198 lines
5.3 KiB
Plaintext
198 lines
5.3 KiB
Plaintext
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/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc_
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* Module: weapon_drop.inc
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* Purpose: weapon drop system for players
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Error Handling ** */
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#if !defined __WEAPONDAMAGEINC__
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#error "This module requires weapon data functions"
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#endif
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#define WEAPON_DROP_ENABLED
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/* ** Definitions ** */
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#define MAX_WEAPON_DROPS ( 50 )
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#define WEAPON_HEALTH ( 100 )
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#define WEAPON_ARMOUR ( 101 )
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/* ** Variables ** */
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enum E_WEAPONDROP_DATA {
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E_WEAPON_ID, E_AMMO, E_PICKUP,
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E_EXPIRE_TIMESTAMP, E_SLOT_ID
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};
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static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ];
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static Iterator: weapondrop < MAX_WEAPON_DROPS >;
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static const g_rankHealthPayout[ ] = { 100, 75, 50, 45, 40, 35, 30, 25, 20, 15, 10 };
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static g_HealthPickup;
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/* ** Hooks ** */
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hook OnGameModeInit( )
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{
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g_HealthPickup = CreateDynamicPickup( 1240, 3, -1980.3679, 884.4898, 45.2031 );
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return 1;
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}
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#if defined AC_INCLUDED
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hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
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#else
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hook OnPlayerDeath( playerid, killerid, reason )
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#endif
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{
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static
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Float: X, Float: Y, Float: Z;
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if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) )
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{
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if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) )
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return 1;
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GetPlayerPos( playerid, X, Y, Z );
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new
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killer_rank = GetPlayerRank( killerid ),
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expire_time = gettime( ) + 180;
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for ( new slotid = 0; slotid < 13; slotid++ )
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{
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new
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weaponid,
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ammo;
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GetPlayerWeaponData( playerid, slotid, weaponid, ammo );
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// third of what player had
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ammo /= 10;
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// check valid parameters and shit
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if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
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CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
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}
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}
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// health drop
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CreateWeaponPickup( WEAPON_HEALTH, g_rankHealthPayout[ killer_rank ], 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
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}
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return 1;
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}
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hook OnPlayerPickUpDynPickup( playerid, pickupid )
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{
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new keys;
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new existing_weapon;
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new existing_ammo;
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// Health Pickups
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if ( pickupid == g_HealthPickup ) {
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SetPlayerHealth( playerid, 100.0 );
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return 1;
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}
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// Player Drops
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foreach ( new dropid : weapondrop )
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{
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if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid )
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{
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if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_HEALTH )
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{
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new
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Float: health;
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if ( GetPlayerHealth( playerid, health ) )
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{
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// no weed like effects
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if ( ( health += float( g_weaponDropData[ dropid ] [ E_AMMO ] ) ) > 100.0 ) {
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health = 100.0;
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}
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SetPlayerHealth( playerid, health );
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}
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}
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else
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{
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new current_weapon = GetPlayerWeapon( playerid );
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GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon );
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GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo );
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new holding_replace_key = ( keys & KEY_ACTION );
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// if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo )
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if ( existing_weapon != g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! holding_replace_key && existing_ammo )
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{
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ShowPlayerHelpDialog( playerid, 2500, "Hold ~r~~k~~PED_ANSWER_PHONE~~w~ To Take %s", ReturnWeaponName( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] ) );
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return 1;
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}
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GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
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// don't change player weapon
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if ( ! holding_replace_key ) {
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SetPlayerArmedWeapon( playerid, current_weapon );
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}
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}
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// destroy health pickup
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PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
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DestroyWeaponPickup( dropid );
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return 1;
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}
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}
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return 1;
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}
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/* ** Functions ** */
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stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) {
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new handle = Iter_Free( weapondrop );
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if ( handle != ITER_NONE )
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{
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g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( weaponid == WEAPON_HEALTH ? 1240 : GetWeaponModel( weaponid ), 1, X, Y, Z );
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g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = expire_time;
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g_weaponDropData[ handle ] [ E_WEAPON_ID ] = weaponid;
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g_weaponDropData[ handle ] [ E_AMMO ] = ammo;
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g_weaponDropData[ handle ] [ E_SLOT_ID ] = slotid;
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Iter_Add( weapondrop, handle );
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}
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else
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{
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ClearInactiveWeaponDrops( gettime( ) );
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}
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return handle;
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}
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stock DestroyWeaponPickup( handle )
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{
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if ( ! Iter_Contains( weapondrop, handle ) ) return 0;
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DestroyDynamicPickup( g_weaponDropData[ handle ] [ E_PICKUP ] );
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g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = 0;
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g_weaponDropData[ handle ] [ E_PICKUP ] = -1;
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Iter_Remove( weapondrop, handle );
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return 1;
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}
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stock ClearInactiveWeaponDrops( global_timestamp )
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{
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foreach ( new dropid : weapondrop ) if ( g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] != 0 && global_timestamp > g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] )
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{
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new
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cur = dropid;
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DestroyDynamicPickup( g_weaponDropData[ dropid ] [ E_PICKUP ] );
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g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] = 0;
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g_weaponDropData[ dropid ] [ E_PICKUP ] = -1;
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Iter_SafeRemove( weapondrop, cur, dropid );
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}
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return 1;
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}
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