zaCade
651dd9921a
https://forums.alliedmods.net/showpost.php?p=2220583&postcount=5, for explanation.
939 lines
26 KiB
SourcePawn
939 lines
26 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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* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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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 REAL 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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* @section start weapons.
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*/
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#define WEAPONS_SPAWN_CSS_T_WEAPON "weapon_glock"
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#define WEAPONS_SPAWN_CSS_CT_WEAPON "weapon_usp"
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#define WEAPONS_SPAWN_CSGO_T_WEAPON "weapon_glock"
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#define WEAPONS_SPAWN_CSGO_CT_WEAPON "weapon_hkp2000"
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/**
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* @endsection
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*/
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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_ENTITY,
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WEAPONS_DATA_TYPE,
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WEAPONS_DATA_SLOT,
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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_ZMARKETNAME,
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WEAPONS_DATA_ZMARKETPRICE,
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WEAPONS_DATA_ZMARKETPURCHASEMAX,
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WEAPONS_DATA_ZMARKETCOMMAND,
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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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Slot_NVGs = 5, /** NVGs (fake) equipment 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/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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* All plugins have finished loading.
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*/
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WeaponsOnAllPluginsLoaded()
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{
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// Forward event to sub-modules.
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WeaponAmmoOnAllPluginsLoaded();
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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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LogEvent(false, LogType_Fatal, LOG_CORE_EVENTS, LogModule_Weapons, "Offsets", "Offset \"CBasePlayer::m_hActiveWeapon\" was not found.");
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}
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// If offset "m_bInBuyZone" can't be found, then stop the plugin.
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g_iToolsInBuyZone = FindSendPropInfo("CCSPlayer", "m_bInBuyZone");
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if (g_iToolsInBuyZone == -1)
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{
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LogEvent(false, LogType_Fatal, LOG_CORE_EVENTS, LogModule_Weapons, "Offsets", "Offset \"CCSPlayer::m_bInBuyZone\" 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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ZMarketOnCommandsCreate();
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}
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/**
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* Create weapon-related cookies here.
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*/
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WeaponsOnCookiesCreate()
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{
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// Forward event to sub-modules.
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ZMarketOnCookiesCreate();
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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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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_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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LogEvent(false, LogType_Fatal, LOG_CORE_EVENTS, LogModule_Weapons, "Config Validation", "Unexpected error encountered loading: %s", pathweapons);
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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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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_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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ZMarketLoad();
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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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LogEvent(false, LogType_Fatal, LOG_CORE_EVENTS, LogModule_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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LogEvent(false, LogType_Error, LOG_CORE_EVENTS, LogModule_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:weaponentity[CONFIG_MAX_LENGTH];
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decl String:weapontype[CONFIG_MAX_LENGTH];
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decl String:ammotype[CONFIG_MAX_LENGTH];
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decl String:zmarketname[CONFIG_MAX_LENGTH];
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decl String:zmarketcommand[CONFIG_MAX_LENGTH];
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// General
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KvGetString(kvWeapons, "weaponentity", weaponentity, sizeof(weaponentity));
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KvGetString(kvWeapons, "weapontype", weapontype, sizeof(weapontype));
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new WeaponsSlot:weaponslot = WeaponsSlot:KvGetNum(kvWeapons, "weaponslot", -1);
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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", -1);
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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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KvGetString(kvWeapons, "zmarketname", zmarketname, sizeof(zmarketname), "");
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new zmarketprice = KvGetNum(kvWeapons, "zmarketprice", -1);
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new zmarketpurchasemax = KvGetNum(kvWeapons, "zmarketpurchasemax", -1);
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KvGetString(kvWeapons, "zmarketcommand", zmarketcommand, sizeof(zmarketcommand), "");
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new Handle:arrayWeapon = GetArrayCell(arrayWeapons, x);
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// Push data into array.
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PushArrayString(arrayWeapon, weaponentity); // Index: 1
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PushArrayString(arrayWeapon, weapontype); // Index: 2
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PushArrayCell(arrayWeapon, weaponslot); // Index: 3
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PushArrayCell(arrayWeapon, restrictdefault); // Index: 4
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PushArrayCell(arrayWeapon, toggleable); // Index: 5
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PushArrayString(arrayWeapon, ammotype); // Index: 6
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PushArrayCell(arrayWeapon, ammoprice); // Index: 7
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PushArrayCell(arrayWeapon, knockback); // Index: 8
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PushArrayString(arrayWeapon, zmarketname); // Index: 9
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PushArrayCell(arrayWeapon, zmarketprice); // Index: 10
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PushArrayCell(arrayWeapon, zmarketpurchasemax); // Index: 11
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PushArrayString(arrayWeapon, zmarketcommand); // Index: 12
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// Initialize other stored weapon info here.
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PushArrayCell(arrayWeapon, restrictdefault); // Index: 13
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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-modules.
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RestrictClientInit(client);
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ZMarketClientInit(client);
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}
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/**
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* Called once a client's saved cookies have been loaded from the database.
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*
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* @param client The client index.
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*/
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WeaponsOnCookiesCached(client)
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{
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// Forward event to sub-modules.
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ZMarketOnCookiesCached(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-modules.
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RestrictOnClientDisconnect(client);
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ZMarketOnClientDisconnect(client);
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}
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/**
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* Client is spawning into the game.
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*
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* @param client The client index.
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*/
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WeaponsOnClientSpawn(client)
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{
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// Forward event to sub-modules.
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RestrictOnClientSpawn(client);
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}
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/**
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* Client is spawning into the game. *Post
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*
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* @param client The client index.
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*/
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WeaponsOnClientSpawnPost(client)
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{
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// Refresh all weapons on clients to cleanup any rendering errors.
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WeaponsRefreshAllClientWeapons(client);
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// Forward event to sub-modules.
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ZMarketOnClientSpawnPost(client);
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}
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/**
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* The round is ending.
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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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RestrictOnRoundEnd();
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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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stock 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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* Takes a weapon's entity name and returns the display name in weapons config file.
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*
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* @param entityname The entity to find the display of.
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* @param display Buffer to store display name in.
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* @param displaymaxlen The max length of the display name.
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* @param noprefix If this is true, the entity name will be compared without the weapon_/item_ prefix.
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* @return The index of the weapon found.
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*/
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stock WeaponsEntityToDisplay(const String:entityname[], String:display[], displaymaxlen, noprefix = false)
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{
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// Check if weapon data is loaded.
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if (arrayWeapons == INVALID_HANDLE)
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{
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return -1;
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}
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decl String:weaponentity[WEAPONS_MAX_LENGTH];
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// Initialize string to null.
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strcopy(display, sizeof(displaymaxlen), "");
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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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// If entity names don't match, then stop.
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WeaponsGetEntity(x, weaponentity, sizeof(weaponentity));
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// If noprefix is true, then strip the weapon_/item_ prefix.
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if (noprefix)
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{
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ReplaceString(weaponentity, sizeof(weaponentity), "weapon_", "");
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ReplaceString(weaponentity, sizeof(weaponentity), "item_", "");
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}
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if (!StrEqual(entityname, weaponentity, false))
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{
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continue;
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}
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// The entity names match, so return display.
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WeaponsGetName(x, display, displaymaxlen);
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// Return the weapon index.
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return x;
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}
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// Nothing was found.
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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 entity 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 entity in.
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* @param maxlen The max length of the string.
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*/
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stock WeaponsGetEntity(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_ENTITY, type, 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 the slot index of a weapon at a given index.
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|
* @param index The weapon index.
|
|
* @return The slot index of the weapon.
|
|
*/
|
|
stock WeaponsSlot:WeaponsGetSlot(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return default restriction status.
|
|
return WeaponsSlot:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_SLOT);
|
|
}
|
|
|
|
/**
|
|
* Gets if a weapon is restricted by default.
|
|
* @param index The weapon index.
|
|
* @return True if the weapon is restricted by default, false if not.
|
|
*/
|
|
stock bool:WeaponsGetRestrictDefault(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return default restriction status.
|
|
return bool:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_RESTRICTDEFAULT);
|
|
}
|
|
|
|
/**
|
|
* Gets if a weapon's restriction status is toggleable.
|
|
* @param index The weapon index.
|
|
* @return True if the weapon restriction can be toggled, false if not.
|
|
*/
|
|
stock bool:WeaponsGetToggleable(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return if weapon is toggleable.
|
|
return bool:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_TOGGLEABLE);
|
|
}
|
|
|
|
/**
|
|
* Gets the ammo type of a weapon at a given index.
|
|
* @param index The weapon index.
|
|
* @param ammotype The string to return ammotype in.
|
|
* @param maxlen The max length of the string.
|
|
*/
|
|
stock WeaponsGetAmmoType(index, String:ammotype[], maxlen)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Get ammo type of the weapon.
|
|
GetArrayString(arrayWeapon, _:WEAPONS_DATA_AMMOTYPE, ammotype, maxlen);
|
|
}
|
|
|
|
/**
|
|
* Gets the price of ammo for the weapon.
|
|
* @param index The weapon index.
|
|
* @return The ammo price.
|
|
*/
|
|
stock WeaponsGetAmmoPrice(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return ammo price of the weapon.
|
|
return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_AMMOPRICE);
|
|
}
|
|
|
|
/**
|
|
* Gets the knockback multiplier for the weapon.
|
|
* @param index The weapon index.
|
|
* @return The weapon knockback multiplier.
|
|
*/
|
|
stock Float:WeaponsGetKnockback(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return knockback multiplier of the weapon.
|
|
return Float:GetArrayCell(arrayWeapon, _:WEAPONS_DATA_KNOCKBACK);
|
|
}
|
|
|
|
/**
|
|
* Gets the ZMarket name for the weapon.
|
|
* @param index The weapon index.
|
|
* @param weapon The string to return name in.
|
|
* @param maxlen The max length of the string.
|
|
*/
|
|
stock WeaponsGetZMarketName(index, String:weapon[], maxlen)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Get the ZMarket name of the weapon.
|
|
GetArrayString(arrayWeapon, _:WEAPONS_DATA_ZMARKETNAME, weapon, maxlen);
|
|
}
|
|
|
|
/**
|
|
* Gets the ZMarket price for the weapon.
|
|
* @param index The weapon index.
|
|
* @return The ZMarket price.
|
|
*/
|
|
stock WeaponsGetZMarketPrice(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return the ZMarket price of the weapon.
|
|
return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_ZMARKETPRICE);
|
|
}
|
|
|
|
/**
|
|
* Gets the max purchases from ZMarket per round per client of a weapon.
|
|
* @param index The weapon index.
|
|
* @return The max purchases of the weapon.
|
|
*/
|
|
stock WeaponsGetZMarketPurchaseMax(index)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return the ZMarket price of the weapon.
|
|
return GetArrayCell(arrayWeapon, _:WEAPONS_DATA_ZMARKETPURCHASEMAX);
|
|
}
|
|
|
|
/**
|
|
* Gets the name of the command to purchase this weapon through zmarket.
|
|
* @param index The weapon index.
|
|
* @param command The string to return zmarketcommand in.
|
|
* @param maxlen The max length of the string.
|
|
* @return The max purchases of the weapon.
|
|
*/
|
|
stock WeaponsGetZMarketCommand(index, String:command[], maxlen)
|
|
{
|
|
// Get array handle of weapon at given index.
|
|
new Handle:arrayWeapon = GetArrayCell(arrayWeapons, index);
|
|
|
|
// Return the ZMarket price of the weapon.
|
|
GetArrayString(arrayWeapon, _:WEAPONS_DATA_ZMARKETCOMMAND, command, maxlen);
|
|
}
|
|
|
|
/**
|
|
* General weapon API.
|
|
*/
|
|
|
|
/**
|
|
* Checks if a client has a specific weapon.
|
|
*
|
|
* @param client The client index.
|
|
* @param weapon The weapon classname.
|
|
*/
|
|
stock bool:WeaponsClientHasWeapon(client, const String:weapon[])
|
|
{
|
|
// Get all of client's current weapons.
|
|
new weapons[WeaponsSlot];
|
|
WeaponsGetClientWeapons(client, weapons);
|
|
|
|
decl String:classname[64];
|
|
|
|
// x = slot index
|
|
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
|
{
|
|
// If slot is empty, then stop.
|
|
if (weapons[x] == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If the weapon's classname matches, then return true.
|
|
GetEdictClassname(weapons[x], classname, sizeof(classname));
|
|
if (StrEqual(weapon, classname, false))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Return an array that contains all client's weapon indexes.
|
|
*
|
|
* @param client The client index.
|
|
* @param weapons The weapon index array.
|
|
* -1 if no weapon in slot.
|
|
*/
|
|
stock WeaponsGetClientWeapons(client, weapons[WeaponsSlot])
|
|
{
|
|
// x = Weapon slot.
|
|
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
|
{
|
|
weapons[x] = GetPlayerWeaponSlot(client, x);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns weapon index of the client's deployed weapon.
|
|
*
|
|
* @param client The client index.
|
|
* @return The weapon index of the deployed weapon.
|
|
* -1 if no weapon is deployed.
|
|
*/
|
|
stock WeaponsGetDeployedWeaponIndex(client)
|
|
{
|
|
// Return the client's active weapon.
|
|
return GetEntDataEnt2(client, offsActiveWeapon);
|
|
}
|
|
|
|
/**
|
|
* Returns slot of client's deployed weapon.
|
|
*
|
|
* @param client The client index.
|
|
* @return The slot number of deployed weapon.
|
|
*/
|
|
stock WeaponsSlot:WeaponsGetDeployedWeaponSlot(client)
|
|
{
|
|
// Get all client's weapon indexes.
|
|
new weapons[WeaponsSlot];
|
|
WeaponsGetClientWeapons(client, weapons);
|
|
|
|
// Get client's deployed weapon.
|
|
new deployedweapon = WeaponsGetDeployedWeaponIndex(client);
|
|
|
|
// If client has no deployed weapon, then stop.
|
|
if (deployedweapon == -1)
|
|
{
|
|
return Type_Invalid;
|
|
}
|
|
|
|
// x = weapon slot.
|
|
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
|
{
|
|
if (weapons[x] == deployedweapon)
|
|
{
|
|
return WeaponsSlot:x;
|
|
}
|
|
}
|
|
|
|
return Type_Invalid;
|
|
}
|
|
|
|
/**
|
|
* Forces player to drop weapon index. (Simplified wrapper)
|
|
*
|
|
* @param client The client index.
|
|
* @param weapon The weapon index to force client to drop.
|
|
*/
|
|
stock WeaponsForceClientDrop(client, weapon)
|
|
{
|
|
// Force client to drop weapon.
|
|
CS_DropWeapon(client, weapon, true, false);
|
|
}
|
|
|
|
/**
|
|
* Used to explicitly remove projectile weapons from a client.
|
|
*
|
|
* @param client The client index.
|
|
* @param weaponsdrop True to force drop on all weapons, false to strip.
|
|
*/
|
|
stock WeaponsClearClientWeaponSlot(client, WeaponsSlot:slot, bool:weaponsdrop)
|
|
{
|
|
// This while-structure is a stupid sloppy annoying workaround to stop the "unintended assignment" warning. I hate those.
|
|
// While GetPlayerWeaponSlot returns a valid weapon, remove it and then test again.
|
|
new weapon = GetPlayerWeaponSlot(client, _:slot);
|
|
while (weapon != -1)
|
|
{
|
|
// Check if we drop or strip the weapon.
|
|
if (weaponsdrop)
|
|
{
|
|
WeaponsForceClientDrop(client, weapon);
|
|
}
|
|
else
|
|
{
|
|
RemovePlayerItem(client, weapon);
|
|
AcceptEntityInput(weapon, "Kill");
|
|
}
|
|
|
|
// Find next weapon.
|
|
weapon = GetPlayerWeaponSlot(client, _:slot);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Refresh a weapon by taking it and giving it back.
|
|
*
|
|
* @param client The client index.
|
|
* @param slot The weapon slot to refresh. (see enum WeaponsSlot)
|
|
*/
|
|
stock WeaponsRefreshClientWeapon(client, WeaponsSlot:slot)
|
|
{
|
|
new weaponindex = GetPlayerWeaponSlot(client, _:slot);
|
|
|
|
// If weapon is invalid, then stop.
|
|
if (weaponindex == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get the classname of the weapon to re-give.
|
|
decl String:entityname[WEAPONS_MAX_LENGTH];
|
|
GetEdictClassname(weaponindex, entityname, sizeof(entityname));
|
|
|
|
// Refresh weapon.
|
|
RemovePlayerItem(client, weaponindex);
|
|
AcceptEntityInput(weaponindex, "Kill");
|
|
GivePlayerItem(client, entityname);
|
|
}
|
|
|
|
/**
|
|
* Remove all weapons, except knife, on a client, with options.
|
|
*
|
|
* @param client The client index.
|
|
* @param weaponsdrop True to force drop on all weapons, false to strip.
|
|
*/
|
|
stock WeaponsRemoveAllClientWeapons(client, bool:weaponsdrop)
|
|
{
|
|
// Get a list of all client's weapon indexes.
|
|
new weapons[WeaponsSlot];
|
|
WeaponsGetClientWeapons(client, weapons);
|
|
|
|
// Loop through array slots and force drop.
|
|
// x = weapon slot.
|
|
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
|
{
|
|
// If weapon is invalid, then stop.
|
|
if (weapons[x] == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If this is the knife slot, then strip it and stop.
|
|
if (WeaponsSlot:x == Slot_Melee)
|
|
{
|
|
// Strip knife.
|
|
RemovePlayerItem(client, weapons[x]);
|
|
AcceptEntityInput(weapons[x], "Kill");
|
|
continue;
|
|
}
|
|
|
|
if (weaponsdrop)
|
|
{
|
|
// Force client to drop weapon.
|
|
WeaponsForceClientDrop(client, weapons[x]);
|
|
}
|
|
else
|
|
{
|
|
// Strip weapon.
|
|
RemovePlayerItem(client, weapons[x]);
|
|
AcceptEntityInput(weapons[x], "Kill");
|
|
}
|
|
}
|
|
|
|
// Remove left-over knifes.
|
|
WeaponsClearClientWeaponSlot(client, Slot_Melee, false);
|
|
|
|
// Remove left-over projectiles.
|
|
WeaponsClearClientWeaponSlot(client, Slot_Projectile, weaponsdrop);
|
|
|
|
// Give zombie a new knife. (If you leave the old one there will be glitches with the knife positioning)
|
|
GivePlayerItem(client, "weapon_knife");
|
|
}
|
|
|
|
/**
|
|
* Refresh a weapon by taking it and giving it back.
|
|
*
|
|
* @param client The client index.
|
|
*/
|
|
stock WeaponsRefreshAllClientWeapons(client)
|
|
{
|
|
// Get a list of all client's weapon indexes.
|
|
new weapons[WeaponsSlot];
|
|
WeaponsGetClientWeapons(client, weapons);
|
|
|
|
// Loop through array slots and force drop.
|
|
// x = weapon slot.
|
|
for (new x = 0; x < WEAPONS_SLOTS_MAX; x++)
|
|
{
|
|
// If weapon is invalid, then stop.
|
|
if (weapons[x] == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
WeaponsRefreshClientWeapon(client, WeaponsSlot:x);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks if a client is in a buyzone.
|
|
*
|
|
* @param client The client index.
|
|
*/
|
|
stock bool:WeaponsIsClientInBuyZone(client)
|
|
{
|
|
// Return if client is in buyzone.
|
|
return bool:GetEntData(client, g_iToolsInBuyZone);
|
|
}
|