move some weapon stocks to another file

This commit is contained in:
rtldg 2021-10-16 13:54:50 +00:00
parent 5d26e76ec2
commit f724863bc7
3 changed files with 51 additions and 58 deletions

View File

@ -0,0 +1,45 @@
stock void RemoveAllWeapons(int client)
{
int weapon = -1, max = GetEntPropArraySize(client, Prop_Send, "m_hMyWeapons");
for (int i = 0; i < max; i++)
{
if ((weapon = GetEntPropEnt(client, Prop_Send, "m_hMyWeapons", i)) == -1)
continue;
if (RemovePlayerItem(client, weapon))
{
AcceptEntityInput(weapon, "Kill");
}
}
}
stock void SetMaxWeaponAmmo(int client, int weapon, bool setClip1)
{
static EngineVersion engine = Engine_Unknown;
if (engine == Engine_Unknown)
{
engine = GetEngineVersion();
}
int iAmmo = GetEntProp(weapon, Prop_Send, "m_iPrimaryAmmoType");
SetEntProp(client, Prop_Send, "m_iAmmo", 255, 4, iAmmo);
if (engine == Engine_CSGO)
{
SetEntProp(weapon, Prop_Send, "m_iPrimaryReserveAmmoCount", 255);
}
if (setClip1)
{
int amount = GetEntProp(weapon, Prop_Send, "m_iClip1") + 1;
if (HasEntProp(weapon, Prop_Send, "m_bBurstMode") && GetEntProp(weapon, Prop_Send, "m_bBurstMode"))
{
amount += 2;
}
SetEntProp(weapon, Prop_Data, "m_iClip1", amount);
}
}

View File

@ -37,6 +37,7 @@
#include <eventqueuefix>
#include <shavit/physicsuntouch>
#include <shavit/guns.sp>
#pragma newdecls required
#pragma semicolon 1
@ -1261,21 +1262,6 @@ public void OnClientPutInServer(int client)
}
}
void RemoveAllWeapons(int client)
{
int weapon = -1, max = GetEntPropArraySize(client, Prop_Send, "m_hMyWeapons");
for (int i = 0; i < max; i++)
{
if ((weapon = GetEntPropEnt(client, Prop_Send, "m_hMyWeapons", i)) == -1)
continue;
if (RemovePlayerItem(client, weapon))
{
AcceptEntityInput(weapon, "Kill");
}
}
}
public void OnClientDisconnect(int client)
{
if(gCV_NoWeaponDrops.BoolValue)
@ -1713,35 +1699,12 @@ public Action Command_Weapon(int client, int args)
if(iSlot != CS_SLOT_KNIFE)
{
SetWeaponAmmo(client, iWeapon, false);
SetMaxWeaponAmmo(client, iWeapon, false);
}
return Plugin_Handled;
}
void SetWeaponAmmo(int client, int weapon, bool setClip1)
{
int iAmmo = GetEntProp(weapon, Prop_Send, "m_iPrimaryAmmoType");
SetEntProp(client, Prop_Send, "m_iAmmo", 255, 4, iAmmo);
if(gEV_Type == Engine_CSGO)
{
SetEntProp(weapon, Prop_Send, "m_iPrimaryReserveAmmoCount", 255);
}
if (gCV_WeaponCommands.IntValue >= 3 && setClip1)
{
int amount = GetEntProp(weapon, Prop_Send, "m_iClip1") + 1;
if (HasEntProp(weapon, Prop_Send, "m_bBurstMode") && GetEntProp(weapon, Prop_Send, "m_bBurstMode"))
{
amount += 2;
}
SetEntProp(weapon, Prop_Data, "m_iClip1", amount);
}
}
bool CanSegment(int client)
{
return StrContains(gS_StyleStrings[gI_Style[client]].sSpecialString, "segments") != -1;
@ -2275,7 +2238,7 @@ public void Weapon_Fire(Event event, const char[] name, bool dB)
if(StrContains(sWeapon, "usp") != -1 || StrContains(sWeapon, "hpk") != -1 || StrContains(sWeapon, "glock") != -1)
{
int client = GetClientOfUserId(event.GetInt("userid"));
SetWeaponAmmo(client, GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon"), true);
SetMaxWeaponAmmo(client, GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon"), gCV_WeaponCommands.IntValue >= 3);
}
}

View File

@ -31,6 +31,7 @@
#include <shavit/replay-stocks>
#include <shavit/replay-file>
#include <shavit/guns.sp>
#undef REQUIRE_EXTENSIONS
#include <cstrike>
@ -2148,21 +2149,6 @@ void SpectateMyBot(int serial)
SetEntPropEnt(starter, Prop_Send, "m_hObserverTarget", bot);
}
void RemoveAllWeapons(int client)
{
int weapon = -1, max = GetEntPropArraySize(client, Prop_Send, "m_hMyWeapons");
for (int i = 0; i < max; i++)
{
if ((weapon = GetEntPropEnt(client, Prop_Send, "m_hMyWeapons", i)) == -1)
continue;
if (RemovePlayerItem(client, weapon))
{
AcceptEntityInput(weapon, "Kill");
}
}
}
void Frame_UpdateReplayClient(int serial)
{
int client = GetClientFromSerial(serial);
@ -2225,18 +2211,17 @@ void UpdateReplayClient(int client)
if(gEV_Type != Engine_TF2 && strlen(sWeapon) > 0)
{
int iWeapon = GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon");
if(StrEqual(sWeapon, "none"))
{
RemoveAllWeapons(client);
}
else
{
char sClassname[32];
int iWeapon = GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon");
if(iWeapon != -1 && IsValidEntity(iWeapon))
{
char sClassname[32];
GetEntityClassname(iWeapon, sClassname, 32);
bool same_thing = false;