Пример #1
0
// togglecontrols
void Script_ToggleControls(RakNet::BitStream *bitStream, Packet *packet)
{
	CPlayerPed *pPlayer = pGame->FindPlayerPed();

	int ControlValue;

	bitStream->Read(ControlValue);

	pPlayer->TogglePlayerControllable(ControlValue);
}
Пример #2
0
void CSpawnSelection::ProcessLocalPlayer(CLocalPlayer *pLocalPlayer)
{
	CCamera *pGameCamera;
	CPlayerPed *pGamePlayer;
	DWORD dwTicksSinceLastSelection;
	Vector3 vPlayerPos;
	float fDrawX=25.0f;
	float fDrawY=250.0f;
	char szMsg[256];

	if(FALSE == pLocalPlayer->IsActive() && !pLocalPlayer->IsWasted() && m_bClearedToSpawn)
	{
		// DONT ALLOW ANY ACTIONS IF WE'RE STILL FADING OR WAITING.
		if((GetTickCount() - m_dwInitialSelectionTick) < 2000) return;
		pGame->ToggleKeyInputsDisabled(TRUE);
		
		if(GetKeyState(VK_SHIFT)&0x8000) // SHIFT PRESSED SO SPAWN
		{		
			pGameCamera = pGame->GetCamera();
			pGamePlayer = pGame->FindPlayerPed();
			pGameCamera->Restore();
			pLocalPlayer->SpawnPlayer();
			pGame->DisplayHud(TRUE);
			pGame->ToggleHud(TRUE);
			pGame->HideRadar(FALSE);
			pGameCamera->SetBehindPlayer();
			pGamePlayer->GetPosition(&vPlayerPos);		
			pGame->PlaySound(10, vPlayerPos);
			pGame->ToggleKeyInputsDisabled(FALSE);
			pGamePlayer->TogglePlayerControllable(TRUE);
			m_pGUIText->setVisible(false);
			return;
		}
		else if(m_bClearedToSpawn) // WE ARE CLEARED TO SPAWN OR SELECT ANOTHER CLASS
		{
			pGame->ToggleHud(FALSE);
			pGame->HideRadar(TRUE);

			// SHOW INFO ABOUT THE SELECTED CLASS..
			szMsg[0] = '\0';
			strcat(szMsg, "> Use Left and Right arrow keys to select a class.\n");
			strcat(szMsg, "> Press Shift button when ready to spawn.\n");

			if(!m_pGUIText)
			{
				m_pGUIText = pGUI->CreateGUIStaticText();
				m_pGUIText->setText(szMsg);
				CEGUI::Font * pFont = pGUI->GetTahomaBold10Font();
				float fTextWidth = pFont->getTextExtent(szMsg);
				float fTextHeight = pFont->getFontHeight();
				m_pGUIText->setSize(CEGUI::UVector2(CEGUI::UDim(0, fTextWidth*3), CEGUI::UDim(0, fTextHeight*3)));
				float fTextX = pFont->getTextExtent("_");
				float fTextY = -(fTextX + fTextHeight);
				m_pGUIText->setPosition(CEGUI::UVector2(CEGUI::UDim(0, fTextX), CEGUI::UDim(0.8, fTextY)));
				m_pGUIText->setProperty("BackgroundEnabled", "false");
				m_pGUIText->setProperty("FrameEnabled", "false");
				m_pGUIText->setProperty("Font", "Tahoma-Bold-10");
				m_pGUIText->setProperty("TextColours", "tl:FFFFFFFF tr:FFFFFFFF bl:FFFFFFFF br:FFFFFFFF");
				m_pGUIText->setAlpha(155);
				m_pGUIText->setVisible(true);
			}

			CD3DFont *pD3DFont = pChatWindow->m_pD3DFont;
			//pD3DFont->DrawText(fDrawX,fDrawY,0xFFFFFFFF,szMsg);

			// GRAB PLAYER MATRIX FOR SOUND POSITION
			pGamePlayer = pGame->FindPlayerPed();
			pGamePlayer->GetPosition(&vPlayerPos);

			pGame->DisplayHud(FALSE);
			pGamePlayer->ClearAllWeapons();
			pGamePlayer->TogglePlayerControllable(FALSE);
			dwTicksSinceLastSelection = GetTickCount() - m_dwLastSpawnSelectionTick; // used to delay reselection.

			// ALLOW ANOTHER SELECTION WITH LEFT KEY
			if( (GetKeyState(VK_LEFT)&0x8000) && (dwTicksSinceLastSelection > 250)) { // LEFT ARROW
				m_bClearedToSpawn = FALSE;
				m_dwLastSpawnSelectionTick = GetTickCount();
				m_iSelectedClass--;
		
				pGame->PlaySound(14, vPlayerPos);
				pLocalPlayer->RequestClass(m_iSelectedClass);
				return;
			}

			// ALLOW ANOTHER SELECTION WITH RIGHT KEY
			if( (GetKeyState(VK_RIGHT)&0x8000) && (dwTicksSinceLastSelection > 250)) { // RIGHT ARROW
	
				m_bClearedToSpawn = FALSE;
				m_dwLastSpawnSelectionTick = GetTickCount();
				m_iSelectedClass++;

				pGame->PlaySound(13, vPlayerPos);
				pLocalPlayer->RequestClass(m_iSelectedClass);
				return;
			}	
		}
	}
}