Finished ZMarket. Includes rebuy and auto-rebuy which can be disabled by cvar (and clients can disable auto-rebuy in-game)
* "stock'd" a couple functions.
This commit is contained in:
@ -3,18 +3,69 @@
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*
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* Zombie:Reloaded
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*
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* File:
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* File: zmarket.inc
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* Type: Module
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* Description:
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* Description: ZMarket module, provides menu of weapons to buy from.
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*
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* Copyright (C) 2009 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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/* * Copyright (C) 2009 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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**/
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/**
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* Variable to store buyzone offset value.
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*/
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new g_iToolsInBuyZone;
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/**
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* Array to store the client's current weapon type within menu.
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*/
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new g_iZMarketCurType[MAXPLAYERS + 1];
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/**
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* Array handle to store the amount of purchases left for a weapon.
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*/
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new Handle:g_hZMarketPurchaseCount[MAXPLAYERS + 1];
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/**
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* Array to store a weapon of each type last purchased from ZMarket.
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*/
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new String:g_strZMarketLastWeapon[MAXPLAYERS + 1][WeaponsSlot][WEAPONS_MAX_LENGTH];
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/**
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* Array to store clients' auto-rebuy setting.
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*/
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new bool:g_bZMarketAutoRebuy[MAXPLAYERS + 1];
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/**
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* Initialize market data.
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*/
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@ -35,6 +86,586 @@ ZMarketOnOffsetsFound()
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}
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}
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/**
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* Client is joining the server.
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*
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* @param client The client index.
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*/
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ZMarketClientInit(client)
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{
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// If purchase count data exists, then destroy before creating again.
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if (g_hZMarketPurchaseCount[client] != INVALID_HANDLE)
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{
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CloseHandle(g_hZMarketPurchaseCount[client]);
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}
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// Create a new array handle to store purchase count data for client.
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g_hZMarketPurchaseCount[client] = CreateTrie();
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// Initialize auto-rebuy data.
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g_bZMarketAutoRebuy[client] = false;
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}
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/**
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* Client is leaving the server.
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*
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* @param client The client index.
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*/
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ZMarketOnClientDisconnect(client)
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{
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// Destroy ZMarket array data for client.
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CloseHandle(g_hZMarketPurchaseCount[client]);
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g_hZMarketPurchaseCount[client] = INVALID_HANDLE;
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}
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/**
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* Client is spawning into the game.
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*
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* @param client The client index.
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*/
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ZMarketOnClientSpawn(client)
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{
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// Reset purchase counts for client.
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ZMarketResetPurchaseCount(client);
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// If auto-rebuy is enabled, then force client to rebuy weapons.
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if (g_bZMarketAutoRebuy[client])
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{
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ZMarketRebuy(client);
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}
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}
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/**
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* Reset the purchase count(s) for a client.
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*
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* @param client The client index.
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*/
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ZMarketResetPurchaseCount(client)
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{
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// Clear out the trie of all data.
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ClearTrie(g_hZMarketPurchaseCount[client]);
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}
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/**
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* Set the purchases left for a client of a weapon.
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*
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* @param client The client index.
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* @param weapon The weapon name.
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* @param value The amount of purchases left for the weapon.
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*/
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ZMarketSetPurchaseCount(client, const String:weapon[], value, bool:add = false)
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{
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// Initialize variable (value is 0)
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new purchasemax;
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// If we are adding, then update variable with current ammo value.
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if (add)
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{
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purchasemax = ZMarketGetPurchaseCount(client, weapon);
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}
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// Set value in client's trie.
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SetTrieValue(g_hZMarketPurchaseCount[client], weapon, purchasemax + value);
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}
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/**
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* Get the purchases left for a client of a weapon.
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*
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* @param client The client index.
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* @param weapon The weapon name.
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* @param return The amount of purchases left for the weapon.
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*/
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ZMarketGetPurchaseCount(client, const String:weapon[])
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{
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// Get value in client's trie.
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new value;
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GetTrieValue(g_hZMarketPurchaseCount[client], weapon, value);
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return value;
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}
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/**
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* Sends weapon type list to client.
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* @param client The client index.
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* @return True if the menu was sent successfully, false if not.
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*/
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bool:ZMarketMenuTypes(client)
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{
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new bool:zmarket = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET]);
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if (!zmarket)
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{
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// Telle client feature is disabled.
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TranslationPrintToChat(client, "Feature is disabled");
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return false;
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}
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// Create menu handle.
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new Handle:menu_zmarket_types = CreateMenu(ZMarketMenuTypesHandle);
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// Set translation target as client.
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SetGlobalTransTarget(client);
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// Set menu title.
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SetMenuTitle(menu_zmarket_types, "%t\n ", "Weapons menu zmarket types title");
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// If rebuy is enabled, then add it to the menu.
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new bool:zmarketrebuy = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY]);
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new bool:zmarketrebuyauto = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_REBUY_AUTO]);
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// If rebuy or auto-rebuy is enabled, then add it to the menu.
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if (zmarketrebuy || zmarketrebuyauto)
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{
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// Add "Rebuy" option.
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decl String:rebuy[WEAPONS_MAX_LENGTH];
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Format(rebuy, sizeof(rebuy), "%t", "Weapons menu zmarket types rebuy");
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AddMenuItem(menu_zmarket_types, "Rebuy", rebuy);
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}
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// If auto-rebuy is enabled, then add it to the menu.
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if (zmarketrebuyauto)
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{
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// Get current auto-rebuy setting.
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decl String:rebuyautosetting[8];
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ConfigBoolToSetting(g_bZMarketAutoRebuy[client], rebuyautosetting, sizeof(rebuyautosetting));
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// Add "Auto-Rebuy" option.
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decl String:rebuyauto[WEAPONS_MAX_LENGTH];
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Format(rebuyauto, sizeof(rebuyauto), "%t", "Weapons menu zmarket types auto-rebuy", rebuyautosetting);
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AddMenuItem(menu_zmarket_types, "Auto-Rebuy", rebuyauto);
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}
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decl String:typename[WEAPONS_MAX_LENGTH];
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// x = Array index.
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new size = GetArraySize(arrayWeaponTypes);
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for (new x = 0; x < size; x++)
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{
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// Get name of type.
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RestrictWeaponTypeGetName(x, typename, sizeof(typename));
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// Add item to menu.
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AddMenuItem(menu_zmarket_types, typename, typename);
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}
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// If there are no weapons, add an "(Empty)" line.
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if (size == 0)
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{
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decl String:empty[64];
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Format(empty, sizeof(empty), "%t", "Menu empty");
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AddMenuItem(menu_zmarket_types, "empty", empty, ITEMDRAW_DISABLED);
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}
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// Set exit back button.
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SetMenuExitBackButton(menu_zmarket_types, true);
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DisplayMenu(menu_zmarket_types, client, MENU_TIME_FOREVER);
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// Menu sent successfully.
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return true;
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}
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/**
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* Called when client selects option in the weapons list menu, and handles it.
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* @param menu_zmarket_types Handle of the menu being used.
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* @param action The action done on the menu (see menus.inc, enum MenuAction).
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* @param client The client index.
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* @param slot The slot index selected (starting from 0).
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*/
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public ZMarketMenuTypesHandle(Handle:menu_zmarket_types, MenuAction:action, client, slot)
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{
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// Client selected an option.
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if (action == MenuAction_Select)
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{
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decl String:weapontype[WEAPONS_MAX_LENGTH];
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GetMenuItem(menu_zmarket_types, slot, weapontype, sizeof(weapontype));
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if (StrEqual(weapontype, "Rebuy"))
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{
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// Force client to rebuy weapons.
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ZMarketRebuy(client);
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// Resend menu.
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ZMarketMenuTypes(client);
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return;
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}
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if (StrEqual(weapontype, "Auto-Rebuy"))
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{
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// Toggle rebuy.
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g_bZMarketAutoRebuy[client] = !g_bZMarketAutoRebuy[client];
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// Resend menu.
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ZMarketMenuTypes(client);
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return;
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}
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// Get weapon index.
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new weapontypeindex = RestrictTypeToIndex(weapontype);
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// If weapon type index is -1, then something went very wrong.
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if (weapontypeindex == -1)
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{
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// Resend menu.
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ZMarketMenuTypes(client);
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return;
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}
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// Menu slot index is = weapon type index.
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g_iZMarketCurType[client] = weapontypeindex;
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// Send weapons of the selected type in a menu to client.
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ZMarketMenuTypeWeapons(client);
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}
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// Client closed the menu.
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if (action == MenuAction_Cancel)
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{
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// Client hit "Back" button.
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if (slot == MenuCancel_ExitBack)
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{
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MenuMain(client);
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}
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}
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// Client hit "Exit" button.
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else if (action == MenuAction_End)
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{
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CloseHandle(menu_zmarket_types);
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}
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}
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/**
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* Sends a list of weapons of a certain type in a menu to the client.
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* @param client The client index.
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*/
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ZMarketMenuTypeWeapons(client)
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{
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// Create menu handle.
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new Handle:menu_zmarket_typeweapons = CreateMenu(ZMarketMenuTypeWeaponsHandle);
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// Get name of current weapon type.
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decl String:typename[WEAPONS_MAX_LENGTH];
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RestrictWeaponTypeGetName(g_iZMarketCurType[client], typename, sizeof(typename));
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// Set menu title.
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SetMenuTitle(menu_zmarket_typeweapons, "%t\n ", "Weapons menu zmarket types weapon type title", typename);
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decl String:typeweapon[WEAPONS_MAX_LENGTH];
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decl String:typeweapondisplay[WEAPONS_MAX_LENGTH];
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decl String:display[128];
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// Get an array populated with all weapons of the given type.
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new Handle:arrayTypeWeapons;
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new count = RestrictGetTypeWeapons(g_iZMarketCurType[client], arrayTypeWeapons);
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// x = Array index.
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for (new x = 0; x < count; x++)
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{
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// Get weapon index to check restricted status of.
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new weaponindex = GetArrayCell(arrayTypeWeapons, x);
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// Get name of weapon.
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WeaponsGetName(weaponindex, typeweapon, sizeof(typeweapon));
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// Check if client is buying the weapon or ammo for it, and get the price of the item.
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new bool:hasweapon = WeaponsClientHasWeapon(client, typeweapon);
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// DO ITEM PRICE STUFF HERE.
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new itemprice;
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// Do appropriate formatting for the type of item client is buying.
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new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
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if (!hasweapon || slot == Slot_Invalid || slot == Slot_Projectile)
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{
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// Get the weapon price.
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itemprice = WeaponsGetZMarketPrice(weaponindex);
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}
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else
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{
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// Get the weapon's ammo price.
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itemprice = WeaponsGetAmmoPrice(weaponindex);
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// Tell client they are buying ammo.
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Format(typeweapondisplay, sizeof(typeweapondisplay), "%s %t", typeweapon, "Weapons menu zmarket types weapon ammo");
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}
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// If the itemprice is invalid, then set to known integer to be later replaced.
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if (itemprice < 0)
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{
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itemprice = -1;
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}
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// DO RESTRICTED WEAPON STUFF HERE.
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// Get restricted status on the weapon.
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new bool:restricted = RestrictIsWeaponRestricted(weaponindex);
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// If weapon is restricted then format "[]" around it.
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strcopy(typeweapondisplay, sizeof(typeweapondisplay), typeweapon);
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if (restricted)
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{
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Format(typeweapondisplay, sizeof(typeweapondisplay), "[%s]", typeweapon);
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}
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// DO PURCHASE MAX STUFF HERE.
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// Get the purchase count information for this weapon.
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new purchasemax = WeaponsGetZMarketPurchaseMax(weaponindex);
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new purchasecount = ZMarketGetPurchaseCount(client, typeweapon);
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new purchasesleft = purchasemax - purchasecount;
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// If the purchases left for the weapon goes below 0, fix it.
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if (purchasesleft < 0)
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{
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purchasesleft = 0;
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}
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// If max purchases is disabled for the weapon, then set as known integer to be later replaced.
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if (purchasemax <= 0)
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{
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purchasesleft = -1;
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}
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// Format all the information together.
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// Format price onto the menu entry.
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Format(display, sizeof(display), "%t", "Weapons menu zmarket types weapon info", typeweapondisplay, itemprice, purchasesleft);
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// Remove the known invalid number from the string, and replace with N/A, and remove currency symbol.
|
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ReplaceString(display, sizeof(display), "$-1", "N/A");
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ReplaceString(display, sizeof(display), "-1", "N/A");
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// Disable option if it isn't toggleable.
|
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new bool:itemdraw = ((itemprice > -1) && !restricted && (purchasemax <= 0 || purchasesleft > 0));
|
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AddMenuItem(menu_zmarket_typeweapons, typeweapon, display, MenuGetItemDraw(itemdraw));
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}
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// Destroy the array handle.
|
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CloseHandle(arrayTypeWeapons);
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|
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// Set menu back button.
|
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SetMenuExitBackButton(menu_zmarket_typeweapons, true);
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|
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// Display menu to client.
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DisplayMenu(menu_zmarket_typeweapons, client, MENU_TIME_FOREVER);
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}
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/**
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* Called when client selects option in the weapon group menu, and handles it.
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* @param menu_zmarket_typeweapons Handle of the menu being used.
|
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* @param action The action done on the menu (see menus.inc, enum MenuAction).
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* @param client The client index.
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* @param slot The slot index selected (starting from 0).
|
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*/
|
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public ZMarketMenuTypeWeaponsHandle(Handle:menu_zmarket_typeweapons, MenuAction:action, client, slot)
|
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{
|
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// Client selected an option.
|
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if (action == MenuAction_Select)
|
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{
|
||||
// Get name of current weapon type.
|
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decl String:typename[WEAPONS_MAX_LENGTH];
|
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RestrictWeaponTypeGetName(g_iZMarketCurType[client], typename, sizeof(typename));
|
||||
|
||||
decl String:typeweapon[WEAPONS_MAX_LENGTH];
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GetMenuItem(menu_zmarket_typeweapons, slot, typeweapon, sizeof(typeweapon));
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||||
|
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// Equip weapon on client.
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ZMarketEquip(client, typeweapon);
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|
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// Open types menu.
|
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ZMarketMenuTypes(client);
|
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}
|
||||
// Client closed the menu.
|
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if (action == MenuAction_Cancel)
|
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{
|
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// Client hit "Back" button.
|
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if (slot == MenuCancel_ExitBack)
|
||||
{
|
||||
ZMarketMenuTypes(client);
|
||||
}
|
||||
}
|
||||
// Client hit "Exit" button.
|
||||
else if (action == MenuAction_End)
|
||||
{
|
||||
CloseHandle(menu_zmarket_typeweapons);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Equip a weapon on a client.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param weapon The weapon to equip (must be in weapons config file)
|
||||
* @param rebuy (Optional) If client is rebuying, ammo will be ignored.
|
||||
*/
|
||||
stock bool:ZMarketEquip(client, const String:weapon[], bool:rebuy = false)
|
||||
{
|
||||
// If client is a zombie, then stop.
|
||||
if (InfectIsClientInfected(client))
|
||||
{
|
||||
TranslationPrintToChat(client, "Must be human");
|
||||
return false;
|
||||
}
|
||||
|
||||
new bool:zmarketbuyzone = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE]);
|
||||
if (zmarketbuyzone && !ZMarketIsClientInBuyZone(client))
|
||||
{
|
||||
TranslationPrintToChat(client, "Weapons zmarket buyzone");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get weapon index.
|
||||
new weaponindex = WeaponsNameToIndex(weapon);
|
||||
|
||||
// If weapon index is -1, then something went very wrong.
|
||||
if (weaponindex == -1)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get slot index of the weapon being purchased.
|
||||
new WeaponsSlot:slot = WeaponsGetSlot(weaponindex);
|
||||
|
||||
// Get the appropriate price of the item being purchased.
|
||||
new bool:hasweapon = WeaponsClientHasWeapon(client, weapon);
|
||||
new itemprice = (hasweapon && slot != Slot_Invalid && slot != Slot_Projectile) ? WeaponsGetAmmoPrice(weaponindex) : WeaponsGetZMarketPrice(weaponindex);
|
||||
|
||||
// If the weapon price is below 0, then something went wrong.
|
||||
if (itemprice < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get client's current money.
|
||||
new cash = AccountGetClientCash(client);
|
||||
|
||||
// If client doesn't have enough money, tell them, resend menu, and then stop.
|
||||
if (cash < itemprice)
|
||||
{
|
||||
TranslationPrintToChat(client, "Not enough money");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set client's new cash after purchase.
|
||||
AccountSetClientCash(client, cash - itemprice);
|
||||
|
||||
// Check to make sure the weapon isn't restricted.
|
||||
new bool:restricted = RestrictIsWeaponRestricted(weaponindex);
|
||||
if (restricted)
|
||||
{
|
||||
TranslationPrintToChat(client, "Weapon is restricted", weapon);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get the purchase count information for this weapon.
|
||||
new purchasemax = WeaponsGetZMarketPurchaseMax(weaponindex);
|
||||
new purchasecount = ZMarketGetPurchaseCount(client, weapon);
|
||||
new purchasesleft = purchasemax - purchasecount;
|
||||
if (purchasemax > 0 && purchasesleft <= 0)
|
||||
{
|
||||
TranslationPrintToChat(client, "Weapons zmarket purchase max", weapon, purchasemax);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a list of the client's current weapons.
|
||||
new weapons[WeaponsSlot];
|
||||
WeaponsGetClientWeapons(client, weapons);
|
||||
|
||||
// Check if client is buying the weapon or ammo for it.
|
||||
if (!hasweapon || slot == Slot_Invalid || slot == Slot_Projectile)
|
||||
{
|
||||
|
||||
// Check if the slot is valid and NOT a projectile (grenade).
|
||||
if (slot != Slot_Invalid && slot != Slot_Projectile)
|
||||
{
|
||||
// If there is already a weapon in the slot, then force client to drop it.
|
||||
if (weapons[slot] > -1)
|
||||
{
|
||||
// Force client to drop the weapon.
|
||||
WeaponsForceClientDrop(client, weapons[slot]);
|
||||
}
|
||||
}
|
||||
|
||||
// Format name into entity name.
|
||||
decl String:weaponentity[WEAPONS_MAX_LENGTH];
|
||||
|
||||
// If the slot is invalid, this means the item is not a usable weapon, it's equipment.
|
||||
if (slot == Slot_Invalid)
|
||||
{
|
||||
Format(weaponentity, sizeof(weaponentity), "item_%s", weapon);
|
||||
}
|
||||
else
|
||||
{
|
||||
Format(weaponentity, sizeof(weaponentity), "weapon_%s", weapon);
|
||||
}
|
||||
|
||||
// Give client the weapon.
|
||||
GivePlayerItem(client, weaponentity);
|
||||
|
||||
// Copy weapon to array for this slot.
|
||||
strcopy(g_strZMarketLastWeapon[client][slot], sizeof(g_strZMarketLastWeapon), weapon);
|
||||
|
||||
// Add 1 to the client's purchase count.
|
||||
ZMarketSetPurchaseCount(client, weapon, 1, true);
|
||||
|
||||
// Tell client they bought a weapon.
|
||||
TranslationPrintToChat(client, "Weapons zmarket purchase", weapon);
|
||||
}
|
||||
else if (!rebuy)
|
||||
{
|
||||
// Get ammo type and stop if it's invalid.
|
||||
decl String:weaponammo[WEAPONS_MAX_LENGTH];
|
||||
WeaponsGetAmmoType(weaponindex, weaponammo, sizeof(weaponammo));
|
||||
if (!weaponammo[0])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Give ammo and preserve client's clip ammo value.
|
||||
new clip = WeaponAmmoGetAmmo(weapons[slot], true);
|
||||
GivePlayerItem(client, weaponammo);
|
||||
WeaponAmmoSetAmmo(weapons[slot], true, clip);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Force a client to rebuy their weapons.
|
||||
*
|
||||
* @param client The client index.
|
||||
*/
|
||||
ZMarketRebuy(client)
|
||||
{
|
||||
// If client is a zombie, then stop.
|
||||
if (InfectIsClientInfected(client))
|
||||
{
|
||||
TranslationPrintToChat(client, "Must be human");
|
||||
return;
|
||||
}
|
||||
|
||||
new bool:zmarketbuyzone = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_ZMARKET_BUYZONE]);
|
||||
if (zmarketbuyzone && !ZMarketIsClientInBuyZone(client))
|
||||
{
|
||||
TranslationPrintToChat(client, "Weapons zmarket buyzone");
|
||||
return;
|
||||
}
|
||||
|
||||
// x = Weapon slot.
|
||||
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
||||
{
|
||||
new bool:equipped = ZMarketEquip(client, g_strZMarketLastWeapon[client][x], true);
|
||||
|
||||
// Remove weapon from last weapons.
|
||||
if (!equipped)
|
||||
{
|
||||
strcopy(g_strZMarketLastWeapon[client][x], sizeof(g_strZMarketLastWeapon), "");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Checks if a client is in a buyzone.
|
||||
*
|
||||
|
Reference in New Issue
Block a user