/* * ============================================================================ * * Zombie:Reloaded * * File: weaponalpha.inc * Type: Core * Description: Weapon alpha functions, and alpha updating on drop/pickup. * * ============================================================================ */ /** * Default alpha on any CS:S weapon. */ #define WEAPONALPHA_DEFAULT_VALUE 255 /** * Array that stores the "HookID" to be later unhooked on player disconnect. */ new g_iWeaponDropHookID[MAXPLAYERS + 1] = {-1, ...}; /** * Client is joining the server. * * @param client The client index. */ WeaponAlphaClientInit(client) { // Hook "Weapon_Drop" on client. g_iWeaponDropHookID[client] = ZRTools_HookWeapon_Drop(client, WeaponAlphaDrop); } /** * Client is leaving the server. * * @param client The client index. */ WeaponAlphaOnClientDisconnect(client) { // Unhook "Weapon_Drop" callback, and reset variable. if (g_iWeaponDropHookID[client] != -1) { ZRTools_UnhookWeapon_Drop(g_iWeaponDropHookID[client]); g_iWeaponDropHookID[client] = -1; } } /** * Client has just picked up a weapon. * * @param client The client index. * @param weapon The weapon index. */ WeaponAlphaOnItemPickup(client, weapon) { // 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 ZRTools_Action:WeaponAlphaDrop(client, weapon) { // 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) { // 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) { 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[WeaponsType]; 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); } }