sm-zombiereloaded-3/src/zr/napalm.inc

142 lines
3.5 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: napalm.inc
* Type: Module
* Description: Grenades burn zombies when damaged by them.
*
* 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 <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* The fuse length of an hegrenade.
*/
#define GRENADE_FUSE_TIME 3.0
/**
* Client has been hurt.
*
* @param client The client index.
* @param attacker The attacker index.
* @param weapon The weapon name.
*/
NapalmOnClientHurt(client, attacker, const String:weapon[])
{
// If player isn't a zombie, then stop.
if (!InfectIsClientInfected(client))
{
return;
}
// If napalm time is invalid or 0, then stop.
new Float:napalm_time = ClassGetNapalmTime(client);
if (napalm_time <= 0.0)
{
return;
}
// If the attacker can't throw napalm grenades, then stop.
if (!ClassGetHasNapalm(attacker))
{
return;
}
// If weapon is a grenade, then ignite player.
if (StrEqual(weapon, "hegrenade", false))
{
// Put any existing fire out.
ExtinguishEntity(client);
// Re-ignite to start burn-time over.
IgniteEntity(client, napalm_time);
}
}
/**
* Client has been killed.
*
* @param client The client index.
*/
NapalmOnClientDeath(client)
{
// Extinguish any flames to stop burning sounds.
ExtinguishEntity(client);
}
/**
* Weapon has been fired.
*
* @param client The client index.
* @param weapon The weapon name.
*/
NapalmOnWeaponFire(client, const String:weapon[])
{
// If grenade fire is disabled, then stop.
new bool:napalmignite = GetConVarBool(g_hCvarsList[CVAR_NAPALM_IGNITE]);
if (!napalmignite)
{
return;
}
// If human class can't throw napalm grenades, then stop.
if (!ClassGetHasNapalm(client))
{
return;
}
// If weapon isn't a grenade, then stop.
if (!StrEqual(weapon, "hegrenade", false))
{
return;
}
// Wait .1 seconds.
CreateTimer(0.1, NapalmIgniteGrenade);
}
/**
* Timer callback, ignite's all hegrenade projectiles.
*
* @param timer The timer handle.
*/
public Action:NapalmIgniteGrenade(Handle:timer)
{
decl String:classname[64];
// Get max entities.
new maxentities = GetMaxEntities();
// x = entity index.
for (new x = 0; x <= maxentities; x++)
{
// If entity is invalid, then stop.
if(!IsValidEdict(x))
{
continue;
}
GetEdictClassname(x, classname, sizeof(classname));
if(StrEqual(classname, "hegrenade_projectile"))
{
IgniteEntity(x, GRENADE_FUSE_TIME);
}
}
}