Fixed weapon not rendering correctly in rare cases and added a cvar to allow zombies to pick up weapons at the end of the round.

This commit is contained in:
Greyscale 2010-01-03 23:25:35 -08:00
parent 74ac9540cf
commit edf301da42
4 changed files with 65 additions and 0 deletions

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@ -239,6 +239,10 @@ zr_weapons "1"
// Default: "1" // Default: "1"
zr_weapons_restrict "1" zr_weapons_restrict "1"
// Restricts zombies from picking up weapons after the round has ended but before the next round has begun.
// Default: "1"
zr_weapons_restrict_endequip "1"
// ZMarket // ZMarket
// Allow player to buy from a list of weapons in the weapons config. // Allow player to buy from a list of weapons in the weapons config.

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@ -72,6 +72,7 @@ enum CvarsList
Handle:CVAR_CLASSES_ADMIN_SELECT, Handle:CVAR_CLASSES_ADMIN_SELECT,
Handle:CVAR_WEAPONS, Handle:CVAR_WEAPONS,
Handle:CVAR_WEAPONS_RESTRICT, Handle:CVAR_WEAPONS_RESTRICT,
Handle:CVAR_WEAPONS_RESTRICT_ENDEQUIP,
Handle:CVAR_WEAPONS_ZMARKET, Handle:CVAR_WEAPONS_ZMARKET,
Handle:CVAR_WEAPONS_ZMARKET_BUYZONE, Handle:CVAR_WEAPONS_ZMARKET_BUYZONE,
Handle:CVAR_WEAPONS_ZMARKET_REBUY, Handle:CVAR_WEAPONS_ZMARKET_REBUY,
@ -288,6 +289,7 @@ CvarsCreate()
// Restrict // Restrict
g_hCvarsList[CVAR_WEAPONS_RESTRICT] = CreateConVar("zr_weapons_restrict", "1", "Enable weapon restriction module, disabling this will disable weapon restriction commands."); g_hCvarsList[CVAR_WEAPONS_RESTRICT] = CreateConVar("zr_weapons_restrict", "1", "Enable weapon restriction module, disabling this will disable weapon restriction commands.");
g_hCvarsList[CVAR_WEAPONS_RESTRICT_ENDEQUIP] = CreateConVar("zr_weapons_restrict_endequip", "1", "Restricts zombies from picking up weapons after the round has ended but before the next round has begun.");
// ZMarket // ZMarket
g_hCvarsList[CVAR_WEAPONS_ZMARKET] = CreateConVar("zr_weapons_zmarket", "1", "Allow player to buy from a list of weapons in the weapons config."); g_hCvarsList[CVAR_WEAPONS_ZMARKET] = CreateConVar("zr_weapons_zmarket", "1", "Allow player to buy from a list of weapons in the weapons config.");

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@ -214,6 +214,12 @@ RestrictOnClientSpawn(client)
*/ */
RestrictOnRoundEnd() RestrictOnRoundEnd()
{ {
new bool:restrictzombieequip = GetConVarBool(g_hCvarsList[CVAR_WEAPONS_RESTRICT_ENDEQUIP]);
if (!restrictzombieequip)
{
return;
}
// x = Client index. // x = Client index.
for (new x = 1; x <= MaxClients; x++) for (new x = 1; x <= MaxClients; x++)
{ {

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@ -343,6 +343,9 @@ WeaponsOnClientSpawn(client)
*/ */
WeaponsOnClientSpawnPost(client) WeaponsOnClientSpawnPost(client)
{ {
// Refresh all weapons on clients to cleanup any rendering errors.
WeaponsRefreshAllClientWeapons(client);
// Forward event to sub-modules. // Forward event to sub-modules.
ZMarketOnClientSpawnPost(client); ZMarketOnClientSpawnPost(client);
} }
@ -805,6 +808,31 @@ stock WeaponsRemoveClientGrenades(client, bool:weaponsdrop)
} }
} }
/**
* Refresh a weapon by taking it and giving it back.
*
* @param client The client index.
* @param slot The weapon slot to refresh. (see enum WeaponsSlot)
*/
stock WeaponsRefreshClientWeapon(client, WeaponsSlot:slot)
{
new weaponindex = GetPlayerWeaponSlot(client, _:slot);
// If weapon is invalid, then stop.
if (weaponindex == -1)
{
return;
}
// Get the classname of the weapon to re-give.
decl String:entityname[WEAPONS_MAX_LENGTH];
GetEdictClassname(weaponindex, entityname, sizeof(entityname));
// Refresh weapon.
RemovePlayerItem(client, weaponindex);
GivePlayerItem(client, entityname);
}
/** /**
* Remove all weapons, except knife, on a client, with options. * Remove all weapons, except knife, on a client, with options.
* *
@ -853,3 +881,28 @@ stock WeaponsRemoveAllClientWeapons(client, bool:weaponsdrop)
// Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning) // Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning)
GivePlayerItem(client, "weapon_knife"); GivePlayerItem(client, "weapon_knife");
} }
/**
* Refresh a weapon by taking it and giving it back.
*
* @param client The client index.
*/
stock WeaponsRefreshAllClientWeapons(client)
{
// Get a list of all client's weapon indexes.
new weapons[WeaponsSlot];
WeaponsGetClientWeapons(client, weapons);
// Loop through array slots and force drop.
// x = weapon slot.
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
{
// If weapon is invalid, then stop.
if (weapons[x] == -1)
{
continue;
}
WeaponsRefreshClientWeapon(client, WeaponsSlot:x);
}
}