diff --git a/gamemodes/irresistible/cnr/features/random_messages.pwn b/gamemodes/irresistible/cnr/features/random_messages.pwn index c9a858d..4e50ad8 100644 --- a/gamemodes/irresistible/cnr/features/random_messages.pwn +++ b/gamemodes/irresistible/cnr/features/random_messages.pwn @@ -70,7 +70,8 @@ static stock { "{8ADE47}Stephanie:"COL_WHITE" Contribute to our feature "COL_GREY"/crowdfunds"COL_WHITE"! Early supporters get benefits!" }, { "{8ADE47}Stephanie:"COL_WHITE" Don't want to be interrupted as an innocent player? Enter passive mode with "COL_GREY"/passive"COL_WHITE"!" }, { "{8ADE47}Stephanie:"COL_WHITE" You can buy premium player homes using "COL_GREY"/estate"COL_WHITE"!" }, - { "{8ADE47}Stephanie:"COL_WHITE" You can buy Irresistible Coins from players using "COL_GREY"/ic buy"COL_WHITE"!" } + { "{8ADE47}Stephanie:"COL_WHITE" You can buy Irresistible Coins from players using "COL_GREY"/ic buy"COL_WHITE"!" }, + { "{8ADE47}Stephanie:"COL_WHITE" Buy a secure wallet to reduce the amount of money you drop when you die!" } }, g_randomMessageTick = 0 ; diff --git a/gamemodes/irresistible/cnr/features/weapon_drop.pwn b/gamemodes/irresistible/cnr/features/weapon_drop.pwn index b4c1ea3..0367ecb 100644 --- a/gamemodes/irresistible/cnr/features/weapon_drop.pwn +++ b/gamemodes/irresistible/cnr/features/weapon_drop.pwn @@ -16,7 +16,7 @@ #define WEAPON_DROP_ENABLED /* ** Definitions ** */ -#define MAX_WEAPON_DROPS ( 50 ) +#define MAX_WEAPON_DROPS ( 100 ) #define WEAPON_HEALTH ( 100 ) #define WEAPON_ARMOUR ( 101 ) @@ -30,6 +30,7 @@ enum E_WEAPONDROP_DATA { static g_weaponDropData [ MAX_WEAPON_DROPS ] [ E_WEAPONDROP_DATA ]; static Iterator: weapondrop < MAX_WEAPON_DROPS >; +static p_PlayerPickupDelay [ MAX_PLAYERS ]; static g_HealthPickup; @@ -46,18 +47,16 @@ hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart ) hook OnPlayerDeath( playerid, killerid, reason ) #endif { - static - Float: X, Float: Y, Float: Z; + new Float: X, Float: Y, Float: Z; + new expire_time = GetServerTime( ) + 180; + + GetPlayerPos( playerid, X, Y, Z ); if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) ) { if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) ) return 1; - GetPlayerPos( playerid, X, Y, Z ); - - new - expire_time = GetServerTime( ) + 180; for ( new slotid = 0; slotid < 13; slotid++ ) { @@ -88,22 +87,30 @@ hook OnPlayerDeath( playerid, killerid, reason ) CreateWeaponPickup( WEAPON_HEALTH, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } - // money - new - player_money = GetPlayerCash( playerid ); - - if ( player_money ) - { - // half the amount lost through secure wallet - if ( p_SecureWallet{ playerid } ) { - player_money = floatround( float( player_money ) * 0.5 ); - } - - // reduce player money - GivePlayerCash( playerid, -player_money ); - CreateWeaponPickup( WEAPON_MONEY, player_money, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); + // random armour drop (1% chance) + if ( killer_dm_level >= 50 && random( 101 ) == 66 ) { + CreateWeaponPickup( WEAPON_ARMOUR, killer_dm_level, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); } } + + // drop player money + new + player_money = floatround( float( GetPlayerCash( playerid ) ) * 0.25 ); + + if ( player_money > 0 ) + { + // half the amount lost through secure wallet + if ( p_SecureWallet{ playerid } ) { + player_money = floatround( float( player_money ) * 0.5 ); + } + + // message the player + ShowPlayerHelpDialog( playerid, 5000, "~w~You have dropped ~r~%s", cash_format( player_money ) ); + + // reduce player money + GivePlayerCash( playerid, -player_money ); + CreateWeaponPickup( WEAPON_MONEY, player_money, 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time ); + } return 1; } @@ -119,6 +126,10 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid ) return 1; } + // ignore if theres a delay + if ( p_PlayerPickupDelay[ playerid ] > GetServerTime( ) ) + return 1; + // Player Drops foreach ( new dropid : weapondrop ) { @@ -202,6 +213,88 @@ hook OnPlayerPickUpDynPickup( playerid, pickupid ) return 1; } +/* ** Commands ** */ +CMD:moneybag( playerid, params[ ] ) return cmd_dropmoney( playerid, params ); +CMD:dm( playerid, params[ ] ) return cmd_dropmoney( playerid, params ); +CMD:dropmoney( playerid, params[ ] ) +{ + new + money; + + if ( sscanf( params, "d", money ) ) return SendUsage( playerid, "/dropmoney [AMOUNT]" ); + else if ( money < 10000 ) return SendError( playerid, "The minimum amount you can drop is $10,000." ); + else if ( money > GetPlayerCash( playerid ) ) return SendError( playerid, "You do not have this much money on you." ); + else if ( GetPlayerVIPLevel( playerid ) < VIP_REGULAR ) return SendError( playerid, "You need to be V.I.P to use this, to become one visit "COL_GREY"donate.sfcnr.com" ); + else if ( GetPVarInt( playerid, "dropmoney_cooldown" ) > GetServerTime( ) ) return SendError( playerid, "You must wait %d seconds before using this command again.", GetPVarInt( playerid, "dropmoney_cooldown" ) - GetServerTime( ) ); + else + { + new + Float: X, Float: Y, Float: Z; + + GetPlayerPos( playerid, X, Y, Z ); + + if ( CreateWeaponPickup( WEAPON_MONEY, money, 0, X, Y, Z, GetServerTime( ) + 300 ) != ITER_NONE ) { + p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 4; + SendServerMessage( playerid, "You have dropped a %s money bag. It will expire in five minutes.", cash_format( money ) ); + GivePlayerCash( playerid, -money ); + Streamer_Update( playerid ); + SetPVarInt( playerid, "dropmoney_cooldown", GetServerTime( ) + 10 ); + } else { + SendError( playerid, "Failed to create a money bag. Try again in a little bit." ); + } + } + return 1; +} + +CMD:disposeweapon( playerid, params[ ] ) return cmd_dropweapon( playerid, params ); +CMD:dw( playerid, params[ ] ) return cmd_dropweapon( playerid, params ); +CMD:dropweapon( playerid, params[ ] ) { + + if ( p_Spectating{ playerid } ) return SendError( playerid, "You cannot use such commands while you're spectating." ); + + new + iCurrentWeapon = GetPlayerWeapon( playerid ), + iWeaponID[ 13 ], + iWeaponAmmo[ 13 ] + ; + + if ( iCurrentWeapon != 0 ) + { + for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ ) + { + new + iWeapon, + iAmmo; + + GetPlayerWeaponData( playerid, iSlot, iWeapon, iAmmo ); + + if ( iWeapon != iCurrentWeapon ) { + GetPlayerWeaponData( playerid, iSlot, iWeaponID[ iSlot ], iWeaponAmmo[ iSlot ] ); + } + else + { + new + Float: X, Float: Y, Float: Z; + + if ( GetPlayerPos( playerid, X, Y, Z ) && CreateWeaponPickup( iWeapon, iAmmo, iSlot, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, GetServerTime( ) + 120 ) != ITER_NONE ) { + p_PlayerPickupDelay[ playerid ] = GetServerTime( ) + 3; + } + } + } + + ResetPlayerWeapons( playerid ); + + for( new iSlot = 0; iSlot < sizeof( iWeaponAmmo ); iSlot++ ) { + GivePlayerWeapon( playerid, iWeaponID[ iSlot ], 0 <= iWeaponAmmo[ iSlot ] < 16384 ? iWeaponAmmo[ iSlot ] : 16384 ); + } + + SetPlayerArmedWeapon( playerid, 0 ); // prevent driveby + return SendServerMessage( playerid, "You have dropped your weapon." ); + } else { + return SendError( playerid, "You are not holding any weapon." ); + } +} + /* ** Functions ** */ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, expire_time ) { @@ -215,7 +308,7 @@ stock CreateWeaponPickup( weaponid, ammo, slotid, Float: X, Float: Y, Float: Z, switch ( weaponid ) { case WEAPON_HEALTH: modelid = 1240; case WEAPON_MONEY: { - if ( ammo > 10000 ) { + if ( ammo >= 1000 ) { modelid = 1550; } else { modelid = 1212;