370 lines
11 KiB
PHP
370 lines
11 KiB
PHP
/*
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* Irresistible Gaming (c) 2018
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* Developed by Gammix
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* Module: attachments.inc
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* Purpose:
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* - This include fixes the attachments bug, which is expierenced while zooming with snipers, camera, RPGs..
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* - The attached object info now can be retrieved from GetPlayerAttachedObject
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* - This include also restores player attachments on Spawn, so they will remain!
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* - Disconnect fix; Destroys the attachments on Disconnect.
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*/
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/* ** Defines ** */
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#define att_modelid (0)
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#define att_bone (1)
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#define att_offset_x (2)
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#define att_offset_y (3)
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#define att_offset_z (4)
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#define att_rot_x (5)
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#define att_rot_y (6)
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#define att_rot_z (7)
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#define att_scale_x (8)
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#define att_scale_y (9)
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#define att_scale_z (10)
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#define att_color_1 (11)
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#define att_color_2 (12)
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#define att_used (13)
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/* ** Variables ** */
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new g_AttachmentData[][45] =
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{
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"att_modelid",
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"att_bone",
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"att_offset_x",
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"att_offset_y",
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"att_offset_z",
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"att_rot_x",
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"att_rot_y",
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"att_rot_z",
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"att_scale_x",
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"att_scale_y",
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"att_scale_z",
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"att_color_1",
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"att_color_2",
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"att_used"
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};
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/* ** Functions ** */
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stock static ATT_SetInt(playerid, index, type, val)
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{
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new
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s_String[45]
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;
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format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
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return SetPVarInt(playerid, s_String, val);
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}
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stock static ATT_GetInt(playerid, index, type)
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{
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new
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s_String[45]
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;
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format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
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return GetPVarInt(playerid, s_String);
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}
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stock static ATT_SetFloat(playerid, index, type, Float:val)
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{
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new
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s_String[45]
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;
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format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
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return SetPVarFloat(playerid, s_String, val);
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}
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stock static Float:ATT_GetFloat(playerid, index, type)
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{
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new
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s_String[45]
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;
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format(s_String, sizeof(s_String), "%i_%s", index, g_AttachmentData[type]);
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return GetPVarFloat(playerid, s_String);
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}
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/* ** Hooks ** */
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public OnPlayerSpawn(playerid)
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{
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for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
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{
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if(ATT_GetInt(playerid, i, att_used))
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{
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SetPlayerAttachedObject( playerid,
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i,
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ATT_GetInt(playerid, i, att_modelid),
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ATT_GetInt(playerid, i, att_bone),
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ATT_GetFloat(playerid, i, att_offset_x),
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ATT_GetFloat(playerid, i, att_offset_y),
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ATT_GetFloat(playerid, i, att_offset_z),
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ATT_GetFloat(playerid, i, att_rot_x),
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ATT_GetFloat(playerid, i, att_rot_y),
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ATT_GetFloat(playerid, i, att_rot_z),
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ATT_GetFloat(playerid, i, att_scale_x),
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ATT_GetFloat(playerid, i, att_scale_y),
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ATT_GetFloat(playerid, i, att_scale_z),
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ATT_GetInt(playerid, i, att_color_1),
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ATT_GetInt(playerid, i, att_color_2)
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);
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}
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}
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#if defined ATT_OnPlayerSpawn
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return ATT_OnPlayerSpawn(playerid);
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#else
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return 1;
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#endif
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}
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#if defined _ALS_OnPlayerSpawn
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#undef OnPlayerSpawn
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#else
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#define _ALS_OnPlayerSpawn
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#endif
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#define OnPlayerSpawn ATT_OnPlayerSpawn
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#if defined ATT_OnPlayerSpawn
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forward ATT_OnPlayerSpawn(playerid);
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#endif
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public OnPlayerConnect(playerid)
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{
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for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
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{
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ATT_SetInt(playerid, i, att_used, false);
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}
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#if defined ATT_OnPlayerConnect
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return ATT_OnPlayerConnect(playerid);
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#else
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return 1;
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#endif
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}
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#if defined _ALS_OnPlayerConnect
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#undef OnPlayerConnect
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#else
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#define _ALS_OnPlayerConnect
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#endif
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#define OnPlayerConnect ATT_OnPlayerConnect
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#if defined ATT_OnPlayerConnect
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forward ATT_OnPlayerConnect(playerid);
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#endif
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public OnPlayerDisconnect(playerid, reason)
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{
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for(new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
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{
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ATT_SetInt(playerid, i, att_used, false);
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if(IsPlayerAttachedObjectSlotUsed(playerid, i))
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{
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RemovePlayerAttachedObject(playerid, i);
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}
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}
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#if defined ATT_OnPlayerDisconnect
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return ATT_OnPlayerDisconnect(playerid, reason);
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#else
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return 1;
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#endif
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}
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#if defined _ALS_OnPlayerDisconnect
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#undef OnPlayerDisconnect
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#else
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#define _ALS_OnPlayerDisconnect
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#endif
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#define OnPlayerDisconnect ATT_OnPlayerDisconnect
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#if defined ATT_OnPlayerDisconnect
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forward ATT_OnPlayerDisconnect(playerid, reason);
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#endif
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#if ! defined HOLDING
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#define HOLDING(%0) ((newkeys & (%0)) == (%0))
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#endif
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#if ! defined RELEASED
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#define RELEASED(%0) (((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
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#endif
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public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
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{
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if ( ! IsPlayerNPC( playerid ) )
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{
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if (HOLDING(128))
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{
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switch (GetPlayerWeapon(playerid))
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{
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case WEAPON_SNIPER, WEAPON_ROCKETLAUNCHER, WEAPON_HEATSEEKER, WEAPON_CAMERA:
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{
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for (new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
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{
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if (IsPlayerAttachedObjectSlotUsed(playerid, i) &&
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ATT_GetInt(playerid, i, att_used))
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{
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RemovePlayerAttachedObject(playerid, i);
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}
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}
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}
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}
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}
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if(RELEASED(128))
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{
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for (new i; i < MAX_PLAYER_ATTACHED_OBJECTS; i++)
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{
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if (! IsPlayerAttachedObjectSlotUsed(playerid, i) &&
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ATT_GetInt(playerid, i, att_used))
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{
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SetPlayerAttachedObject( playerid,
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i,
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ATT_GetInt(playerid, i, att_modelid),
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ATT_GetInt(playerid, i, att_bone),
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ATT_GetFloat(playerid, i, att_offset_x),
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ATT_GetFloat(playerid, i, att_offset_y),
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ATT_GetFloat(playerid, i, att_offset_z),
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ATT_GetFloat(playerid, i, att_rot_x),
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ATT_GetFloat(playerid, i, att_rot_y),
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ATT_GetFloat(playerid, i, att_rot_z),
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ATT_GetFloat(playerid, i, att_scale_x),
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ATT_GetFloat(playerid, i, att_scale_y),
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ATT_GetFloat(playerid, i, att_scale_z),
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ATT_GetInt(playerid, i, att_color_1),
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ATT_GetInt(playerid, i, att_color_2)
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);
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}
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}
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}
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}
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#if defined ATT_OnPlayerKeyStateChange
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return ATT_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
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#else
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return 1;
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#endif
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}
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#if defined _ALS_OnPlayerKeyStateChange
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#undef OnPlayerKeyStateChange
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#else
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#define _ALS_OnPlayerKeyStateChange
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#endif
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#define OnPlayerKeyStateChange ATT_OnPlayerKeyStateChange
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#if defined ATT_OnPlayerKeyStateChange
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forward ATT_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
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#endif
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public OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ)
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{
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ATT_SetInt(playerid, index, att_modelid, modelid);
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ATT_SetInt(playerid, index, att_bone, boneid);
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ATT_SetFloat(playerid, index, att_offset_x, fOffsetX);
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ATT_SetFloat(playerid, index, att_offset_y, fOffsetY);
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ATT_SetFloat(playerid, index, att_offset_z, fOffsetZ);
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ATT_SetFloat(playerid, index, att_rot_x, fRotX);
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ATT_SetFloat(playerid, index, att_rot_y, fRotY);
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ATT_SetFloat(playerid, index, att_rot_z, fRotZ);
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ATT_SetFloat(playerid, index, att_scale_x, fScaleX);
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ATT_SetFloat(playerid, index, att_scale_y, fScaleY);
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ATT_SetFloat(playerid, index, att_scale_z, fScaleZ);
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#if defined ATT_OnPlayerEditAttachedObject
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return ATT_OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ);
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#else
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return 1;
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#endif
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}
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#if defined _ALS_OnPlayerEditAttachedObject
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#undef OnPlayerEditAttachedObject
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#else
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#define _ALS_OnPlayerEditAttachedObject
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#endif
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#define OnPlayerEditAttachedObject ATT_OnPlayerEditAttachedObject
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#if defined ATT_OnPlayerEditAttachedObject
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forward ATT_OnPlayerEditAttachedObject(playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ);
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#endif
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stock ATT_SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0)
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{
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if(SetPlayerAttachedObject(playerid, index, modelid, bone, fOffsetX, fOffsetY, fOffsetZ, fRotX, fRotY, fRotZ, fScaleX, fScaleY, fScaleZ, materialcolor1, materialcolor2))
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{
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ATT_SetInt(playerid, index, att_modelid, modelid);
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ATT_SetInt(playerid, index, att_bone, bone);
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ATT_SetFloat(playerid, index, att_offset_x, fOffsetX);
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ATT_SetFloat(playerid, index, att_offset_y, fOffsetY);
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ATT_SetFloat(playerid, index, att_offset_z, fOffsetZ);
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ATT_SetFloat(playerid, index, att_rot_x, fRotX);
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ATT_SetFloat(playerid, index, att_rot_y, fRotY);
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ATT_SetFloat(playerid, index, att_rot_z, fRotZ);
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ATT_SetFloat(playerid, index, att_scale_x, fScaleX);
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ATT_SetFloat(playerid, index, att_scale_y, fScaleY);
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ATT_SetFloat(playerid, index, att_scale_z, fScaleZ);
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ATT_SetInt(playerid, index, att_color_1, materialcolor1);
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ATT_SetInt(playerid, index, att_color_2, materialcolor2);
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ATT_SetInt(playerid, index, att_used, true);
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return true;
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}
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return false;
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}
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#if defined _ALS_SetPlayerAttachedObject
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#undef SetPlayerAttachedObject
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#else
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#define _ALS_SetPlayerAttachedObject
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#endif
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#define SetPlayerAttachedObject ATT_SetPlayerAttachedObject
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stock GetPlayerAttachedObject(playerid, index, &modelid, &bone, &Float:fOffsetX, &Float:fOffsetY, &Float:fOffsetZ, &Float:fRotX, &Float:fRotY, &Float:fRotZ, &Float:fScaleX, &Float:fScaleY, &Float:fScaleZ, &materialcolor1, &materialcolor2)
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{
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if(gAttachment[playerid][index][att_used])
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{
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modelid = ATT_GetInt(playerid, i, att_modelid);
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bone = ATT_GetInt(playerid, i, att_bone);
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fOffsetX = ATT_GetFloat(playerid, i, att_offset_x);
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fOffsetY = ATT_GetFloat(playerid, i, att_offset_y);
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fOffsetZ = ATT_GetFloat(playerid, i, att_offset_z);
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fRotX = ATT_GetFloat(playerid, i, att_rot_x);
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fRotY = ATT_GetFloat(playerid, i, att_rot_y);
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fRotZ = ATT_GetFloat(playerid, i, att_rot_z);
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fScaleX = ATT_GetFloat(playerid, i, att_scale_x);
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fScaleY = ATT_GetFloat(playerid, i, att_scale_y);
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fScaleZ = ATT_GetFloat(playerid, i, att_scale_z);
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materialcolor1 = ATT_GetInt(playerid, i, att_color_1);
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materialcolor2 = ATT_GetInt(playerid, i, att_color_2);
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return true;
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}
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return false;
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}
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stock ATT_RemovePlayerAttachedObject(playerid, index)
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{
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if(RemovePlayerAttachedObject(playerid, index))
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{
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ATT_SetInt(playerid, index, att_used, false);
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return true;
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}
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return false;
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}
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#if defined _ALS_RemovePlayerAttachedObject
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#undef RemovePlayerAttachedObject
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#else
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#define _ALS_RemovePlayerAttachedObject
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#endif
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#define RemovePlayerAttachedObject ATT_RemovePlayerAttachedObject
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#undef att_modelid
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#undef att_bone
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#undef att_offset_x
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#undef att_offset_y
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#undef att_offset_z
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#undef att_rot_x
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#undef att_rot_y
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#undef att_rot_z
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#undef att_scale_x
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#undef att_scale_y
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#undef att_scale_z
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#undef att_color_1
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#undef att_color_2
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#undef att_used
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