current_name[64];
// Check if there are no classes.
if (ClassCount == 0)
{
return false;
}
// Loop through all classes.
for (new classindex = 0; classindex < ClassCount; classindex++)
{
// Get its name and compare it with the specified class name.
ClassesGetName(classindex, current_name, sizeof(current_name), cachetype);
if (strcmp(name, current_name, false) == 0)
{
return classindex;
}
}
// The class index wasn't found.
return -1;
}
/**
* Gets the currently active class index that the player is using.
* Note: Does not check if the player is dead.
*
* @param client The client index.
* @return The active class index. -1 on error or if a spectactor.
*/
ClassGetActiveIndex(client)
{
new teamid = GetClientTeam(client);
if (teamid == CS_TEAM_SPECTACTOR || teamid == CS_TEAM_NONE)
{
// No active team.
return -1;
}
if (IsPlayerHuman(client))
{
teamid = ZR_TEAM_HUMANS;
}
else
{
teamid = ZR_TEAM_ZOMBIES;
}
// TODO: How to detect that virtual admin team?
// Return the active class for the current team.
return ClassActive[client][teamid];
}
/**
* Gets all class indexes or from a specified team, and adds them to the
* specified array.
*
* @param array The destination array to add class indexes.
* @param teamfilter Optional. The team ID to filter. A negative value for
* no filter (default).
* @param ignoreEnabled Optional. Ignore the class's enabled attribute. Default
* is false.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest
* class data.
* @return True on success. False on error or if no classes were added or
* found.
*/
bool:ClassAddToArray(Handle:array, teamfilter = -1, bool:ignoreEnabled = false, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
// Validate the array.
if (array == INVALID_HANDLE)
{
return false;
}
// Check if there are no classes.
if (ClassCount == 0)
{
return false;
}
// Store a local boolean that says if the user specified a team filter or not.
new bool:has_filter = bool:(teamfilter >= 0);
new classes_added;
// Loop through all classes.
for (new classindex = 0; classindex < ClassCount; classindex++)
{
if (!ignoreEnabled && !ClassIsEnabled(classindex, cachetype))
{
// The class is disabled and the enabled attribute is NOT ignored.
// Skip to the next class.
continue;
}
// Check team filtering.
if (has_filter)
{
// Only add classes with matching team ID.
if (ClassGetTeamID(classindex, cachetype) == teamfilter)
{
// Team ID match. Add class index to array.
PushArrayCell(array, classindex);
classes_added++;
}
}
else
{
// No filter. Add any class to the array.
PushArrayCell(array, classindex);
classes_added++;
}
}
if (classes_added)
{
return true;
}
else
{
// No classes were found/added.
return false;
}
}
/**
* Gets a random class index from a specified team or from all classes.
*
* @param teamfilter Optional. The team ID to filter. A negative value for
* no filter (default).
* @param ignoreEnabled Optional. Ignore the class's enabled attribute. Default
* is false.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest
* class data.
* @return The class index if successful, or -1 on error.
*/
ClassGetRandomClass(teamfilter = -1, bool:ignoreEnabled = false, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
new Handle:classarray;
new arraycount;
new randnum;
classarray = CreateArray();
// Try to get a class list.
if (ClassAddToArray(classarray, teamfilter, ignoreEnabled, cachetype))
{
// Get a random index from the new class array.
arraycount = GetArraySize(classarray);
randnum = GetRandomInt(0, arraycount - 1);
// Return the value at the random index.
return GetArrayCell(classarray, randnum);
}
else
{
// Failed to get a random class.
return -1;
}
}
/**
* Gets the first class index, or the first class index with the specified team
* ID.
*
* @param teamfilter Optional. The team ID to filter. A negative value for
* no filter (default).
* @param ignoreEnabled Optional. Ignore the class's enabled attribute. Default
* is false.
* @param cachetype Optional. Specifies what class cache to read from.
* Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest
* class data.
* @return The first class index, or the first class index with the specified
* team ID. -1 on error.
*/
ClassGetFirstClass(teamfilter = -1, bool:ignoreEnabled = false, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
// Check if there are no classes.
if (ClassCount == 0)
{
return false;
}
new bool:has_filter = bool:(teamfilter >= 0);
// Loop through all classes.
for (new classindex = 0; classindex < ClassCount; classindex++)
{
if (!ignoreEnabled && !ClassIsEnabled(classindex, cachetype))
{
continue;
}
if (has_filter)
{
if (teamfilter == ClassGetTeamID(classindex, cachetype))
{
// Team ID match. Return the class index.
return classindex;
}
}
else
{
// No team filter. Return the class index.
return classindex;
}
}
return -1;
}
/**
* Gets the default class index for the specified team configured to be used
* when players join the server.
*
* @param teamid The team ID.
* @param cachetype Optional. Specifies what class cache to read from. Options:
* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
* ZR_CLASS_CACHE_MODIFIED (default) - Changed/newest class
* data.
* @return The class index of the default class for the specified team if
* successful. -1 on critical errors. Otherwise it will try to fall
* back on the first class in the specified team.
*/
ClassGetDefaultSpawnClass(teamid, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
decl String:classname[64];
new classindex;
new Handle:classarray;
new arraycount;
// Get the default class name from the correct CVAR depending on teamid.
switch (teamid)
{
case ZR_CLASS_TEAM_ZOMBIES:
{
GetConVarString(gCvars[CVAR_CLASSES_DEFAULT_ZOMBIE], classname, sizeof(classname));
}
case ZR_CLASS_TEAM_HUMANS:
{
GetConVarString(gCvars[CVAR_CLASSES_DEFAULT_HUMAN], classname, sizeof(classname));
}
case ZR_CLASS_TEAM_ADMINS:
{
GetConVarString(gCvars[CVAR_CLASSES_DEFAULT_ADMIN], classname, sizeof(classname));
}
default:
{
// Invalid team ID.
return -1;
}
}
// Check if the class name isn't empty.
if (strlen(class_name) > 0)
{
// Check if the user set "random" as default class.
if (strcmp(classname, "random", false) == 0)
{
// Get a list of all classes with the specified team ID.
classindex = ClassGetRandomClass(teamid, cachetype);
// Validate the result, in case there were errors.
if (ClassValidateIndex(classindex))
{
return classindex;
}
else
{
// Invalid index. The ClassGetRandomClass function is pretty
// failsafe. So if we can't get a class index here, it's a
// critical error. No reason to fall back on other solutions.
return -1;
}
}
else
{
// The user set a spesific class.
// Try to get the class index with the specified class name.
classindex = ClassGetClassIndex(classname, cachetype);
// Validate the class index and check if the team IDs match.
if (ClassValidateIndex(classindex) && (teamid == ClassGetTeamID(classindex, cachetype)))
{
return classindex;
}
else
{
// The class index is invalid or the team IDs didn't match.
// Because it's user input, we'll fall back to the first class
// in the specified team, and log a warning.
classindex = ClassGetFirstClass(teamid, cachetype);
if (LogFlagCheck(LOG_CORE_EVENTS, LOG_MODULE_CLASSES))
{
ZR_LogMessageFormatted(-1, "classes", "default spawn class", "Warning: Failed to set \"%s\" as default spawn class for team %d. The class doesn't exist or the team IDs doesn't match. Falling back to the first class in the team.", _, classname, teamid);
}
// Validate the new index.
if (ClassValidateIndex(classindex))
{
// Log a warning.
if (LogFlagCheck(LOG_CORE_EVENTS, LOG_MODULE_CLASSES))
{
ZR_LogMessageFormatted(-1, "classes", "default spawn class", "Warning: The default class name \"%s\" does not exist or matches the team ID.", _, classname);
}
return classindex;
}
else
{
// Something went wrong. This is a critical error.
return -1;
}
}
}
}
else
{
// Blank class name, return a error code.
return -1;
}
}

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@ -0,0 +1,499 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: playerclasses.inc
* Description: Provides functions for managing classes.
* Author: Richard Helgeby, Greyscale
*
* ============================================================================
*/
/*
Ideas for immunity modes for humans:
- Zombies have to stab x times to infect.
- Zombies have to hurt humans so they loose hp. When the hp reach zero (or
below) they turn into zombies.
- Fully imune to all damage. Can't take or give damage. Sould only be used
on admin classes.
TODO: Admin command for overriding class values;
zr_class_ovverride <classname> <key> <value> [value_is_multiplier]
Either set absolute values or use it as a multiplier, if possible.
"classname" should support "all" to set a spesific value on all
classes.
How overrides should work:
When a player select a class, its attributes are cached for each
player. On infection or spawn, the plugin will use the cached
values.
When we override, the real class attributes are changed and then
copied to the player caches (with matching team IDs).
There is one problem, the in-game knockback multiplier menu. It
depends on the original class knockback values. A solution might be
to have another array of class data, which is never canged.
TODO: Make a solution with default valueas for each class team, without
using CVARs.
SOLVED: Added boolean team_default class attribute. Default values
will be used from the first class with this value set.
TODO: Make class attributes for for changing model render mode and colors.
TODO: Make class attributes for fancy effects, like a glow (if possible).
TODO: Make alpha settings also apply to weapons (we could use code from
zombie riot in this case).
TODO: Make immunity settings suitable for both teams, or certain zombie-
only/human-only settings.
*/
/**
* Total number of classes that can be stored in each cache. A total of 32
* classes should be enough. Too many classes will comfuse players.
*/
#define ZR_CLASS_MAX 31
/**
* @section Class cache types. Specifies what data array to use.
*/
#define ZR_CLASS_CACHE_ORIGINAL 0 /** Points ClassData array. A cache that is never changed after loading. */
#define ZR_CLASS_CACHE_MODIFIED 1 /** Points to ClassDataCache array. Modified by admins or overrides. */
#define ZR_CLASS_CACHE_PLAYER 2 /** Points to ClassPlayerCache array. Current player attributes. */
/**
* @endsection
*/
/**
* Number of available class teams.
*/
#define ZR_CLASS_TEAMCOUNT 3
/**
* @section Available class teams. The admin team is optional and not required
* in class configs.
*/
#define ZR_CLASS_TEAM_ZOMBIES 0
#define ZR_CLASS_TEAM_HUMANS 1
#define ZR_CLASS_TEAM_ADMINS 2 /** Note: Will set you in a special mode where you don't really participates in the game, but just walk around. */
/**
* @endsection
*/
/**
* @section Damage immunity modes. The mode effects will vary depending on the
* class team.
*/
#define ZR_CLASS_IMMUNITY_DISABLED 0 /** No immunity. */
#define ZR_CLASS_IMMUNITY_CONSTANT 1 /** Always imune. Should only be used in special cases like on admin classes. */
#define ZR_CLASS_IMMUNITY_TIMED 2 /** Imune to damage for n seconds. The time is specified in a class as immunity amount. */
/**
* @endsection
*/
/**
* @section Overall default class settings. Since this is a zombie plugin the
* default values represent a zombie.
*/
#define ZR_CLASS_DEFAULT_ENABLED true
#define ZR_CLASS_DEFAULT_TEAM ZR_CLASS_TEAM_ZOMBIES
#define ZR_CLASS_DEFAULT_TEAM_DEFAULT true
#define ZR_CLASS_DEFAULT_NAME "classic"
#define ZR_CLASS_DEFAULT_DESCRIPTION "Need brains!!! Arrrrggghh!"
#define ZR_CLASS_DEFAULT_MODEL_PATH "models/player/zh/zh_zombie003.mdl"
#define ZR_CLASS_DEFAULT_ALPHA_INITIAL 255
#define ZR_CLASS_DEFAULT_ALPHA_DAMAGED 255
#define ZR_CLASS_DEFAULT_ALPHA_DAMAGE 0
#define ZR_CLASS_DEFAULT_OVERLAY_PATH "overlays/zr/zvision"
#define ZR_CLASS_DEFAULT_NVGS true
#define ZR_CLASS_DEFAULT_FOV 90
#define ZR_CLASS_DEFAULT_NAPALM_TIME 10.0
#define ZR_CLASS_DEFAULT_IMMUNITY_MODE ZR_CLASS_IMMUNITY_DISABLED
#define ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT 0.0
#define ZR_CLASS_DEFAULT_NO_FALL_DAMAGE true
#define ZR_CLASS_DEFAULT_HEALTH 6000
#define ZR_CLASS_DEFAULT_HEALTH_REGEN_INTERVAL 0.0
#define ZR_CLASS_DEFAULT_HEALTH_REGEN_AMOUNT 2
#define ZR_CLASS_DEFAULT_HEALTH_INFECT_GAIN 800
#define ZR_CLASS_DEFAULT_KILL_BONUS 2
#define ZR_CLASS_DEFAULT_SPEED 360.0
#define ZR_CLASS_DEFAULT_KNOCKBACK 2.0
#define ZR_CLASS_DEFAULT_JUMP_HEIGHT 10.0
#define ZR_CLASS_DEFAULT_JUMP_DISTANCE 0.2
/**
* @endsection
*/
/**
* Generic player attributes.
*/
enum ClassAttributes
{
/* General */
bool:class_enabled,
class_team,
bool:class_team_default,
String:class_name[64],
String:class_description[256],
/* Model */
String:class_model_path[256],
class_alpha_initial,
class_alpha_damaged,
class_alpha_damage,
/* Hud */
String:class_overlay_path[256],
bool:class_nvgs,
class_fov,
/* Effects */
Float:class_napalm_time,
/* Player behaviour */
class_immunity_mode,
Float:class_immunity_amount,
bool:class_no_fall_damage,
class_health,
Float:class_health_regen_interval,
class_health_regen_amount,
class_health_infect_gain,
class_kill_bonus,
Float:class_speed,
Float:class_knockback,
Float:class_jump_height,
Float:class_jump_distance
}
new Handle:kvClassData;
/**
* The original class data. This array only changed when class data is loaded.
* ZR_CLASS_CACHE_ORIGINAL is the cache type to this array.
*/
new ClassData[ZR_CLASS_MAX][ClassAttributes];
/**
* The class thata cache that can be modified. ZR_CLASS_CACHE_MODIFIED is the
* cache type to this array.
*/
new ClassDataCache[ZR_CLASS_MAX][ClassAttributes];
/**
* Cache for player attributes. Makes it possible for one or more players to
* have custom attributes. ZR_CLASS_CACHE_PLAYER is the cache type to this
* array.
*/
new ClassPlayerCache[MAXPLAYERS + 1][ClassAttributes];
/**
* Number of classes successfully loaded.
*/
new ClassCount;
/**
* Stores what class that the player have selected, for each team.
*/
new ClassActive[MAXPLAYERS + 1][ZR_CLASS_TEAMCOUNT - 1];
#include "zr/playerclasses/filtertools"
#include "zr/playerclasses/attributes"
#include "zr/playerclasses/apply"
#include "zr/playerclasses/clientoverlays"
/**
* Loads class attributes from playerclasses.txt into the ClassData array. If
* any error occour, the plugin load will fail.
*
* @param classfile Optional. Specifies what file to read from. Valves key/
* values format. The path is relative to the sourcemod
* folder.
*/
ClassLoad(const String:classfile[256] = "configs/zr/playerclasses.txt")
{
// Make sure kvClassData is ready to use.
if (kvClassData != INVALID_HANDLE)
{
CloseHandle(kvClassData);
}
kvClassData = CreateKeyValues("classes");
// Try to load the class configuration file.
decl String:path[PLATFORM_MAX_PATH];
BuildPath(Path_SM, path, sizeof(path), classfile);
if (!FileToKeyValues(kvClassData, path))
{
SetFailState("Class data (\"%s\") missing from server.", path);
}
// Try to find the first class.
KvRewind(kvClassData);
if (!KvGotoFirstSubKey(kvClassData))
{
SetFailState("Cannot find any classes in \"%s\".", path);
}
decl String:name[64];
decl String:description[256];
decl String:model_path[256];
decl String:overlay_path[256];
ClassCount = 0;
// Loop through all classes and store attributes in the ClassData array.
do
{
if (ClassCount > ZR_CLASS_MAX)
{
// Maximum classes reached. Write a warning and exit the loop.
if (LogFlagCheck(LOG_CORE_EVENTS, LOG_MODULE_CLASSES))
{
ZR_LogMessageFormatted(-1, "classes", "loading classes", "Warning: Maximum classes reached (%d). The rest is skipped.", _, ZR_CLASS_MAX + 1);
}
break;
}
/* General */
ClassData[ClassCount][class_enabled] = bool:KvGetNum(kvClassData, "enabled", ZR_CLASS_DEFAULT_ENABLED);
ClassData[ClassCount][class_team] = KvGetNum(kvClassData, "team", ZR_CLASS_DEFAULT_TEAM);
KvGetString(kvClassData, "name", name, sizeof(name), ZR_CLASS_DEFAULT_NAME);
strcopy(ClassData[ClassCount][class_name], 64, name);
KvGetString(kvClassData, "description", description, sizeof(description), ZR_CLASS_DEFAULT_DESCRIPTION);
strcopy(ClassData[ClassCount][class_description], 256, description);
/* Model */
KvGetString(kvClassData, "model_path", model_path, sizeof(model_path), ZR_CLASS_DEFAULT_MODEL_PATH);
strcopy(ClassData[ClassCount][class_model_path], 256, model_path);
ClassData[ClassCount][class_alpha_initial] = KvGetNum(kvClassData, "alpha_initial", ZR_CLASS_DEFAULT_ALPHA_INITIAL);
ClassData[ClassCount][class_alpha_damaged] = KvGetNum(kvClassData, "alpha_damaged", ZR_CLASS_DEFAULT_ALPHA_DAMAGED);
ClassData[ClassCount][class_alpha_damage] = KvGetNum(kvClassData, "alpha_damage", ZR_CLASS_DEFAULT_ALPHA_DAMAGE);
/* Hud */
KvGetString(kvClassData, "overlay_path", overlay_path, sizeof(overlay_path), ZR_CLASS_DEFAULT_OVERLAY_PATH);
strcopy(ClassData[ClassCount][class_overlay_path], 256, overlay_path);
ClassData[ClassCount][class_nvgs] = bool:KvGetNum(kvClassData, "nvgs", ZR_CLASS_DEFAULT_NVGS);
ClassData[ClassCount][class_fov] = KvGetNum(kvClassData, "fov", ZR_CLASS_DEFAULT_FOV);
/* Effects */
ClassData[ClassCount][class_napalm_time] = KvGetFloat(kvClassData, "napalm_time", ZR_CLASS_DEFAULT_NAPALM_TIME);
/* Player behaviour */
ClassData[ClassCount][class_immunity_mode] = KvGetNum(kvClassData, "immunity_mode", ZR_CLASS_DEFAULT_IMMUNITY_MODE);
ClassData[ClassCount][class_immunity_amount] = KvGetFloat(kvClassData, "immunity_amount", ZR_CLASS_DEFAULT_IMMUNITY_AMOUNT);
ClassData[ClassCount][class_no_fall_damage] = bool:KvGetNum(kvClassData, "no_fall_damage", ZR_CLASS_DEFAULT_NO_FALL_DAMAGE);
ClassData[ClassCount][class_health] = KvGetNum(kvClassData, "health", ZR_CLASS_DEFAULT_HEALTH);
ClassData[ClassCount][class_health_regen_interval] = KvGetFloat(kvClassData, "health_regen_interval", ZR_CLASS_DEFAULT_HEALTH_REGEN_INTERVAL);
ClassData[ClassCount][class_health_regen_amount] = KvGetNum(kvClassData, "health_regen_amount", ZR_CLASS_DEFAULT_HEALTH_REGEN_AMOUNT);
ClassData[ClassCount][class_health_infect_gain] = KvGetNum(kvClassData, "health_infect_bonus", ZR_CLASS_DEFAULT_HEALTH_INFECT_GAIN);
ClassData[ClassCount][class_kill_bonus] = KvGetNum(kvClassData, "kill_bonus", ZR_CLASS_DEFAULT_KILL_BONUS);
ClassData[ClassCount][class_speed] = KvGetFloat(kvClassData, "speed", ZR_CLASS_DEFAULT_SPEED);
ClassData[ClassCount][class_knockback] = KvGetFloat(kvClassData, "knockback", ZR_CLASS_DEFAULT_KNOCKBACK);
ClassData[ClassCount][class_jump_height] = KvGetFloat(kvClassData, "jump_height", ZR_CLASS_DEFAULT_JUMP_HEIGHT);
ClassData[ClassCount][class_jump_distance] = KvGetFloat(kvClassData, "jump_distance", ZR_CLASS_DEFAULT_JUMP_DISTANCE);
// Validate the class attributes.
if (!ClassValidateAttributes(ClassCount))
{
// TODO: There's an invalid class, what do we do?
// Skip it (clearing data too), disable it and give a log warning,
// or set the plugin in a failed state?
}
else
{
// The class is valid. Update the counter.
ClassCount++;
}
} while (KvGotoNextKey(kvClassData));
// Validate team requirements.
if (!ClassValidateTeamRequirements())
{
SetFailState("The class configuration doesn't match the team requirements.");
}
}
/**
* Updates the class data cache. Original values are retrieved from ClassData.
*
* @return True on success, false otherwise.
*/
bool:ClassReloadDataCache()
{
/*
* TODO: This must be done in a safe way, because the plugin may read from
* the cache at any time. The plugin might read attributes at the
* same time when the cache is reloaded. There's a chance for
* corrupted attributes at that exact moment.
*/
if (ClassCount == 0)
{
return false;
}
for (new classindex = 0; classindex < ClassCount; clasindex++)
{
/* General */
ClassDataCache[classindex][class_enabled] = ClassData[classindex][class_enabled];
ClassDataCache[classindex][class_team] = ClassData[classindex][class_team];
ClassDataCache[classindex][class_team_default] = ClassData[classindex][class_team_default];
strcopy(ClassDataCache[classindex][class_name], 64, ClassData[classindex][class_name]);
strcopy(ClassDataCache[classindex][class_description], 256, ClassData[classindex][class_description]);
/* Model */
strcopy(ClassDataCache[classindex][class_model_path], 256, ClassData[classindex][class_model_path]);
ClassDataCache[classindex][class_alpha_initial] = ClassData[classindex][class_alpha_initial];
ClassDataCache[classindex][class_alpha_damaged] = ClassData[classindex][class_alpha_damaged];
ClassDataCache[classindex][class_alpha_damage] = ClassData[classindex][class_alpha_damage];
/* Hud */
strcopy(ClassDataCache[classindex][class_overlay_path], 256, ClassData[classindex][class_overlay_path]);
ClassDataCache[classindex][class_nvgs] = ClassData[classindex][class_nvgs];
ClassDataCache[classindex][class_fov] = ClassData[classindex][class_fov];
/* Effects */
ClassDataCache[classindex][class_napalm_time] = ClassData[classindex][class_napalm_time];
/* Player behaviour */
ClassDataCache[classindex][class_immunity_mode] = ClassData[classindex][class_immunity_mode];
ClassDataCache[classindex][class_immunity_amount] = ClassData[classindex][class_immunity_amount];
ClassDataCache[classindex][class_no_fall_damage] = ClassData[classindex][class_no_fall_damage];
ClassDataCache[classindex][class_health] = ClassData[classindex][class_health];
ClassDataCache[classindex][class_health_regen_interval] = ClassData[classindex][class_health_regen_interval];
ClassDataCache[classindex][class_health_regen_amount] = ClassData[classindex][class_health_regen_amount];
ClassDataCache[classindex][class_health_infect_gain] = ClassData[classindex][class_health_infect_gain];
ClassDataCache[classindex][class_kill_bonus] = ClassData[classindex][class_kill_bonus];
ClassDataCache[classindex][class_speed] = ClassData[classindex][class_speed];
ClassDataCache[classindex][class_knockback] = ClassData[classindex][class_knockback];
ClassDataCache[classindex][class_jump_height] = ClassData[classindex][class_jump_height];
ClassDataCache[classindex][class_jump_distance] = ClassData[classindex][class_jump_distance];
}
return true;
}
/**
* Clears the players class data and copies data from the specified class data
* cache.
*
* @param client The client index.
* @param classindex The index of the class to read from.
* @param cachetype Optional. Specifies what class cache to read from.
* Options: ZR_CLASS_CACHE_ORIGINAL (unchanged class
* data), ZR_CLASS_CACHE_MODIFIED (default, modified class
* data).
* @return True if successful, false otherwise.
*/
bool:ClassReloadPlayerCache(client, classindex, cachetype = ZR_CLASS_CACHE_MODIFIED)
{
// Validate indexes.
if (!ClassValidateIndex(classindex) || !IsClientPlayer(client))
{
return false;
}
switch (cachetype)
{
case ZR_CLASS_CACHE_ORIGINAL:
{
/* General */
ClassPlayerCache[client][class_enabled] = ClassData[classindex][class_enabled];
ClassPlayerCache[client][class_team] = ClassData[classindex][class_team];
ClassPlayerCache[client][class_team_default] = ClassData[classindex][class_team_default];
strcopy(ClassPlayerCache[client][class_name], 64, ClassData[classindex][class_name]);
strcopy(ClassPlayerCache[client][class_description], 256, ClassData[classindex][class_description]);
/* Model */
strcopy(ClassPlayerCache[client][class_model_path], 256, ClassData[classindex][class_model_path]);
ClassPlayerCache[client][class_alpha_initial] = ClassData[classindex][class_alpha_initial];
ClassPlayerCache[client][class_alpha_damaged] = ClassData[classindex][class_alpha_damaged];
ClassPlayerCache[client][class_alpha_damage] = ClassData[classindex][class_alpha_damage];
/* Hud */
strcopy(ClassPlayerCache[client][class_overlay_path], 256, ClassData[classindex][class_overlay_path]);
ClassPlayerCache[client][class_nvgs] = ClassData[classindex][class_nvgs];
ClassPlayerCache[client][class_fov] = ClassData[classindex][class_fov];
/* Effects */
ClassPlayerCache[client][class_napalm_time] = ClassData[classindex][class_napalm_time];
/* Player behaviour */
ClassPlayerCache[client][class_immunity_mode] = ClassData[classindex][class_immunity_mode];
ClassPlayerCache[client][class_immunity_amount] = ClassData[classindex][class_immunity_amount];
ClassPlayerCache[client][class_no_fall_damage] = ClassData[classindex][class_no_fall_damage];
ClassPlayerCache[client][class_health] = ClassData[classindex][class_health];
ClassPlayerCache[client][class_health_regen_interval] = ClassData[classindex][class_health_regen_interval];
ClassPlayerCache[client][class_health_regen_amount] = ClassData[classindex][class_health_regen_amount];
ClassPlayerCache[client][class_health_infect_gain] = ClassData[classindex][class_health_infect_gain];
ClassPlayerCache[client][class_kill_bonus] = ClassData[classindex][class_kill_bonus];
ClassPlayerCache[client][class_speed] = ClassData[classindex][class_speed];
ClassPlayerCache[client][class_knockback] = ClassData[classindex][class_knockback];
ClassPlayerCache[client][class_jump_height] = ClassData[classindex][class_jump_height];
ClassPlayerCache[client][class_jump_distance] = ClassData[classindex][class_jump_distance];
}
case ZR_CLASS_CACHE_MODIFIED:
{
/* General */
ClassPlayerCache[client][class_enabled] = ClassDataCache[classindex][class_enabled];
ClassPlayerCache[client][class_team] = ClassDataCache[classindex][class_team];
ClassPlayerCache[client][class_team_default] = ClassDataCache[classindex][class_team_default];
strcopy(ClassPlayerCache[client][class_name], 64, ClassDataCache[classindex][class_name]);
strcopy(ClassPlayerCache[client][class_description], 256, ClassDataCache[classindex][class_description]);
/* Model */
strcopy(ClassPlayerCache[client][class_model_path], 256, ClassDataCache[classindex][class_model_path]);
ClassPlayerCache[client][class_alpha_initial] = ClassDataCache[classindex][class_alpha_initial];
ClassPlayerCache[client][class_alpha_damaged] = ClassDataCache[classindex][class_alpha_damaged];
ClassPlayerCache[client][class_alpha_damage] = ClassDataCache[classindex][class_alpha_damage];
/* Hud */
strcopy(ClassPlayerCache[client][class_overlay_path], 256, ClassDataCache[classindex][class_overlay_path]);
ClassPlayerCache[client][class_nvgs] = ClassDataCache[classindex][class_nvgs];
ClassPlayerCache[client][class_fov] = ClassDataCache[classindex][class_fov];
/* Effects */
ClassPlayerCache[client][class_napalm_time] = ClassDataCache[classindex][class_napalm_time];
/* Player behaviour */
ClassPlayerCache[client][class_immunity_mode] = ClassDataCache[classindex][class_immunity_mode];
ClassPlayerCache[client][class_immunity_amount] = ClassDataCache[classindex][class_immunity_amount];
ClassPlayerCache[client][class_no_fall_damage] = ClassDataCache[classindex][class_no_fall_damage];
ClassPlayerCache[client][class_health] = ClassDataCache[classindex][class_health];
ClassPlayerCache[client][class_health_regen_interval] = ClassDataCache[classindex][class_health_regen_interval];
ClassPlayerCache[client][class_health_regen_amount] = ClassDataCache[classindex][class_health_regen_amount];
ClassPlayerCache[client][class_health_infect_gain] = ClassDataCache[classindex][class_health_infect_gain];
ClassPlayerCache[client][class_kill_bonus] = ClassDataCache[classindex][class_kill_bonus];
ClassPlayerCache[client][class_speed] = ClassDataCache[classindex][class_speed];
ClassPlayerCache[client][class_knockback] = ClassDataCache[classindex][class_knockback];
ClassPlayerCache[client][class_jump_height] = ClassDataCache[classindex][class_jump_height];
ClassPlayerCache[client][class_jump_distance] = ClassDataCache[classindex][class_jump_distance];
}
default:
{
// Invalid cache specified.
return false;
}
}
return true;
}

0
src/zr/sayhooks.inc Executable file → Normal file
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src/zr/teleport.inc Executable file → Normal file
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src/zr/translation.inc Executable file → Normal file
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2
src/zr/zombiereloaded.inc Executable file → Normal file
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@ -48,7 +48,7 @@ enum ZTeam
#define LOG_MODULE_OVERLAYS 4096 // overlays.inc #define LOG_MODULE_OVERLAYS 4096 // overlays.inc
#define LOG_MODULE_SAYTRIGGERS 8192 // sayhooks.inc #define LOG_MODULE_SAYTRIGGERS 8192 // sayhooks.inc
#define LOG_MODULE_TELEPORT 16384 // teleport.inc #define LOG_MODULE_TELEPORT 16384 // teleport.inc
#define LOG_MODULE_CLASSES 32768 // playerclasses.inc #define LOG_MODULE_CLASSES 32768 // playerclasses/*
#define LOG_MODULE_WEAPONRESTICT 65536 // weaponrestrict.inc #define LOG_MODULE_WEAPONRESTICT 65536 // weaponrestrict.inc
#define LOG_MODULE_COMMANDS 131072 // commands.inc #define LOG_MODULE_COMMANDS 131072 // commands.inc
#define LOG_MODULE_ANTICAMP 262144 // anticamp.inc #define LOG_MODULE_ANTICAMP 262144 // anticamp.inc

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src/zr_ammo.sp Executable file → Normal file
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src/zr_hitsounds.sp Executable file → Normal file
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src/zr_info.sp Executable file → Normal file
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todo.txt Executable file → Normal file
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