sfcnr/gamemodes/irresistible/attachments.pwn

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/*
* Irresistible Gaming (c) 2018
* Developed by Gammix
* Module: attachments.inc
* Purpose:
* - This include fixes the attachments bug, which is expierenced while zooming with snipers, camera, RPGs..
* - The attached object info now can be retrieved from GetPlayerAttachedObject
* - This include also restores player attachments on Spawn, so they will remain!
* - Disconnect fix; Destroys the attachments on Disconnect.
*/
/* ** Defines ** */
#define att_modelid (0)
#define att_bone (1)
#define att_offset_x (2)
#define att_offset_y (3)
#define att_offset_z (4)
#define att_rot_x (5)
#define att_rot_y (6)
#define att_rot_z (7)
#define att_scale_x (8)
#define att_scale_y (9)
#define att_scale_z (10)
#define att_color_1 (11)
#define att_color_2 (12)
#define att_used (13)
/* ** Variables ** */
new g_AttachmentData[][45] =
{
"att_modelid",
"att_bone",
"att_offset_x",
"att_offset_y",
"att_offset_z",
"att_rot_x",
"att_rot_y",
"att_rot_z",
"att_scale_x",
"att_scale_y",
"att_scale_z",
"att_color_1",
"att_color_2",
"att_used"
};
/* ** Functions ** */
stock static ATT_SetInt(playerid, index, type, val)
{
new
s_String[45]
;
format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
return SetPVarInt(playerid, s_String, val);
}
stock static ATT_GetInt(playerid, index, type)
{
new
s_String[45]
;
format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
return GetPVarInt(playerid, s_String);
}
stock static ATT_SetFloat(playerid, index, type, Float:val)
{
new
s_String[45]
;
format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
return SetPVarFloat(playerid, s_String, val);
}
stock static Float:ATT_GetFloat(playerid, index, type)
{
new
s_String[45]
;
format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
return GetPVarFloat(playerid, s_String);
}
/* ** Hooks ** */
public OnPlayerSpawn(playerid)
{
for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
if(ATT_GetInt(playerid, i, att_used))
{
SetPlayerAttachedObject( playerid,
i,
ATT_GetInt(playerid, i, att_modelid),
ATT_GetInt(playerid, i, att_bone),
ATT_GetFloat(playerid, i, att_offset_x),
ATT_GetFloat(playerid, i, att_offset_y),
ATT_GetFloat(playerid, i, att_offset_z),
ATT_GetFloat(playerid, i, att_rot_x),
ATT_GetFloat(playerid, i, att_rot_y),
ATT_GetFloat(playerid, i, att_rot_z),
ATT_GetFloat(playerid, i, att_scale_x),
ATT_GetFloat(playerid, i, att_scale_y),
ATT_GetFloat(playerid, i, att_scale_z),
ATT_GetInt(playerid, i, att_color_1),
ATT_GetInt(playerid, i, att_color_2)
);
}
}
#if defined ATT_OnPlayerSpawn
return ATT_OnPlayerSpawn(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerSpawn
#undef OnPlayerSpawn
#else
#define _ALS_OnPlayerSpawn
#endif
#define OnPlayerSpawn ATT_OnPlayerSpawn
#if defined ATT_OnPlayerSpawn
forward ATT_OnPlayerSpawn(playerid);
#endif
public OnPlayerConnect(playerid)
{
for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
ATT_SetInt(playerid, i, att_used, false);
}
#if defined ATT_OnPlayerConnect
return ATT_OnPlayerConnect(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect ATT_OnPlayerConnect
#if defined ATT_OnPlayerConnect
forward ATT_OnPlayerConnect(playerid);
#endif
public OnPlayerDisconnect(playerid, reason)
{
for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
ATT_SetInt(playerid, i, att_used, false);
if(IsPlayerAttachedObjectSlotUsed(playerid, i))
{
RemovePlayerAttachedObject(playerid, i);
}
}
#if defined ATT_OnPlayerDisconnect
return ATT_OnPlayerDisconnect(playerid, reason);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerDisconnect
#undef OnPlayerDisconnect
#else
#define _ALS_OnPlayerDisconnect
#endif
#define OnPlayerDisconnect ATT_OnPlayerDisconnect
#if defined ATT_OnPlayerDisconnect
forward ATT_OnPlayerDisconnect(playerid, reason);
#endif
#if ! defined HOLDING
#define HOLDING(%0) ((newkeys & (%0)) == (%0))
#endif
#if ! defined RELEASED
#define RELEASED(%0) (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
#endif
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if ( ! IsPlayerNPC( playerid ) )
{
if (HOLDING(128))
{
switch (GetPlayerWeapon(playerid))
{
case WEAPON_SNIPER, WEAPON_ROCKETLAUNCHER, WEAPON_HEATSEEKER, WEAPON_CAMERA:
{
for (new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
if (IsPlayerAttachedObjectSlotUsed(playerid, i) &&
ATT_GetInt(playerid, i, att_used))
{
RemovePlayerAttachedObject(playerid, i);
}
}
}
}
}
if(RELEASED(128))
{
for (new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
{
if (! IsPlayerAttachedObjectSlotUsed(playerid, i) &&
ATT_GetInt(playerid, i, att_used))
{
SetPlayerAttachedObject( playerid,
i,
ATT_GetInt(playerid, i, att_modelid),
ATT_GetInt(playerid, i, att_bone),
ATT_GetFloat(playerid, i, att_offset_x),
ATT_GetFloat(playerid, i, att_offset_y),
ATT_GetFloat(playerid, i, att_offset_z),
ATT_GetFloat(playerid, i, att_rot_x),
ATT_GetFloat(playerid, i, att_rot_y),
ATT_GetFloat(playerid, i, att_rot_z),
ATT_GetFloat(playerid, i, att_scale_x),
ATT_GetFloat(playerid, i, att_scale_y),
ATT_GetFloat(playerid, i, att_scale_z),
ATT_GetInt(playerid, i, att_color_1),
ATT_GetInt(playerid, i, att_color_2)
);
}
}
}
}
#if defined ATT_OnPlayerKeyStateChange
return ATT_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerKeyStateChange
#undef OnPlayerKeyStateChange
#else
#define _ALS_OnPlayerKeyStateChange
#endif
#define OnPlayerKeyStateChange ATT_OnPlayerKeyStateChange
#if defined ATT_OnPlayerKeyStateChange
forward ATT_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
#endif
public OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ)
{
ATT_SetInt(playerid, index, att_modelid, modelid);
ATT_SetInt(playerid, index, att_bone, boneid);
ATT_SetFloat(playerid, index, att_offset_x, fOffsetX);
ATT_SetFloat(playerid, index, att_offset_y, fOffsetY);
ATT_SetFloat(playerid, index, att_offset_z, fOffsetZ);
ATT_SetFloat(playerid, index, att_rot_x, fRotX);
ATT_SetFloat(playerid, index, att_rot_y, fRotY);
ATT_SetFloat(playerid, index, att_rot_z, fRotZ);
ATT_SetFloat(playerid, index, att_scale_x, fScaleX);
ATT_SetFloat(playerid, index, att_scale_y, fScaleY);
ATT_SetFloat(playerid, index, att_scale_z, fScaleZ);
#if defined ATT_OnPlayerEditAttachedObject
return ATT_OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerEditAttachedObject
#undef OnPlayerEditAttachedObject
#else
#define _ALS_OnPlayerEditAttachedObject
#endif
#define OnPlayerEditAttachedObject ATT_OnPlayerEditAttachedObject
#if defined ATT_OnPlayerEditAttachedObject
forward ATT_OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ);
#endif
stock ATT_SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0)
{
if(SetPlayerAttachedObject(playerid, index, modelid, bone, fOffsetX, fOffsetY, fOffsetZ, fRotX, fRotY, fRotZ, fScaleX, fScaleY, fScaleZ, materialcolor1, materialcolor2))
{
ATT_SetInt(playerid, index, att_modelid, modelid);
ATT_SetInt(playerid, index, att_bone, bone);
ATT_SetFloat(playerid, index, att_offset_x, fOffsetX);
ATT_SetFloat(playerid, index, att_offset_y, fOffsetY);
ATT_SetFloat(playerid, index, att_offset_z, fOffsetZ);
ATT_SetFloat(playerid, index, att_rot_x, fRotX);
ATT_SetFloat(playerid, index, att_rot_y, fRotY);
ATT_SetFloat(playerid, index, att_rot_z, fRotZ);
ATT_SetFloat(playerid, index, att_scale_x, fScaleX);
ATT_SetFloat(playerid, index, att_scale_y, fScaleY);
ATT_SetFloat(playerid, index, att_scale_z, fScaleZ);
ATT_SetInt(playerid, index, att_color_1, materialcolor1);
ATT_SetInt(playerid, index, att_color_2, materialcolor2);
ATT_SetInt(playerid, index, att_used, true);
return true;
}
return false;
}
#if defined _ALS_SetPlayerAttachedObject
#undef SetPlayerAttachedObject
#else
#define _ALS_SetPlayerAttachedObject
#endif
#define SetPlayerAttachedObject ATT_SetPlayerAttachedObject
stock GetPlayerAttachedObject(playerid, index, &modelid, &bone, &Float:fOffsetX, &Float:fOffsetY, &Float:fOffsetZ, &Float:fRotX, &Float:fRotY, &Float:fRotZ, &Float:fScaleX, &Float:fScaleY, &Float:fScaleZ, &materialcolor1, &materialcolor2)
{
if(gAttachment[playerid][index][att_used])
{
modelid = ATT_GetInt(playerid, i, att_modelid);
bone = ATT_GetInt(playerid, i, att_bone);
fOffsetX = ATT_GetFloat(playerid, i, att_offset_x);
fOffsetY = ATT_GetFloat(playerid, i, att_offset_y);
fOffsetZ = ATT_GetFloat(playerid, i, att_offset_z);
fRotX = ATT_GetFloat(playerid, i, att_rot_x);
fRotY = ATT_GetFloat(playerid, i, att_rot_y);
fRotZ = ATT_GetFloat(playerid, i, att_rot_z);
fScaleX = ATT_GetFloat(playerid, i, att_scale_x);
fScaleY = ATT_GetFloat(playerid, i, att_scale_y);
fScaleZ = ATT_GetFloat(playerid, i, att_scale_z);
materialcolor1 = ATT_GetInt(playerid, i, att_color_1);
materialcolor2 = ATT_GetInt(playerid, i, att_color_2);
return true;
}
return false;
}
stock ATT_RemovePlayerAttachedObject(playerid, index)
{
if(RemovePlayerAttachedObject(playerid, index))
{
ATT_SetInt(playerid, index, att_used, false);
return true;
}
return false;
}
#if defined _ALS_RemovePlayerAttachedObject
#undef RemovePlayerAttachedObject
#else
#define _ALS_RemovePlayerAttachedObject
#endif
#define RemovePlayerAttachedObject ATT_RemovePlayerAttachedObject
#undef att_modelid
#undef att_bone
#undef att_offset_x
#undef att_offset_y
#undef att_offset_z
#undef att_rot_x
#undef att_rot_y
#undef att_rot_z
#undef att_scale_x
#undef att_scale_y
#undef att_scale_z
#undef att_color_1
#undef att_color_2
#undef att_used