Beispiel #1
0
void CGameContext::ConRescue(IConsole::IResult *pResult, void *pUserData)
{
	CGameContext *pSelf = (CGameContext *)pUserData;
	CCharacter* pChr = pSelf->m_apPlayers[pResult->m_ClientID]->GetCharacter();

	if(!g_Config.m_SvRescue)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is not activated.");
		return;
	}

	if(!pChr)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
		return;
	}
	
	
	if(pChr->m_DeepFreeze)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are deepfreezed, undeepfreeze first!");
		return;
	}
	if(!pChr->IsAlive())
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "You are not alive!");
		return;
	}
	// unfreeze if pressed second time
	if(pChr->m_RescueFlags & RESCUEFLAG_CAN_UNFREEZE)
	{
		pChr->m_RescueFlags &= ~RESCUEFLAG_CAN_UNFREEZE;
		if(pChr->m_FreezeTime && pChr->m_TileIndex != TILE_FREEZE && pChr->m_TileFIndex != TILE_FREEZE && pChr->Core()->m_Pos == pChr->m_RescuePos)
		{
			pChr->UnFreeze();
			return;
		}
	}
	if(pChr->m_FreezeTime == 0)
		return;
    
	if(pChr->m_LastRescue) // sv_rescue_delay
		return;

	if(pChr->m_RescueOverride)
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "Rescue is disabled by the map.");
		return;
	}

	if(pChr->m_RescuePos == vec2(0,0))
	{
		pSelf->SendChatTarget(pResult->m_ClientID, "No position saved!");
		return;
	}


	// reset players' hook
	for(int i = 0; i < MAX_CLIENTS; i++)
	{
		if(pSelf->m_apPlayers[i])
		{
			CCharacter* pChr2 = pSelf->m_apPlayers[i]->GetCharacter();
			//who hooks me?
			if(pChr2 && pChr2->Core()->m_HookedPlayer == pResult->m_ClientID)
			{
				//Release hook
				pChr2->Core()->m_HookedPlayer = -1;
				pChr2->Core()->m_HookState = HOOK_RETRACTED;
				pChr2->Core()->m_HookPos = pChr2->Core()->m_Pos;
			}
		}
	}
	if(g_Config.m_SvRescueEffects)
	{
		//Blood effect
		pChr->GameServer()->CreateDeath(pChr->m_Pos, pResult->m_ClientID);
		//Spawn effect
		pChr->GameServer()->CreatePlayerSpawn(pChr->m_RescuePos);
	}
	//Teleport player
	pChr->Core()->m_Pos = pChr->m_PrevPos = pChr->m_Pos = pChr->m_RescuePos;
	pChr->Core()->m_Vel = vec2(0.f, 0.f); // reset momentum

	if(pChr->m_RescueFlags)
	{
		// disarm player
		if(pChr->m_RescueFlags & RESCUEFLAG_DISARM)
		{
			bool disarmed = false;
			for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++)
			{
				if(pChr->GetWeaponGot(i) && i != WEAPON_NINJA)
				{
					pChr->SetWeaponGot(i, false);
					pChr->SetWeaponAmmo(i, 0);
					disarmed = true;
				}
			}
			if(disarmed)
				pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You have been disarmed");
		}
		// solo fix
		if(pChr->m_RescueFlags & RESCUEFLAG_SOLOOUT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You are now in a solo part");
			pChr->m_Solo = true;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_SOLOIN)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You are now out of the solo part");
			pChr->m_Solo = false;
		}
		// hit fix
		if(pChr->m_RescueFlags & RESCUEFLAG_NOHIT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You can hit others");
			pChr->m_Hit = CCharacter::HIT_ALL;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_HIT)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "You can't hit others");
			pChr->m_Hit = CCharacter::DISABLE_HIT_GRENADE|CCharacter::DISABLE_HIT_HAMMER|
				CCharacter::DISABLE_HIT_RIFLE|CCharacter::DISABLE_HIT_SHOTGUN;
		}
		// endless hook fix
		if(pChr->m_RescueFlags & RESCUEFLAG_NOEHOOK && !pChr->m_EndlessHook)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "Endless hook has been activated");
			pChr->m_EndlessHook = true;
		}
		else if(pChr->m_RescueFlags & RESCUEFLAG_EHOOK && pChr->m_EndlessHook)
		{
			pChr->GameServer()->SendChatTarget(pResult->m_ClientID, "Endless hook has been deactivated");
			pChr->m_EndlessHook = false;
		}
		pChr->m_RescueFlags = RESCUEFLAG_NONE;
	}
	//"save" last rescue time
	pChr->m_LastRescue = ((float)g_Config.m_SvRescueDelay / 1000) * pSelf->Server()->TickSpeed();
	pChr->m_RescueFlags |= RESCUEFLAG_CAN_UNFREEZE;
}