Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_TF_PlayerResource::GetCountForPlayerClass( int iTeam, int iClass, bool bExcludeLocalPlayer /*=false*/ )
{
	int count = 0;
	int iLocalPlayerIndex = GetLocalPlayerIndex();

	for ( int i = 1 ; i <= MAX_PLAYERS ; i++ )
	{
		if ( bExcludeLocalPlayer && ( i == iLocalPlayerIndex ) )
		{
			continue;
		}

		if ( ( GetTeam( i ) == iTeam ) && ( GetPlayerClass( i ) == iClass ) )
		{
			count++;
		}
	}

	return count;
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: Calculates the players "accuracy" level
//-----------------------------------------------------------------------------
void CBaseTFPlayer::CalculateAccuracy( void )
{
	static flLastTime = 0;

	// Get the time since the last calculation
	float flTimeSlice = (gpGlobals->curtime - flLastTime);
	m_flTargetAccuracy = 0;

	if ( !GetPlayerClass()  )
		return;

	// Get the base accuracy from the current weapon
	if ( m_hActiveWeapon )
	{
		m_flTargetAccuracy = m_hActiveWeapon->GetAccuracy();

		// Accuracy is increased if the player's crouching
		if ( GetFlags() & FL_DUCKING )
			m_flTargetAccuracy *= m_hActiveWeapon->GetDuckingMultiplier();

		// Accuracy is decreased if the player's moving
		if ( m_vecVelocity.Length2D() > ( GetPlayerClass()->GetMaxSpeed() * 0.5 ) )
			m_flTargetAccuracy *= m_hActiveWeapon->GetRunningMultiplier();
	}

	// Accuracy is decreased if the player's arms are injured

	// Accuracy is increased if there's an Officer nearby

	// Accuracy is decreased if this player's being supressed (bullets/explosions impacting nearby)
	float flFarTime = (m_flLastRicochetNearby + ACC_RICOCHET_TIME);
	if ( gpGlobals->curtime <= flFarTime )
		m_flTargetAccuracy *= 1 + (m_flNumberOfRicochets * ACC_RICOCHET_MULTIPLE) * (ACCMULT_RICOCHET * ((flFarTime - gpGlobals->curtime) / ACC_RICOCHET_TIME));

	// Accuracy is decreased if the player's just been hit by a bullet/explosion

	// Now float towards the target accuracy
	if ( m_bSnapAccuracy )
	{
		m_bSnapAccuracy = false;
		m_flAccuracy = m_flTargetAccuracy;
	}
	else
	{
		if ( m_flAccuracy < m_flTargetAccuracy )
		{
			m_flAccuracy += (flTimeSlice * ACCURACY_CHANGE_SPEED);
			if ( m_flAccuracy > m_flTargetAccuracy )
				m_flAccuracy = m_flTargetAccuracy ;
		}
		else if ( m_flAccuracy > m_flTargetAccuracy )
		{
			m_flAccuracy -= (flTimeSlice * ACCURACY_CHANGE_SPEED);
			if ( m_flAccuracy < m_flTargetAccuracy )
				m_flAccuracy = m_flTargetAccuracy ;
		}
	}

	// Clip to prevent silly accuracies
	if ( m_flAccuracy > 1024 )
		m_flAccuracy = 1024;

	flLastTime = gpGlobals->curtime;
}
Ejemplo n.º 3
0
void cChat::ChatAddStats(DWORD aIndex, LPCSTR IpBuffer, BYTE CMD_STATS_TYPE) 
{


	int Points = atoi(IpBuffer);
	char* Name;
	Name = (char*)gObj_GetChar(aIndex,gObjNick);
	GOBJSTRUCT *gObj = (GOBJSTRUCT*)OBJECT_POINTER(aIndex);

	if(Config.IsAdd == 0)
	{
		GCServerMsgStringSend(MSG07,aIndex, 1);
		return;
	}

	else if((int)gObj_GetLevel(aIndex) < Config.AddLevel)
	{
		char levelmsg[120];
		sprintf(levelmsg,MSG08,Config.AddLevel);
		GCServerMsgStringSend(levelmsg, aIndex, 1);
		Log.outError("[Add] [%s]: [%s] not enought Level \n",gObj->AccountID,Name);
		return;
	}

	else if(strlen(IpBuffer) <1 || Points<1)
	{
		GCServerMsgStringSend(MSG09, aIndex, 1);
		Log.outError("[Add] [%s]: [%s] syntax error \n",gObj->AccountID,Name);
		return;
	}

	else if((int) gObj_GetInt(aIndex,gObjLupp)<Points)
	{
		GCServerMsgStringSend(MSG10, aIndex, 1);
		Log.outError("[Add] [%s]: [%s] lacking points \n",gObj->AccountID,Name);
		return;
	}

	else if(gObj->Money < Config.AddCost)
	{
		char OutputZenLack[120]={0};
		sprintf(OutputZenLack,MSG11,Config.AddCost);
		GCServerMsgStringSend(OutputZenLack,aIndex,1);
		Log.outError("[Add] [%s]: [%s] lacking Zend \n",gObj->AccountID,Name);
		return;
	}


	else if (Points>Config.AddMaxPoints)
	{
		char exceedpoint[120];
		sprintf(exceedpoint,MSG12,Config.AddMaxPoints);
		GCServerMsgStringSend(exceedpoint,aIndex,1);
		Log.outError("[Add] [%s]: [%s] exceed points \n",gObj->AccountID,Name);
		return;
	}

	else if(CMD_STATS_TYPE == 4 && GetPlayerClass(aIndex) != 64 && GetPlayerClass(aIndex) != 66)
	{
		GCServerMsgStringSend(MSG13, aIndex, 1);
		Log.outError("[Add] [%s]: [%s] syntax error \n",gObj->AccountID,Name);
		return;
	}

	else if(Points > 100)
	{
	
		WORD wStr,wDex,wViatality,wEnergy,wLeader ;
		DWORD dwLvUpPoint;
		PBYTE  pADataAddr ;
		pADataAddr = (PBYTE)(aIndex*gObjSize +gObjOffset) ;

		_asm 
		{
			push eax
			push ebx
			mov eax,pADataAddr
			xor ebx,ebx
			mov bx,WORD PTR [eax+0xDC]
			mov wStr,bx
			mov bx,WORD PTR [eax+0xDE] 
			mov wDex,bx
			mov bx,WORD PTR [eax+0xE0]
			mov wViatality,bx
			mov bx,WORD PTR [eax+0xE2]
			mov wEnergy,bx
			mov bx,WORD PTR [eax+0x100]
			mov wLeader,bx
			mov ebx,DWORD PTR [eax+0xAC]
			mov dwLvUpPoint,ebx
			pop ebx
			pop eax
		}
		Log.outNormal("[%s]: [%s] Before Add: %d Str %d Agi %d Vit %d Ene %d Lead %d \n",gObj->AccountID,Name,dwLvUpPoint,wStr,wDex,wViatality,wEnergy,wLeader);


		WORD wTmpAddPoint = 0 ;
		DWORD dwTmpAddPoint = 0 ;

		wTmpAddPoint = Points ;
		dwTmpAddPoint = wTmpAddPoint ;
		if ( wTmpAddPoint >0)
		{
			switch (CMD_STATS_TYPE)
			{
			case 0x00:
				_asm 
				{
					push eax
					push ebx
					mov eax,pADataAddr
					xor ebx,ebx
					mov bx,WORD PTR [eax+0xDC]
					add bx,wTmpAddPoint
					mov WORD PTR [eax+0xDC],bx
					mov ebx,DWORD PTR [eax+0xAC]
					sub ebx,dwTmpAddPoint
					mov DWORD PTR [eax+0xAC],ebx
					pop ebx
					pop eax
				}
				break;
			case 0x01: 
				_asm
				{
					push eax
					push ebx
					mov eax,pADataAddr
					xor ebx,ebx
					mov bx,WORD PTR [eax+0xDE]
					add bx,wTmpAddPoint
					mov WORD PTR [eax+0xDE],bx
					mov ebx,DWORD PTR [eax+0xAC]
					sub ebx,dwTmpAddPoint
					mov DWORD PTR [eax+0xAC],ebx
					pop ebx
					pop eax
				}
				break;
			case 0x02:
				_asm
				{
					push eax
					push ebx
					mov eax,pADataAddr
					xor ebx,ebx
					mov bx,WORD PTR [eax+0xE0]
					add bx,wTmpAddPoint
					mov WORD PTR [eax+0xE0],bx
					mov ebx,DWORD PTR [eax+0xAC]
					sub ebx,dwTmpAddPoint
					mov DWORD PTR [eax+0xAC],ebx
					pop ebx
					pop eax
				}
				break;
			case 0x03:
				_asm
				{
					push eax
					push ebx
					mov eax,pADataAddr
					xor ebx,ebx
					mov bx,WORD PTR [eax+0xE2]
					add bx,wTmpAddPoint
					mov WORD PTR [eax+0xE2],bx
					mov ebx,DWORD PTR [eax+0xAC]
					sub ebx,dwTmpAddPoint
					mov DWORD PTR [eax+0xAC],ebx
					pop ebx
					pop eax
				}
				break;
			case 0x04:
				_asm
				{
					push eax
					push ebx
					mov eax,pADataAddr
					xor ebx,ebx
					mov bx,WORD PTR [eax+0x100]
					add bx,wTmpAddPoint
					mov WORD PTR [eax+0x100],bx
					mov ebx,DWORD PTR [eax+0xAC]
					sub ebx,dwTmpAddPoint
					mov DWORD PTR [eax+0xAC],ebx
					pop ebx
					pop eax
				}
				break;
			}
				
		}
		_asm 
		{
			push eax
			push ebx
			mov eax,pADataAddr
			xor ebx,ebx
			mov bx,WORD PTR [eax+0xDC]
			mov wStr,bx
			mov bx,WORD PTR [eax+0xDE]
			mov wDex,bx
			mov bx,WORD PTR [eax+0xE0]
			mov wViatality,bx
			mov bx,WORD PTR [eax+0xE2]
			mov wEnergy,bx
			mov bx,WORD PTR [eax+0x100]
			mov wLeader,bx
			mov ebx,DWORD PTR [eax+0xAC]
			mov dwLvUpPoint,ebx
			pop ebx
			pop eax
		}


		gObj->Money = gObj->Money - Config.AddCost;
		GCMoneySend(aIndex,gObj->Money);

		Log.outNormal("[%s]: [%s] After Add: %d Str %d Agi %d Vit %d Ene %d Lead %d \n",gObj->AccountID,Name,dwLvUpPoint,wStr,wDex,wViatality,wEnergy,wLeader);
		GCServerMsgStringSend(MSG14, aIndex, 1);

		return;
		}