Beispiel #1
0
/**
 * Scans through all hives and finds the one currently building
 */
int UTIL_FindBuildingHive(void)
{
	edict_t			*Entity=NULL;

	while ((Entity = UTIL_FindEntityByString(Entity,"classname","team_hive")))
	{
		//    is alive                   active                  not fully built
		if (Entity->v.health > 0 && Entity->v.solid > 0 && Entity->v.fuser1 < 1000)
		{
			return ENTINDEX_NEW(Entity);
		}
	}
	return 0;
}
Beispiel #2
0
int EntvarToIndex(entvars_t *pev)
{
	if (pev==NULL)
	{
		return -1;
	}
	
	if (pev->pContainingEntity==NULL)
	{
		return -1;
	}

	return ENTINDEX_NEW(pev->pContainingEntity);
};
Beispiel #3
0
/**
 * Check spawning for:
 * - Worldspawn
 *   - Initialize NEW_Utilities
 *   - Clear CPlayer / CSpawn data
 * - info_team_start (team spawn point)
 *   - Save in list
 * - info_player_start (ready room spawn point)
 *   - Save in list
 */
int DispatchSpawn(edict_t *pEntity)
{
    if (!NEW_Initialized)
    {
        NEW_Initialize(pEntity);
    }
    if (ENTINDEX_NEW(pEntity)==0) // worldspawn
    {
        int i=0;
        while (i<=32)
        {
            GET_PLAYER_I(i++)->Reset();
        }

        LocationMan.Clear();

        SpawnMan.Clear();

    }
    else if (FStrEq(STRING(pEntity->v.classname),"info_player_start"))
    {
        // Mark down the ready room spawn point.
        SpawnMan.InsertReadyRoom(pEntity);
    }
    else if (FStrEq(STRING(pEntity->v.classname),"info_team_start"))
    {
        // Mark down the team based spawn point.
        SpawnMan.Insert(pEntity);
    }

    else if (FStrEq(STRING(pEntity->v.classname),"env_particles_custom"))
    {
        ParticleMan.Add(STRING(pEntity->v.targetname),0);
    }

    RETURN_META_VALUE(MRES_IGNORED, 0);
}
Beispiel #4
0
int PrivateToIndex(const void *pdata)
{
	if (pdata==NULL)
	{
		return -1;
	}
	char *ptr=(char*)pdata;

	ptr += Global::PEV;
	
	entvars_t *pev=*(entvars_t **)ptr;

	if (pev==NULL)
	{
		return -1;
	}
	
	if (pev->pContainingEntity==NULL)
	{
		return -1;
	}

	return ENTINDEX_NEW(pev->pContainingEntity);
};
Beispiel #5
0
// Parse log messages here for any desired information (structure_built, etc.)
// The following logs are needed:
// "sawce<1><STEAM_0:1:4560311><alien1team>" triggered "structure_built" (type "defensechamber")`
void AlertMessage_Post(ALERT_TYPE atype, const char *szFmt, ...)
{
    if (atype != at_logged)
    {
        RETURN_META(MRES_IGNORED);
    }

    char *MessageStart; // original pointer to start of the message
    char *TypePointer;  // pointer to the structure type
    char *CIDPointer;   // pointer to the name text

    int CID;            // connection ID of the player

    va_list LogArgs;

    va_start(LogArgs,szFmt);
    MessageStart=va_arg(LogArgs,char *);
    va_end(LogArgs);

    if (MessageStart==NULL) // Somehow got a null pointer, get out of here now
    {
        RETURN_META(MRES_IGNORED);
    }


    if ((TypePointer=strstr(MessageStart,"\"structure_built\""))==NULL) // was not found
    {
        RETURN_META(MRES_IGNORED);
    }

    if (*(TypePointer - 2) != 'd') // If this is not from a 'triggered "structure_built"', then ignore the message
    {
        RETURN_META(MRES_IGNORED);
    }

    // If we got here, then for all we can tell this message is good

    // Move up a few spaces
    TypePointer+=25; // strlen("\"structure_built\" (type \"")=25

    // Now get the player's CID
    CIDPointer=MessageStart+1; // skip over the very first quotation mark

    while (*CIDPointer++ != '"') /*do nothing*/;

    --CIDPointer;

    // Move back past three <

    while (*CIDPointer-- != '<') /* do nothing*/;
    while (*CIDPointer-- != '<') /* do nothing*/;
    while (*CIDPointer-- != '<') /* do nothing*/;

    ++CIDPointer;

    // now skip past the <
    ++CIDPointer;

    // We now point to the CID string, atoi will stop at the > so just atoi it for the CID
    CID=atoi(CIDPointer);

    CPlayer *Player;

    if ((Player=UTIL_PlayerByCID(CID))==NULL)
    {
        RETURN_META(MRES_IGNORED);
    }

    // list of what impulses represent what type of structure building
    // use
    // 0 for unknown (shouldn't be used ever)
    // 1 for marine
    // 2 for alien

    // I'm marking the upgrades as marine structures just incase
    // they should never be used though!
    static int StructureTypes[128] =
    {

        0, // 0  = unknown
        0, // 1  = next weapon
        0, // 2  = reload
        0, // 3  = drop weapon
        0, // 4  = unknown
        0, // 5  = unknown
        0, // 6  = unknown
        0, // 7  = radio comm
        0, // 8  = radio comm
        0, // 9  = radio comm

        0, // 10 = radio comm
        0, // 11 = radio comm
        0, // 12 = radio comm
        0, // 13 = radio comm
        0, // 14 = radio comm
        0, // 15 = radio comm
        0, // 16 = unknown
        0, // 17 = unknown
        0, // 18 = unknown
        0, // 19 = unknown

        1, // 20 = armor 1
        1, // 21 = armor 2
        1, // 22 = armor 3
        1, // 23 = weapons 1
        1, // 24 = weapons 2
        1, // 25 = weapons 3
        1, // 26 = siege upgrade
        1, // 27 = drop catalyst
        1, // 28 = research jp
        1, // 29 = research ha

        1, // 30 = distress beacon
        1, // 31 = resupply (combat)
        0, // 32 = unknown
        1, // 33 = motion tracking
        1, // 34 = phase gates upgrade
        0, // 35 = unknown
        1, // 36 = electricity upgrade
        1, // 37 = handgrenades upgrade
        1, // 38 = drop jetpack
        1, // 39 = drop heavy armor

        1, // 40 = infantry portal
        1, // 41 = marine RT
        0, // 42 = unused
        1, // 43 = turret factory
        0, // 44 = unused
        1, // 45 = arms lab
        1, // 46 = proto lab
        1, // 47 = upgrade
        1, // 48 = armory
        1, // 49 = advanced armory

        0, // 50 = unknown
        1, // 51 = observatory
        0, // 52 = unknown
        1, // 53 = scanner sweep
        0, // 54 = unknown
        1, // 55 = build phase gate
        1, // 56 = build turret
        1, // 57 = build siege turret
        1, // 58 = build command chair
        1, // 59 = drop health pack

        1, // 60 = drop ammo pack
        1, // 61 = drop mine pack
        1, // 62 = drop welder
        0, // 63 = unknown
        1, // 64 = drop shotgun
        1, // 65 = drop heavymachinegun
        1, // 66 = drop grenadelauncher
        0, // 67 = unknown
        0, // 68 = unknown
        0, // 69 = unknown

        0, // 70 = unknown
        0, // 71 = unknown
        0, // 72 = unknown
        0, // 73 = unknown
        0, // 74 = unknown
        0, // 75 = unknown
        0, // 76 = unknown
        0, // 77 = unknown
        0, // 78 = unknown
        0, // 79 = unknown

        0, // 80 = radio comm
        0, // 81 = radio comm
        1, // 82 = commander message
        0, // 83 = commander message
        0, // 84 = commander message
        0, // 85 = unknown
        0, // 86 = unknown
        0, // 87 = unknown
        0, // 88 = unknown
        0, // 89 = unknown

        2, // 90 = alienresourcetower
        2, // 91 = offensechamber
        2, // 92 = defensechamber
        2, // 93 = sensorychamber
        2, // 94 = movementchamber
        2, // 95 = team_hive
        0, // 96 = unknown
        0, // 97 = unknown
        0, // 98 = unknown
        0, // 99 = unknown

        0, // 100 = unknown
        2, // 101 = carapace
        2, // 102 = regeneration
        2, // 103 = redemption
        0, // 104 = unknown
        1, // 105 = select all marines
        0, // 106 = unknown
        2, // 107 = celerity
        2, // 108 = adrenaline
        2, // 109 = silence

        2, // 110 = cloaking
        2, // 111 = focus
        2, // 112 = scent of fear
        2, // 113 = skulk
        2, // 114 = gorge
        2, // 115 = lerk
        2, // 116 = fade
        2, // 117 = onos
        2, // 118 = unlock next ability (combat)
        0, // 119 = unknown

        0, // 120 = unknown
        0, // 121 = unknown
        0, // 122 = unknown
        0, // 123 = unknown
        0, // 124 = unknown
        0, // 125 = unknown
        2, // 126 = unlock next ability (combat)
        0  // 127 = unknown
    };

    int impulse=Player->GetPev()->impulse;
    if (impulse < 0 || impulse > 127)
    {
        RETURN_META(MRES_IGNORED);
    }

    if (impulse==95/*hive*/)
    {
        GameMan.ExecuteClientBuilt(Player->index(), UTIL_FindBuildingHive(), StructureTypes[impulse], impulse);
    }
    else
    {
        GameMan.ExecuteClientBuilt(Player->index(), ENTINDEX_NEW(GameMan.GetTemporaryEdict()), StructureTypes[impulse], impulse);
    }

    RETURN_META(MRES_IGNORED);
}
Beispiel #6
0
// ns_get_weapon(idPlayer,weaponid,&weapontype=0)
static cell AMX_NATIVE_CALL ns_get_weapon(AMX *amx, cell *params)
{
	// Peachy did it like this:
	// if weapontype is 0, return the primary weapon index of the player
	// if weapontype is < 0, return the last inventory weapon index of the player
	// otherwise, scan the player's inventory and look for a weapon of the given type
	// such as WEAPON_KNIFE, etc, etc
	// I added the last parameter, which will byref the weapontype of the weapon found
	// returns 0 on failure
	// last param default value added to not conflict with his version

	CreatePlayerPointer(amx,params[1]);

	if (!player->IsConnected())
	{
		return 0;
	}

	if (!player->HasPrivateData())
	{
		return 0;
	}

	if (params[2]<0) // find lastinv weapon
	{
		edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(LAST_WEAPON)));

		if (Weapon==NULL) // no weapon
		{
			return 0;
		}

		if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
		{
			*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
		}

		return ENTINDEX_NEW(Weapon);

	}
	if (params[2]==0) // find current weapon
	{
		edict_t *Weapon=private_to_edict(get_private_p<void *>(player->GetEdict(),MAKE_OFFSET(CURRENT_WEAPON)));

		if (Weapon==NULL) // no weapon
		{
			return 0;
		}

		if ((params[0] / sizeof(cell))>2) // If this plugin was compiled with peachy's .inc then don't byref
		{
			*MF_GetAmxAddr_NEW(amx,params[3])=get_private(Weapon,MAKE_OFFSET(WEAPID));
		}

		return ENTINDEX_NEW(Weapon);
	}

	// Finding weapon by ID

	char **pPlayerItems = reinterpret_cast<char**>(static_cast<char*>(player->GetEdict()->pvPrivateData) + MAKE_OFFSET(PLAYER_ITEMS));
	char *pItem;
	int weapon=params[2];

	for (int i = 0; i < 6; i++)
	{
		pItem = pPlayerItems[i];
		while (pItem)
		{
			if (*(int *)(pItem + MAKE_OFFSET(WEAPID)) == weapon)
			{
				return ENTINDEX_NEW(private_to_edict(pItem));
			}
			else
			{
				pItem = *(char **)(pItem + MAKE_OFFSET(WEAP_NEXT));
			}
		}
	}
	return 0;
}