weapon drop module (unusued/wip atm)

This commit is contained in:
Lorenc Pekaj 2018-05-21 19:21:53 +10:00
parent 12bd572765
commit 5bc884912d
2 changed files with 135 additions and 0 deletions

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@ -0,0 +1,134 @@
/*
* Irresistible Gaming (c) 2018
* Developed by Lorenc_
* Module: weapon_drop.inc
* Purpose: weapon drop system for players
*/
/* ** Includes ** */
#include < YSI\y_hooks >
/* ** Error Handling ** */
#if !defined __WEAPONDAMAGEINC__
#error "This module requires weapon data functions"
#endif
#define WEAPON_DROP_ENABLED
/* ** Definitions ** */
#define MAX_WEAPON_DROPS ( 50 )
/* ** Variables ** */
enum E_WEAPONDROP_DATA {
E_WEAPON_ID, E_AMMO, E_PICKUP,
E_EXPIRE_TIMESTAMP, E_SLOT_ID
};
static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ];
static Iterator: weapondrop < MAX_WEAPON_DROPS >;
/* ** Hooks ** */
#if defined AC_INCLUDED
hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
#else
hook OnPlayerDeath( playerid, killerid, reason )
#endif
{
new
Float: X, Float: Y, Float: Z;
if ( GetPlayerPos( playerid, X, Y, Z ) )
{
for ( new slotid = 0; slotid < 13; slotid++ )
{
new
weaponid,
ammo;
GetPlayerWeaponData( playerid, slotid, weaponid, ammo );
if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0, 3 ), Y + fRandomEx( 0, 3 ), Z, gettime( ) + 180 );
}
}
}
return 1;
}
hook OnPlayerPickUpDynPickup( playerid, pickupid )
{
new keys;
new existing_weapon;
new existing_ammo;
foreach ( new dropid : weapondrop )
{
if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid )
{
GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon );
GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo );
printf("Existing Weapon %d, Dropped Weapon %d, Slot id %d", existing_weapon, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_SLOT_ID ] );
if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo ) {
GameTextForPlayer( playerid, "~r~PRESS ~k~~PED_ANSWER_PHONE~ TO TAKE WEAPON", 4000, 3 );
return 1;
}
#if defined AC_INCLUDED
p_PlayerHasWeapon[ playerid ] { g_weaponDropData[ dropid ] [ E_WEAPON_ID ] } = true;
#endif
PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
DestroyWeaponPickup( dropid );
return 1;
}
}
return 1;
}
/* ** Functions ** */
stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) {
new handle = Iter_Free( weapondrop );
if ( handle != ITER_NONE )
{
Iter_Add( weapondrop, handle );
g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( GetWeaponModel( weaponid ), 1, X, Y, Z );
g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = expire_time;
g_weaponDropData[ handle ] [ E_WEAPON_ID ] = weaponid;
g_weaponDropData[ handle ] [ E_AMMO ] = ammo;
g_weaponDropData[ handle ] [ E_SLOT_ID ] = slotid;
}
else
{
ClearInactiveWeaponDrops( gettime( ) );
}
return handle;
}
stock DestroyWeaponPickup( handle )
{
if ( ! Iter_Contains( weapondrop, handle ) ) return 0;
DestroyDynamicPickup( g_weaponDropData[ handle ] [ E_PICKUP ] );
g_weaponDropData[ handle ] [ E_EXPIRE_TIMESTAMP ] = 0;
g_weaponDropData[ handle ] [ E_PICKUP ] = -1;
Iter_Remove( weapondrop, handle );
return 1;
}
stock ClearInactiveWeaponDrops( global_timestamp )
{
foreach ( new dropid : weapondrop ) if ( g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] != 0 && global_timestamp > g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] )
{
new
cur = dropid;
DestroyDynamicPickup( g_weaponDropData[ dropid ] [ E_PICKUP ] );
g_weaponDropData[ dropid ] [ E_EXPIRE_TIMESTAMP ] = 0;
g_weaponDropData[ dropid ] [ E_PICKUP ] = -1;
Iter_SafeRemove( weapondrop, cur, dropid );
}
return 1;
}

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#include < irresistible\features\radio > #include < irresistible\features\radio >
#include < irresistible\features\cash_cards > #include < irresistible\features\cash_cards >
#include < irresistible\features\furniture > #include < irresistible\features\furniture >
// #include < irresistible\features\weapon_drop >
// #include < irresistible\features\vote > // #include < irresistible\features\vote >
// gangs and facilities // gangs and facilities