/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: zombiereloaded.sp
* Type: Base
* Description: Plugin's base file.
*
* Copyright (C) 2009 Greyscale, Richard Helgeby
*
* 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.
*
* 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 .
*
* ============================================================================
*/
// Comment to use ZR Tools Extension, otherwise SDK Hooks Extension will be used.
#define USE_SDKHOOKS
#pragma semicolon 1
#include
#include
#include
#include
#if defined USE_SDKHOOKS
#include
#define ACTION_CONTINUE Plugin_Continue
#define ACTION_HANDLED Plugin_Handled
#else
#include
#define ACTION_CONTINUE ZRTools_Continue
#define ACTION_HANDLED ZRTools_Handled
#endif
#define VERSION "3.0.0-b2"
// Comment this line to exclude version info command. Enable this if you have
// the repository and HG installed (Mercurial or TortoiseHG).
#define ADD_VERSION_INFO
// Header includes.
#include "zr/log.h"
#include "zr/models.h"
#if defined ADD_VERSION_INFO
#include "zr/hgversion.h"
#endif
// Core includes.
#include "zr/zombiereloaded"
#if defined ADD_VERSION_INFO
#include "zr/versioninfo"
#endif
#include "zr/translation"
#include "zr/cvars"
#include "zr/admintools"
#include "zr/log"
#include "zr/config"
#include "zr/steamidcache"
#include "zr/sayhooks"
#include "zr/tools"
#include "zr/menu"
#include "zr/cookies"
#include "zr/paramtools"
#include "zr/paramparser"
#include "zr/shoppinglist"
#include "zr/downloads"
#include "zr/overlays"
#include "zr/playerclasses/playerclasses"
#include "zr/models"
#include "zr/weapons/weapons"
#include "zr/hitgroups"
#include "zr/roundstart"
#include "zr/roundend"
#include "zr/infect"
#include "zr/damage"
#include "zr/event"
#include "zr/zadmin"
#include "zr/commands"
//#include "zr/global"
// Modules
#include "zr/account"
#include "zr/visualeffects/visualeffects"
#include "zr/soundeffects/soundeffects"
#include "zr/antistick"
#include "zr/knockback"
#include "zr/spawnprotect"
#include "zr/respawn"
#include "zr/napalm"
#include "zr/jumpboost"
#include "zr/zspawn"
#include "zr/ztele"
#include "zr/zhp"
#include "zr/zcookies"
#include "zr/volfeatures/volfeatures"
#include "zr/debugtools"
#include "zr/api/api"
/**
* Record plugin info.
*/
public Plugin:myinfo =
{
name = "Zombie:Reloaded",
author = "Greyscale | Richard Helgeby",
description = "Infection/survival style gameplay",
version = VERSION,
url = "http://forums.alliedmods.net/forumdisplay.php?f=132"
};
/**
* Called before plugin is loaded.
*
* @param myself The plugin handle.
* @param late True if the plugin was loaded after map change, false on map start.
* @param error Error message if load failed.
* @param err_max Max length of the error message.
*
* @return APLRes_Success for load success, APLRes_Failure or APLRes_SilentFailure otherwise.
*/
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
{
// Load API.
APIInit();
// Let plugin load.
return APLRes_Success;
}
/**
* Plugin is loading.
*/
public OnPluginStart()
{
UpdateGameFolder();
// Forward event to modules.
LogInit(); // Doesn't depend on CVARs.
TranslationInit();
CvarsInit();
ToolsInit();
CookiesInit();
CommandsInit();
WeaponsInit();
EventInit();
}
/**
* All plugins have finished loading.
*/
public OnAllPluginsLoaded()
{
// Forward event to modules.
WeaponsOnAllPluginsLoaded();
}
/**
* The map is starting.
*/
public OnMapStart()
{
// Forward event to modules.
ClassOnMapStart();
OverlaysOnMapStart();
RoundEndOnMapStart();
SEffectsOnMapStart();
ZSpawnOnMapStart();
VolInit();
}
/**
* The map is ending.
*/
public OnMapEnd()
{
// Forward event to modules.
InfectOnMapEnd();
VolOnMapEnd();
VEffectsOnMapEnd();
ZombieSoundsOnMapEnd();
}
/**
* Main configs were just executed.
*/
public OnAutoConfigsBuffered()
{
// Load map configurations.
ConfigLoad();
}
/**
* Configs just finished getting executed.
*/
public OnConfigsExecuted()
{
// Forward event to modules. (OnConfigsExecuted)
ModelsLoad();
DownloadsLoad();
WeaponsLoad();
HitgroupsLoad();
InfectLoad();
DamageLoad();
VEffectsLoad();
SEffectsLoad();
ClassOnConfigsExecuted();
ClassLoad();
VolLoad();
// Forward event to modules. (OnModulesLoaded)
ConfigOnModulesLoaded();
ClassOnModulesLoaded();
}
/**
* Client has just connected to the server.
*/
public OnClientConnected(client)
{
// Forward event to modules.
ClassOnClientConnected(client);
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
public OnClientPutInServer(client)
{
// Forward event to modules.
ClassClientInit(client);
OverlaysClientInit(client);
WeaponsClientInit(client);
InfectClientInit(client);
DamageClientInit(client);
SEffectsClientInit(client);
AntiStickClientInit(client);
SpawnProtectClientInit(client);
RespawnClientInit(client);
ZTeleClientInit(client);
ZHPClientInit(client);
}
/**
* Called once a client's saved cookies have been loaded from the database.
*
* @param client Client index.
*/
public OnClientCookiesCached(client)
{
// Check if client disconnected before cookies were done caching.
if (!IsClientConnected(client))
{
return;
}
// Forward "OnCookiesCached" event to modules.
ClassOnCookiesCached(client);
WeaponsOnCookiesCached(client);
ZHPOnCookiesCached(client);
}
/**
* Called once a client is authorized and fully in-game, and
* after all post-connection authorizations have been performed.
*
* This callback is gauranteed to occur on all clients, and always
* after each OnClientPutInServer() call.
*
* @param client Client index.
* @noreturn
*/
public OnClientPostAdminCheck(client)
{
// Forward authorized event to modules that depend on client admin info.
ClassOnClientPostAdminCheck(client);
}
/**
* Client is leaving the server.
*
* @param client The client index.
*/
public OnClientDisconnect(client)
{
// Forward event to modules.
ClassOnClientDisconnect(client);
WeaponsOnClientDisconnect(client);
InfectOnClientDisconnect(client);
DamageOnClientDisconnect(client);
AntiStickOnClientDisconnect(client);
ZSpawnOnClientDisconnect(client);
VolOnPlayerDisconnect(client);
}
/**
* Called when a clients movement buttons are being processed
*
* @param client Index of the client.
* @param buttons Copyback buffer containing the current commands (as bitflags - see entity_prop_stocks.inc).
* @param impulse Copyback buffer containing the current impulse command.
* @param vel Players desired velocity.
* @param angles Players desired view angles.
* @param weapon Entity index of the new weapon if player switches weapon, 0 otherwise.
* @return Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise.
*/
public Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon)
{
Class_OnPlayerRunCmd(client, vel);
return Plugin_Continue;
}