0f8206596a
* Removed ZMarket as an external plugin (to be integrated next commit) * Updated weapon configs, removed weapongroups.txt and moved weapons.txt to root zr config folder. * Moved offset finding to respective module, made new forward *OnOffsetsFound. * Updated weapons&hitgroups config file format to match playerclass.txt * Updated translations. * Recoded weapon restrict menu, commented out all zadmin options that don't quite work. * Added weaponammo module (not finished but existent) * Started zmarket module.
540 lines
14 KiB
SourcePawn
540 lines
14 KiB
SourcePawn
/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: weapons.inc
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* Type: Core
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* Description: API for all weapon-related functions.
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*
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* ============================================================================
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*/
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/**
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* Maximum length of a weapon name string
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*/
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#define WEAPONS_MAX_LENGTH 32
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/**
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* Number of weapon slots (For CS:S)
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*/
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#define WEAPONS_SLOTS_MAX 5
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/**
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* Weapon config data indexes.
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*/
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enum WeaponsData
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{
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WEAPONS_DATA_NAME = 0,
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WEAPONS_DATA_TYPE,
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WEAPONS_DATA_RESTRICTDEFAULT,
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WEAPONS_DATA_TOGGLEABLE,
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WEAPONS_DATA_AMMOTYPE,
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WEAPONS_DATA_AMMOPRICE,
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WEAPONS_DATA_KNOCKBACK,
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WEAPONS_DATA_ZMARKETPRICE,
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WEAPONS_DATA_RESTRICTED,
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}
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/**
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* @endsection
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*/
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/**
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* Variable to store active weapon offset value.
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*/
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new g_iToolsActiveWeapon;
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/**
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* Weapon slots.
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*/
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enum WeaponsSlot
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{
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Slot_Invalid = -1, /** Invalid weapon (slot). */
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Slot_Primary = 0, /** Primary weapon slot. */
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Slot_Secondary = 1, /** Secondary weapon slot. */
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Slot_Melee = 2, /** Melee (knife) weapon slot. */
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Slot_Projectile = 3, /** Projectile (grenades, flashbangs, etc) weapon slot. */
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Slot_Explosive = 4, /** Explosive (c4) weapon slot. */
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}
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/**
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* Array handle to store weapon config data.
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*/
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new Handle:arrayWeapons = INVALID_HANDLE;
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#include "zr/weapons/restrict"
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#include "zr/weapons/weaponammo"
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#include "zr/weapons/weaponalpha"
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#include "zr/weapons/zmarket"
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#include "zr/weapons/menu_weapons"
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/**
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* Weapons module init function.
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*/
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WeaponsInit()
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{
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// Forward event to sub-modules.
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RestrictInit();
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}
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/**
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* Find active weapon-specific offsets here.
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*/
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WeaponsOnOffsetsFound()
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{
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// If offset "m_hActiveWeapon" can't be found, then stop the plugin.
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g_iToolsActiveWeapon = FindSendPropInfo("CBasePlayer", "m_hActiveWeapon");
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if (g_iToolsActiveWeapon == -1)
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{
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LogPrintToLog(LOG_FORMAT_TYPE_FATALERROR, "Tools", "Offsets", "Offset \"CBasePlayer::m_hActiveWeapon\" was not found.");
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}
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// Forward event to sub-modules
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WeaponAmmoOnOffsetsFound();
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}
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/**
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* Create commands related to weapons here.
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*/
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WeaponsOnCommandsCreate()
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{
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// Forward event to sub-modules.
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RestrictOnCommandsCreate();
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}
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/**
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* Loads weapon data from file.
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*/
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WeaponsLoad()
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{
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// Register config file.
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ConfigRegisterConfig(File_Weapons, Structure_Keyvalue, CONFIG_FILE_ALIAS_WEAPONS);
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// If module is disabled, then stop.
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new bool:weapons = GetConVarBool(g_hCvarsList[CVAR_WEAPONS]);
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if (!weapons)
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{
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return;
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}
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// Get weapons config path.
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decl String:pathweapons[PLATFORM_MAX_PATH];
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new bool:exists = ConfigGetCvarFilePath(CVAR_CONFIG_PATH_WEAPONS, pathweapons);
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// If file doesn't exist, then log and stop.
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if (!exists)
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{
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// Log failure.
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LogPrintToLog(LOG_FORMAT_TYPE_ERROR, "Weapons", "Config Validation", "Missing weapons config file: %s", pathweapons);
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return;
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}
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// Set the path to the config file.
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ConfigSetConfigPath(File_Weapons, pathweapons);
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// Load config from file and create array structure.
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new bool:success = ConfigLoadConfig(File_Weapons, arrayWeapons);
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// Unexpected error, stop plugin.
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if (!success)
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{
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LogPrintToLog(LOG_FORMAT_TYPE_ERROR, "Weapons", "Config Validation", "Unexpected error encountered loading: %s", pathweapons);
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return;
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}
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// Validate weapons config.
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new size = GetArraySize(arrayWeapons);
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if (!size)
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{
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LogPrintToLog(LOG_FORMAT_TYPE_ERROR, "Weapons", "Config Validation", "No usable data found in weapons config file: %s", pathweapons);
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}
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// Now copy data to array structure.
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WeaponsCacheData();
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// Set config data.
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ConfigSetConfigLoaded(File_Weapons, true);
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ConfigSetConfigReloadFunc(File_Weapons, GetFunctionByName(GetMyHandle(), "WeaponsOnConfigReload"));
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ConfigSetConfigHandle(File_Weapons, arrayWeapons);
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// Forward event to sub-modules
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RestrictLoad();
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}
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/**
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* Caches weapon data from file into arrays.
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* Make sure the file is loaded before (ConfigLoadConfig) to prep array structure.
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*/
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WeaponsCacheData()
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{
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// Get config's file path.
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decl String:pathweapons[PLATFORM_MAX_PATH];
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ConfigGetConfigPath(File_Weapons, pathweapons, sizeof(pathweapons));
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new Handle:kvWeapons;
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new bool:success = ConfigOpenConfigFile(File_Weapons, kvWeapons);
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if (!success)
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{
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LogPrintToLog(LOG_FORMAT_TYPE_ERROR, "Weapons", "Config Validation", "Unexpected error caching data from weapons config file: %s", pathweapons);
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}
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decl String:weaponname[WEAPONS_MAX_LENGTH];
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// x = array index
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new size = GetArraySize(arrayWeapons);
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for (new x = 0; x < size; x++)
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{
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WeaponsGetName(x, weaponname, sizeof(weaponname));
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KvRewind(kvWeapons);
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if (!KvJumpToKey(kvWeapons, weaponname))
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{
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LogPrintToLog(LOG_FORMAT_TYPE_ERROR, "Weapons", "Config Validation", "Couldn't cache weapon data for: %s (check weapons config)", weaponname);
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continue;
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}
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// Get config data.
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decl String:weapontype[CONFIG_MAX_LENGTH];
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decl String:ammotype[CONFIG_MAX_LENGTH];
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// General
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KvGetString(kvWeapons, "weapontype", weapontype, sizeof(weapontype));
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// Restrict (core)
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new bool:restrictdefault = ConfigKvGetStringBool(kvWeapons, "restrictdefault", "no");
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new bool:toggleable = ConfigKvGetStringBool(kvWeapons, "toggleable", "yes");
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// Weapon Ammo (core)
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KvGetString(kvWeapons, "ammotype", ammotype, sizeof(ammotype));
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new ammoprice = KvGetNum(kvWeapons, "ammoprice");
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// Knockback (module)
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new Float:knockback = KvGetFloat(kvWeapons, "knockback", 1.0);
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// ZMarket (module)
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new zmarketprice = KvGetNum(kvWeapons, "zmarketprice", -1);
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, x);
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// Push data into array.
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PushArrayString(arrayWeapon, weapontype); // Index: 1
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PushArrayCell(arrayWeapon, restrictdefault); // Index: 2
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PushArrayCell(arrayWeapon, toggleable); // Index: 3
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PushArrayString(arrayWeapon, ammotype); // Index: 4
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PushArrayCell(arrayWeapon, ammoprice); // Index: 5
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PushArrayCell(arrayWeapon, knockback); // Index: 6
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PushArrayCell(arrayWeapon, zmarketprice); // Index: 7
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// Initialize other stored weapon info here.
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PushArrayCell(arrayWeapon, restrictdefault); // Index: 8
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}
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// We're done with this file now, so we can close it.
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CloseHandle(kvWeapons);
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}
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/**
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* Called when config is being reloaded.
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*/
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public WeaponsOnConfigReload()
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{
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// Reload weapons config.
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WeaponsLoad();
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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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WeaponsClientInit(client)
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{
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// Forward event to sub-module.
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RestrictClientInit(client);
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WeaponAlphaClientInit(client);
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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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WeaponsOnClientDisconnect(client)
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{
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// Forward event to sub-module.
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RestrictOnClientDisconnect(client);
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WeaponAlphaOnClientDisconnect(client);
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}
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/**
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* The round is starting.
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*/
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WeaponsOnRoundStart()
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{
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// Forward event to sub-modules
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WeaponAlphaOnRoundStart();
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}
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/**
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* The round is ending.
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*
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* @param reason Reason the round has ended.
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*/
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WeaponsOnRoundEnd()
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{
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// Forward event to sub-modules
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WeaponAlphaOnRoundEnd();
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}
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/**
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* Weapon data reading API.
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*/
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/**
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* Clear cache for a given weapon.
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*
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* @param index The weapon index.
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*/
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WeaponsClearCache(index)
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{
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// Get array handle of weapon at given index.
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new Handle:hWeapon = GetArrayCell(arrayWeapons, index);
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// Clear array.
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ClearArray(hWeapon);
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}
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/**
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* Find the index at which the weapon's name is at.
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*
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* @param weapon The weapon name.
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* @return The array index containing the given weapon name.
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*/
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stock WeaponsNameToIndex(const String:weapon[])
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{
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decl String:weaponname[WEAPONS_MAX_LENGTH];
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// x = Array index.
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new size = GetArraySize(arrayWeapons);
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for (new x = 0; x < size; x++)
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{
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WeaponsGetName(x, weaponname, sizeof(weaponname));
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// If names match, then return index.
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if (StrEqual(weapon, weaponname, false))
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{
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return x;
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}
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}
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// Name doesn't exist.
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return -1;
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}
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/**
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* Checks if a weapon is valid. (E.G. listed in weapons.txt)
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* @param weapon The weapon name.
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* @return Returns true if valid, false it not.
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*/
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stock bool:WeaponsIsWeaponValid(const String:weapon[])
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{
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return (WeaponsNameToIndex(weapon) != -1);
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}
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/**
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* Gets the name of a weapon at a given index.
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* @param index The weapon index.
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* @param weapon The string to return name in.
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* @param maxlen The max length of the string.
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*/
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stock WeaponsGetName(index, String:weapon[], maxlen)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Get weapon name.
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GetArrayString(arrayWeapon, _:WEAPONS_DATA_NAME, weapon, maxlen);
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}
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/**
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* Gets the type of a weapon at a given index.
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* @param index The weapon index.
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* @param type The string to return type in.
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* @param maxlen The max length of the string.
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*/
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stock WeaponsGetType(index, String:type[], maxlen)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Get weapon type.
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GetArrayString(arrayWeapon, _:WEAPONS_DATA_TYPE, type, maxlen);
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}
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/**
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* Gets if a weapon is restricted by default.
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* @param index The weapon index.
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* @return True if the weapon is restricted by default, false if not.
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*/
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stock bool:WeaponsGetRestrictDefault(index)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Return default restriction status.
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return bool:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_RESTRICTDEFAULT);
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}
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/**
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* Gets if a weapon's restriction status is toggleable.
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* @param index The weapon index.
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* @return True if the weapon restriction can be toggled, false if not.
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*/
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stock bool:WeaponsGetToggleable(index)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Return if weapon is toggleable.
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return bool:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_TOGGLEABLE);
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}
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/**
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* Gets the ammo type of a weapon at a given index.
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* @param index The weapon index.
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* @param ammotype The string to return ammotype in.
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* @param maxlen The max length of the string.
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*/
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stock WeaponsGetAmmoType(index, String:ammotype[], maxlen)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Get ammo type of the weapon.
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GetArrayString(arrayWeapon, _:WEAPONS_DATA_AMMOTYPE, type, maxlen);
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}
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/**
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* Gets the price of ammo for the weapon.
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* @param index The weapon index.
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* @return The ammo price.
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*/
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stock WeaponsGetAmmoPrice(index)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Return ammo price of the weapon.
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return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_AMMOPRICE);
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}
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/**
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* Gets the knockback multiplier for the weapon.
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* @param index The weapon index.
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* @return The weapon knockback multiplier.
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*/
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stock Float:WeaponsGetKnockback(index)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Return knockback multiplier of the weapon.
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return Float:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_KNOCKBACK);
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}
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/**
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* Gets the ZMarket price for the weapon.
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* @param index The weapon index.
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* @return The ZMarket price.
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*/
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stock WeaponsGetZMarketPrice(index)
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{
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// Get array handle of weapon at given index.
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
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// Return the ZMarket price of the weapon.
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return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_ZMARKETPRICE);
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}
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/**
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* General weapon API.
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*/
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/**
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* Return an array that contains all client's weapon indexes.
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*
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* @param client The client index.
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* @param weapons The weapon index array.
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* -1 if no weapon in slot.
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*/
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stock WeaponsGetClientWeapons(client, weapons[WeaponsSlot])
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{
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// x = weapon slot.
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for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
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{
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weapons[x] = GetPlayerWeaponSlot(client, x);
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}
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}
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/**
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* Returns weapon index of the client's deployed weapon.
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*
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* @param client The client index.
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* @return The weapon index of the deployed weapon.
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* -1 if no weapon is deployed.
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*/
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stock WeaponsGetDeployedWeaponIndex(client)
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{
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// Return the client's active weapon.
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return GetEntDataEnt2(client, offsActiveWeapon);
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}
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/**
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* Returns slot of client's deployed weapon.
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*
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* @param client The client index.
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* @return The slot number of deployed weapon.
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*/
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stock WeaponsSlot:WeaponsGetDeployedWeaponSlot(client)
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{
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// Get all client's weapon indexes.
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new weapons[WeaponsSlot];
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WeaponsGetClientWeapons(client, weapons);
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// Get client's deployed weapon.
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new deployedweapon = WeaponsGetDeployedWeaponIndex(client);
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// If client has no deployed weapon, then stop.
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if (deployedweapon == -1)
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{
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return Type_Invalid;
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}
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// x = weapon slot.
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for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
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{
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if (weapons[x] == deployedweapon)
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{
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return WeaponsSlot:x;
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}
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}
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return Type_Invalid;
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}
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/**
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* Forces player to drop weapon index.
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*
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* @param client The client index.
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* @param weapon The weapon index to force client to drop.
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*/
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stock WeaponsForceClientDrop(client, weapon)
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{
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// Force client to drop weapon.
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SDKCall(g_hToolsCSWeaponDrop, client, weapon, true, false);
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}
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