* adds onplayerdamageplayer
* max weapons redefined * hook onplayerdeathex appropriately
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@ -36,8 +36,8 @@
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#define MAX_CLASSES ( 300 )
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#endif
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#if !defined MAX_WEAPONS
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#define MAX_WEAPONS ( 55 )
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#if !defined AC_MAX_WEAPONS
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#define AC_MAX_WEAPONS ( 55 )
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#endif
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// Variables (Global)
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@ -239,6 +239,7 @@ stock
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// Forwards (Global)
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public OnPlayerCheatDetected( playerid, detection );
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public OnPlayerDamagePlayer( playerid, damagedid, Float: amount, weaponid, bodypart );
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// Functions (Global)
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@ -266,3 +267,14 @@ stock ac_IsPointInArea( Float: X, Float: Y, Float: minx, Float: maxx, Float: min
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stock Float: ac_PointDistance( Float: X, Float: Y, Float: dstX, Float: dstY )
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return ( ( X - dstX ) * ( X - dstX ) ) + ( ( Y - dstY ) * ( Y - dstY ) );
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stock Float: ac_GetDistanceBetweenPlayers( iPlayer1, iPlayer2, &Float: fDistance = Float: 0x7F800000 )
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{
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static
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Float: fX, Float: fY, Float: fZ;
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if( GetPlayerVirtualWorld( iPlayer1 ) == GetPlayerVirtualWorld( iPlayer2 ) && GetPlayerPos( iPlayer2, fX, fY, fZ ) )
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fDistance = GetPlayerDistanceFromPoint( iPlayer1, fX, fY, fZ );
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return fDistance;
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}
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@ -71,7 +71,7 @@
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p_FlyHacksWarns { playerid } = 3;
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p_cbugWarns { playerid } = 0;
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for ( new i = 0; i < MAX_WEAPONS; i++ )
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for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
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p_PlayerHasWeapon [ playerid ] { i } = false;
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}
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@ -114,7 +114,7 @@
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new
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weaponid = mAvailableSpawns[ p_SelectedClassID[ playerid ] ] [ E_WEAPONS ] [ i ];
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if( weaponid != -1 && weaponid < MAX_WEAPONS )
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if( weaponid != -1 && weaponid < AC_MAX_WEAPONS )
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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}
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@ -151,7 +151,7 @@
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new
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customKiller = GetPVarInt( playerid, "KillerID" );
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OnPlayerDeathEx( playerid, customKiller != playerid ? customKiller : INVALID_PLAYER_ID, GetPVarInt( playerid, "WeaponID" ), 3.3, 3 );
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, customKiller != playerid ? customKiller : INVALID_PLAYER_ID, GetPVarInt( playerid, "WeaponID" ), 3.3, 3 );
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DeletePVar( playerid, "KillerID" );
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DeletePVar( playerid, "WeaponID" );
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@ -164,7 +164,7 @@
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p_LastDamageIssuer[ playerid ] = INVALID_PLAYER_ID, p_LastWeaponIssuer[ playerid ] = 51;
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p_acSpawned{ playerid } = false; // They're dead!
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OnPlayerDeathEx( playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, p_LastDamageIssuer[ playerid ], p_LastWeaponIssuer[ playerid ], 3.3, 3 );
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}
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// General
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@ -235,11 +235,13 @@
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if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
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p_acSpawned{ playerid } = false; // They're dead!
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OnPlayerDeathEx( playerid, issuerid, weaponid, amount, bodypart );
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, issuerid, weaponid, amount, bodypart );
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}
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SetPlayerArmour( playerid, p_PlayerArmour[ playerid ] [ E_POINTS ] );
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SetPlayerHealth( playerid, p_PlayerHealth[ playerid ] [ E_POINTS ] );
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CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", issuerid, playerid, amount, weaponid, bodypart );
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}
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}
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else
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@ -261,7 +263,7 @@
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if( ( p_PlayerHealth[ playerid ] [ E_POINTS ] -= tmp_amount ) <= ( weaponid == 37 ? 0.99999 : 0.0 ) ) {
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p_acSpawned{ playerid } = false; // They're dead!
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if ( weaponid == 37 ) SetPlayerHealth( playerid, -1 );
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OnPlayerDeathEx( playerid, issuerid, weaponid, amount, bodypart );
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", playerid, issuerid, weaponid, amount, bodypart );
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}
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}
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}
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@ -319,7 +321,7 @@
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{
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new
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Float: tmp,
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Float: distance = GetDistanceBetweenPlayers( playerid, damagedid ), // Calc distance between players
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Float: distance = ac_GetDistanceBetweenPlayers( playerid, damagedid ), // Calc distance between players
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Float: tmp_amount = amount // this amount is extremely unreliable
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;
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//printf("Proposed dmg %f kinda %f (min: %f, max: %f, rng: %f)", amount, tmp_amount, GetWeaponMinRange( weaponid ), GetWeaponMaxRange( weaponid ), distance );
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@ -340,11 +342,13 @@
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if( ( p_PlayerHealth[ damagedid ] [ E_POINTS ] -= tmp_amount ) < 0.0 ) {
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p_acSpawned{ damagedid } = false; // They're dead!
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OnPlayerDeathEx( damagedid, playerid, weaponid, amount, bodypart );
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CallRemoteFunction( "OnPlayerDeathEx", "ddfd", damagedid, playerid, weaponid, amount, bodypart );
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}
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SetPlayerArmour( damagedid, p_PlayerArmour[ damagedid ] [ E_POINTS ] );
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SetPlayerHealth( damagedid, p_PlayerHealth[ damagedid ] [ E_POINTS ] );
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CallRemoteFunction( "OnPlayerDamagePlayer", "ddfdd", playerid, damagedid, amount, weaponid, bodypart );
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}
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}
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@ -57,7 +57,7 @@ new
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p_LastWeaponIssuer [ MAX_PLAYERS ],
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// Weapon Hacks
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bool: p_PlayerHasWeapon [ MAX_PLAYERS ] [ MAX_WEAPONS char ],
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bool: p_PlayerHasWeapon [ MAX_PLAYERS ] [ AC_MAX_WEAPONS char ],
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//p_PlayerWeaponUpdateTime [ MAX_PLAYERS ],
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p_SelectedClassID [ MAX_PLAYERS ],
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@ -33,10 +33,10 @@
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stock AC_GivePlayerWeapon( playerid, weaponid, ammo )
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{
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//p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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if( weaponid < MAX_WEAPONS )
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if( weaponid < AC_MAX_WEAPONS )
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p_PlayerHasWeapon[ playerid ] { weaponid } = true;
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return GivePlayerWeapon( playerid, weaponid, ammo );
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}
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@ -51,12 +51,12 @@ stock AC_GivePlayerWeapon( playerid, weaponid, ammo )
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stock AC_ResetPlayerWeapons( playerid )
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{
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new
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new
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bReset = ResetPlayerWeapons( playerid );
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//p_PlayerWeaponUpdateTime[ playerid ] = GetTickCount( ) + 2000;
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for ( new i = 0; i < MAX_WEAPONS; i++ )
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for ( new i = 0; i < AC_MAX_WEAPONS; i++ )
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p_PlayerHasWeapon[ playerid ] { i } = false;
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return bReset;
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@ -73,9 +73,9 @@ stock AC_ResetPlayerWeapons( playerid )
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stock AC_SetSpawnInfo( playerid, team, skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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if ( weapon1 != -1 && weapon1 < MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon1 } = true;
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if ( weapon2 != -1 && weapon2 < MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon2 } = true;
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if ( weapon3 != -1 && weapon3 < MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon3 } = true;
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if ( weapon1 != -1 && weapon1 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon1 } = true;
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if ( weapon2 != -1 && weapon2 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon2 } = true;
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if ( weapon3 != -1 && weapon3 < AC_MAX_WEAPONS ) p_PlayerHasWeapon[ playerid ] { weapon3 } = true;
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return SetSpawnInfo( playerid, team, skin, x, y, z, Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo );
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}
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@ -91,7 +91,7 @@ stock AC_SetSpawnInfo( playerid, team, skin, Float: x, Float: y, Float: z, Float
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stock AC_AddPlayerClass( skin, Float: x, Float: y, Float: z, Float: Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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new
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new
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classid = Iter_Free(classes);
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if( classid != -1 )
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@ -121,7 +121,7 @@ stock AC_AddPlayerClass( skin, Float: x, Float: y, Float: z, Float: Angle, weapo
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stock AC_AddPlayerClassEx( teamid, skin, Float:x, Float:y, Float:z, Float:Angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo )
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{
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new
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new
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classid = Iter_Free(classes);
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if( classid != -1 )
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@ -151,12 +151,12 @@ stock AC_AddPlayerClassEx( teamid, skin, Float:x, Float:y, Float:z, Float:Angle,
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stock AC_CreateDynamicPickup( modelid, type, Float: x, Float: y, Float: z, worldid = -1, interiorid = -1, playerid = -1, Float: streamdistance = 100.0 )
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{
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new
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new
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id = CreateDynamicPickup( modelid, type, x, y, z, worldid, interiorid, playerid, streamdistance );
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if( type == 2 || type == 3 || type == 15 || type == 22 )
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{
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for( new i = 0; i < MAX_WEAPONS; i ++ )
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for( new i = 0; i < AC_MAX_WEAPONS; i ++ )
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if( GetWeaponModel( i ) == modelid )
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SetGVarInt( "ac_WeaponPickup", i, id );
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}
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@ -178,7 +178,7 @@ stock vWeaponHackCheck( playerid, keys )
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new
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iWeapon = GetPlayerWeapon( playerid );
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if( iWeapon > -1 && iWeapon < MAX_WEAPONS )
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if( iWeapon > -1 && iWeapon < AC_MAX_WEAPONS )
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{
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if( !p_PlayerHasWeapon[ playerid ] { iWeapon } && ( iWeapon != 0 && iWeapon != 40 ) ) {
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CallLocalFunction( "OnPlayerCheatDetected", "dd", playerid, CHEAT_TYPE_WEAPON );
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@ -192,7 +192,7 @@ stock vWeaponHackCheck( playerid, keys )
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{
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if( iTicks > p_PlayerWeaponUpdateTime[ playerid ] )
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{
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new
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new
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iWeapon, iAmmo;
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for( new iSlot = 0; iSlot != 13; iSlot++ )
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@ -207,4 +207,4 @@ stock vWeaponHackCheck( playerid, keys )
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}
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p_PlayerWeaponUpdateTime[ playerid ] = iTicks + 750;
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}
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}*/
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}*/
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