weapon drop module (unusued/wip atm)
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pawno/include/irresistible/features/weapon_drop.inc
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134
pawno/include/irresistible/features/weapon_drop.inc
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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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/* ** 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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/* ** Hooks ** */
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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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new
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Float: X, Float: Y, Float: Z;
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if ( GetPlayerPos( playerid, X, Y, Z ) )
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{
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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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if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
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CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0, 3 ), Y + fRandomEx( 0, 3 ), Z, gettime( ) + 180 );
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}
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}
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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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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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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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printf("Existing Weapon %d, Dropped Weapon %d, Slot id %d", existing_weapon, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_SLOT_ID ] );
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if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo ) {
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GameTextForPlayer( playerid, "~r~PRESS ~k~~PED_ANSWER_PHONE~ TO TAKE WEAPON", 4000, 3 );
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return 1;
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}
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#if defined AC_INCLUDED
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p_PlayerHasWeapon[ playerid ] { g_weaponDropData[ dropid ] [ E_WEAPON_ID ] } = true;
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#endif
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PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
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GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
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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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Iter_Add( weapondrop, handle );
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g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( 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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}
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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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@ -32,6 +32,7 @@
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#include < irresistible\features\radio >
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#include < irresistible\features\radio >
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#include < irresistible\features\cash_cards >
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#include < irresistible\features\cash_cards >
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#include < irresistible\features\furniture >
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#include < irresistible\features\furniture >
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// #include < irresistible\features\weapon_drop >
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// #include < irresistible\features\vote >
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// #include < irresistible\features\vote >
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// gangs and facilities
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// gangs and facilities
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