sm-zombiereloaded-3/src/zr/playerclasses/healthregen.inc

113 lines
3.3 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: healthregen.inc
* Type: Core
* Description: Functions for managing health regeneration on a client.
*
* Copyright (C) 2009-2013 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/>.
*
* ============================================================================
*/
new ClientHealthRegenAmount[MAXPLAYERS + 1];
new ClientHealthRegenMax[MAXPLAYERS + 1];
new Handle:tHealthRegen[MAXPLAYERS + 1];
/**
* Resets all timer handles. (called from classevents)
*/
ClassHealthRegenInit()
{
for (new client = 0; client < MAXPLAYERS + 1; client++)
{
tHealthRegen[client] = INVALID_HANDLE;
}
}
/**
* Prepares and starts HP regeneration on a client.
*
* @param client The client to apply HP regeneration on.
* @param interval Regeneration interval.
* @param amount HP amount per interval.
* @param max Regeneration limit. Don't give HP if player HP is above
* this value.
*/
ClassHealthRegenInitClient(client, Float:interval, amount, max)
{
ClientHealthRegenAmount[client] = amount;
ClientHealthRegenMax[client] = max;
ClassHealthRegenStart(client, interval);
}
/**
* Starts HP regeneration on a client using current client settings.
*
* @param client The client index.
* @param interval Regeneration interval.
*/
ClassHealthRegenStart(client, Float:interval)
{
// Stop timer if it already exist.
ClassHealthRegenStop(client);
// Create new timer.
tHealthRegen[client] = CreateTimer(interval, ClassHealthRegenTimer, client, TIMER_REPEAT | TIMER_FLAG_NO_MAPCHANGE);
}
/**
* Stops HP regeneration on a client.
*
* @param client The client index.
*/
ClassHealthRegenStop(client)
{
// Kill the timer if it exist.
if (tHealthRegen[client] != INVALID_HANDLE)
{
KillTimer(tHealthRegen[client]);
tHealthRegen[client] = INVALID_HANDLE;
}
}
/**
* Timer callback for HP regeneration.
*/
public Action:ClassHealthRegenTimer(Handle:timer, any:client)
{
// Kill the timer if the player is dead or not in game.
if (!IsClientConnected(client) || !IsClientInGame(client) || !IsPlayerAlive(client))
{
tHealthRegen[client] = INVALID_HANDLE;
return Plugin_Stop;
}
new health = GetClientHealth(client);
health += ClientHealthRegenAmount[client];
// Check if the health points is below the limit.
if (health < ClientHealthRegenMax[client])
{
// Increase health.
SetEntityHealth(client, health);
}
return Plugin_Continue;
}