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

365 lines
12 KiB
SourcePawn

/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: classevents.inc
* Type: Core
* Description: Functions for handling class related events.
*
* ============================================================================
*/
/* ------------------------------------
*
* GAME EVENTS
*
* ------------------------------------
*/
/**
* Create class-related cookies here.
*/
ClassOnCookiesCreate()
{
// Forward event to sub-modules.
ClassOverlayOnCookiesCreate();
// Create cookie handles only if they don't exist.
if (g_hClassCookieClassSelected[ZR_CLASS_TEAM_HUMANS] == INVALID_HANDLE)
{
g_hClassCookieClassSelected[ZR_CLASS_TEAM_HUMANS] = RegClientCookie("zr_humanclass", "The last human class selected.", CookieAccess_Protected);
}
if (g_hClassCookieClassSelected[ZR_CLASS_TEAM_ZOMBIES] == INVALID_HANDLE)
{
g_hClassCookieClassSelected[ZR_CLASS_TEAM_ZOMBIES] = RegClientCookie("zr_zombieclass", "The last zombie class selected.", CookieAccess_Protected);
}
if (g_hClassCookieClassSelected[ZR_CLASS_TEAM_ADMINS] == INVALID_HANDLE)
{
g_hClassCookieClassSelected[ZR_CLASS_TEAM_ADMINS] = RegClientCookie("zr_adminclass", "The last admin mode class selected.", CookieAccess_Protected);
}
}
/**
* Called when all modules are done loading.
*/
ClassOnModulesLoaded()
{
// Set default classes on all player slots.
ClassClientSetDefaultIndexes();
}
/**
* Called when map is loading, before configs are loaded. Used for
* initializing class module.
*/
ClassOnMapStart()
{
// Clear multipliers.
ClassResetMultiplierCache();
}
/**
* Called when a client connects to the server (OnClientPutInServer).
*/
ClassClientInit(client)
{
// Check if there are valid classes and the client is valid.
// To prevent bots or SourceTV causing errors. If classes are invalid this
// event was executed before classes were loaded.
if (ClassValidated && ZRIsClientValid(client))
{
// Set default class indexes on the player.
ClassClientSetDefaultIndexes(client);
// Forward event to sub-modules.
ClassOverlayClientInit(client);
}
}
/**
* Called a client disconnects.
*/
ClassOnClientDisconnect(client)
{
// Disable class attributes with timers.
ClassHealthRegenStop(client);
// Reset previously selected class indexes.
ClassResetNextIndexes(client);
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
ClassOnClientSpawn(client)
{
decl String:originalmodel[PLATFORM_MAX_PATH];
decl String:steamid[16];
decl String:classname[64];
new filter[ClassFilter];
// Check if the player is dead. Spawning into the game is also a event in
// the connection process.
if (!IsPlayerAlive(client))
{
return;
}
// Check if there are no valid classes. Block this event if classes aren't
// done loading.
if (!ClassValidated)
{
return;
}
// Reset attributes by triggering death event.
ClassOnClientDeath(client);
// Restore class indexes to be selected on spawn, if available.
ClassRestoreNextIndexes(client);
// Cache original player model.
GetClientModel(client, originalmodel, sizeof(originalmodel));
strcopy(ClassOriginalPlayerModel[client], PLATFORM_MAX_PATH, originalmodel);
// Check if the player should spawn in admin mode.
if (ClassPlayerInAdminMode[client])
{
// Mark player as in admin mode.
ClassPlayerInAdminMode[client] = true;
// TODO: This is the place to initialize admin mode stuff like no-block
// and other stuff.
}
else
{
// Mark player as not in admin mode.
ClassPlayerInAdminMode[client] = false;
// Get random class setting and steam id.
new bool:randomclass = GetConVarBool(g_hCvarsList[CVAR_CLASSES_RANDOM]);
GetClientAuthString(client, steamid, sizeof(steamid));
// Assign random classes if enabled. Always do it for bots.
if (randomclass || StrEqual(steamid, "BOT"))
{
// Setup filtering
// ---------------
// Exclude special class flags like mother zombies and admin classes.
filter[ClassFilter_DenyFlags] = ZR_CLASS_SPECIALFLAGS;
// Allow admin classes if admin.
filter[ClassFilter_DenyFlags] -= ZRIsClientAdmin(client) ? ZR_CLASS_FLAG_ADMIN_ONLY : 0;
// Specify client for checking group permissions.
filter[ClassFilter_Client] = client;
// Get classes
// -----------
// Get random classes for each type.
new randomzombie = ClassGetRandomClass(ZR_CLASS_TEAM_ZOMBIES, filter);
new randomhuman = ClassGetRandomClass(ZR_CLASS_TEAM_HUMANS, filter);
// Set selected zombie class index.
ClassSelected[client][ZR_CLASS_TEAM_ZOMBIES] = randomzombie;
ClassGetName(randomzombie, classname, sizeof(classname), ZR_CLASS_TEAM_ZOMBIES);
TranslationPrintToChat(client, "Classes random assignment", classname);
// Set selected human class index.
ClassSelected[client][ZR_CLASS_TEAM_HUMANS] = randomhuman;
ClassGetName(randomhuman, classname, sizeof(classname), ZR_CLASS_TEAM_HUMANS);
TranslationPrintToChat(client, "Classes random assignment", classname);
}
// Display class menu if enabled.
new bool:classmenu = GetConVarBool(g_hCvarsList[CVAR_CLASSES_SPAWN]);
if (classmenu)
{
ClassMenuMain(client);
}
}
// Apply class attributes for the active class.
ClassReloadPlayerCache(client, ClassGetActiveIndex(client));
ClassApplyAttributes(client);
// Check if instant class change cvar is set.
new Float:instantspawn = GetConVarFloat(g_hCvarsList[CVAR_CLASSES_CHANGE_TIMELIMIT]);
if (instantspawn > 0)
{
// Allow instant class change.
ClassAllowInstantChange[client] = true;
// Create timer to disable instant change.
CreateTimer(instantspawn, Event_ClassDisableInstantSpawn, client, TIMER_FLAG_NO_MAPCHANGE);
}
else
{
// Make sure instant change is not allowed.
ClassAllowInstantChange[client] = false;
}
}
/**
* Client died. Stops timers and reset certain attributes. Call this event to
* clean up class related stuff.
*
* @param client The client index.
*/
ClassOnClientDeath(client)
{
// Disable class attributes with timers.
ClassHealthRegenStop(client);
// Set client's FOV back to normal.
ToolsSetClientDefaultFOV(client, 90);
// Forward event to sub-modules.
ClassOverlayOnClientDeath(client);
}
/**
* Client got infected. Reloads class attributes.
*
* @param client The client index.
*/
ClassOnClientInfected(client, bool:motherzombie = false)
{
new classindex = ClassGetActiveIndex(client);
new isadmin;
new motherindex;
new filter[ClassFilter];
decl String:motherzombiesetting[64];
// Disable class attributes with timers.
ClassHealthRegenStop(client);
// Make sure the player is not allowed to instantly change class.
ClassAllowInstantChange[client] = false;
// Check if it's a mother zombie.
if (motherzombie)
{
// Set admin flag if client is admin, so it's removed in special class
// flags.
isadmin = ZRIsClientAdmin(client) ? ZR_CLASS_FLAG_ADMIN_ONLY : 0;
// Get default mother zombie setting.
GetConVarString(g_hCvarsList[CVAR_CLASSES_DEFAULT_M_ZOMB], motherzombiesetting, sizeof(motherzombiesetting));
if (StrEqual(motherzombiesetting, "disabled", false))
{
// Do nothing. Keep current class.
}
else if (StrEqual(motherzombiesetting, "random", false))
{
// Setup filtering
// ---------------
// Exclude special class flags.
filter[ClassFilter_DenyFlags] = ZR_CLASS_SPECIALFLAGS;
// Allow admin classes if admin.
filter[ClassFilter_DenyFlags] -= isadmin;
// Specify client for checking group permissions.
filter[ClassFilter_Client] = client;
// Get class
// ---------
// Get random regular zombie class. Remove admin flag if admin.
motherindex = ClassGetRandomClass(ZR_CLASS_TEAM_ZOMBIES, filter);
// Validate index. Do not change class if it's invalid.
if (ClassValidateIndex(motherindex))
{
// Save active class index to be restored next spawn.
ClassSelectedNext[client][ZR_CLASS_TEAM_ZOMBIES] = classindex;
// Change class.
classindex = motherindex;
}
}
else if (StrEqual(motherzombiesetting, "motherzombies", false))
{
// Setup filtering
// ---------------
// Exclude special class flags except mother zombies.
filter[ClassFilter_DenyFlags] = ZR_CLASS_SPECIALFLAGS - ZR_CLASS_FLAG_MOTHER_ZOMBIE;
// Require mother zombie class flag.
filter[ClassFilter_RequireFlags] = ZR_CLASS_FLAG_MOTHER_ZOMBIE;
// Allow admin classes if admin.
filter[ClassFilter_DenyFlags] -= isadmin;
// Specify client for checking group permissions.
filter[ClassFilter_Client] = client;
// Get class
// ---------
// Get random mother zombie class. Include admin classes if admin.
motherindex = ClassGetRandomClass(ZR_CLASS_TEAM_ZOMBIES, filter);
// Validate index. Do not change class if it's invalid.
if (ClassValidateIndex(motherindex))
{
// This is a mother zombie class. Reset mother zombie setting
// so class skills aren't improved.
motherzombie = false;
// Save active class index to be restored next spawn.
ClassSelectedNext[client][ZR_CLASS_TEAM_ZOMBIES] = classindex;
// Change class.
classindex = motherindex;
}
}
else
{
// Assume it's a class name. Get index for the specified class name.
motherindex = ClassGetIndex(motherzombiesetting);
// Validate index.
if (ClassValidateIndex(motherindex))
{
// Save active class index to be restored next spawn.
ClassSelectedNext[client][ZR_CLASS_TEAM_ZOMBIES] = classindex;
// Change class.
classindex = motherindex;
}
}
}
// Update the player's selected class index.
ClassSelected[client][ZR_CLASS_TEAM_ZOMBIES] = classindex;
// Restore next indexes, if available. But don't restore the zombie index.
ClassRestoreNextIndexes(client, ZR_CLASS_TEAM_ZOMBIES);
// Update the player's cache with zombie attributes.
ClassReloadPlayerCache(client, classindex);
// Apply the new attributes.
ClassApplyAttributes(client, motherzombie);
}
/**
* Timer callback for disabling instant class change setting on a client.
*/
public Action:Event_ClassDisableInstantSpawn(Handle:timer, any:client)
{
// Disable instant class change.
ClassAllowInstantChange[client] = false;
}