fixed napalm not disappearing and stop napalm from overlaying
removed weaponalpha completly replaced CBaseEntity::SetAbsVelocity with CBaseEntity::m_vecAbsVelocity
This commit is contained in:
parent
73a72d37da
commit
b286de5ce0
5
Makefile
5
Makefile
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@ -27,9 +27,9 @@ vpath %.smx $(BUILDDIR)
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SOURCEFILES=$(SOURCEDIR)/*.sp
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OBJECTS=$(patsubst %.sp, %.smx, $(notdir $(wildcard $(SOURCEFILES))))
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all: prepare_builddir $(OBJECTS)
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all: prepare $(OBJECTS)
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prepare: prepare_newlines prepare_builddir
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prepare: clean prepare_builddir
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prepare_newlines:
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@echo "Removing windows newlines"
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@ -46,5 +46,4 @@ prepare_builddir:
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$(SPCOMP) -i$(SOURCEDIR) -i$(SMINCLUDES) -i$(ZRINCLUDES) -o$(BUILDDIR)/$@ $<
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clean:
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@echo "Removing build directory"
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@rm -fr $(BUILDDIR)
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@ -1,14 +1,3 @@
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"Games"
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{
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"cstrike"
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{
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"Signatures"
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{
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"CBaseEntity_SetAbsVelocity"
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{
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"library" "server"
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"linux" "@_ZN11CBaseEntity14SetAbsVelocityERK6Vector"
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}
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}
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}
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}
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@ -373,3 +373,14 @@ public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:ang
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Class_OnPlayerRunCmd(client, vel);
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return Plugin_Continue;
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}
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/**
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* When an entity is created
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*
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* @param entity Entity index
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* @param classname Class name
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*/
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public OnEntityCreated(entity, const String:classname[])
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{
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NapalmOnEntityCreated(entity, classname);
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}
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@ -222,6 +222,11 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
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decl String:classname[64];
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GetEdictClassname(inflictor, classname, sizeof(classname));
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// Get the attacker weapon name.
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new String:weaponname[64];
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if(attacker >= 1 && attacker < MAXPLAYERS)
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GetClientWeapon(attacker, weaponname, sizeof(weaponname));
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// If entity is a trigger, then allow damage. (Map is damaging client)
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if (StrContains(classname, "trigger") > -1)
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{
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@ -266,6 +271,12 @@ public Action:DamageOnTakeDamage(client, &attacker, &inflictor, &Float:damage, &
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return Plugin_Continue;
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}
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if (!clientzombie && attackerzombie && !StrEqual(weaponname, "weapon_knife"))
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{
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damage = 1.0;
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return Plugin_Changed;
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}
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// Check if immunity module blocked or modified the damage.
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new Action:immunityAction = ImmunityOnClientDamage(client, attacker, damage);
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if (immunityAction != Plugin_Continue)
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@ -53,7 +53,6 @@ EventHook(bool:unhook = false)
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UnhookEvent("player_hurt", EventPlayerHurt);
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UnhookEvent("player_death", EventPlayerDeath);
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UnhookEvent("player_jump", EventPlayerJump);
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UnhookEvent("weapon_fire", EventWeaponFire);
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// Stop after unhooking events.
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return;
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@ -68,7 +67,6 @@ EventHook(bool:unhook = false)
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HookEvent("player_hurt", EventPlayerHurt);
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HookEvent("player_death", EventPlayerDeath);
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HookEvent("player_jump", EventPlayerJump);
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HookEvent("weapon_fire", EventWeaponFire);
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}
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/**
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@ -90,24 +88,8 @@ public Action:EventRoundStart(Handle:event, const String:name[], bool:dontBroadc
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ZSpawnOnRoundStart();
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VolOnRoundStart();
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ZTeleOnRoundStart();
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// Fire post round_start event.
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//CreateTimer(0.0, EventRoundStartPost);
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}
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/**
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* Event callback (round_start)
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* The round is starting. *Post
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*
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* @param event The event handle.
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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//public Action:EventRoundStartPost(Handle:timer)
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//{
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// Forward event to modules.
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//}
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/**
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* Event callback (round_freeze_end)
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* The freeze time is ending.
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@ -335,22 +317,3 @@ public Action:EventPlayerJumpPost(Handle:timer, any:client)
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// Forward event to modules.
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JumpBoostOnClientJumpPost(client);
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}
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/**
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* Event callback (weapon_fire)
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* Weapon has been fired.
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*
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* @param event The event handle.
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* @param name Name of the event.
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* @dontBroadcast If true, event is broadcasted to all clients, false if not.
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*/
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public Action:EventWeaponFire(Handle:event, const String:name[], bool:dontBroadcast)
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{
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// Get all required event info.
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new index = GetClientOfUserId(GetEventInt(event, "userid"));
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decl String:weapon[32];
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GetEventString(event, "weapon", weapon, sizeof(weapon));
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// Forward event to modules.
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NapalmOnWeaponFire(index, weapon);
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}
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@ -84,26 +84,7 @@ NapalmOnTakeDamage(client, damagetype)
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if (NapalmGetClientWaterLevel(client) >= douse)
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{
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// Put the fire out.
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//ExtinguishEntity(client); <-- Don't use this. Takes off the FL_ONFIRE flag, but flame doesn't get extinguished.
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// This works.
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new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
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if (IsValidEntity(fire))
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{
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// Make sure the entity is a flame, so we can extinguish it.
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decl String:classname[64];
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GetEdictClassname(fire, classname, sizeof(classname));
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if (StrEqual(classname, "entityflame", false))
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{
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SetEntPropFloat(fire, Prop_Data, "m_flLifetime", 0.0);
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}
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// Log what entity was in that property, for future reference.
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else
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{
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LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Napalm, "Napalm Douse", "Found unexpected entity in prop \"m_flLifetime\": \"%s\"", classname);
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}
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}
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NapalmExtinguishEntity(client);
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return _:Plugin_Continue;
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}
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@ -156,11 +137,8 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
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if (reset || !(flags & FL_ONFIRE))
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{
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// This stops the fire before re-ignition.
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ExtinguishEntity(client);
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// Ignite client.
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IgniteEntity(client, napalm_time);
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// Ignite the client or extend the current flames life.
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NapalmIgniteEntity(client, napalm_time);
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}
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}
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}
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@ -173,17 +151,23 @@ NapalmOnClientHurt(client, attacker, const String:weapon[])
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NapalmOnClientDeath(client)
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{
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// Extinguish any flames to stop burning sounds.
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ExtinguishEntity(client);
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NapalmExtinguishEntity(client);
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}
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/**
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* Weapon has been fired.
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* When an entity is created.
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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 entity Entity index
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* @param classname Class name
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*/
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NapalmOnWeaponFire(client, const String:weapon[])
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NapalmOnEntityCreated(entity, const String:classname[])
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{
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// Not a grenade.
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if (strcmp(classname, "hegrenade_projectile", false))
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{
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return;
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}
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// If grenade fire is disabled, then stop.
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new bool:napalmignite = GetConVarBool(g_hCvarsList[CVAR_NAPALM_IGNITE]);
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if (!napalmignite)
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@ -191,49 +175,34 @@ NapalmOnWeaponFire(client, const String:weapon[])
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return;
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}
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// Hook entity spawn.
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SDKHook(entity, SDKHook_SpawnPost, NapalmOnGrenadeSpawnPost);
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}
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/**
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* Called after a grenade entity has been spawned.
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*
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* @param entity Entity index
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*/
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public NapalmOnGrenadeSpawnPost(entity)
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{
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// Get client who threw this grenade.
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new client = GetEntPropEnt(entity, Prop_Send, "m_hOwnerEntity");
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// Invalid client.
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if (client > MaxClients || client <= 0)
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{
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return;
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}
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// If human class can't throw napalm grenades, then stop.
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if (!ClassGetHasNapalm(client))
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{
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return;
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}
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// If weapon isn't a grenade, then stop.
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if (!StrEqual(weapon, "hegrenade", false))
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{
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return;
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}
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// Wait .1 seconds.
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CreateTimer(0.1, NapalmIgniteGrenade);
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}
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/**
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* Timer callback, ignite's all hegrenade projectiles.
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*
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* @param timer The timer handle.
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*/
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public Action:NapalmIgniteGrenade(Handle:timer)
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{
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decl String:classname[64];
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// Get max entities.
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new maxentities = GetMaxEntities();
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// x = entity index.
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for (new x = 0; x <= maxentities; x++)
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{
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// If entity is invalid, then stop.
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if(!IsValidEntity(x) || !IsValidEdict(x))
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{
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continue;
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}
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GetEdictClassname(x, classname, sizeof(classname));
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if(StrEqual(classname, "hegrenade_projectile"))
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{
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IgniteEntity(x, GRENADE_FUSE_TIME);
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}
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}
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// Ignite the grenade.
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IgniteEntity(entity, GRENADE_FUSE_TIME);
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}
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/**
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@ -247,3 +216,56 @@ stock NapalmGetClientWaterLevel(client)
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// Return client's water-level.
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return GetEntData(client, g_iToolsWaterLevel);
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}
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/**
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* Actually extinguishes an entity.
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*
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* @param client The client index.
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*/
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stock NapalmExtinguishEntity(client)
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{
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//ExtinguishEntity(client); <-- Don't use this. Takes off the FL_ONFIRE flag, but flame doesn't get extinguished.
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// This works.
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new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
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if (IsValidEntity(fire))
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{
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// Make sure the entity is a flame, so we can extinguish it.
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decl String:classname[64];
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GetEdictClassname(fire, classname, sizeof(classname));
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if (StrEqual(classname, "entityflame", false))
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{
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SetEntPropFloat(fire, Prop_Data, "m_flLifetime", 0.0);
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}
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// Log what entity was in that property, for future reference.
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else
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{
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LogEvent(false, LogType_Normal, LOG_GAME_EVENTS, LogModule_Napalm, "Napalm Douse", "Found unexpected entity in prop \"m_hEffectEntity\": \"%s\"", classname);
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}
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}
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}
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/**
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* Ignites an entity or changes the current flames lifetime.
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*
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* @param client The client index.
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* @param time Number of seconds to set on fire.
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*/
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stock NapalmIgniteEntity(client, Float:time)
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{
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new fire = GetEntPropEnt(client, Prop_Data, "m_hEffectEntity");
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if (IsValidEntity(fire))
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{
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// Make sure the entity is a flame.
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decl String:classname[64];
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GetEdictClassname(fire, classname, sizeof(classname));
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if (StrEqual(classname, "entityflame", false))
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{
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SetEntPropFloat(fire, Prop_Data, "m_flLifetime", GetGameTime() + time);
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return;
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}
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}
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// No flame entity found, ignite client.
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IgniteEntity(client, time);
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}
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@ -33,7 +33,6 @@ new g_iToolsLMV;
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new g_iToolsHasNightVision;
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new g_iToolsNightVisionOn;
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new g_iToolsFOV;
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new Handle:g_hToolsSetAbsVelocity = INVALID_HANDLE;
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/**
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* @endsection
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@ -95,14 +94,7 @@ ToolsFindOffsets()
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Handle hGameConf = LoadGameConfigFile("zombiereloaded");
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if (hGameConf != INVALID_HANDLE)
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{
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StartPrepSDKCall(SDKCall_Player);
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if (PrepSDKCall_SetFromConf(hGameConf, SDKConf_Signature, "CBaseEntity_SetAbsVelocity"))
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{
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PrepSDKCall_AddParameter(SDKType_Vector, SDKPass_ByRef);
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g_hToolsSetAbsVelocity = EndPrepSDKCall();
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}
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else
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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_Tools, "Offsets", "SDKCall \"CBaseEntity::SetAbsVelocity\" was not found.");
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// Reserved
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CloseHandle(hGameConf);
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}
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@ -35,14 +35,20 @@
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*/
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stock ToolsClientVelocity(client, Float:vecVelocity[3], bool:apply = true, bool:stack = true)
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{
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// If retrieve if true, then get client's velocity.
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static bool:gotoffset = false;
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static offset = -1;
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if(!gotoffset)
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{
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offset = FindDataMapInfo(client, "m_vecAbsVelocity");
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if(offset != -1)
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gotoffset = true;
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}
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// If retrieve is true, then get client's velocity.
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if (!apply)
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{
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// x = vector component.
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for (new x = 0; x < 3; x++)
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{
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vecVelocity[x] = GetEntDataFloat(client, g_iToolsVelocity + (x*4));
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}
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ToolsGetClientVelocity(client, vecVelocity);
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// Stop here.
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return;
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@ -54,20 +60,16 @@ stock ToolsClientVelocity(client, Float:vecVelocity[3], bool:apply = true, bool:
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// Get client's velocity.
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new Float:vecClientVelocity[3];
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// x = vector component.
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for (new x = 0; x < 3; x++)
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{
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vecClientVelocity[x] = GetEntDataFloat(client, g_iToolsVelocity + (x*4));
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}
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ToolsGetClientVelocity(client, vecClientVelocity);
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AddVectors(vecClientVelocity, vecVelocity, vecVelocity);
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}
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// Apply velocity on client.
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if(g_hToolsSetAbsVelocity == INVALID_HANDLE) // Fallback to old one
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if(gotoffset) // Fixes trigger OnStartTouch/OnEndTouch bug
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SetEntDataVector(client, offset, vecVelocity);
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else // Fallback to old one
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TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, vecVelocity);
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else // Fixes trigger OnStartTouch/OnEndTouch bug
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SDKCall(g_hToolsSetAbsVelocity, client, vecVelocity);
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}
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/**
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@ -78,11 +80,7 @@ stock ToolsClientVelocity(client, Float:vecVelocity[3], bool:apply = true, bool:
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*/
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stock ToolsGetClientVelocity(client, Float:vecVelocity[3])
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{
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// x = vector component.
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for (new x = 0; x < 3; x++)
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{
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vecVelocity[x] = GetEntDataFloat(client, g_iToolsVelocity + (x*4));
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}
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GetEntDataVector(client, g_iToolsVelocity, vecVelocity);
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}
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/**
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@ -203,9 +201,6 @@ stock ToolsSetClientAlpha(client, alpha)
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// Set alpha value on the client.
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SetEntityRenderColor(client, color[0], color[1], color[2], alpha);
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// Forward event to modules.
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WeaponAlphaOnClientAlphaChanged(client, alpha);
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}
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/**
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@ -591,7 +591,7 @@ public Action:RestrictCanUse(client, weapon)
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// WARNING: This function is called _frequently_. Every game tick per
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// player, I think. Make sure any code here is optimized.
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new String:weaponentity[WEAPONS_MAX_LENGTH];
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decl String:weaponentity[WEAPONS_MAX_LENGTH];
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GetEdictClassname(weapon, weaponentity, sizeof(weaponentity));
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// If weapon is a knife, then allow pickup.
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@ -644,7 +644,7 @@ public Action:RestrictCanUse(client, weapon)
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}
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// Forward event to weapons module.
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WeaponsOnItemPickup(client, weapon);
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//WeaponsOnItemPickup(client, weapon);
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// Allow pickup.
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return Plugin_Continue;
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@ -1,155 +0,0 @@
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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: weaponalpha.inc
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* Type: Core
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* Description: Weapon alpha functions, and alpha updating on drop/pickup.
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*
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* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
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*
|
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* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
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*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
/**
|
||||
* Default alpha on any CS:S weapon.
|
||||
*/
|
||||
#define WEAPONALPHA_DEFAULT_VALUE 255
|
||||
|
||||
/**
|
||||
* Client is joining the server.
|
||||
*
|
||||
* @param client The client index.
|
||||
*/
|
||||
WeaponAlphaClientInit(client)
|
||||
{
|
||||
return;
|
||||
SDKHook(client, SDKHook_WeaponDrop, WeaponAlphaDrop);
|
||||
}
|
||||
|
||||
/**
|
||||
* Client is leaving the server.
|
||||
*
|
||||
* @param client The client index.
|
||||
*/
|
||||
WeaponAlphaOnClientDisconnect(client)
|
||||
{
|
||||
return;
|
||||
SDKUnhook(client, SDKHook_WeaponDrop, WeaponAlphaDrop);
|
||||
}
|
||||
|
||||
/**
|
||||
* Client has just picked up a weapon.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param weapon The weapon index.
|
||||
*/
|
||||
WeaponAlphaOnItemPickupPost(client, weapon)
|
||||
{
|
||||
return;
|
||||
if (Entity_HasChildren(weapon))
|
||||
{
|
||||
// Don't apply alpha value if weapon has children. Render mode is
|
||||
// recursively applied to child entities that may not have the render
|
||||
// mode attribute - and cause errors like this:
|
||||
// Native "SetEntProp" reported: Property "m_nRenderMode" not found
|
||||
// (entity 666/info_particle_system)
|
||||
return;
|
||||
}
|
||||
|
||||
// Get client's current alpha.
|
||||
new alpha = ToolsGetEntityAlpha(client);
|
||||
|
||||
// Set new alpha on weapons.
|
||||
WeaponAlphaApplyWeaponAlpha(weapon, alpha);
|
||||
}
|
||||
|
||||
/**
|
||||
* Callback function for Weapon_Drop.
|
||||
* Called when a client drops their weapon.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param weapon The weapon index.
|
||||
*/
|
||||
public Action:WeaponAlphaDrop(client, weapon)
|
||||
{
|
||||
return;
|
||||
// If weapon isn't a valid entity, then stop.
|
||||
if (weapon < MaxClients)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Set new alpha on weapons.
|
||||
WeaponAlphaApplyWeaponAlpha(weapon, WEAPONALPHA_DEFAULT_VALUE);
|
||||
}
|
||||
|
||||
/**
|
||||
* A client's alpha has been changed by the plugin.
|
||||
*
|
||||
* @param client The client index.
|
||||
*/
|
||||
WeaponAlphaOnClientAlphaChanged(client, alpha)
|
||||
{
|
||||
return;
|
||||
// Set new alpha on weapons.
|
||||
WeaponAlphaApplyWeaponAlpha(client, alpha);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set's the alpha on a client's weapons.
|
||||
*
|
||||
* @param entity If client index is given, alpha will be set on all their weapons.
|
||||
* If a non-client index is given, alpha will be set on given entity.
|
||||
* @param alpha The alpha to set the weapons to.
|
||||
*/
|
||||
WeaponAlphaApplyWeaponAlpha(entity, alpha)
|
||||
{
|
||||
return;
|
||||
if (entity > MaxClients)
|
||||
{
|
||||
// Turn rendermode on, on the weapon.
|
||||
SetEntityRenderMode(entity, RENDER_TRANSALPHA);
|
||||
|
||||
// Set alpha value on the weapon.
|
||||
SetEntityRenderColor(entity, _, _, _, alpha);
|
||||
|
||||
// Entity alpha has been set, so stop.
|
||||
return;
|
||||
}
|
||||
|
||||
// Get client's list of weapons.
|
||||
new weapons[WeaponsSlot];
|
||||
WeaponsGetClientWeapons(entity, weapons);
|
||||
|
||||
// Loop through array slots and set alpha.
|
||||
// x = weapon slot.
|
||||
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
||||
{
|
||||
// If weapon is invalid, then stop.
|
||||
if (weapons[x] == -1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Turn rendermode on, on the weapon.
|
||||
SetEntityRenderMode(weapons[x], RENDER_TRANSALPHA);
|
||||
|
||||
// Set alpha value on the weapon.
|
||||
SetEntityRenderColor(weapons[x], _, _, _, alpha);
|
||||
}
|
||||
}
|
|
@ -94,7 +94,6 @@ new Handle:arrayWeapons = INVALID_HANDLE;
|
|||
|
||||
#include "zr/weapons/restrict"
|
||||
#include "zr/weapons/weaponammo"
|
||||
#include "zr/weapons/weaponalpha"
|
||||
#include "zr/weapons/zmarket"
|
||||
#include "zr/weapons/menu_weapons"
|
||||
|
||||
|
@ -319,7 +318,6 @@ WeaponsClientInit(client)
|
|||
{
|
||||
// Forward event to sub-modules.
|
||||
RestrictClientInit(client);
|
||||
WeaponAlphaClientInit(client);
|
||||
ZMarketClientInit(client);
|
||||
}
|
||||
|
||||
|
@ -343,7 +341,6 @@ WeaponsOnClientDisconnect(client)
|
|||
{
|
||||
// Forward event to sub-modules.
|
||||
RestrictOnClientDisconnect(client);
|
||||
WeaponAlphaOnClientDisconnect(client);
|
||||
ZMarketOnClientDisconnect(client);
|
||||
}
|
||||
|
||||
|
@ -381,56 +378,6 @@ WeaponsOnRoundEnd()
|
|||
RestrictOnRoundEnd();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a client picks up an item.
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param weapon The weapon index.
|
||||
*/
|
||||
WeaponsOnItemPickup(client, weapon)
|
||||
{
|
||||
// Forward event to sub-modules.
|
||||
|
||||
// Fire post OnItemPickup event.
|
||||
|
||||
// Fill datapack with event information.
|
||||
new Handle:eventinfo = CreateDataPack();
|
||||
WritePackCell(eventinfo, client);
|
||||
WritePackCell(eventinfo, weapon);
|
||||
|
||||
// Create post delay timer.
|
||||
CreateTimer(0.0, WeaponsOnItemPickupPost, eventinfo, TIMER_DATA_HNDL_CLOSE);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a client picks up an item. *Post
|
||||
*
|
||||
* @param client The client index.
|
||||
* @param weapon The weapon index.
|
||||
*/
|
||||
public Action:WeaponsOnItemPickupPost(Handle:timer, Handle:eventinfo)
|
||||
{
|
||||
// Get event info.
|
||||
ResetPack(eventinfo);
|
||||
new client = ReadPackCell(eventinfo);
|
||||
new weapon = ReadPackCell(eventinfo);
|
||||
|
||||
// If client isn't in the game anymore, then stop.
|
||||
if (!IsClientInGame(client))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// If the weapon entity isn't valid anymore, then stop.
|
||||
if (!IsValidEdict(weapon))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Forward event to sub-modules.
|
||||
WeaponAlphaOnItemPickupPost(client, weapon);
|
||||
}
|
||||
|
||||
/**
|
||||
* Weapon data reading API.
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue
Block a user