mirror of
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629 lines
20 KiB
PHP
629 lines
20 KiB
PHP
#if defined l4d2_weapons_inc_
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#endinput
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#endif
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#define l4d2_weapons_inc_
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#define GETWEAPONNAME(%0) (IsValidWeaponId(WeaponId:(%0)) ? (WeaponNames[_:(%0)]) : "")
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#define GETLONGWEAPONNAME(%0) (IsValidWeaponId(WeaponId:(%0)) ? (LongWeaponNames[_:(%0)]) : "")
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#define GETMELEEWEAPONNAME(%0) (IsValidWeaponId(MeleeWeaponId:(%0)) ? (MeleeWeaponNames[_:(%0)]) : "")
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#define GETLONGMELEEWEAPONNAME(%0) (IsValidWeaponId(MeleeWeaponId:(%0)) ? (LongMeleeWeaponNames[_:(%0)]) : "")
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#define GETWEAPONMODEL(%0) (HasValidWeaponModel(WeaponId:(%0)) ? (WeaponModels[_:(%0)]) : "")
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#define GETMELEEWEAPONMODEL(%0) (HasValidWeaponModel(MeleeWeaponId:(%0)) ? (MeleeWeaponModels[_:(%0)]) : "")
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// Weapon ID enumerations.
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// These values are *NOT* arbitrary!
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// They are used in game as the weaponid for weapon_spawn entities
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enum WeaponId {
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WEPID_NONE, // 0
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WEPID_PISTOL, // 1
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WEPID_SMG, // 2
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WEPID_PUMPSHOTGUN, // 3
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WEPID_AUTOSHOTGUN, // 4
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WEPID_RIFLE, // 5
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WEPID_HUNTING_RIFLE, // 6
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WEPID_SMG_SILENCED, // 7
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WEPID_SHOTGUN_CHROME, // 8
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WEPID_RIFLE_DESERT, // 9
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WEPID_SNIPER_MILITARY, // 10
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WEPID_SHOTGUN_SPAS, // 11
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WEPID_FIRST_AID_KIT, // 12
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WEPID_MOLOTOV, // 13
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WEPID_PIPE_BOMB, // 14
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WEPID_PAIN_PILLS, // 15
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WEPID_GASCAN, // 16
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WEPID_PROPANE_TANK, // 17
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WEPID_OXYGEN_TANK, // 18
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WEPID_MELEE, // 19
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WEPID_CHAINSAW, // 20
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WEPID_GRENADE_LAUNCHER, // 21
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WEPID_AMMO_PACK, // 22
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WEPID_ADRENALINE, // 23
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WEPID_DEFIBRILLATOR, // 24
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WEPID_VOMITJAR, // 25
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WEPID_RIFLE_AK47, // 26
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WEPID_GNOME_CHOMPSKI, // 27
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WEPID_COLA_BOTTLES, // 28
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WEPID_FIREWORKS_BOX, // 29
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WEPID_INCENDIARY_AMMO, // 30
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WEPID_FRAG_AMMO, // 31
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WEPID_PISTOL_MAGNUM, // 32
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WEPID_SMG_MP5, // 33
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WEPID_RIFLE_SG552, // 34
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WEPID_SNIPER_AWP, // 35
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WEPID_SNIPER_SCOUT, // 36
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WEPID_RIFLE_M60, // 37
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WEPID_TANK_CLAW, // 38
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WEPID_HUNTER_CLAW, // 39
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WEPID_CHARGER_CLAW, // 40
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WEPID_BOOMER_CLAW, // 41
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WEPID_SMOKER_CLAW, // 42
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WEPID_SPITTER_CLAW, // 43
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WEPID_JOCKEY_CLAW, // 44
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WEPID_MACHINEGUN, // 45
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WEPID_VOMIT, // 46
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WEPID_SPLAT, // 47
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WEPID_POUNCE, // 48
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WEPID_LOUNGE, // 49
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WEPID_PULL, // 50
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WEPID_CHOKE, // 51
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WEPID_ROCK, // 52
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WEPID_PHYSICS, // 53
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WEPID_AMMO, // 54
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WEPID_UPGRADE_ITEM // 55
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};
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// These values are arbitrary
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enum MeleeWeaponId
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{
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WEPID_MELEE_NONE,
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WEPID_KNIFE,
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WEPID_BASEBALL_BAT,
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WEPID_CHAINSAW,
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WEPID_CRICKET_BAT,
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WEPID_CROWBAR,
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WEPID_DIDGERIDOO,
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WEPID_ELECTRIC_GUITAR,
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WEPID_FIREAXE,
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WEPID_FRYING_PAN,
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WEPID_GOLF_CLUB,
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WEPID_KATANA,
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WEPID_MACHETE,
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WEPID_RIOT_SHIELD,
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WEPID_TONFA
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};
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// Weapon names for each of the weapons, used in identification.
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const char WeaponNames[WeaponId][] =
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{
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"weapon_none", "weapon_pistol", "weapon_smg", // 0
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"weapon_pumpshotgun", "weapon_autoshotgun", "weapon_rifle", // 3
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"weapon_hunting_rifle", "weapon_smg_silenced", "weapon_shotgun_chrome", // 6
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"weapon_rifle_desert", "weapon_sniper_military", "weapon_shotgun_spas", // 9
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"weapon_first_aid_kit", "weapon_molotov", "weapon_pipe_bomb", // 12
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"weapon_pain_pills", "weapon_gascan", "weapon_propanetank", // 15
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"weapon_oxygentank", "weapon_melee", "weapon_chainsaw", // 18
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"weapon_grenade_launcher", "weapon_ammo_pack", "weapon_adrenaline", // 21
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"weapon_defibrillator", "weapon_vomitjar", "weapon_rifle_ak47", // 24
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"weapon_gnome", "weapon_cola_bottles", "weapon_fireworkcrate", // 27
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"weapon_upgradepack_incendiary", "weapon_upgradepack_explosive", "weapon_pistol_magnum", // 30
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"weapon_smg_mp5", "weapon_rifle_sg552", "weapon_sniper_awp", // 33
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"weapon_sniper_scout", "weapon_rifle_m60", "weapon_tank_claw", // 36
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"weapon_hunter_claw", "weapon_charger_claw", "weapon_boomer_claw", // 39
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"weapon_smoker_claw", "weapon_spitter_claw", "weapon_jockey_claw", // 42
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"weapon_machinegun", "vomit", "splat", // 45
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"pounce", "lounge", "pull", // 48
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"choke", "rock", "physics", // 51
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"ammo", "upgrade_item" // 54
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};
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// Long weapon names
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const char LongWeaponNames[WeaponId][] =
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{
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"None", "Pistol", "Uzi", // 0
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"Pump", "Autoshotgun", "M-16", // 3
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"Hunting Rifle", "Mac", "Chrome", // 6
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"Desert Rifle", "Military Sniper", "SPAS Shotgun", // 9
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"First Aid Kit", "Molotov", "Pipe Bomb", // 12
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"Pills", "Gascan", "Propane Tank", // 15
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"Oxygen Tank", "Melee", "Chainsaw", // 18
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"Grenade Launcher", "Ammo Pack", "Adrenaline", // 21
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"Defibrillator", "Bile Bomb", "AK-47", // 24
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"Gnome", "Cola Bottles", "Fireworks", // 27
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"Incendiary Ammo Pack", "Explosive Ammo Pack", "Deagle", // 30
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"MP5", "SG552", "AWP", // 33
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"Scout", "M60", "Tank Claw", // 36
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"Hunter Claw", "Charger Claw", "Boomer Claw", // 39
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"Smoker Claw", "Spitter Claw", "Jockey Claw", // 42
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"Turret", "vomit", "splat", // 45
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"pounce", "lounge", "pull", // 48
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"choke", "rock", "physics", // 51
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"ammo", "upgrade_item" // 54
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};
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// Internal names for melee weapons
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char MeleeWeaponNames[MeleeWeaponId][] =
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{
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"",
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"knife",
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"baseball_bat",
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"chainsaw",
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"cricket_bat",
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"crowbar",
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"didgeridoo",
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"electric_guitar",
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"fireaxe",
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"frying_pan",
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"golfclub",
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"katana",
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"machete",
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"riotshield",
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"tonfa"
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};
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// Long melee weapon names
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const char LongMeleeWeaponNames[MeleeWeaponId][] =
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{
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"None",
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"Knife",
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"Baseball Bat",
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"Chainsaw",
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"Cricket Bat",
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"Crowbar",
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"didgeridoo", // derp
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"Guitar",
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"Axe",
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"Frying Pan",
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"Golf Club",
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"Katana",
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"Machete",
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"Riot Shield",
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"Tonfa"
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};
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// World weapon models for each of the weapons. Useful for making new weapon spawns.
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// Some models are left blank because no single model can be given, the model is known or none exist.
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const char WeaponModels[WeaponId][] =
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{
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"",
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"/w_models/weapons/w_pistol_B.mdl",
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"/w_models/weapons/w_smg_uzi.mdl",
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"/w_models/weapons/w_shotgun.mdl",
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"/w_models/weapons/w_autoshot_m4super.mdl",
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"/w_models/weapons/w_rifle_m16a2.mdl",
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"/w_models/weapons/w_sniper_mini14.mdl",
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"/w_models/weapons/w_smg_a.mdl",
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"/w_models/weapons/w_pumpshotgun_a.mdl",
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"/w_models/weapons/w_desert_rifle.mdl", // "/w_models/weapons/w_rifle_b.mdl"
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"/w_models/weapons/w_sniper_military.mdl",
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"/w_models/weapons/w_shotgun_spas.mdl",
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"/w_models/weapons/w_eq_medkit.mdl",
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"/w_models/weapons/w_eq_molotov.mdl",
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"/w_models/weapons/w_eq_pipebomb.mdl",
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"/w_models/weapons/w_eq_painpills.mdl",
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"/props_junk/gascan001a.mdl",
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"/props_junk/propanecanister001.mdl",
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"/props_equipment/oxygentank01.mdl",
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"",
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"/weapons/melee/w_chainsaw.mdl",
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"/w_models/weapons/w_grenade_launcher.mdl",
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"",
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"/w_models/weapons/w_eq_adrenaline.mdl",
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"/w_models/weapons/w_eq_defibrillator.mdl",
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"/w_models/weapons/w_eq_bile_flask.mdl",
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"/w_models/weapons/w_rifle_ak47.mdl",
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"/props_junk/gnome.mdl",
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"/w_models/weapons/w_cola.mdl",
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"/props_junk/explosive_box001.mdl",
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"/w_models/weapons/w_eq_incendiary_ammopack.mdl",
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"/w_models/weapons/w_eq_explosive_ammopack.mdl",
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"/w_models/weapons/w_desert_eagle.mdl",
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"/w_models/weapons/w_smg_mp5.mdl",
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"/w_models/weapons/w_rifle_sg552.mdl",
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"/w_models/weapons/w_sniper_awp.mdl",
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"/w_models/weapons/w_sniper_scout.mdl",
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"/w_models/weapons/w_m60.mdl",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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"",
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""
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};
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const char MeleeWeaponModels[MeleeWeaponId][] =
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{
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"",
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"/w_models/weapons/w_knife_t.mdl",
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"/weapons/melee/w_bat.mdl",
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"/weapons/melee/w_chainsaw.mdl",
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"/weapons/melee/w_cricket_bat.mdl",
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"/weapons/melee/w_crowbar.mdl",
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"/weapons/melee/w_didgeridoo.mdl",
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"/weapons/melee/w_electric_guitar.mdl",
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"/weapons/melee/w_fireaxe.mdl",
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"/weapons/melee/w_frying_pan.mdl",
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"/weapons/melee/w_golfclub.mdl",
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"/weapons/melee/w_katana.mdl",
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"/weapons/melee/w_machete.mdl",
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"/weapons/melee/w_riotshield.mdl",
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"/weapons/melee/w_tonfa.mdl"
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};
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const int WeaponSlots[WeaponId] =
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{
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-1, // WEPID_NONE
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1, // WEPID_PISTOL
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0, // WEPID_SMG
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0, // WEPID_PUMPSHOTGUN
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0, // WEPID_AUTOSHOTGUN
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0, // WEPID_RIFLE
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0, // WEPID_HUNTING_RIFLE
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0, // WEPID_SMG_SILENCED
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0, // WEPID_SHOTGUN_CHROME
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0, // WEPID_RIFLE_DESERT
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0, // WEPID_SNIPER_MILITARY
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0, // WEPID_SHOTGUN_SPAS
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3, // WEPID_FIRST_AID_KIT
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2, // WEPID_MOLOTOV
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2, // WEPID_PIPE_BOMB
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4, // WEPID_PAIN_PILLS
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-1, // WEPID_GASCAN
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-1, // WEPID_PROPANE_TANK
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-1, // WEPID_OXYGEN_TANK
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1, // WEPID_MELEE
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1, // WEPID_CHAINSAW
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0, // WEPID_GRENADE_LAUNCHER
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3, // WEPID_AMMO_PACK
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4, // WEPID_ADRENALINE
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3, // WEPID_DEFIBRILLATOR
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2, // WEPID_VOMITJAR
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0, // WEPID_RIFLE_AK47
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-1, // WEPID_GNOME_CHOMPSKI
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-1, // WEPID_COLA_BOTTLES
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-1, // WEPID_FIREWORKS_BOX
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3, // WEPID_INCENDIARY_AMMO
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3, // WEPID_FRAG_AMMO
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1, // WEPID_PISTOL_MAGNUM
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0, // WEPID_SMG_MP5
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0, // WEPID_RIFLE_SG552
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0, // WEPID_SNIPER_AWP
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0, // WEPID_SNIPER_SCOUT
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0, // WEPID_RIFLE_M60
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-1, // WEPID_TANK_CLAW
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-1, // WEPID_HUNTER_CLAW
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-1, // WEPID_CHARGER_CLAW
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-1, // WEPID_BOOMER_CLAW
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-1, // WEPID_SMOKER_CLAW
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-1, // WEPID_SPITTER_CLAW
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-1, // WEPID_JOCKEY_CLAW
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-1, // WEPID_MACHINEGUN
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-1, // WEPID_FATAL_VOMIT
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-1, // WEPID_EXPLODING_SPLAT
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-1, // WEPID_LUNGE_POUNCE
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-1, // WEPID_LOUNGE
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-1, // WEPID_FULLPULL
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-1, // WEPID_CHOKE
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-1, // WEPID_THROWING_ROCK
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-1, // WEPID_TURBO_PHYSICS
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-1, // WEPID_AMMO
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-1 // WEPID_UPGRADE_ITEM
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};
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enum L4D2WeaponSlot
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{
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L4D2WeaponSlot_Primary,
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L4D2WeaponSlot_Secondary,
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L4D2WeaponSlot_Throwable,
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L4D2WeaponSlot_HeavyHealthItem,
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L4D2WeaponSlot_LightHealthItem
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};
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static Handle hWeaponNamesTrie = INVALID_HANDLE;
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static Handle hMeleeWeaponNamesTrie = INVALID_HANDLE;
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static Handle hMeleeWeaponModelsTrie = INVALID_HANDLE;
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stock void InitWeaponNamesTrie() {
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hWeaponNamesTrie = CreateTrie();
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for(new i = 0; i < _:WeaponId; i++)
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{
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SetTrieValue(hWeaponNamesTrie, WeaponNames[WeaponId:i], i);
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}
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hMeleeWeaponNamesTrie = CreateTrie();
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hMeleeWeaponModelsTrie = CreateTrie();
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for (new i = 0; i < _:MeleeWeaponId; ++i)
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{
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SetTrieValue(hMeleeWeaponNamesTrie, MeleeWeaponNames[MeleeWeaponId:i], i);
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SetTrieString(hMeleeWeaponModelsTrie, MeleeWeaponModels[MeleeWeaponId:i], MeleeWeaponNames[MeleeWeaponId:i]);
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}
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}
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/**
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* Performs bounds checking to determine if a WeaponId is valid
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* @remark Simple check to see if wepid has a garbage value
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*
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* @param wepid WeaponId to check for validity
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* @return True if wepid is valid, false otherwise.
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*/
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stock bool IsValidWeaponId({WeaponId, MeleeWeaponId} wepid, tagType = tagof(wepid))
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{
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if (tagType == tagof(MeleeWeaponId))
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{
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return MeleeWeaponId:wepid >= WEPID_MELEE_NONE && MeleeWeaponId:wepid < MeleeWeaponId;
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}
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return wepid >= WEPID_NONE && wepid < WeaponId;
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}
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/**
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* Get the player weapon slot used by the given WeaponId.
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*
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* @param wepid WeaponId to get the slot for.
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* @return Slot number (0-4) or -1 for invalid WeaponId or no slot
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*/
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stock int GetSlotFromWeaponId(WeaponId wepid)
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{
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return IsValidWeaponId(wepid) ? WeaponSlots[wepid] : -1;
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}
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/**
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* Checks to see if a given weaponid has a known WeaponModel in this file's model array
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* @remark Some weapons (like weapon_melee) have multiple valid models, and this will report false for them.
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*
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* @param wepid WeaponId to check for a known weapon model for.
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* @return True if a valid weapon model exists for wepid, false otherwise.
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*/
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stock bool:HasValidWeaponModel({WeaponId, MeleeWeaponId}:wepid, tagType = tagof(wepid))
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{
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if (tagType == tagof(MeleeWeaponId))
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{
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return IsValidWeaponId(MeleeWeaponId:wepid) && MeleeWeaponModels[MeleeWeaponId:wepid][0] != '\0';
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}
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return IsValidWeaponId(wepid) && WeaponModels[wepid][0] != '\0';
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}
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/**
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* Tries to look up a WeaponId for a given Weapon Name.
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*
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* @param weaponName Weapon name string to look up Id from
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* @return The corresponding WeaponId if found, else WEPID_NONE
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*/
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stock WeaponId WeaponNameToId(const char weaponName[])
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{
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new WeaponID:id;
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if(hWeaponNamesTrie == INVALID_HANDLE)
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{
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InitWeaponNamesTrie();
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}
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if(GetTrieValue(hWeaponNamesTrie, weaponName, id))
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{
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return WeaponId:id;
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}
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return WEPID_NONE;
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}
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/**
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* Tries to look up L4D2's internal weapon name for a given WeaponId.
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*
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* @param wepid WeaponId To get name of.
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* @param nameBuffer String buffer to write the weapon name to.
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* @param length Max length which can be written to the buffer.
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* @return Number of bytes written to buffer, or 0 for invalid weaponId.
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*/
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stock GetWeaponName({WeaponId, MeleeWeaponId}:wepid, String:nameBuffer[], length, tagType = tagof(wepid))
|
|
{
|
|
if (tagType == tagof(MeleeWeaponId))
|
|
{
|
|
strcopy(nameBuffer, length, GETMELEEWEAPONNAME(wepid));
|
|
}
|
|
else
|
|
{
|
|
strcopy(nameBuffer, length, GETWEAPONNAME(wepid));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tries to look up L4D2's internal weapon name for a given WeaponId.
|
|
*
|
|
* @param wepid WeaponId To get name of.
|
|
* @param nameBuffer String buffer to write the weapon name to.
|
|
* @param length Max length which can be written to the buffer.
|
|
* @return Number of bytes written to buffer, or 0 for invalid weaponId.
|
|
*/
|
|
stock GetLongWeaponName({WeaponId, MeleeWeaponId}:wepid, String:nameBuffer[], length, tagType = tagof(wepid))
|
|
{
|
|
if (tagType == tagof(MeleeWeaponId))
|
|
{
|
|
strcopy(nameBuffer, length, GETLONGMELEEWEAPONNAME(wepid));
|
|
}
|
|
else
|
|
{
|
|
strcopy(nameBuffer, length, GETLONGWEAPONNAME(wepid));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tries to look up the weapon model for a given WeaponId.
|
|
* @remarks You should use HasValidWeaponModel to make sure the WeaponId you're looking up has a valid model associated with it.
|
|
*
|
|
* @param wepid WeaponId To get name of.
|
|
* @param nameBuffer String buffer to write the weapon name to.
|
|
* @param length Max length which can be written to the buffer.
|
|
* @return Number of bytes written to buffer, or 0 for invalid weaponid or no weapon model available.
|
|
*/
|
|
stock GetWeaponModel({WeaponId, MeleeWeaponId}:wepid, String:modelBuffer[], length, tagType = tagof(wepid))
|
|
{
|
|
if (tagType == tagof(MeleeWeaponId))
|
|
{
|
|
strcopy(modelBuffer, length, GETMELEEWEAPONMODEL(wepid));
|
|
}
|
|
else
|
|
{
|
|
strcopy(modelBuffer, length, GETWEAPONMODEL(wepid));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Identifies a weapon spawn or weapon entity as a WeaponID
|
|
* @remark Should work on most weapon ents--even spawns, singles, held, etc.
|
|
*
|
|
* @param entity Index of entity to identify
|
|
* @return WeaponID for the entity if it is a weapon, WEPID_NONE otherwise
|
|
*/
|
|
stock WeaponId:IdentifyWeapon(entity)
|
|
{
|
|
if(!entity || !IsValidEntity(entity) || !IsValidEdict(entity))
|
|
{
|
|
return WEPID_NONE;
|
|
}
|
|
decl String:class[64];
|
|
if(!GetEdictClassname(entity, class, sizeof(class)))
|
|
{
|
|
return WEPID_NONE;
|
|
}
|
|
|
|
if(StrEqual(class, "weapon_spawn"))
|
|
{
|
|
return WeaponId:GetEntProp(entity,Prop_Send,"m_weaponID");
|
|
}
|
|
|
|
new len = strlen(class);
|
|
if(len-6 > 0 && StrEqual(class[len-6], "_spawn"))
|
|
{
|
|
class[len-6]='\0';
|
|
return WeaponNameToId(class);
|
|
}
|
|
|
|
return WeaponNameToId(class);
|
|
}
|
|
|
|
// Helper function used for getting an entity's internal melee name
|
|
stock bool:GetMeleeWeaponNameFromEntity(entity, String:buffer[], length) {
|
|
decl String:classname[64];
|
|
if (! GetEdictClassname(entity, classname, sizeof(classname)))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (StrEqual(classname, "weapon_melee_spawn"))
|
|
{
|
|
if (hMeleeWeaponModelsTrie == INVALID_HANDLE)
|
|
{
|
|
InitWeaponNamesTrie();
|
|
}
|
|
|
|
decl String:sModelName[128];
|
|
GetEntPropString(entity, Prop_Data, "m_ModelName", sModelName, sizeof(sModelName));
|
|
|
|
// Strip models directory
|
|
if (strncmp(sModelName, "models/", 7, false) == 0)
|
|
{
|
|
strcopy(sModelName, sizeof(sModelName), sModelName[6]);
|
|
}
|
|
|
|
if (GetTrieString(hMeleeWeaponModelsTrie, sModelName, buffer, length))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
else if (StrEqual(classname, "weapon_melee"))
|
|
{
|
|
GetEntPropString(entity, Prop_Data, "m_strMapSetScriptName", buffer, length);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Identifies a melee weapon spawn or weapon entity as a MeleeWeaponId
|
|
* @remark Should work on most weapon ents--even spawns, singles, held, etc.
|
|
*
|
|
* @param entity Index of entity to identify
|
|
* @return MeleeWeaponId for the entity if it is a weapon, WEPID_MELEE_NONE otherwise
|
|
*/
|
|
stock MeleeWeaponId:IdentifyMeleeWeapon(entity)
|
|
{
|
|
if (IdentifyWeapon(entity) != WEPID_MELEE)
|
|
{
|
|
return WEPID_MELEE_NONE;
|
|
}
|
|
|
|
decl String:sName[128];
|
|
if (! GetMeleeWeaponNameFromEntity(entity, sName, sizeof(sName)))
|
|
{
|
|
return WEPID_MELEE_NONE;
|
|
}
|
|
|
|
if (hMeleeWeaponNamesTrie == INVALID_HANDLE)
|
|
{
|
|
InitWeaponNamesTrie();
|
|
}
|
|
|
|
new id;
|
|
if(GetTrieValue(hMeleeWeaponNamesTrie, sName, id))
|
|
{
|
|
return MeleeWeaponId:id;
|
|
}
|
|
return WEPID_MELEE_NONE;
|
|
}
|
|
|
|
/**
|
|
* Attempts to convert a weapon spawn entity to a given weapon spawn
|
|
* @remark Truthfully, this will work on any entity with origin/rotation.
|
|
* Also, requires the weapon to either have a Valid weapon model or have one provided
|
|
*
|
|
* @param entity Index of entity to convert to weapon spawn
|
|
* @param wepid WeaponId of the weapon to have the spawner hold
|
|
* @param count Weapon count for the spawner (default 5)
|
|
* @param model World model to use for the weapon spawn
|
|
* @return entity of the new weapon spawn, or -1 on errors.
|
|
*/
|
|
stock ConvertWeaponSpawn(entity, WeaponId:wepid, count=5, const String:model[] = "")
|
|
{
|
|
if(!IsValidEntity(entity)) return -1;
|
|
if(!IsValidWeaponId(wepid)) return -1;
|
|
if(model[0] == '\0' && !HasValidWeaponModel(wepid)) return -1;
|
|
|
|
|
|
new Float:origins[3], Float:angles[3];
|
|
GetEntPropVector(entity, Prop_Send, "m_vecOrigin", origins);
|
|
GetEntPropVector(entity, Prop_Send, "m_angRotation", angles);
|
|
|
|
AcceptEntityInput(entity, "kill");
|
|
|
|
entity = CreateEntityByName("weapon_spawn");
|
|
if(!IsValidEntity(entity)) return -1;
|
|
|
|
SetEntProp(entity, Prop_Send, "m_weaponID", wepid);
|
|
|
|
decl String:buf[64];
|
|
if(model[0] == '\0')
|
|
{
|
|
SetEntityModel(entity, model);
|
|
}
|
|
else
|
|
{
|
|
GetWeaponModel(wepid, buf, sizeof(buf));
|
|
SetEntityModel(entity, buf);
|
|
}
|
|
IntToString(count, buf, sizeof(buf));
|
|
DispatchKeyValue(entity, "count", buf);
|
|
|
|
TeleportEntity(entity, origins, angles, NULL_VECTOR);
|
|
DispatchSpawn(entity);
|
|
SetEntityMoveType(entity,MOVETYPE_NONE);
|
|
return entity;
|
|
}
|