198 lines
5.3 KiB
Plaintext
198 lines
5.3 KiB
Plaintext
/*
|
|
* 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 )
|
|
|
|
#define WEAPON_HEALTH ( 100 )
|
|
#define WEAPON_ARMOUR ( 101 )
|
|
|
|
/* ** 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 >;
|
|
|
|
static const g_rankHealthPayout[ ] = { 100, 75, 50, 45, 40, 35, 30, 25, 20, 15, 10 };
|
|
|
|
static g_HealthPickup;
|
|
|
|
/* ** Hooks ** */
|
|
hook OnGameModeInit( )
|
|
{
|
|
g_HealthPickup = CreateDynamicPickup( 1240, 3, -1980.3679, 884.4898, 45.2031 );
|
|
return 1;
|
|
}
|
|
|
|
#if defined AC_INCLUDED
|
|
hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
|
|
#else
|
|
hook OnPlayerDeath( playerid, killerid, reason )
|
|
#endif
|
|
{
|
|
static
|
|
Float: X, Float: Y, Float: Z;
|
|
|
|
if ( IsPlayerConnected( killerid ) && ! IsPlayerNPC( killerid ) )
|
|
{
|
|
if ( IsPlayerJailed( playerid ) || IsPlayerInPaintBall( playerid ) || IsPlayerInEvent( playerid ) || IsPlayerDueling( playerid ) )
|
|
return 1;
|
|
|
|
GetPlayerPos( playerid, X, Y, Z );
|
|
|
|
|
|
new
|
|
killer_rank = GetPlayerRank( killerid ),
|
|
expire_time = gettime( ) + 180;
|
|
|
|
for ( new slotid = 0; slotid < 13; slotid++ )
|
|
{
|
|
new
|
|
weaponid,
|
|
ammo;
|
|
|
|
GetPlayerWeaponData( playerid, slotid, weaponid, ammo );
|
|
|
|
// third of what player had
|
|
ammo /= 10;
|
|
|
|
// check valid parameters and shit
|
|
if ( weaponid != 0 && 1 < ammo < 5000 && ! IsWeaponBanned( weaponid ) ) {
|
|
CreateWeaponPickup( weaponid, ammo, slotid, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
|
|
}
|
|
}
|
|
|
|
// health drop
|
|
CreateWeaponPickup( WEAPON_HEALTH, g_rankHealthPayout[ killer_rank ], 0, X + fRandomEx( 0.5, 3.0 ), Y + fRandomEx( 0.5, 3.0 ), Z, expire_time );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
hook OnPlayerPickUpDynPickup( playerid, pickupid )
|
|
{
|
|
new keys;
|
|
new existing_weapon;
|
|
new existing_ammo;
|
|
|
|
// Health Pickups
|
|
if ( pickupid == g_HealthPickup ) {
|
|
SetPlayerHealth( playerid, 100.0 );
|
|
return 1;
|
|
}
|
|
|
|
// Player Drops
|
|
foreach ( new dropid : weapondrop )
|
|
{
|
|
if ( g_weaponDropData[ dropid ] [ E_PICKUP ] == pickupid )
|
|
{
|
|
if ( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] == WEAPON_HEALTH )
|
|
{
|
|
new
|
|
Float: health;
|
|
|
|
if ( GetPlayerHealth( playerid, health ) )
|
|
{
|
|
// no weed like effects
|
|
if ( ( health += float( g_weaponDropData[ dropid ] [ E_AMMO ] ) ) > 100.0 ) {
|
|
health = 100.0;
|
|
}
|
|
|
|
SetPlayerHealth( playerid, health );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
new current_weapon = GetPlayerWeapon( playerid );
|
|
|
|
GetPlayerKeys( playerid, keys, existing_weapon, existing_weapon );
|
|
GetPlayerWeaponData( playerid, g_weaponDropData[ dropid ] [ E_SLOT_ID ], existing_weapon, existing_ammo );
|
|
|
|
new holding_replace_key = ( keys & KEY_ACTION );
|
|
|
|
// if ( existing_weapon > g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! ( keys & KEY_ACTION ) && existing_ammo )
|
|
if ( existing_weapon != g_weaponDropData[ dropid ] [ E_WEAPON_ID ] && ! holding_replace_key && existing_ammo )
|
|
{
|
|
ShowPlayerHelpDialog( playerid, 2500, "Hold ~r~~k~~PED_ANSWER_PHONE~~w~ To Take %s", ReturnWeaponName( g_weaponDropData[ dropid ] [ E_WEAPON_ID ] ) );
|
|
return 1;
|
|
}
|
|
|
|
GivePlayerWeapon( playerid, g_weaponDropData[ dropid ] [ E_WEAPON_ID ], g_weaponDropData[ dropid ] [ E_AMMO ] );
|
|
|
|
// don't change player weapon
|
|
if ( ! holding_replace_key ) {
|
|
SetPlayerArmedWeapon( playerid, current_weapon );
|
|
}
|
|
}
|
|
|
|
// destroy health pickup
|
|
PlayerPlaySound( playerid, 1150, 0.0, 0.0, 0.0 );
|
|
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 )
|
|
{
|
|
g_weaponDropData[ handle ] [ E_PICKUP ] = CreateDynamicPickup( weaponid == WEAPON_HEALTH ? 1240 : 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;
|
|
Iter_Add( weapondrop, handle );
|
|
}
|
|
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;
|
|
}
|