Finished functions for applying class attributes.
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@ -6,6 +6,8 @@
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* ====================
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*/
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// TODO: Move skybox and lightning functions into this file.
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new bool:AmbienceLoaded = false;
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new String:AmbienceSound[64];
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new Float:AmbienceVolume;
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@ -32,6 +32,11 @@ bool:ClassApplyAttributes(client, bool:improved = false)
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ClassApplyModel(client, classindex);
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ClassApplyAlpha(client, classindex);
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ClassApplyOverlay(client, classindex);
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ClassApplyNightVision(client, classindex);
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ClassApplyFOV(client, classindex);
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ClassApplyHealth(client, classindex, improved);
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ClassApplyHealthRegen(client, classindex);
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ClassApplySpeed(client, classindex);
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}
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/**
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@ -145,3 +150,179 @@ bool:ClassApplyOverlay(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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ClassOverlayInitialize(client, overlay);
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return true;
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}
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/**
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* Gives night vision to a player.
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*
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* @param client The client index.
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* @param classindex The class to read from.
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* @param cachetype Optional. Specifies what class cache to read from.
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* Options:
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* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
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* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
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* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
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* @return True on success, false otherwise.
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*/
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bool:ClassApplyNightVision(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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new bool:nvgs;
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// Get the night vision setting from the specified cache.
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if (cachetype == ZR_CLASS_CACHE_PLAYER)
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{
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nvgs = ClassGetNvgs(client, cachetype);
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}
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else
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{
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nvgs = ClassGetNvgs(classindex, cachetype);
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}
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NightVision(client, nvgs);
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// Turn on night vision if applied.
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if (nvgs)
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{
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NightVisionOn(client, nvgs);
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}
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return true;
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}
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/**
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* Sets the field of view setting on a player.
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*
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* @param client The client index.
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* @param classindex The class to read from.
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* @param cachetype Optional. Specifies what class cache to read from.
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* Options:
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* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
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* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
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* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
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* @return True on success, false otherwise.
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*/
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bool:ClassApplyFOV(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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new fov;
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// Get the field of view setting from the specified cache.
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if (cachetype == ZR_CLASS_CACHE_PLAYER)
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{
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fov = ClassGetFOV(client, cachetype);
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}
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else
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{
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fov = ClassGetFOV(classindex, cachetype);
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}
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SetPlayerFOV(client, fov);
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return true;
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}
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/**
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* Gives health points on a player.
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*
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* @param client The client index.
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* @param classindex The class to read from.
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* @param boost Double health boost. Default: false
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* @param cachetype Optional. Specifies what class cache to read from.
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* Options:
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* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
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* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
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* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
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* @return True on success, false otherwise.
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*/
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bool:ClassApplyHealth(client, classindex, bool:boost = false, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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new health;
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// Get the health points from the specified cache.
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if (cachetype == ZR_CLASS_CACHE_PLAYER)
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{
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health = ClassGetHealth(client, cachetype);
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}
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else
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{
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health = ClassGetHealth(classindex, cachetype);
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}
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if (boost)
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{
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health *= 2;
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}
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SetEntityHealth(client, health);
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return true;
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}
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/**
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* Applies health regeneration on a player if enabled.
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*
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* @param client The client index.
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* @param classindex The class to read from.
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* @param boost Double health boost. Default: false
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* @param cachetype Optional. Specifies what class cache to read from.
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* Options:
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* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
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* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
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* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
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* @return True if applied, false otherwise.
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*/
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bool:ClassApplyHealthRegen(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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new Float:interval;
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new amount;
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new max;
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// Get the health regeneration info from the specified cache.
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if (cachetype == ZR_CLASS_CACHE_PLAYER)
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{
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interval = ClassGetHealthRegenInterval(client, cachetype);
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amount = ClassGetHealthRegenAmount(client, cachetype);
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max = ClassGetHealth(client, cachetype);
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}
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else
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{
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interval = ClassGetHealthRegenInterval(classindex, cachetype);
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amount = ClassGetHealthRegenAmount(classindex, cachetype);
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max = ClassGetHealth(classindex, cachetype);
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}
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if (interval > 0)
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{
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ClassHealthRegenInitialize(client, interval, amount, max);
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return true;
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}
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else
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{
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return false;
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}
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}
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/**
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* Sets the players speed.
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*
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* @param client The client index.
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* @param classindex The class to read from.
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* @param cachetype Optional. Specifies what class cache to read from.
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* Options:
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* ZR_CLASS_CACHE_ORIGINAL - Unchanced class data.
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* ZR_CLASS_CACHE_MODIFIED - Changed/newest class data.
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* ZR_CLASS_CACHE_PLAYER (default) - Player cache.
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* @return True on success, false otherwise.
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*/
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bool:ClassApplySpeed(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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new speed;
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// Get the health points from the specified cache.
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if (cachetype == ZR_CLASS_CACHE_PLAYER)
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{
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speed = ClassGetSpeed(client, cachetype);
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}
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else
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{
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speed = ClassGetSpeed(classindex, cachetype);
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}
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SetPlayerSpeed(client, speed);
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return true;
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}
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@ -384,7 +384,7 @@ ClassGetOverlayPath(index, String:buffer[], maxlen, cachetype = ZR_CLASS_CACHE_P
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* is used, index will be used as a client index.
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* @return The night vision setting from the specified class. False on error.
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*/
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bool:ClassGetNVGs(index, cachetype = ZR_CLASS_CACHE_PLAYER)
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bool:ClassGetNvgs(index, cachetype = ZR_CLASS_CACHE_PLAYER)
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{
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switch (cachetype)
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{
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66
src/zr/playerclasses/healthregen.inc
Normal file
66
src/zr/playerclasses/healthregen.inc
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@ -0,0 +1,66 @@
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: healthregen.inc
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* Description: Functions for managing health regeneration on a client.
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* Author: Richard Helgeby
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*
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* ============================================================================
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*/
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new ClientHealthRegenAmount[MAXPLAYERS + 1];
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new ClientHealthRegenMax[MAXPLAYERS + 1];
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new Handle:tHealthRegen[MAXPLAYERS + 1] = {INVALID_HANDLE, ...};
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ClassHealthRegenInitialize(client, Float:interval, amount, max)
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{
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ClientHealthRegenAmount[client] = amount;
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ClientHealthRegenMax[client] = max;
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ClassHealthRegenStart(client, interval);
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}
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ClassHealthRegenStart(client, Float:interval)
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{
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// Kill the timer if it exist.
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if (tHealthRegen[client] != INVALID_HANDLE)
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{
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KillTimer(tHealthRegen[client]);
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tHealthRegen[client] = INVALID_HANDLE;
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}
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tHealthRegen[client] = CreateTimer(interval, ClassHealthRegenTimer, client, TIMER_REPEAT);
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}
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ClassHealthRegenStop(client)
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{
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// Kill the timer if it exist.
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if (tHealthRegen[client] != INVALID_HANDLE)
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{
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KillTimer(tHealthRegen[client]);
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tHealthRegen[client] = INVALID_HANDLE;
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}
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}
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public Action:ClassHealthRegenTimer(Handle:timer, any:client)
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{
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// Kill the timer if the player is dead.
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if (!IsPlayerAlive(client))
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{
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tHealthRegen[client] = INVALID_HANDLE;
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return Plugin_Stop;
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}
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new health = GetClientHealth(client);
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health += ClientHealthRegenAmount[client];
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// Check if the health points is below the limit.
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if (health < ClientHealthRegenMax[client])
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{
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// Increase health.
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SetEntityHealth(client, health);
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}
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return Plugin_Continue;
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}
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@ -208,6 +208,7 @@ new ClassActive[MAXPLAYERS + 1][ZR_CLASS_TEAMCOUNT - 1];
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#include "zr/playerclasses/attributes"
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#include "zr/playerclasses/apply"
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#include "zr/playerclasses/clientoverlays"
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#include "zr/playerclasses/healthregen"
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/**
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* Loads class attributes from playerclasses.txt into the ClassData array. If
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