Hello, I want to do it like in the picture. can you help me. thanks
Код:
#pragma dynamic 8192 // just a little bit extra, not too much
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#include <fakemeta_util>
#include <cstrike>
#include <hamsandwich>
// defines to be left alone
new const GG_VERSION[] = "2.13c";
#define LANG_PLAYER_C -76 // for gungame_print (arbitrary number)
#define TNAME_SAVE pev_noise3 // for blocking game_player_equip and player_weaponstrip
#define WINSOUNDS_SIZE (MAX_WINSOUNDS*MAX_WINSOUND_LEN)+1 // for gg_sound_winner
// more customizable-friendly defines
#define TOP_PLAYERS 10 // for !top10
#define MAX_WEAPONS 36 // for gg_weapon_order
#define MAX_WINSOUNDS 12 // for gg_sound_winnner
#define MAX_WINSOUND_LEN 48 // for gg_sound_winner
#define TEMP_SAVES 32 // for gg_save_temp
#define MAX_WEAPON_ORDERS 10 // for random gg_weapon_order
#define LEADER_DISPLAY_RATE 10.0 // for gg_leader_display
#define MAX_SPAWNS 128 // for gg_dm_spawn_random
#define MAX_STATS_RANK 1000 // cap of 1000 = 0.0063495ish sec for longest stats_get_position, cap of 5000 = 0.0327655ish sec
// returns which of the two stats files we should be using currently (si stands for Stats Index)
#define get_gg_si() (get_pcvar_num(gg_stats_split) && get_pcvar_num(gg_teamplay))
// cs_set_user_money
#if cellbits == 32
#define OFFSET_CSMONEY 115
#else
#define OFFSET_CSMONEY 140
#endif
#define OFFSET_LINUX 5
// animations
#define USP_DRAWANIM 6
#define M4A1_DRAWANIM 5
// saves memory???
new const WEAPON_HEGRENADE[] = "weapon_hegrenade";
new const WEAPON_KNIFE[] = "weapon_knife";
new const WEAPON_GLOCK18[] = "weapon_glock18";
new const HEGRENADE[] = "hegrenade";
new const KNIFE[] = "knife";
new const BRASS_BELL_SOUND[] = "ng_gungame/gg_brass_bell.wav";
new const KILL_DING_SOUND[] = "buttons/bell1.wav";
// toggle_gungame
enum
{
TOGGLE_FORCE = -1,
TOGGLE_DISABLE,
TOGGLE_ENABLE
};
// gg_status_display
enum
{
STATUS_LEADERWPN = 1,
STATUS_YOURWPN,
STATUS_KILLSLEFT,
STATUS_KILLSDONE
};
// value of bombStatus[3]
enum
{
BOMB_PICKEDUP = -1,
BOMB_DROPPED,
BOMB_PLANTED
};
// for gg_messages
#define MSGS_CLASSIC 2
#define MSGS_NOCOLOR 4
#define MSGS_HIDETEXT 8
#define MSGS_HIDEHUD 16
// task ids
#define TASK_END_STAR 200
#define TASK_RESPAWN 300
#define TASK_CLEAR_SAVE 500
#define TASK_CHECK_DEATHMATCH 600
#define TASK_REMOVE_PROTECTION 700
#define TASK_TOGGLE_GUNGAME 800
#define TASK_WARMUP_CHECK 900
#define TASK_VERIFY_WEAPON 1000
#define TASK_DELAYED_SUICIDE 1100
#define TASK_REFRESH_NADE 1200
#define TASK_LEADER_DISPLAY 1300
#define TASK_PLAY_LEAD_SOUNDS 1400
#define TASK_CHECK_JOINCLASS 1500
#define TASK_AUTOVOTE_RESULT 1600
#define TASK_GET_TOP_PLAYERS 1700
//**********************************************************************
// VARIABLE DEFINITIONS
//**********************************************************************
// pcvar holders
new gg_enabled, gg_ff_auto, gg_vote_setting, gg_map_setup, gg_join_msg,
gg_weapon_order, gg_max_lvl, gg_triple_on, gg_turbo, gg_knife_pro,
gg_worldspawn_suicide, gg_handicap_on, gg_top10_handicap, gg_warmup_timer_setting,
gg_warmup_weapon, gg_sound_levelup, gg_sound_leveldown, gg_sound_levelsteal,
gg_sound_nade, gg_sound_knife, gg_sound_welcome, gg_sound_triple, gg_sound_winner,
gg_kills_per_lvl, gg_vote_custom, gg_changelevel_custom, gg_ammo_amount,
gg_stats_prune, gg_refill_on_kill, gg_messages, gg_tk_penalty,
gg_save_temp, gg_stats_mode, gg_pickup_others, gg_stats_winbonus, gg_map_iterations,
gg_warmup_multi, gg_stats_ip, gg_extra_nades, gg_endmap_setup, gg_autovote_rounds,
gg_autovote_ratio, gg_autovote_delay, gg_autovote_time, gg_autovote_mode, gg_ignore_bots, gg_nade_refresh,
gg_block_equips, gg_leader_display, gg_leader_display_x, gg_leader_display_y,
gg_sound_takenlead, gg_sound_tiedlead, gg_sound_lostlead, gg_lead_sounds, gg_knife_elite,
gg_teamplay, gg_teamplay_knife_mod, gg_teamplay_nade_mod, gg_suicide_penalty, gg_winner_motd,
gg_bomb_defuse_lvl, gg_nade_glock, gg_nade_smoke, gg_nade_flash, gg_give_armor, gg_give_helmet,
gg_dm, gg_dm_sp_time, gg_dm_sp_mode, gg_dm_spawn_random, gg_dm_spawn_delay, gg_dm_corpses, gg_awp_oneshot,
gg_host_touch_reward, gg_host_rescue_reward, gg_host_kill_reward, gg_dm_countdown, gg_status_display,
gg_dm_spawn_afterplant, gg_block_objectives, gg_host_kill_penalty, gg_dm_start_random, gg_allow_changeteam,
gg_teamplay_timeratio, gg_disable_money, gg_kills_botmod, gg_bots_skipnade, gg_bots_knifeable,
gg_afk_protection, gg_stats_split, gg_top10_ppp;
// weapon information
new maxClip[31] = { -1, 13, -1, 10, 1, 7, -1, 30, 30, 1, 30, 20, 25, 30, 35, 25, 12, 20,
10, 30, 100, 8, 30, 30, 20, 2, 7, 30, 30, -1, 50 };
new maxAmmo[31] = { -1, 52, -1, 90, -1, 32, 1, 100, 90, -1, 120, 100, 100, 90, 90, 90, 100, 100,
30, 120, 200, 32, 90, 120, 60, -1, 35, 90, 90, -1, 100 };
new weaponSlots[31] = { -1, 2, -1, 1, 4, 1, 5, 1, 1, 4, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1,
4, 2, 1, 1, 3, 1 };
enum statsData
{
sdAuthid[32],
sdWins[2],
sdName[32],
sdTimestamp, // [1]
sdPoints[2],
sdStreak[2]
}; // size = 71
enum saveData
{
svAuthid[32],
svLevel, // [1]
svScore, // [1]
svStatsPosition[2],
svTeamTimes[2],
svTime // [1]
}; // size = 39
// misc
new weapons_menu, scores_menu, level_menu, warmup = -1, warmupWeapon[24], voted, won, trailSpr, roundEnded,
menuText[512], dummy[2], tempSave[TEMP_SAVES][saveData], czero, maxPlayers, mapIteration = 1, cfgDir[32],
autovoted, autovotes[3], autovote_mode, roundsElapsed, gameCommenced, cycleNum = -1, czbot_hams, mp_friendlyfire,
winSounds[MAX_WINSOUNDS][MAX_WINSOUND_LEN+1], numWinSounds, currentWinSound, hudSyncWarmup, hudSyncReqKills,
hudSyncLDisplay, shouldWarmup, ggActive, teamLevel[3], teamLvlWeapon[3][24], teamScore[3], bombMap, hostageMap,
bombStatus[4], c4planter, Float:spawns[MAX_SPAWNS][9], spawnCount, csdmSpawnCount, hudSyncCountdown,
weaponName[MAX_WEAPONS+1][24], Float:weaponGoal[MAX_WEAPONS+1], weaponNum, initTeamplayStr[32], initTeamplayInt = -1,
bot_quota, spareName[32], sqlInit, galileoID = -1;
// stats file stuff
new sfStatsStruct[statsData], lastStatsMode = -909;
// event ids
new gmsgSayText, gmsgCurWeapon, gmsgStatusIcon, gmsgBombDrop, gmsgBombPickup, gmsgHideWeapon,
gmsgCrosshair, gmsgScenario;
// player values
new level[33], levelsThisRound[33], score[33], lvlWeapon[33][24], star[33], welcomed[33],
page[33], lastKilled[33], hosties[33][2], silenced[33], respawn_timeleft[33], Float:lastSwitch[33], lastTeam[33],
spawnSounds[33], spawnProtected[33], statsPosition[33][2], Float:teamTimes[33][2], pointsExtraction[33][5],
Float:spawnOrigin[33][3], Float:spawnAngles[33][3], afkCheck[33], playerStats[33][statsData];
#if defined SQL
#include <sqlx>
// flags for the "flags" field in the gg_sql_winmotd table
#define WON 1
#define LOST 2
#define LASTKILL 4
#define NEWRECORD 8
new gg_sql_host, gg_sql_user, gg_sql_pass, gg_sql_db, gg_sql_table, gg_sql_streak_table, gg_sql_winmotd_table,
sqlTable[128], sqlStreakTable[128], sqlPlayersTable[128], serverip[64], Handle:tuple, Handle:db, Handle:query, safeName[64], mkQuery[1536];
#else
new gg_stats_file, gg_stats_streak_file;
new sfFile[64], sfLineData[112], sfAuthid[32], sfTimestamp[12], Array:statsArray, Array:statsPointers[2], statsSize[2];
#endif
//**********************************************************************
// INITIATION FUNCTIONS
//**********************************************************************
// plugin load
public plugin_init()
{
register_plugin("GunGame AMXX",GG_VERSION,"Avalanche");
register_cvar("gg_version",GG_VERSION,FCVAR_SERVER);
set_cvar_string("gg_version",GG_VERSION);
// mehrsprachige unterst?tzung (nein, spreche ich nicht Deutsches)
register_dictionary("ng_gungame.txt");
register_dictionary("common.txt");
register_dictionary("adminvote.txt");
// event ids
gmsgSayText = get_user_msgid("SayText");
gmsgCurWeapon = get_user_msgid("CurWeapon");
gmsgStatusIcon = get_user_msgid("StatusIcon");
gmsgScenario = get_user_msgid("Scenario");
gmsgBombDrop = get_user_msgid("BombDrop");
gmsgBombPickup = get_user_msgid("BombPickup");
gmsgHideWeapon = get_user_msgid("HideWeapon");
gmsgCrosshair = get_user_msgid("Crosshair");
// events
register_event("ResetHUD","event_resethud","be");
register_event("HLTV","event_new_round","a","1=0","2=0");
register_event("CurWeapon","event_curweapon","be","1=1");
register_event("AmmoX","event_ammox","be");
register_event("30","event_intermission","a");
register_event("TextMsg","event_round_restart","a","2=#Game_Commencing","2=#Game_will_restart_in");
register_event("23","event_bomb_detonation","a","1=17","6=-105","7=17"); // planted bomb exploded
// forwards
register_forward(FM_SetModel,"fw_setmodel");
register_forward(FM_EmitSound,"fw_emitsound");
// logevents
register_logevent("event_bomb_detonation",6,"3=Target_Bombed"); // another bomb exploded event, for security
register_logevent("logevent_bomb_planted",3,"2=Planted_The_Bomb"); // bomb planted
register_logevent("logevent_bomb_defused",3,"2=Defused_The_Bomb"); // bomb defused
register_logevent("logevent_round_end",2,"1=Round_End"); // round ended
register_logevent("logevent_hostage_touched",3,"2=Touched_A_Hostage");
register_logevent("logevent_hostage_rescued",3,"2=Rescued_A_Hostage");
register_logevent("logevent_hostage_killed",3,"2=Killed_A_Hostage");
register_logevent("logevent_team_join",3,"1=joined team");
// messages
register_message(gmsgScenario,"message_scenario");
register_message(get_user_msgid("ClCorpse"),"message_clcorpse");
register_message(get_user_msgid("Money"),"message_money");
register_message(gmsgBombDrop,"message_bombdrop");
register_message(gmsgBombPickup,"message_bombpickup");
register_message(get_user_msgid("WeapPickup"),"message_weappickup"); // for gg_block_objectives
register_message(get_user_msgid("AmmoPickup"),"message_ammopickup"); // for gg_block_objectives
register_message(get_user_msgid("TextMsg"),"message_textmsg"); // for gg_block_objectives
register_message(get_user_msgid("HostagePos"),"message_hostagepos"); // for gg_block_objectives
// hams
RegisterHam(Ham_Touch,"weaponbox","ham_weapon_touch",0);
RegisterHam(Ham_Touch,"armoury_entity","ham_weapon_touch",0);
RegisterHam(Ham_Spawn,"player","ham_player_spawn",1);
RegisterHam(Ham_Killed,"player","ham_player_killed_pre",0);
RegisterHam(Ham_Killed,"player","ham_player_killed_post",1);
// commands
register_clcmd("joinclass","cmd_joinclass"); // new menus
register_menucmd(register_menuid("Terrorist_Select",1),511,"cmd_joinclass"); // old menus
register_menucmd(register_menuid("CT_Select",1),511,"cmd_joinclass"); // old menus
register_concmd("amx_gungame","cmd_gungame",ADMIN_CVAR,"<0|1> - toggles the functionality of GunGame.");
register_concmd("amx_gungame_level","cmd_gungame_level",ADMIN_BAN,"<target> <level> - sets target's level. use + or - for relative, otherwise it's absolute.");
register_concmd("amx_gungame_score","cmd_gungame_score",ADMIN_BAN,"<target> <score> [dont_refill] - sets target's score. use + or - for relative, otherwise it's absolute.");
register_concmd("amx_gungame_vote","cmd_gungame_vote",ADMIN_VOTE,"[mode] - starts a vote to toggle GunGame.");
register_concmd("amx_gungame_win","cmd_gungame_win",ADMIN_BAN,"[target] - if target, forces target to win. if no target, forces highest level player to win.");
register_concmd("amx_gungame_teamplay","cmd_gungame_teamplay",ADMIN_BAN,"<0|1> [killsperlvl] [suicidepenalty] - toggles teamplay mode. optionally specify new cvar values.");
register_concmd("amx_gungame_restart","cmd_gungame_restart",ADMIN_BAN,"[delay] [full] - restarts GunGame. optionally specify a delay, in seconds. if full, reloads config and everything.");
register_srvcmd("gg_reloadweapons","cmd_reloadweapons",ADMIN_CVAR,"- reloads the weapon order and kills per level from cvars");
register_clcmd("say","cmd_say");
register_clcmd("say_team","cmd_say");
// menus
register_menucmd(register_menuid("autovote_menu"),MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"autovote_menu_handler");
register_menucmd(register_menuid("welcome_menu"),1023,"welcome_menu_handler");
register_menucmd(register_menuid("restart_menu"),MENU_KEY_1|MENU_KEY_0,"restart_menu_handler");
weapons_menu = register_menuid("weapons_menu");
register_menucmd(weapons_menu,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"weapons_menu_handler");
register_menucmd(register_menuid("top10_menu"),MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_0,"top10_menu_handler");
scores_menu = register_menuid("scores_menu");
register_menucmd(scores_menu,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,"scores_menu_handler");
level_menu = register_menuid("level_menu");
register_menucmd(level_menu,1023,"level_menu_handler");
// basic cvars
gg_enabled = register_cvar("gg_enabled","1");
gg_vote_setting = register_cvar("gg_vote_setting","2");
gg_vote_custom = register_cvar("gg_vote_custom","");
gg_changelevel_custom = register_cvar("gg_changelevel_custom","");
gg_map_setup = register_cvar("gg_map_setup","mp_timelimit 45; mp_winlimit 0; sv_alltalk 0; mp_chattime 10; mp_c4timer 25");
gg_endmap_setup = register_cvar("gg_endmap_setup","");
gg_join_msg = register_cvar("gg_join_msg","1");
gg_messages = register_cvar("gg_messages","1");
gg_save_temp = register_cvar("gg_save_temp","300"); // = 5 * 60 = 5 minutes
gg_status_display = register_cvar("gg_status_display","1");
gg_map_iterations = register_cvar("gg_map_iterations","1");
gg_ignore_bots = register_cvar("gg_ignore_bots","0");
gg_block_equips = register_cvar("gg_block_equips","2");
gg_leader_display = register_cvar("gg_leader_display","1");
gg_leader_display_x = register_cvar("gg_leader_display_x","-1.0");
gg_leader_display_y = register_cvar("gg_leader_display_y","0.0");
gg_allow_changeteam = register_cvar("gg_allow_changeteam","2");
gg_disable_money = register_cvar("gg_disable_money","1");
gg_winner_motd = register_cvar("gg_winner_motd","1");
gg_afk_protection = register_cvar("gg_afk_protection","0");
gg_top10_ppp = register_cvar("gg_top10_ppp","8");
// autovote cvars
gg_autovote_mode = register_cvar("gg_autovote_mode","0");
gg_autovote_rounds = register_cvar("gg_autovote_rounds","1");
gg_autovote_delay = register_cvar("gg_autovote_delay","8.0");
gg_autovote_ratio = register_cvar("gg_autovote_ratio","0.51");
gg_autovote_time = register_cvar("gg_autovote_time","10.0");
// stats cvars
#if !defined SQL
gg_stats_file = register_cvar("gg_stats_file","gungame.stats");
gg_stats_streak_file = register_cvar("gg_stats_streak_file","gungame.streaks");
#endif
gg_stats_ip = register_cvar("gg_stats_ip","0");
gg_stats_prune = register_cvar("gg_stats_prune","2592000"); // = 60 * 60 * 24 * 30 = 30 days
gg_stats_mode = register_cvar("gg_stats_mode","2");
gg_stats_split = register_cvar("gg_stats_split","0");
gg_stats_winbonus = register_cvar("gg_stats_winbonus","1.5");
// deathmatch cvars
gg_dm = register_cvar("gg_dm","1");
gg_dm_sp_time = register_cvar("gg_dm_sp_time","1.0");
gg_dm_sp_mode = register_cvar("gg_dm_sp_mode","1");
gg_dm_spawn_random = register_cvar("gg_dm_spawn_random","2");
gg_dm_start_random = register_cvar("gg_dm_start_random","1");
gg_dm_spawn_delay = register_cvar("gg_dm_spawn_delay","3.0");
gg_dm_spawn_afterplant = register_cvar("gg_dm_spawn_afterplant","1");
gg_dm_corpses = register_cvar("gg_dm_corpses","1");
gg_dm_countdown = register_cvar("gg_dm_countdown","2");
// objective cvars
gg_block_objectives = register_cvar("gg_block_objectives","0");
gg_bomb_defuse_lvl = register_cvar("gg_bomb_defuse_lvl","1");
gg_host_touch_reward = register_cvar("gg_host_touch_reward","2");
gg_host_rescue_reward = register_cvar("gg_host_rescue_reward","2");
gg_host_kill_reward = register_cvar("gg_host_kill_reward","1");
gg_host_kill_penalty = register_cvar("gg_host_kill_penalty","1");
// teamplay cvars
gg_teamplay = register_cvar("gg_teamplay","0");
gg_teamplay_knife_mod = register_cvar("gg_teamplay_knife_mod","0.33");
gg_teamplay_nade_mod = register_cvar("gg_teamplay_nade_mod","0.50");
gg_teamplay_timeratio = register_cvar("gg_teamplay_timeratio","1");
// gameplay cvars
gg_ff_auto = register_cvar("gg_ff_auto","1");
gg_weapon_order = register_cvar("gg_weapon_order","glock18,usp,p228,deagle,fiveseven,elite,m3,xm1014,tmp,mac10,mp5navy,ump45,p90,galil,famas,ak47,scout,m4a1,sg552,aug,m249,hegrenade,knife");
gg_max_lvl = register_cvar("gg_max_lvl","3");
gg_triple_on = register_cvar("gg_triple_on","0");
gg_turbo = register_cvar("gg_turbo","1");
gg_knife_pro = register_cvar("gg_knife_pro","1");
gg_knife_elite = register_cvar("gg_knife_elite","0");
gg_suicide_penalty = register_cvar("gg_suicide_penalty","1");
gg_worldspawn_suicide = register_cvar("gg_worldspawn_suicide","1");
gg_pickup_others = register_cvar("gg_pickup_others","0");
gg_handicap_on = register_cvar("gg_handicap_on","1");
gg_top10_handicap = register_cvar("gg_top10_handicap","1");
gg_warmup_timer_setting = register_cvar("gg_warmup_timer_setting","60");
gg_warmup_weapon = register_cvar("gg_warmup_weapon",KNIFE);
gg_warmup_multi = register_cvar("gg_warmup_multi","0");
gg_nade_glock = register_cvar("gg_nade_glock","1");
gg_nade_smoke = register_cvar("gg_nade_smoke","0");
gg_nade_flash = register_cvar("gg_nade_flash","0");
gg_extra_nades = register_cvar("gg_extra_nades","1");
gg_nade_refresh = register_cvar("gg_nade_refresh","5.0");
gg_kills_per_lvl = register_cvar("gg_kills_per_lvl","2");
gg_kills_botmod = register_cvar("gg_kills_botmod","1.0");
gg_give_armor = register_cvar("gg_give_armor","100");
gg_give_helmet = register_cvar("gg_give_helmet","1");
gg_ammo_amount = register_cvar("gg_ammo_amount","200");
gg_refill_on_kill = register_cvar("gg_refill_on_kill","1");
gg_tk_penalty = register_cvar("gg_tk_penalty","1");
gg_awp_oneshot = register_cvar("gg_awp_oneshot","1");
gg_bots_skipnade = register_cvar("gg_bots_skipnade","0");
gg_bots_knifeable = register_cvar("gg_bots_knifeable","1");
#if defined SQL
// SQL cvars
gg_sql_host = register_cvar("gg_sql_host","127.0.0.1",FCVAR_PROTECTED);
gg_sql_user = register_cvar("gg_sql_user","root",FCVAR_PROTECTED);
gg_sql_pass = register_cvar("gg_sql_pass","",FCVAR_PROTECTED);
gg_sql_db = register_cvar("gg_sql_db","amx",FCVAR_PROTECTED);
gg_sql_table = register_cvar("gg_sql_table","gg_stats",FCVAR_PROTECTED);
gg_sql_streak_table = register_cvar("gg_sql_streak_table","gg_streaks",FCVAR_PROTECTED);
gg_sql_winmotd_table = register_cvar("gg_sql_winmotd_table","gg_winmotd",FCVAR_PROTECTED);
get_user_ip(0,serverip,63,0); // with port
#else
sqlInit = 1;
#endif
// sound cvars done in plugin_precache now
// random weapon order cvars
new i, cvar[20];
for(i=1;i<=MAX_WEAPON_ORDERS;i++)
{
formatex(cvar,19,"gg_weapon_order%i",i);
register_cvar(cvar,"");
}
// update status immediately
ggActive = get_pcvar_num(gg_enabled);
// make sure to setup amx_nextmap incase nextmap.amxx isn't running
if(!cvar_exists("amx_nextmap")) register_cvar("amx_nextmap","",FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY);
// make sure we have this to trick mapchooser.amxx into working
if(!cvar_exists("mp_maxrounds")) register_cvar("mp_maxrounds","0",FCVAR_SERVER|FCVAR_EXTDLL|FCVAR_SPONLY);
// collect some other information that would be handy
maxPlayers = get_maxplayers();
// create hud sync objects
hudSyncWarmup = CreateHudSyncObj();
hudSyncReqKills = CreateHudSyncObj();
hudSyncLDisplay = CreateHudSyncObj();
hudSyncCountdown = CreateHudSyncObj();
// remember the mod
new modName[7];
get_modname(modName,6);
if(equal(modName,"czero"))
{
czero = 1;
bot_quota = get_cvar_pointer("bot_quota");
}
// identify this as a bomb map
if(fm_find_ent_by_class(maxPlayers,"info_bomb_target") || fm_find_ent_by_class(1,"func_bomb_target"))
bombMap = 1;
// identify this as a hostage map
if(fm_find_ent_by_class(maxPlayers,"hostage_entity"))
hostageMap = 1;
// get spawns for deathmatch
init_spawns();
// delay for server.cfg
set_task(1.0,"toggle_gungame",TASK_TOGGLE_GUNGAME + TOGGLE_FORCE);
// manage pruning (longer delay for toggle_gungame)
set_task(2.0,"manage_pruning");
// map configs take 6.1 seconds to load
set_task(6.2,"setup_weapon_order");
set_task(6.2,"stats_get_top_players",TASK_GET_TOP_PLAYERS);
}
// plugin precache
public plugin_precache()
{
// used in precache_sounds_from_config()
get_configsdir(cfgDir,31);
// sound cvars
gg_sound_levelup = register_cvar("gg_sound_levelup","sound/gungame/gg_levelup.wav");
gg_sound_leveldown = register_cvar("gg_sound_leveldown","sound/ambience/xtal_down1(e70)");
gg_sound_levelsteal = register_cvar("gg_sound_levelsteal","sound/turret/tu_die.wav");
gg_sound_nade = register_cvar("gg_sound_nade","sound/gungame/gg_nade_level.wav");
gg_sound_knife = register_cvar("gg_sound_knife","sound/gungame/gg_knife_level.wav");
gg_sound_welcome = register_cvar("gg_sound_welcome","sound/gungame/gg_welcome.wav");
gg_sound_triple = register_cvar("gg_sound_triple","sound/gungame/gg_triple.wav");
gg_sound_winner = register_cvar("gg_sound_winner","");
gg_sound_takenlead = register_cvar("gg_sound_takenlead","sound/gungame/gg_takenlead.wav");
gg_sound_tiedlead = register_cvar("gg_sound_tiedlead","sound/gungame/gg_tiedlead.wav");
gg_sound_lostlead = register_cvar("gg_sound_lostlead","sound/gungame/gg_lostlead.wav");
gg_lead_sounds = register_cvar("gg_lead_sounds","0.9");
mp_friendlyfire = get_cvar_pointer("mp_friendlyfire");
// precache everything in the config (regular and teamplay) -- we might need them
precache_sounds_from_config();
// also precache what we have now, in case the server doesn't have a GunGame config
precache_sound_by_cvar(gg_sound_levelup);
precache_sound_by_cvar(gg_sound_leveldown);
precache_sound_by_cvar(gg_sound_levelsteal);
precache_sound_by_cvar(gg_sound_nade);
precache_sound_by_cvar(gg_sound_knife);
precache_sound_by_cvar(gg_sound_welcome);
precache_sound_by_cvar(gg_sound_triple);
precache_sound_by_cvar(gg_sound_takenlead);
precache_sound_by_cvar(gg_sound_tiedlead);
precache_sound_by_cvar(gg_sound_lostlead);
get_pcvar_string(gg_sound_winner,dummy,1);
if(dummy[0]) // win sounds enabled
{
// gg_sound_winner might contain multiple sounds
new buffer[WINSOUNDS_SIZE], temp[MAX_WINSOUND_LEN+1], pos;
get_pcvar_string(gg_sound_winner,buffer,WINSOUNDS_SIZE-1);
while(numWinSounds < MAX_WINSOUNDS)
{
pos = contain_char(buffer,';');
// no more after this, precache what we have left
if(pos == -1)
{
if(buffer[0])
{
precache_sound_special(buffer);
copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,buffer);
}
break;
}
// copy up to the semicolon and precache that
copy(temp,pos,buffer);
if(temp[0])
{
precache_sound_special(temp);
copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,temp);
}
// copy everything after the semicolon
copy(buffer,WINSOUNDS_SIZE-1,buffer[pos+1]);
}
}
// some generic, non-changing things
precache_sound(BRASS_BELL_SOUND);
precache_sound(KILL_DING_SOUND);
precache_sound("common/null.wav");
// for the star
trailSpr = precache_model("sprites/laserbeam.spr");
}
public plugin_cfg()
{
galileoID = is_plugin_loaded("Galileo");
}
public plugin_end()
{
#if defined SQL
sql_uninit();
#endif
// run endmap setup on plugin close
if(ggActive)
{
// reset random teamplay
if(initTeamplayInt != -1) set_pcvar_string(gg_teamplay,initTeamplayStr);
new setup[512];
get_pcvar_string(gg_endmap_setup,setup,511);
if(setup[0]) server_cmd(setup);
}
}
//**********************************************************************
// FORWARDS
//**********************************************************************
// client gets a steamid
public client_authorized(id)
{
clear_values(id);
static authid[32];
get_gg_authid(id,authid,31);
// load temporary save
if(ggActive && get_pcvar_num(gg_save_temp))
{
new i, save = -1;
// find our possible temp save
for(i=0;i<TEMP_SAVES;i++)
{
if(equal(authid,tempSave[i][svAuthid],31))
{
save = i;
break;
}
}
// we found a save
if(save > -1)
{
if(!get_pcvar_num(gg_teamplay))
{
// these are solo-only
level[id] = tempSave[save][svLevel];
score[id] = tempSave[save][svScore];
get_level_weapon(level[id],lvlWeapon[id],23);
}
statsPosition[id][0] = tempSave[save][svStatsPosition][0];
statsPosition[id][1] = tempSave[save][svStatsPosition][1];
teamTimes[id][0] = Float:tempSave[save][svTeamTimes][0];
teamTimes[id][1] = Float:tempSave[save][svTeamTimes][1];
// clear it
clear_save(TASK_CLEAR_SAVE+save);
}
}
#if defined SQL
if(!statsPosition[id][0]) stats_get_position(id,authid,0);
if(!statsPosition[id][1]) stats_get_position(id,authid,1);
#else
// cache our position if we didn't get it from a save
if(!statsPosition[id][0] || !statsPosition[id][1])
{
if(statsArray) // we've set up the stats array
{
recheck_stats_sorting(); // see if anything changed
// if nothing happened, get my position
if(!statsPosition[id][0]) stats_get_position(id,authid,0);
if(!statsPosition[id][1]) stats_get_position(id,authid,1);
}
}
#endif
#if defined REFRESH_TIMESTAMP_ON_JOIN
stats_refresh_timestamp(authid);
#endif
}
// client leaves, reset values
public client_disconnected(id)
{
// remove certain tasks
remove_task(TASK_VERIFY_WEAPON+id);
remove_task(TASK_REFRESH_NADE+id);
remove_task(TASK_RESPAWN+id);
remove_task(TASK_CHECK_DEATHMATCH+id);
remove_task(TASK_REMOVE_PROTECTION+id);
remove_task(TASK_DELAYED_SUICIDE+id);
// don't bother saving if in winning period or warmup
if(!won && warmup <= 0)
{
new save_temp = get_pcvar_num(gg_save_temp);
// temporarily save values
if(ggActive && save_temp && (level[id] > 1 || score[id] > 0))
{
// keep track of times
new team = get_user_team(id);
if(team == 1 || team == 2) teamTimes[id][team-1] += get_gametime() - lastSwitch[id];
new freeSave = -1, oldestSave = -1, i;
for(i=0;i<TEMP_SAVES;i++)
{
// we found a free one
if(!tempSave[i][svAuthid][0])
{
freeSave = i;
break;
}
// keep track of one soonest to expire
if(oldestSave == -1 || tempSave[i][svTime] < tempSave[oldestSave][svTime])
oldestSave = i;
}
// no free, use oldest
if(freeSave == -1) freeSave = oldestSave;
get_gg_authid(id,tempSave[freeSave][svAuthid],31);
tempSave[freeSave][svLevel] = level[id];
tempSave[freeSave][svScore] = score[id];
tempSave[freeSave][svStatsPosition][0] = statsPosition[id][0];
tempSave[freeSave][svStatsPosition][1] = statsPosition[id][1];
tempSave[freeSave][svTeamTimes][0] = _:teamTimes[id][0];
tempSave[freeSave][svTeamTimes][1] = _:teamTimes[id][1];
tempSave[freeSave][svTime] = _:get_gametime();
set_task(float(save_temp),"clear_save",TASK_CLEAR_SAVE+freeSave);
}
}
clear_values(id);
statsPosition[id][0] = 0;
statsPosition[id][1] = 0;
stats_clear_struct(playerStats[id]);
}
// someone joins, monitor ham hooks
public client_putinserver(id)
{
if(czero && !czbot_hams && is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
set_task(0.1,"czbot_hook_ham",id);
// bots don't call joinclass
if(is_user_bot(id)) cmd_joinclass(id);
}
// delay for private data to initialize --
// here is the problem: registering a ham hook for "player" won't
// register it for CZ bots, for some reason. so we have to register
// it by entity. so we do this ridiculous thing in order to do so.
public czbot_hook_ham(id)
{
if(czbot_hams || !is_user_connected(id)) return;
// probably a czero bot
if(is_user_bot(id) && get_pcvar_num(bot_quota) > 0)
{
RegisterHamFromEntity(Ham_Spawn,id,"ham_player_spawn",1);
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed_pre",0);
RegisterHamFromEntity(Ham_Killed,id,"ham_player_killed_post",1);
czbot_hams = 1;
// bug fix for mid-round spawning, thanks to MeRcyLeZZ
if(is_user_alive(id)) ham_player_spawn(id);
}
}
// remove a save
public clear_save(taskid)
{
remove_task(taskid);
tempSave[taskid-TASK_CLEAR_SAVE][svAuthid][0] = 0;
}
// my info... it's changed!
public client_infochanged(id)
{
if(!ggActive || !is_user_connected(id))
return PLUGIN_CONTINUE;
new oldTeam = lastTeam[id], newTeam = _:cs_get_user_team(id);
// this means it was caught by logevent_team_join, or wasn't a team change
if(oldTeam == newTeam) return PLUGIN_CONTINUE;
player_teamchange(id,oldTeam,newTeam);
// invalid team
if((newTeam != 1 && newTeam != 2) || !get_pcvar_num(gg_teamplay))
return PLUGIN_CONTINUE;
// something is out of synch
if(teamLevel[newTeam] && (level[id] != teamLevel[newTeam] || score[id] != teamScore[newTeam] || !equal(lvlWeapon[id],teamLvlWeapon[newTeam])))
{
// set them directly
level[id] = teamLevel[newTeam];
lvlWeapon[id] = teamLvlWeapon[newTeam];
score[id] = teamScore[newTeam];
// gimme mah weapon!
if(is_user_alive(id)) give_level_weapon(id);
}
return PLUGIN_CONTINUE;
}
//**********************************************************************
// FORWARD HOOKS
//**********************************************************************
// an entity is given a model, check for silenced/burst status
public fw_setmodel(ent,model[])
{
if(!ggActive) return FMRES_IGNORED;
new owner = pev(ent,pev_owner);
// no owner
if(!is_user_connected(owner)) return FMRES_IGNORED;
static classname[24]; // the extra space is used later
pev(ent,pev_classname,classname,10);
// not a weapon
// checks for weaponbox, weapon_shield
if(classname[8] != 'x' && !(classname[6] == '_' && classname[7] == 's' && classname[8] == 'h'))
return FMRES_IGNORED;
// makes sure we don't get memory access error,
// but also helpful to narrow down matches
new len = strlen(model);
// ignore weaponboxes whose models haven't been set to correspond with their weapon types yet
// checks for models/w_weaponbox.mdl
if(len == 22 && model[17] == 'x') return FMRES_IGNORED;
// ignore C4
// checks for models/w_backpack.mdl
if(len == 21 && model[9] == 'b') return FMRES_IGNORED;
// checks for models/w_usp.mdl, usp, models/w_m4a1.mdl, m4a1
if((len == 16 && model[10] == 's' && lvlWeapon[owner][1] == 's')
|| (len == 17 && model[10] == '4' && lvlWeapon[owner][1] == '4') )
{
copyc(model,len-1,model[contain_char(model,'_')+1],'.'); // strips off models/w_ and .mdl
formatex(classname,23,"weapon_%s",model);
// remember silenced status
new wEnt = fm_find_ent_by_owner(maxPlayers,classname,ent);
if(pev_valid(wEnt)) silenced[owner] = cs_get_weapon_silen(wEnt);
}
// checks for models/w_glock18.mdl, glock18, models/w_famas.mdl, famas
else if((len == 20 && model[15] == '8' && lvlWeapon[owner][6] == '8')
|| (len == 18 && model[9] == 'f' && model[10] == 'a' && lvlWeapon[owner][0] == 'f' && lvlWeapon[owner][1] == 'a') )
{
copyc(model,len-1,model[contain_char(model,'_')+1],'.'); // strips off models/w_ and .mdl
formatex(classname,23,"weapon_%s",model);
// remember burst status
new wEnt = fm_find_ent_by_owner(maxPlayers,classname,ent);
if(pev_valid(wEnt)) silenced[owner] = cs_get_weapon_burst(wEnt);
}
// if owner is dead, remove it if we need to
if(get_user_health(owner) <= 0 && get_pcvar_num(gg_dm) && !get_pcvar_num(gg_pickup_others))
{
dllfunc(DLLFunc_Think,ent);
return FMRES_SUPERCEDE;
}
return FMRES_IGNORED;
}
// HELLO HELLo HELlo HEllo Hello hello
public fw_emitsound(ent,channel,sample[],Float:volume,Float:atten,flags,pitch)
{
if(!ggActive || !is_user_connected(ent) || !get_pcvar_num(gg_dm) || spawnSounds[ent])
return FMRES_IGNORED;
// used to stop spawn sounds in deathmatch
return FMRES_SUPERCEDE;
}
//**********************************************************************
// EVENT HOOKS
//**********************************************************************
// our HUD gets reset (obviously)
public event_resethud(id)
{
if(ggActive && is_user_connected(id))
set_task(0.1,"reset_hud",id);
}
// fix the leader display and hide money
public reset_hud(id)
{
if(is_user_connected(id))
{
status_display(id);
if(get_pcvar_num(gg_disable_money)) hide_money(id);
}
}
// someone changes weapons
public event_curweapon(id)
{
if(!ggActive || !is_user_connected(id)) return;
// keep star speed
if(star[id]) fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)*1.5);
// monitor weapon activity
if(afkCheck[id] && is_user_alive(id)) afkCheck[id]++;
// have at least one bullet in AWP clip
if(get_pcvar_num(gg_awp_oneshot) && read_data(2) == CSW_AWP && read_data(3) > 1)
{
new wEnt = get_weapon_ent(id,CSW_AWP);
if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,1);
message_begin(MSG_ONE,gmsgCurWeapon,_,id);
write_byte(1); // current?
write_byte(CSW_AWP); // weapon
write_byte(1); // clip
message_end();
}
}
// a new round has begun
public event_new_round()
{
static armourysHidden = 0;
roundEnded = 0;
roundsElapsed++;
c4planter = 0;
bombStatus[3] = BOMB_PICKEDUP;
if(gameCommenced && !autovoted)
{
// don't check mode until vote starts, so map configs have chance to execute
if(/*autovote_mode &&*/ roundsElapsed >= get_pcvar_num(gg_autovote_rounds))
{
autovoted = 1;
autovote_mode = -1; // signal to check in autovote_start
set_task(get_pcvar_float(gg_autovote_delay),"autovote_start");
}
}
// game_player_equip
manage_equips();
if(!ggActive) return;
// we should probably warmup...
// don't ask me where I'm getting this from.
if(shouldWarmup)
{
shouldWarmup = 0;
start_warmup();
}
if(warmup <= 0)
{
new leader = get_leader();
if(equal(lvlWeapon[leader],HEGRENADE)) play_sound_by_cvar(0,gg_sound_nade);
else if(equal(lvlWeapon[leader],KNIFE)) play_sound_by_cvar(0,gg_sound_knife);
}
// reset leader display
remove_task(TASK_LEADER_DISPLAY);
set_task(0.5,"show_leader_display"); // wait to initialize levels
new pickup_others = get_pcvar_num(gg_pickup_others);
if(!pickup_others /*&& !armourysHidden*/) // they show up again on new round
{
set_task(0.1,"hide_armory_entitys");
armourysHidden = 1;
}
else if(pickup_others && armourysHidden)
{
set_task(0.1,"show_armory_entitys");
armourysHidden = 0;
}
// block hostages
if(hostageMap)
{
// block hostages
if(get_pcvar_num(gg_block_objectives))
set_task(0.1,"move_hostages");
else
{
// reset hostage info
new i;
for(i=0;i<33;i++)
{
hosties[i][0] = 0;
hosties[i][1] = 0;
}
}
}
// start in random positions at round start
if(get_pcvar_num(gg_dm) && get_pcvar_num(gg_dm_start_random))
set_task(0.1,"randomly_place_everyone");
}
// hide the armoury_entity's so players cannot pick them up
public hide_armory_entitys()
{
new ent = maxPlayers;
while((ent = fm_find_ent_by_class(ent,"armoury_entity")))
{
set_pev(ent,pev_solid,SOLID_NOT);
fm_set_entity_visibility(ent,0);
}
}
// reveal the armoury_entity's so players CAN pick them up
public show_armory_entitys()
{
new ent = maxPlayers;
while((ent = fm_find_ent_by_class(ent,"armoury_entity")))
{
set_pev(ent,pev_solid,SOLID_TRIGGER);
fm_set_entity_visibility(ent,1);
}
}
// move the hostages so that CTs can't get to them
public move_hostages()
{
new ent = maxPlayers;
while((ent = fm_find_ent_by_class(ent,"hostage_entity")))
set_pev(ent,pev_origin,Float:{8192.0,8192.0,8192.0});
}
// round is restarting (TAG: sv_restartround)
public event_round_restart()
{
// re-entrancy fix
static Float:lastThis;
new Float:now = get_gametime();
if(now == lastThis) return;
lastThis = now;
static message[17];
read_data(2,message,16);
if(equal(message,"#Game_Commencing"))
{
// don't reset values on game commencing,
// if it has already commenced once
if(gameCommenced) return;
gameCommenced = 1;
// start warmup
if(ggActive)
{
clear_all_values();
shouldWarmup = 0;
start_warmup();
return;
}
}
/*else if(ggActive) // #Game_will_restart_in
{
read_data(3,message,4); // time to restart in
new Float:time = floatstr(message) - 0.1;
set_task((time < 0.1) ? 0.1 : time,"clear_all_values");
}*/
}
// a delayed clearing
public clear_all_values()
{
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player)) clear_values(player,1);
}
clear_team_values(1);
clear_team_values(2);
}
// the bomb explodes
public event_bomb_detonation()
{
if(!ggActive || get_pcvar_num(gg_bomb_defuse_lvl) != 2 || !c4planter)
return;
// re-entrancy fix
static Float:lastThis;
new Float:now = get_gametime();
if(now == lastThis) return;
lastThis = now;
new id = c4planter;
c4planter = 0;
if(!is_user_connected(id)) return;
if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
{
change_level(id,1);
//score[id] = 0;
}
else if(is_user_alive(id)) refill_ammo(id);
}
// ammo amount changes
public event_ammox(id)
{
new type = read_data(1);
// not HE grenade ammo, or not on the grenade level
if(type != 12 || !equal(lvlWeapon[id],HEGRENADE)) return;
new amount = read_data(2);
// still have some left, ignore
if(amount > 0)
{
remove_task(TASK_REFRESH_NADE+id);
return;
}
new Float:refresh = get_pcvar_float(gg_nade_refresh);
// refreshing is disabled, or we are already giving one out
if(refresh <= 0.0 || task_exists(TASK_REFRESH_NADE+id)) return;
// start the timer for the new grenade
set_task(refresh,"refresh_nade",TASK_REFRESH_NADE+id);
}
// map is changing
public event_intermission()
{
if(!ggActive) return;
if(won)
{
if(set_nextmap()) set_task(1.0,"goto_nextmap");
return;
}
new player, found;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && on_valid_team(player))
{
found = 1;
break;
}
}
// did not find any players on a valid team, game over man
if(!found)
{
if(set_nextmap()) set_task(1.0,"goto_nextmap");
return;
}
// teamplay, easier to decide
if(get_pcvar_num(gg_teamplay))
{
new winner;
// clear winner
if(teamLevel[1] > teamLevel[2]) winner = 1;
else if(teamLevel[2] > teamLevel[1]) winner = 2;
else
{
// tied for level, check score
if(teamScore[1] > teamScore[2]) winner = 1;
else if(teamScore[2] > teamScore[1]) winner = 2;
else
{
// tied for level and score, pick random
winner = random_num(1,2);
}
}
// grab a player from the winning and losing teams
new plWinner, plLoser, team;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && on_valid_team(player))
{
team = _:cs_get_user_team(player);
if(!plWinner && team == winner) plWinner = player;
else if(!plLoser && team != winner) plLoser = player;
if(plWinner && plLoser) break;
}
}
win(plWinner,plLoser);
if(set_nextmap()) set_task(1.0,"goto_nextmap");
return;
}
// grab highest level
new leaderLevel;
get_leader(leaderLevel);
// grab player list
new players[32], pNum, winner, i;
get_players(players,pNum);
// no one here
if(pNum <= 0)
{
if(set_nextmap()) set_task(1.0,"goto_nextmap");
return;
}
new topLevel[32], tlNum;
// get all of the highest level players
for(i=0;i<pNum;i++)
{
player = players[i];
if(level[player] == leaderLevel)
topLevel[tlNum++] = player;
}
// only one on top level
if(tlNum == 1) winner = topLevel[0];
else
{
new highestKills, frags;
// get the most kills
for(i=0;i<tlNum;i++)
{
frags = get_user_frags(topLevel[i]);
if(frags >= highestKills)
highestKills = frags;
}
new topKillers[32], tkNum;
// get all of the players with highest kills
for(i=0;i<tlNum;i++)
{
if(get_user_frags(topLevel[i]) == highestKills)
topKillers[tkNum++] = topLevel[i];
}
// only one on top kills
if(tkNum == 1) winner = topKillers[0];
else
{
new leastDeaths, deaths;
// get the least deaths
for(i=0;i<tkNum;i++)
{
deaths = cs_get_user_deaths(topKillers[i]);
if(deaths <= leastDeaths) leastDeaths = deaths;
}
new leastDead[32], ldNum;
// get all of the players with lowest deaths
for(i=0;i<tkNum;i++)
{
if(cs_get_user_deaths(topKillers[i]) == leastDeaths)
leastDead[ldNum++] = topKillers[i];
}
leastDead[random_num(0,ldNum-1)];
}
}
// crown them
win(winner,0);
// go to next map in cycle
if(set_nextmap()) set_task(1.0,"goto_nextmap");
}
//**********************************************************************
// MESSAGE HOOKS
//**********************************************************************
// bomb is dropped, remember for DM
public message_bombdrop(msg_id,msg_dest,msg_entity)
{
if(ggActive && get_pcvar_num(gg_block_objectives))
return PLUGIN_HANDLED;
// you can't simply get_msg_arg_int the coords
bombStatus[0] = floatround(get_msg_arg_float(1));
bombStatus[1] = floatround(get_msg_arg_float(2));
bombStatus[2] = floatround(get_msg_arg_float(3));
bombStatus[3] = get_msg_arg_int(4);
return PLUGIN_CONTINUE;
}
// bomb is picked up, remember for DM
public message_bombpickup(msg_id,msg_dest,msg_entity)
{
bombStatus[3] = BOMB_PICKEDUP;
return PLUGIN_CONTINUE;
}
// scenario changes
public message_scenario(msg_id,msg_dest,msg_entity)
{
// disabled
if(!ggActive) return PLUGIN_CONTINUE;
// don't override our custom display, if we have one
if(get_pcvar_num(gg_status_display))
return PLUGIN_HANDLED;
// block hostage display if we disabled objectives
else if(get_msg_args() > 1 && get_pcvar_num(gg_block_objectives))
{
new sprite[8];
get_msg_arg_string(2,sprite,7);
if(equal(sprite,"hostage"))
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
// remove c4 if we disabled objectives
public message_weappickup(msg_id,msg_dest,msg_entity)
{
if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
return PLUGIN_CONTINUE;
if(get_msg_arg_int(1) == CSW_C4)
{
set_task(0.1,"strip_c4",msg_entity);
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
// delay, since weappickup is slightly before we actually get the weapon
public strip_c4(id)
{
if(!is_user_connected(id)) return;
ham_strip_weapon(id,"weapon_c4");
// remove it from HUD
message_begin(MSG_ONE,gmsgStatusIcon,_,id);
write_byte(0);
write_string("c4");
message_end();
}
// block c4 ammo message if we disabled objectives
public message_ammopickup(msg_id,msg_dest,msg_entity)
{
if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
return PLUGIN_CONTINUE;
if(get_msg_arg_int(1) == 14) // C4
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// block dropped the bomb message if we disabled objectives
public message_textmsg(msg_id,msg_dest,msg_entity)
{
if(!bombMap || !ggActive || !get_pcvar_num(gg_block_objectives))
return PLUGIN_CONTINUE;
static message[16];
get_msg_arg_string(2,message,15);
if(equal(message,"#Game_bomb_drop"))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// block hostages from appearing on radar if we disabled objectives
public message_hostagepos(msg_id,msg_dest,msg_entity)
{
if(!ggActive || !get_pcvar_num(gg_block_objectives))
return PLUGIN_CONTINUE;
return PLUGIN_HANDLED;
}
// a corpse is to be set, stop player shells bug (thanks sawce)
public message_clcorpse(msg_id,msg_dest,msg_entity)
{
if(!ggActive || get_msg_args() < 12)
return PLUGIN_CONTINUE;
if(get_pcvar_num(gg_dm) && !get_pcvar_num(gg_dm_corpses))
return PLUGIN_HANDLED;
return PLUGIN_CONTINUE;
}
// money money money!
public message_money(msg_id,msg_dest,msg_entity)
{
if(!ggActive || !is_user_connected(msg_entity) || !is_user_alive(msg_entity) || !get_pcvar_num(gg_disable_money))
return PLUGIN_CONTINUE;
// this now just changes the value of the message, passes it along,
// and then modifies the pdata, instead of calling another cs_set_user_money
// and sending out more messages than needed.
set_msg_arg_int(1,ARG_LONG,0); // money
set_msg_arg_int(2,ARG_BYTE,0); // flash
set_pdata_int(msg_entity,OFFSET_CSMONEY,0,OFFSET_LINUX);
return PLUGIN_CONTINUE;
}
//**********************************************************************
// LOG EVENT HOOKS
//**********************************************************************
// someone planted the bomb
public logevent_bomb_planted()
{
if(!ggActive || !get_pcvar_num(gg_bomb_defuse_lvl) || roundEnded)
return;
new id = get_loguser_index();
if(!is_user_connected(id)) return;
if(get_pcvar_num(gg_bomb_defuse_lvl) == 2) c4planter = id;
else
{
if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
{
change_level(id,1);
}
else refill_ammo(id);
}
}
// someone defused the bomb
public logevent_bomb_defused()
{
if(!ggActive || !get_pcvar_num(gg_bomb_defuse_lvl))
return;
new id = get_loguser_index();
if(!is_user_connected(id)) return;
if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
{
change_level(id,1);
}
else refill_ammo(id);
}
// the round ends
public logevent_round_end()
{
roundEnded = 1;
}
// hostage is touched
public logevent_hostage_touched()
{
new reward = get_pcvar_num(gg_host_touch_reward);
if(!ggActive || !reward || roundEnded)
return;
new id = get_loguser_index();
if(!is_user_connected(id) || hosties[id][0] == -1) return;
hosties[id][0]++;
if(hosties[id][0] >= reward)
{
if((!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
|| score[id] + 1 < get_level_goal(level[id],id))
{
// didn't level off of it
if(!change_score(id,1)) show_required_kills(id);
}
else refill_ammo(id);
hosties[id][0] = -1;
if(get_pcvar_num(gg_teamplay))
{
new CsTeams:team = cs_get_user_team(id), i;
for(i=1;i<=maxPlayers;i++)
{
// one per team
if(is_user_connected(i) && cs_get_user_team(i) == team)
hosties[i][0] = -1;
}
}
}
}
// hostage is rescued
public logevent_hostage_rescued()
{
new reward = get_pcvar_num(gg_host_rescue_reward);
if(!ggActive || !reward || roundEnded)
return;
new id = get_loguser_index();
if(!is_user_connected(id) || hosties[id][1] == -1) return;
hosties[id][1]++;
if(hosties[id][1] >= reward)
{
if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE) && level[id] < weaponNum)
change_level(id,1);
else
refill_ammo(id);
hosties[id][1] = -1;
if(get_pcvar_num(gg_teamplay))
{
new CsTeams:team = cs_get_user_team(id), i;
for(i=1;i<=maxPlayers;i++)
{
// one per team
if(is_user_connected(i) && cs_get_user_team(i) == team)
hosties[i][1] = -1;
}
}
}
}
// hostage is killed
public logevent_hostage_killed()
{
new penalty = get_pcvar_num(gg_host_kill_penalty);
if(!ggActive || !penalty)
return;
new id = get_loguser_index();
if(!is_user_connected(id)) return;
new teamplay = get_pcvar_num(gg_teamplay), name[32];
if(teamplay) get_user_team(id,name,9);
else get_user_name(id,name,31);
if(score[id] - penalty < 0)
gungame_print(0,id,1,"%L",LANG_PLAYER_C,(teamplay) ? "HK_LEVEL_DOWN_TEAM" : "HK_LEVEL_DOWN",name,(level[id] > 1) ? level[id]-1 : level[id]);
else
gungame_print(0,id,1,"%L",LANG_PLAYER_C,(teamplay) ? "HK_SCORE_DOWN_TEAM" : "HK_SCORE_DOWN",name,penalty);
change_score(id,-penalty);
}
// someone joins a team
public logevent_team_join()
{
if(!ggActive) return;
new id = get_loguser_index();
if(!is_user_connected(id)) return;
new oldTeam = get_user_team(id), newTeam = _:cs_get_user_team(id);
player_teamchange(id,oldTeam,newTeam);
// teamplay, team switch allowed
if(get_pcvar_num(gg_teamplay))
{
remove_task(TASK_DELAYED_SUICIDE+id);
// I was the one who planted the bomb
if(c4planter == id)
{
// clear in case we don't find anyone
c4planter = 0;
new player;
for(player=1;player<=maxPlayers;player++)
{
if(player != id && is_user_connected(player) && cs_get_user_team(player) == CS_TEAM_T)
{
// assign it to someone else so terrorists get points
c4planter = player;
break;
}
}
}
return;
}
// no (valid) previous team or didn't switch teams, ignore (suicide)
if(oldTeam < 1 || oldTeam > 2 || newTeam < 1 || newTeam > 2 || oldTeam == newTeam)
return;
// check to see if the team change was beneficial
if(get_pcvar_num(gg_allow_changeteam) == 2)
{
new teamCount[2], i;
for(i=1;i<=maxPlayers;i++)
{
if(!is_user_connected(i))
continue;
switch(cs_get_user_team(i))
{
case CS_TEAM_T: teamCount[0]++;
case CS_TEAM_CT: teamCount[1]++;
}
}
if(teamCount[newTeam-1] <= teamCount[oldTeam-1])
remove_task(TASK_DELAYED_SUICIDE+id);
}
else remove_task(TASK_DELAYED_SUICIDE+id);
}
//**********************************************************************
// HAM HOOKS
//**********************************************************************
// a player respawned
public ham_player_spawn(id)
{
if(ggActive && is_user_alive(id) && cs_get_user_team(id)) // do team check here for bots
spawned(id);
return HAM_IGNORED;
}
// what do you think happened here?
public ham_player_killed_pre(victim,killer,gib)
{
if(!ggActive || won || !is_user_connected(victim)) return HAM_IGNORED;
// stops defusal kits from dropping in deathmatch mode
if(bombMap && get_pcvar_num(gg_dm)) cs_set_user_defuse(victim,0);
// remember victim's silenced status
if(equal(lvlWeapon[victim],"usp") || equal(lvlWeapon[victim],"m4a1"))
{
new wEnt = get_weapon_ent(victim,_,lvlWeapon[victim]);
if(pev_valid(wEnt)) silenced[victim] = cs_get_weapon_silen(wEnt);
}
// or, remember burst status
else if(equal(lvlWeapon[victim],"glock18") || equal(lvlWeapon[victim],"famas"))
{
new wEnt = get_weapon_ent(victim,_,lvlWeapon[victim]);
if(pev_valid(wEnt)) silenced[victim] = cs_get_weapon_burst(wEnt);
}
// some sort of death that we don't want to count
if(killer == victim || !is_user_connected(killer) || cs_get_user_team(killer) == cs_get_user_team(victim))
return HAM_IGNORED;
// award for killing hostage carrier
new host_kill_reward = get_pcvar_num(gg_host_kill_reward);
// note that this doesn't work with CZ hostages
if(hostageMap && !czero && host_kill_reward && !equal(lvlWeapon[killer],HEGRENADE) && !equal(lvlWeapon[killer],KNIFE))
{
// check for hostages following this player
new hostage = maxPlayers;
while((hostage = fm_find_ent_by_class(hostage,"hostage_entity")))
{
if(cs_get_hostage_foll(hostage) == victim && pev(hostage,pev_deadflag) == DEAD_NO)
break;
}
// award bonus score if victim had hostages
if(hostage)
{
if(!equal(lvlWeapon[killer],HEGRENADE) && !equal(lvlWeapon[killer],KNIFE) && level[killer] < weaponNum)
{
// didn't level off of it
if(!change_score(killer,host_kill_reward) || score[killer])
show_required_kills(killer);
}
}
}
return HAM_IGNORED;
}
// it's just that easy (multiplay_gamerules.cpp, ln 709)
public ham_player_killed_post(victim,killer,gib)
{
if(!ggActive || won) return HAM_IGNORED;
// log in bounds
if(killer > 0 && killer < 33 && victim > 0 && victim < 33)
lastKilled[killer] = victim;
if(!is_user_connected(victim)) return HAM_IGNORED;
// moved the below from killed_pre to killed_post because sometimes user is still alive in pre.
// don't know why this wasn't here before, but just in case I need to change it back... (thanks addam)
// allow us to join in on deathmatch
if(!get_pcvar_num(gg_dm))
{
remove_task(TASK_CHECK_DEATHMATCH+victim);
set_task(10.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+victim);
}
// respawn us
else
{
remove_task(TASK_RESPAWN+victim);
remove_task(TASK_REMOVE_PROTECTION+victim);
begin_respawn(victim);
fm_set_user_rendering(victim); // clear spawn protection
}
remove_task(TASK_VERIFY_WEAPON+victim);
star[victim] = 0;
remove_task(TASK_END_STAR+victim);
static wpnName[24];
get_killer_weapon(killer,pev(victim,pev_dmg_inflictor),wpnName,23);
// grenade death
if(equal(wpnName,"grenade"))
{
new inflictor = pev(victim,pev_dmg_inflictor);
if(pev_valid(inflictor))
{
new Float:dmgtime;
pev(inflictor,pev_dmgtime,dmgtime);
// a C4 kill will be reported as hegrenade. however, C4 has no
// pev_dmgtime, while a real hegrenade does. so distinguish between hegrenade
// and C4, and ignore C4 kills. also note that we can't compare models,
// because at this stage both an hegrenade and C4 have no model.
if(!dmgtime)
{
afkCheck[victim] = 0;
return HAM_IGNORED;
}
}
// fix name
formatex(wpnName,23,HEGRENADE);
}
// killed self with world
if(killer == victim && equal(wpnName,"world") && is_user_connected(killer))
{
// this might be a valid team switch, wait it out
if(!roundEnded && get_pcvar_num(gg_allow_changeteam))
{
set_task(0.1,"delayed_suicide",TASK_DELAYED_SUICIDE+victim);
afkCheck[victim] = 0;
return HAM_IGNORED; // in the meantime, don't penalize the suicide
}
player_suicided(killer);
afkCheck[victim] = 0;
return HAM_IGNORED;
}
// afk checker
if(afkCheck[victim] && afkCheck[victim] < 3) // 0 = no afk check, 3+ = they did something with a weapon (it is set to 1, and it goes to 2 when they get their new weapon)
{
new Float:origin[3], Float:angles[3], afk;
pev(victim,pev_origin,origin);
pev(victim,pev_v_angle,angles);
if(get_pcvar_num(gg_afk_protection) == 2)
{
// this mode requires that your origin and angles be exactly as they were when you spawned,
// but it ignores the z-component because often players spawn a few units above ground
afk = (origin[0] == spawnOrigin[victim][0]) && (origin[1] == spawnOrigin[victim][1]) && (angles[0] == spawnAngles[victim][0]) && (angles[1] == spawnAngles[victim][1]) && (angles[2] == spawnAngles[victim][2]);
}
else
{
// this mode allows a slight XY shift due to pushback from getting shot by certain weapons,
// and also ignores the Y-component of the angle, because it sometimes inexplicably doesn't match up
origin[2] = spawnOrigin[victim][2]; // ignore Z-component, they fall
afk = (vector_distance(origin,spawnOrigin[victim]) < 28.0) && (angles[0] == spawnAngles[victim][0]) && (angles[2] == spawnAngles[victim][2]);
}
if(afk)
{
new name[32];
get_user_name(victim,name,31);
gungame_print(killer,victim,1,"%L",killer,"AFK_KILL",name);
afkCheck[victim] = 0;
return HAM_IGNORED;
}
}
afkCheck[victim] = 0;
// other player had spawn protection
if(spawnProtected[victim])
{
new name[32];
get_user_name(victim,name,31);
gungame_print(killer,victim,1,"%L",killer,"SPAWNPROTECTED_KILL",name,floatround(get_pcvar_float(gg_dm_sp_time)));
spawnProtected[victim] = 0;
return HAM_IGNORED;
}
// killed self with worldspawn (fall damage usually)
if(equal(wpnName,"worldspawn"))
{
if(get_pcvar_num(gg_worldspawn_suicide)) player_suicided(victim);
return HAM_IGNORED;
}
// killed self not with worldspawn
if(!killer || killer == victim)
{
player_suicided(victim);
return HAM_IGNORED;
}
// a non-player entity killed this man!
if(!is_user_connected(killer))
{
// not linked so return is hit either way
if(pev_valid(killer))
{
static classname[14];
pev(killer,pev_classname,classname,13);
// killed by a trigger_hurt, count as suicide
if(equal(classname,"trigger_hurt"))
player_suicided(victim);
}
return HAM_IGNORED;
}
new teamplay = get_pcvar_num(gg_teamplay), penalty = get_pcvar_num(gg_tk_penalty);
// team kill
if(is_user_connected(victim) && cs_get_user_team(killer) == cs_get_user_team(victim) && penalty >= 0)
{
if(penalty > 0)
{
new name[32];
if(teamplay) get_user_team(killer,name,9);
else get_user_name(killer,name,31);
if(warmup <= 0 || !warmupWeapon[0])
{
if(score[killer] - penalty < 0)
gungame_print(0,killer,1,"%L",LANG_PLAYER_C,(teamplay) ? "TK_LEVEL_DOWN_TEAM" : "TK_LEVEL_DOWN",name,(level[killer] > 1) ? level[killer]-1 : level[killer]);
else
gungame_print(0,killer,1,"%L",LANG_PLAYER_C,(teamplay) ? "TK_SCORE_DOWN_TEAM" : "TK_SCORE_DOWN",name,penalty);
}
change_score(killer,-penalty);
}
return HAM_IGNORED;
}
new canLevel = 1, scored;
// already reached max levels this round
new max_lvl = get_pcvar_num(gg_max_lvl);
if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[killer] >= max_lvl) canLevel = 0;
new nade = equal(lvlWeapon[killer],HEGRENADE), knife_pro = get_pcvar_num(gg_knife_pro),
victimIsBot = is_user_bot(victim), knifeLevel = equal(lvlWeapon[killer],KNIFE), bots_knifeable = get_pcvar_num(gg_bots_knifeable);
// knife_pro:
// 0 - nothing
// 1 - killer +1 level, victim -1 level
// 2 - killer +1 level, victim stays
// 3 - killer +1 point, victim -1 level
// was it a melee kill, and does it matter?
if( !(victimIsBot && !bots_knifeable) && !knifeLevel && knife_pro && equal(wpnName,KNIFE))
{
static killerName[32], victimName[32], authid[24], teamName[10];
get_user_name(killer,killerName,31);
get_user_name(victim,victimName,31);
get_user_authid(killer,authid,23);
get_user_team(killer,teamName,9);
log_message("^"%s<%i><%s><%s>^" triggered ^"Stole_Level^"",killerName,get_user_userid(killer),authid,teamName);
new tpGainPoints, tpLosePoints, tpOverride;
if(teamplay)
{
tpGainPoints = (knife_pro == 3) ? 1 : get_level_goal(level[killer],0);
tpLosePoints = (knife_pro == 2) ? 0 : get_level_goal(level[victim],0);
if(warmup <= 0 || !warmupWeapon[0]) gungame_print(0,killer,1,"%L",LANG_PLAYER_C,"STOLE_LEVEL_TEAM",killerName,tpLosePoints,victimName,tpGainPoints);
// allow points awarded on nade or final level if it won't level us
tpOverride = (score[killer] + tpGainPoints < get_level_goal(level[killer],killer));
}
else // solo play
{
if(warmup <= 0 || !warmupWeapon[0]) gungame_print(0,killer,1,"%L",LANG_PLAYER_C,"STOLE_LEVEL",killerName,victimName); // not a knife warmup
if(nade && knife_pro == 3 && score[killer] + 1 < get_level_goal(level[killer],killer)) tpOverride = 1; // if I'm just getting 1 point and it won't level me, it's okay for the nade level
}
if(tpOverride || (canLevel && !nade))
{
if(tpOverride || level[killer] < weaponNum)
{
if(teamplay)
{
if(!change_score(killer,tpGainPoints,_,0)) show_required_kills(killer); // don't play sounds
}
else
{
if(knife_pro == 3)
{
if(!change_score(killer,1,_,0)) show_required_kills(killer); // don't play sounds
}
else
{
change_level(killer,1,_,_,_,0); // don't play sounds
}
}
}
}
play_sound_by_cvar(killer,gg_sound_levelsteal); // use this one instead!
// knife pro 2 = victim doesn't lose a level
if(knife_pro != 2 && (level[victim] > 1 || teamplay))
{
if(teamplay) change_score(victim,-tpLosePoints);
else change_level(victim,-1);
}
}
// otherwise, if he killed with his appropiate weapon, give him a point
else if( !(victimIsBot && !bots_knifeable && knifeLevel) && canLevel && equal(lvlWeapon[killer],wpnName))
{
scored = 1;
// didn't level off of it
if(!change_score(killer,1)) show_required_kills(killer);
}
// refresh grenades
if(nade && get_pcvar_num(gg_extra_nades))
{
remove_task(TASK_REFRESH_NADE+killer);
// instant refresh, and refresh_nade makes sure we don't already have a nade
refresh_nade(TASK_REFRESH_NADE+killer);
}
if((!scored || !get_pcvar_num(gg_turbo)) && get_pcvar_num(gg_refill_on_kill))
refill_ammo(killer,1);
return HAM_IGNORED;
}
// a player is touching a weaponbox or armoury_entity, possibly disallow
public ham_weapon_touch(weapon,other)
{
// gungame off and non-player or dead-player
if(!ggActive || !is_user_alive(other)) return HAM_IGNORED;
new knife_elite = get_pcvar_num(gg_knife_elite);
// pickup others enabled, and no conflict with knife elite, stop here
if(get_pcvar_num(gg_pickup_others) && (!knife_elite || !levelsThisRound[other])) return HAM_IGNORED;
static model[24];
pev(weapon,pev_model,model,23);
// strips off models/w_ and .mdl
copyc(model,23,model[contain_char(model,'_')+1],'.');
// weaponbox model is no good, but C4 is okay
// checks for weaponbox, backpack
if(model[8] == 'x' || model[0] == 'b') return HAM_IGNORED;
// now that we allowed C4, check for knife elite again
if(knife_elite && levelsThisRound[other]) return HAM_SUPERCEDE;
// weapon is weapon_mp5navy, but model is w_mp5.mdl
// checks for mp5
if(model[1] == 'p' && model[2] == '5') model = "mp5navy";
// check hegrenade exceptions
// checks for hegrenade
if(lvlWeapon[other][0] == 'h')
{
// checks for glock18, smokegrenade, flashbang
if((model[6] == '8' && get_pcvar_num(gg_nade_glock))
|| (model[0] == 's' && model[1] == 'm' && get_pcvar_num(gg_nade_smoke))
|| (model[0] == 'f' && model[1] == 'l' && get_pcvar_num(gg_nade_flash)))
return HAM_IGNORED;
}
// this is our weapon, don't mess with it
if(equal(lvlWeapon[other],model)) return HAM_IGNORED;
return HAM_SUPERCEDE;
}
//**********************************************************************
// COMMAND HOOKS
//**********************************************************************
// turning GunGame on or off
public cmd_gungame(id,level,cid)
{
// no access, or GunGame ending anyway
if(!cmd_access(id,level,cid,2) || won)
return PLUGIN_HANDLED;
// already working on toggling GunGame
if(task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_FORCE)
|| task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_DISABLE)
|| task_exists(TASK_TOGGLE_GUNGAME + TOGGLE_ENABLE))
{
console_print(id,"[GunGame] GunGame is already being turned on or off");
return PLUGIN_HANDLED;
}
new arg[32], oldStatus = ggActive, newStatus;
read_argv(1,arg,31);
if(equali(arg,"on") || str_to_num(arg))
newStatus = 1;
// no change
if((!oldStatus && !newStatus) || (oldStatus && newStatus))
{
console_print(id,"[GunGame] GunGame is already %s!",(newStatus) ? "on" : "off");
return PLUGIN_HANDLED;
}
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+newStatus);
if(!newStatus)
{
set_pcvar_num(gg_enabled,0);
ggActive = 0;
}
console_print(id,"[GunGame] Turned GunGame %s",(newStatus) ? "on" : "off");
return PLUGIN_HANDLED;
}
// voting for GunGame
public cmd_gungame_vote(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,1))
return PLUGIN_HANDLED;
if(autovotes[0] || autovotes[1] || autovotes[2] || task_exists(TASK_AUTOVOTE_RESULT))
{
console_print(id,"[GunGame] Could not start vote: another vote is already in progress!");
return PLUGIN_HANDLED;
}
new arg[8];
read_argv(1,arg,7);
// override our autovote mode, but default to our autovote setting, then to 1
autovote_mode = str_to_num(arg);
//if(autovote_mode < 1 || autovote_mode > 3) autovote_mode = get_pcvar_num(gg_autovote_mode); // won't work with autovote rotation, so forget it for now
if(autovote_mode < 1 || autovote_mode > 3) autovote_mode = 1;
console_print(id,"[GunGame] Started a vote to play GunGame (mode %i)",autovote_mode);
autovote_start();
return PLUGIN_HANDLED;
}
// setting players levels
public cmd_gungame_level(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,3))
return PLUGIN_HANDLED;
new arg1[32], arg2[8], targets[32], name[32], tnum, i;
read_argv(1,arg1,31);
read_argv(2,arg2,7);
if(equali(arg1,"@T")) arg1 = "@TERRORIST";
// get player list
if(equali(arg1,"*") || equali(arg1,"@ALL"))
{
get_players(targets,tnum);
name = "ALL PLAYERS";
}
else if(arg1[0] == '@')
{
new players[32], team[10], pnum;
get_players(players,pnum);
for(i=0;i<pnum;i++)
{
get_user_team(players[i],team,9);
if(equali(team,arg1[1])) targets[tnum++] = players[i];
}
formatex(name,31,"ALL %s",arg1[1]);
}
else
{
targets[tnum++] = cmd_target(id,arg1,2);
if(!targets[0]) return PLUGIN_HANDLED;
get_user_name(targets[0],name,31);
}
new intval = str_to_num(arg2);
// relative
if(arg2[0] == '+' || arg2[0] == '-')
for(i=0;i<tnum;i++) change_level(targets[i],intval,_,_,1); // always score
// absolute
else
for(i=0;i<tnum;i++) change_level(targets[i],intval-level[targets[i]],_,_,1); // always score
console_print(id,"[GunGame] Changed %s's level to %s",name,arg2);
return PLUGIN_HANDLED;
}
// setting players score
public cmd_gungame_score(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,3))
return PLUGIN_HANDLED;
new arg1[32], arg2[8], arg3[8], targets[32], name[32], tnum, i;
read_argv(1,arg1,31);
read_argv(2,arg2,7);
read_argv(3,arg3,7);
if(equali(arg1,"@T")) arg1 = "@TERRORIST";
// get player list
if(equali(arg1,"*") || equali(arg1,"@ALL"))
{
get_players(targets,tnum);
name = "ALL PLAYERS";
}
else if(arg1[0] == '@')
{
new players[32], team[10], pnum;
get_players(players,pnum);
for(i=0;i<pnum;i++)
{
get_user_team(players[i],team,9);
if(equali(team,arg1[1])) targets[tnum++] = players[i];
}
formatex(name,31,"ALL %s",arg1[1]);
}
else
{
targets[tnum++] = cmd_target(id,arg1,2);
if(!targets[0]) return PLUGIN_HANDLED;
get_user_name(targets[0],name,31);
}
new intval = str_to_num(arg2), dont_refill = str_to_num(arg3);
// relative
if(arg2[0] == '+' || arg2[0] == '-')
for(i=0;i<tnum;i++) change_score(targets[i],intval,!dont_refill,_,_,1); // always score
// absolute
else
for(i=0;i<tnum;i++) change_score(targets[i],intval-score[targets[i]],!dont_refill,_,_,1); // always score
console_print(id,"[GunGame] Changed %s's score to %s",name,arg2);
return PLUGIN_HANDLED;
}
// forcing a win
public cmd_gungame_win(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,1))
return PLUGIN_HANDLED;
new arg[32];
read_argv(1,arg,31);
// no target given, select best player
if(!arg[0])
{
console_print(id,"[GunGame] Forcing the best player to win...");
event_intermission();
return PLUGIN_HANDLED;
}
new target = cmd_target(id,arg,2);
if(!target) return PLUGIN_HANDLED;
new name[32];
get_user_name(target,name,31);
console_print(id,"[GunGame] Forcing %s to win (cheater)...",name);
// make our target win (oh, we're dirty!)
win(target,0);
return PLUGIN_HANDLED;
}
// turn teamplay on or off
public cmd_gungame_teamplay(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,2))
return PLUGIN_HANDLED;
new oldValue = get_pcvar_num(gg_teamplay);
new arg1[8], arg2[8], arg3[8];
read_argv(1,arg1,7);
read_argv(2,arg2,7);
read_argv(3,arg3,7);
new teamplay = str_to_num(arg1);
new Float:killsperlvl = floatstr(arg2);
new suicideloselvl = str_to_num(arg3);
if(teamplay != oldValue)
{
restart_round(1);
// rerun configs if teamplay changes, and don't allow toggling of GunGame on/off
exec_gg_config_file(0,0);
if(teamplay) exec_gg_config_file(1,0);
set_pcvar_num(gg_teamplay,teamplay);
map_start_cvars(1); // keepTeamplay
}
//server_cmd("gg_teamplay %i",teamplay);
new result[128];
new len = formatex(result,127,"[GunGame] Turned Teamplay Mode %s",(teamplay) ? "on" : "off");
// important to run these after the config above
if(killsperlvl > 0.0)
{
server_cmd("gg_kills_per_lvl %f",killsperlvl);
len += formatex(result[len],127-len,", set kills per level to %f",killsperlvl);
}
if(arg3[0])
{
server_cmd("gg_suicide_penalty %i",suicideloselvl);
len += formatex(result[len],127-len,", set suicide penalty to %i",suicideloselvl);
}
console_print(id,"%s",result);
return PLUGIN_HANDLED;
}
// restarts GunGame
public cmd_gungame_restart(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,1))
return PLUGIN_HANDLED;
new arg[8];
read_argv(1,arg,7);
new Float:time = floatstr(arg);
if(time < 0.2) time = 0.2;
restart_round(floatround(time,floatround_ceil));
console_print(id,"[GunGame] Restarting GunGame in %i seconds",floatround(time,floatround_ceil));
read_argv(2,arg,1);
if(str_to_num(arg)) set_task(time-0.1,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
return PLUGIN_HANDLED;
}
// reload weapon order
public cmd_reloadweapons(id,lvl,cid)
{
if(!cmd_access(id,lvl,cid,1))
return PLUGIN_HANDLED;
setup_weapon_order();
console_print(id,"* Reloaded the weapon order");
return PLUGIN_HANDLED;
}
// hook say
public cmd_say(id)
{
if(!ggActive) return PLUGIN_CONTINUE;
static message[10];
read_argv(1,message,9);
// doesn't begin with !, ignore
if(message[0] != '!') return PLUGIN_CONTINUE;
if(equali(message,"!rules") || equali(message,"!help"))
{
new num = 1, max_lvl = get_pcvar_num(gg_max_lvl), turbo = get_pcvar_num(gg_turbo);
console_print(id,"-----------------------------");
console_print(id,"-----------------------------");
console_print(id,"*** Avalanche's %L %s %L ***",id,"GUNGAME",GG_VERSION,id,"RULES");
console_print(id,"%L",id,"RULES_CONSOLE_LINE1",num++);
console_print(id,"%L",id,"RULES_CONSOLE_LINE2",num++);
if(get_pcvar_num(gg_bomb_defuse_lvl)) console_print(id,"%L",id,"RULES_CONSOLE_LINE3",num++);
console_print(id,"%L",id,"RULES_CONSOLE_LINE4",num++);
if(get_pcvar_num(gg_ff_auto)) console_print(id,"%L",id,"RULES_CONSOLE_LINE5",num++);
if(turbo || !max_lvl) console_print(id,"%L",id,"RULES_CONSOLE_LINE6A",num++);
else if(max_lvl == 1) console_print(id,"%L",id,"RULES_CONSOLE_LINE6B",num++);
else if(max_lvl > 1) console_print(id,"%L",id,"RULES_CONSOLE_LINE6C",num++,max_lvl);
console_print(id,"%L",id,"RULES_CONSOLE_LINE7",num++);
if(get_pcvar_num(gg_knife_pro)) console_print(id,"%L",id,"RULES_CONSOLE_LINE8",num++);
if(turbo) console_print(id,"%L",id,"RULES_CONSOLE_LINE9",num++);
if(get_pcvar_num(gg_knife_elite)) console_print(id,"%L",id,"RULES_CONSOLE_LINE10",num++);
if(get_pcvar_num(gg_dm) || get_cvar_num("csdm_active")) console_print(id,"%L",id,"RULES_CONSOLE_LINE11",num++);
if(get_pcvar_num(gg_teamplay)) console_print(id,"%L",id,"RULES_CONSOLE_LINE12",num++);
console_print(id,"****************************************************************");
console_print(id,"%L",id,"RULES_CONSOLE_LINE13");
console_print(id,"%L",id,"RULES_CONSOLE_LINE14");
console_print(id,"%L",id,"RULES_CONSOLE_LINE15");
console_print(id,"%L",id,"RULES_CONSOLE_LINE16");
console_print(id,"%L",id,"RULES_CONSOLE_LINE17");
console_print(id,"-----------------------------");
console_print(id,"-----------------------------");
new len = formatex(menuText,511,"%L^n",id,"RULES_MESSAGE_LINE1");
len += formatex(menuText[len],511-len,"\d----------\w^n");
len += formatex(menuText[len],511-len,"%L^n",id,"RULES_MESSAGE_LINE2");
len += formatex(menuText[len],511-len,"\d----------\w^n");
len += formatex(menuText[len],511-len,"%L^n",id,"RULES_MESSAGE_LINE3");
len += formatex(menuText[len],511-len,"\d----------\w^n%L",id,"PRESS_KEY_TO_CONTINUE");
show_menu(id,1023,menuText);
return PLUGIN_HANDLED;
}
else if(equali(message,"!weapons") || equali(message,"!guns"))
{
page[id] = 1;
//show_weapons_menu(id);
weapons_menu_handler(id,2); // jump to me
return PLUGIN_HANDLED;
}
else if(equali(message,"!top",4) && !str_count(message,' ')) // !topANYTHING
{
if(!sqlInit || !get_pcvar_num(gg_stats_mode))
{
client_print(id,print_chat,"%L",id,"NO_WIN_LOGGING");
return PLUGIN_HANDLED;
}
page[id] = 1;
if(get_pcvar_num(gg_stats_split) && get_pcvar_num(gg_teamplay))
page[id] *= -1; // use negative page numbers to denote teamplay stats
show_top10_menu(id);
//top10_menu_handler(id,2); // jump to me
return PLUGIN_HANDLED;
}
else if(equali(message,"!score") || equali(message,"!scores"))
{
page[id] = 1;
//show_scores_menu(id);
scores_menu_handler(id,2); // jump to me
return PLUGIN_HANDLED;
}
else if(equali(message,"!level"))
{
show_level_menu(id);
return PLUGIN_HANDLED;
}
else if(equali(message,"!restart") || equali(message,"!reset"))
{
if(level[id] <= 1)
{
client_print(id,print_chat,"%L",id,"STILL_LEVEL_ONE");
return PLUGIN_HANDLED;
}
new len = formatex(menuText,511,"%L^n^n",id,"RESET_QUERY");
len += formatex(menuText[len],511-len,"1. %L^n",id,"YES");
len += formatex(menuText[len],511-len,"0. %L",id,"CANCEL");
show_menu(id,MENU_KEY_1|MENU_KEY_0,menuText,-1,"restart_menu");
return PLUGIN_HANDLED;
}
return PLUGIN_CONTINUE;
}
// joining a team
public cmd_joinclass(id)
{
if(!ggActive) return PLUGIN_CONTINUE;
// allow us to join in on deathmatch
if(!get_pcvar_num(gg_dm))
{
remove_task(TASK_CHECK_DEATHMATCH+id);
set_task(10.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+id);
return PLUGIN_CONTINUE;
}
if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
return PLUGIN_CONTINUE;
set_task(5.0,"check_joinclass",TASK_CHECK_JOINCLASS+id);
return PLUGIN_CONTINUE;
}
// wait a bit after joinclass to see if we should jump in
public check_joinclass(taskid)
{
new id = taskid-TASK_CHECK_JOINCLASS;
if(!is_user_connected(id)) return;
// already respawning
if(task_exists(TASK_RESPAWN+id) || is_user_alive(id) || !on_valid_team(id))
return;
respawn(TASK_RESPAWN+id);
}
//**********************************************************************
// RESPAWN FUNCTIONS
//**********************************************************************
// get all of our spawns into their arrays
init_spawns()
{
// grab CSDM file
new mapName[32], csdmFile[64], lineData[64];
get_configsdir(cfgDir,31);
get_mapname(mapName,31);
formatex(csdmFile,63,"%s/csdm/%s.spawns.cfg",cfgDir,mapName);
// collect CSDM spawns
if(file_exists(csdmFile))
{
new csdmData[10][6];
new file = fopen(csdmFile,"rt");
while(file && !feof(file))
{
fgets(file,lineData,63);
// invalid spawn
if(!lineData[0] || str_count(lineData,' ') < 2)
continue;
// BREAK IT UP!
parse(lineData,csdmData[0],5,csdmData[1],5,csdmData[2],5,csdmData[3],5,csdmData[4],5,csdmData[5],5,csdmData[6],5,csdmData[7],5,csdmData[8],5,csdmData[9],5);
// origin
spawns[spawnCount][0] = floatstr(csdmData[0]);
spawns[spawnCount][1] = floatstr(csdmData[1]);
spawns[spawnCount][2] = floatstr(csdmData[2]);
// angles
spawns[spawnCount][3] = floatstr(csdmData[3]);
spawns[spawnCount][4] = floatstr(csdmData[4]);
spawns[spawnCount][5] = floatstr(csdmData[5]);
// team, csdmData[6], unused
// vangles
spawns[spawnCount][6] = floatstr(csdmData[7]);
spawns[spawnCount][7] = floatstr(csdmData[8]);
spawns[spawnCount][8] = floatstr(csdmData[9]);
spawnCount++;
csdmSpawnCount++;
if(spawnCount >= MAX_SPAWNS) break;
}
if(file) fclose(file);
}
// collect regular, boring spawns
else
{
collect_spawns("info_player_deathmatch");
collect_spawns("info_player_start");
}
}
// collect boring spawns into our spawn data
collect_spawns(classname[])
{
new ent = maxPlayers, Float:spawnData[3];
while((ent = fm_find_ent_by_class(ent,classname)))
{
// origin
pev(ent,pev_origin,spawnData);
spawns[spawnCount][0] = spawnData[0];
spawns[spawnCount][1] = spawnData[1];
spawns[spawnCount][2] = spawnData[2];
// angles
pev(ent,pev_angles,spawnData);
spawns[spawnCount][3] = spawnData[0];
spawns[spawnCount][4] = spawnData[1];
spawns[spawnCount][5] = spawnData[2];
// vangles
spawns[spawnCount][6] = spawnData[0];
spawns[spawnCount][7] = spawnData[1];
spawns[spawnCount][8] = spawnData[2];
spawnCount++;
if(spawnCount >= MAX_SPAWNS) break;
}
}
// bring someone back to life
public begin_respawn(id)
{
if(!ggActive || !get_pcvar_num(gg_dm) || !is_user_connected(id))
return;
// now on spectator
if(!on_valid_team(id)) return;
// alive, and not in the broken sort of way
if(is_user_alive(id) && !pev(id,pev_iuser1))
return;
// round is over, or bomb is planted
if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
return;
new Float:delay = get_pcvar_float(gg_dm_spawn_delay);
if(delay < 0.1) delay = 0.1;
new dm_countdown = get_pcvar_num(gg_dm_countdown);
if((dm_countdown & 1) || (dm_countdown & 2))
{
respawn_timeleft[id] = floatround(delay);
respawn_countdown(id);
}
remove_task(TASK_RESPAWN+id);
set_task(delay,"respawn",TASK_RESPAWN+id);
}
// show the respawn countdown to a player
public respawn_countdown(id)
{
if(!is_user_connected(id) || is_user_alive(id))
{
respawn_timeleft[id] = 0;
return;
}
new dm_countdown = get_pcvar_num(gg_dm_countdown);
if(dm_countdown & 1)
client_print(id,print_center,"%L",id,"RESPAWN_COUNTDOWN",respawn_timeleft[id]);
if(dm_countdown & 2)
{
set_hudmessage(255,255,255,-1.0,0.75,0,6.0,1.0,0.1,0.5);
ShowSyncHudMsg(id,hudSyncCountdown,"%L",id,"RESPAWN_COUNTDOWN",respawn_timeleft[id]);
}
if(--respawn_timeleft[id] >= 1) set_task(1.0,"respawn_countdown",id);
}
// REALLY bring someone back to life
public respawn(taskid)
{
new id = taskid-TASK_RESPAWN;
if(!is_user_connected(id) || !ggActive) return;
// round is over, or bomb is planted
if(roundEnded || (bombStatus[3] == BOMB_PLANTED && !get_pcvar_num(gg_dm_spawn_afterplant)))
return;
// now on spectator
if(!on_valid_team(id)) return;
// clear countdown
new dm_countdown = get_pcvar_num(gg_dm_countdown);
if(dm_countdown & 1) client_print(id,print_center," ");
if(dm_countdown & 2) ClearSyncHud(id,hudSyncCountdown);
// alive, and not in the broken sort of way
if(is_user_alive(id)) return;
static model[22];
// remove his dropped weapons from before
new ent = maxPlayers;
while((ent = fm_find_ent_by_class(ent,"weaponbox")))
{
pev(ent,pev_model,model,21);
// don't remove the bomb!! (thanks ToT | V!PER)
if(equal(model,"models/w_c4.mdl",15) || equal(model,"models/w_backpack.mdl"))
continue;
// this is mine
if(pev(ent,pev_owner) == id) dllfunc(DLLFunc_Think,ent);
}
new spawn_random = get_pcvar_num(gg_dm_spawn_random);
if(spawn_random) spawnSounds[id] = 0;
ExecuteHamB(Ham_CS_RoundRespawn,id); // note the B
if(spawn_random)
{
do_random_spawn(id,spawn_random);
spawnSounds[id] = 1;
// to be fair, play a spawn noise at new location
engfunc(EngFunc_EmitSound,id,CHAN_ITEM,"items/gunpickup2.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM);
}
new Float:time = get_pcvar_float(gg_dm_sp_time);
new mode = get_pcvar_num(gg_dm_sp_mode);
// spawn protection
if(time > 0.0 && mode)
{
spawnProtected[id] = 1;
if(mode == 2)
{
fm_set_user_godmode(id,1);
fm_set_rendering(id,kRenderFxGlowShell,200,200,100,kRenderNormal,8); // goldenish
}
else fm_set_rendering(id,kRenderFxGlowShell,100,100,100,kRenderNormal,8); // gray/white
set_task(time,"remove_spawn_protection",TASK_REMOVE_PROTECTION+id);
}
}
// place a user at a random spawn
do_random_spawn(id,spawn_random)
{
// not even alive, don't bother
if(!is_user_alive(id)) return;
// no spawns???
if(spawnCount <= 0) return;
// no CSDM spawns, mode 2
if(spawn_random == 2 && !csdmSpawnCount)
return;
static Float:vecHolder[3];
new sp_index = random_num(0,spawnCount-1);
// get origin for comparisons
vecHolder[0] = spawns[sp_index][0];
vecHolder[1] = spawns[sp_index][1];
vecHolder[2] = spawns[sp_index][2];
// this one is taken
if(!is_hull_vacant(vecHolder,HULL_HUMAN) && spawnCount > 1)
{
// attempt to pick another random one up to three times
new i;
for(i=0;i<3;i++)
{
sp_index = random_num(0,spawnCount-1);
vecHolder[0] = spawns[sp_index][0];
vecHolder[1] = spawns[sp_index][1];
vecHolder[2] = spawns[sp_index][2];
if(is_hull_vacant(vecHolder,HULL_HUMAN)) break;
}
// we made it through the entire loop, no free spaces
if(i == 3)
{
// just find the first available
for(i=sp_index+1;i!=sp_index;i++)
{
// start over when we reach the end
if(i >= spawnCount) i = 0;
vecHolder[0] = spawns[i][0];
vecHolder[1] = spawns[i][1];
vecHolder[2] = spawns[i][2];
// free space! office space!
if(is_hull_vacant(vecHolder,HULL_HUMAN))
{
sp_index = i;
break;
}
}
}
}
// origin
vecHolder[0] = spawns[sp_index][0];
vecHolder[1] = spawns[sp_index][1];
vecHolder[2] = spawns[sp_index][2];
engfunc(EngFunc_SetOrigin,id,vecHolder);
// angles
vecHolder[0] = spawns[sp_index][3];
vecHolder[1] = spawns[sp_index][4];
vecHolder[2] = spawns[sp_index][5];
set_pev(id,pev_angles,vecHolder);
// vangles
vecHolder[0] = spawns[sp_index][6];
vecHolder[1] = spawns[sp_index][7];
vecHolder[2] = spawns[sp_index][8];
set_pev(id,pev_v_angle,vecHolder);
set_pev(id,pev_fixangle,1);
}
// get rid of the spawn protection effects
public remove_spawn_protection(taskid)
{
new id = taskid-TASK_REMOVE_PROTECTION;
spawnProtected[id] = 0;
if(!is_user_connected(id)) return;
if(get_pcvar_num(gg_dm_sp_mode) == 2) fm_set_user_godmode(id,0);
fm_set_rendering(id); // reset back to normal
}
// keep checking if a player needs to rejoin
public check_deathmatch(taskid)
{
new id = taskid-TASK_CHECK_DEATHMATCH;
// left the game, or gungame is now disabled
if(!is_user_connected(id) || !ggActive) return;
// now on spectator, or spawned already
if(!on_valid_team(id) || is_user_alive(id)) return;
// DM still not enabled, keep waiting (or: we are still on choose-a-class screen)
if(!get_pcvar_num(gg_dm) || !pev(id,pev_iuser1))
{
set_task(10.0,"check_deathmatch",taskid);
return;
}
// DM is enabled, respawn
respawn(TASK_RESPAWN+id);
}
// what do you think??
public randomly_place_everyone()
{
// count number of legitimate players
new player, validNum;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && on_valid_team(player))
validNum++;
}
// not enough CSDM spawns for everyone
if(validNum > csdmSpawnCount)
return;
// now randomly place them
for(player=1;player<=maxPlayers;player++)
{
// not spectator or unassigned
if(is_user_connected(player) && on_valid_team(player))
do_random_spawn(player,2);
}
}
//**********************************************************************
// MENU FUNCTIONS
//**********************************************************************
// handle the welcome menu
public welcome_menu_handler(id,key)
{
// just save welcomed status and let menu close
welcomed[id] = 1;
return PLUGIN_HANDLED;
}
// this menu does nothing but display stuff
public level_menu_handler(id,key)
{
return PLUGIN_HANDLED;
}
// handle the reset level menu
public restart_menu_handler(id,key)
{
if(get_pcvar_num(gg_teamplay))
{
client_print(id,print_chat,"%L",id,"RESET_NOT_ALLOWED");
return PLUGIN_HANDLED;
}
if(level[id] <= 1)
{
client_print(id,print_chat,"%L",id,"STILL_LEVEL_ONE");
return PLUGIN_HANDLED;
}
// 1. Yes
if(key == 0)
{
new name[32];
get_user_name(id,name,31);
change_level(id,-(level[id]-1),_,_,1); // back to level 1 -- always score
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"PLAYER_RESET",name);
}
return PLUGIN_HANDLED;
}
// show the level display
show_level_menu(id)
{
#if !defined SQL
recheck_stats_sorting();
#endif
new goal, tied, leaderNum, leaderList[128], name[32];
new leaderLevel, numLeaders, leader, runnerUp, len;
new teamplay = get_pcvar_num(gg_teamplay), team;
if(teamplay) leader = teamplay_get_lead_team(leaderLevel,numLeaders,runnerUp);
else leader = get_leader(leaderLevel,numLeaders,runnerUp);
if(numLeaders > 1) tied = 1;
if(teamplay)
{
team = _:cs_get_user_team(id);
if(numLeaders == 1)
{
new team1[10];
get_team_name(CsTeams:leader,team1,9);
len += formatex(leaderList[len],127-len,"%s %L",team1,id,"TEAM");
}
else
{
new team1[10], team2[10];
get_team_name(CS_TEAM_T,team1,9);
get_team_name(CS_TEAM_CT,team2,9);
len += formatex(leaderList[len],127-len,"%s %L, %s %L",team1,id,"TEAM",team2,id,"TEAM");
}
}
else
{
new players[32], num, i, player;
get_players(players,num);
// check for multiple leaders
for(i=0;i<num;i++)
{
player = players[i];
if(level[player] == leaderLevel)
{
if(++leaderNum == 5)
{
len += formatex(leaderList[len],127-len,", ...");
break;
}
if(leaderList[0]) len += formatex(leaderList[len],127-len,", ");
get_user_name(player,name,31);
len += formatex(leaderList[len],127-len,"%s",name);
}
}
}
goal = get_level_goal(level[id],id);
new displayWeapon[16];
if(level[id]) copy(displayWeapon,15,lvlWeapon[id]);
else formatex(displayWeapon,15,"%L",id,"NONE");
len = formatex(menuText,511,"%L %i (%s)^n",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],displayWeapon);
len += formatex(menuText[len],511-len,"%L^n",id,(teamplay) ? "LEVEL_MESSAGE_LINE1B" : "LEVEL_MESSAGE_LINE1A",score[id],goal);
// winning
if(!tied && ((teamplay && leader == team) || (!teamplay && leader == id)))
{
if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM1",teamLevel[leader]-teamLevel[runnerUp]);
else len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY1",level[id]-level[runnerUp]);
}
// tied
else if(tied)
{
if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM2");
else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE2B");
}
// losing
else
{
if(teamplay) len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY_TEAM3",teamLevel[leader]-teamLevel[runnerUp]);
else len += formatex(menuText[len],511-len,"%L^n",id,"PROGRESS_DISPLAY4",leaderLevel-level[id]);
}
len += formatex(menuText[len],511-len,"\d----------\w^n");
new authid[32];
get_gg_authid(id,authid,31);
new stats_mode = get_pcvar_num(gg_stats_mode);
if(sqlInit && stats_mode)
{
new stats_split = get_pcvar_num(gg_stats_split);
// decide which sentences we should be using based on current split/teamplay settings
new keyLINE3A[25], keyLINE3B[25]; // should I rename these? nah, too long
if(stats_split)
{
keyLINE3A = "LEVEL_MESSAGE_LINE3A_REG";
keyLINE3B = "LEVEL_MESSAGE_LINE3B_REG";
}
else
{
keyLINE3A = "LEVEL_MESSAGE_LINE3A";
keyLINE3B = "LEVEL_MESSAGE_LINE3B";
}
stats_get_data(authid,playerStats[id],id);
if(statsPosition[id][0] > 0) // show rank
{
new statsSuffix[3];
get_number_suffix(statsPosition[id][0],statsSuffix,2);
if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,keyLINE3A,playerStats[id][sdWins][0],statsPosition[id][0],statsSuffix);
else len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,keyLINE3B,playerStats[id][sdPoints][0],playerStats[id][sdWins][0],statsPosition[id][0],statsSuffix);
}
else // don't show rank
{
if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L^n",id,keyLINE3A,playerStats[id][sdWins][0]);
else len += formatex(menuText[len],511-len,"%L^n",id,keyLINE3B,playerStats[id][sdPoints][0],playerStats[id][sdWins][0]);
}
// now show teamplay if we can/should
if(stats_split)
{
if(statsPosition[id][1] > 0) // show rank
{
new statsSuffix[3];
get_number_suffix(statsPosition[id][1],statsSuffix,2);
if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,"LEVEL_MESSAGE_LINE3A_TP",playerStats[id][sdWins][1],statsPosition[id][1],statsSuffix);
else len += formatex(menuText[len],511-len,"%L (%i%s)^n",id,"LEVEL_MESSAGE_LINE3B_TP",playerStats[id][sdPoints][1],playerStats[id][sdWins][1],statsPosition[id][1],statsSuffix);
}
else // don't show rank
{
if(stats_mode == 1) len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE3A_TP",playerStats[id][sdWins][1]);
else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE3B_TP",playerStats[id][sdPoints][1],playerStats[id][sdWins][1]);
}
}
len += formatex(menuText[len],511-len,"\d----------\w^n");
}
if(leaderNum > 1) len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE5A",leaderList);
else len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE5B",leaderList);
if(teamplay)
{
if(teamLevel[leader]) copy(displayWeapon,15,teamLvlWeapon[leader]);
else formatex(displayWeapon,15,"%L",id,"NONE");
}
else
{
if(level[leader]) copy(displayWeapon,15,lvlWeapon[leader]);
else formatex(displayWeapon,15,"%L",id,"NONE");
}
len += formatex(menuText[len],511-len,"%L^n",id,"LEVEL_MESSAGE_LINE6",leaderLevel,displayWeapon);
len += formatex(menuText[len],511-len,"\d----------\w^n");
len += formatex(menuText[len],511-len,"%L",id,"PRESS_KEY_TO_CONTINUE");
show_menu(id,1023,menuText,-1,"level_menu");
}
// show the top10 list menu
show_top10_menu(id)
{
new pppString[74], len = get_pcvar_string(gg_top10_ppp,pppString,63);
// URL specified
if(pppString[0] && !isdigit(pppString[0]))
{
new header[32], lang[3];
formatex(header,31,"%L %L",id,"GUNGAME",id,"STATS");
get_user_info(id,"lang",lang,2);
formatex(pppString[len],73-len,"?i=%i&l=%s",id,lang);
show_motd(id,pppString,header);
return;
}
#if !defined SQL
recheck_stats_sorting();
#endif
new absPage = abs(page[id]), stats_split = get_pcvar_num(gg_stats_split), si = (page[id] < 0);
new playersPerPage = str_to_num(pppString), stats_mode = get_pcvar_num(gg_stats_mode);
//if(stats_split == 2) playersPerPage = 7;
#if defined SQL
new winsColumn[8], pointsColumn[10], streakColumn[10], totalPlayers, numRows;
if(si == 0)
{
winsColumn = "wins";
pointsColumn = "points";
streakColumn = "streak";
}
else
{
winsColumn = "wins_tp";
pointsColumn = "points_tp";
streakColumn = "streak_tp";
}
if(stats_mode == 2) query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND (%s > 0 OR %s > 0);",sqlTable,serverip,winsColumn,pointsColumn);
else query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND %s > 0;",sqlTable,serverip,winsColumn);
if(SQL_ExecuteAndLog(query))
{
numRows = SQL_NumRows(query);
totalPlayers = playersPerPage * floatround(float(numRows+1) / float(playersPerPage),floatround_ceil);
}
SQL_FreeHandle(query);
#else
new totalPlayers = playersPerPage * floatround(float(statsSize[si]+1) / float(playersPerPage),floatround_ceil); // +1 for streak display
#endif
new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
if(pageTotal < 1) pageTotal = 1;
if(totalPlayers < playersPerPage) totalPlayers = playersPerPage;
if(absPage > pageTotal)
{
new negative = (page[id] < 0);
page[id] = absPage = pageTotal;
if(negative) page[id] *= -1;
}
if(stats_split) len = formatex(menuText,511,"\y%L %L (%i/%i)^n",id,"GUNGAME",id,(page[id] < 0) ? "STATS_TEAMPLAY" : "STATS_REGULAR",absPage,pageTotal);
else len = formatex(menuText,511,"\y%L %L (%i/%i)^n",id,"GUNGAME",id,"STATS",absPage,pageTotal);
new start = (playersPerPage * (absPage-1)), i;
// show the top streak for the first page
new topStreak, champName[32], champAuthid[32];
if(absPage == 1)
{
#if defined SQL
query = SQL_PrepareQuery(db,"SELECT authid,streak,name FROM `%s` WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,si,serverip);
if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
{
SQL_ReadResult(query,0,champAuthid,31);
topStreak = SQL_ReadResult(query,1);
SQL_ReadResult(query,2,champName,31);
}
SQL_FreeHandle(query);
#else
new sfStreak[4], stats_streak_file[64];
get_pcvar_string(gg_stats_streak_file,stats_streak_file,63);
if(file_exists(stats_streak_file))
{
new file = fopen(stats_streak_file,"rt");
while(file && !feof(file))
{
fgets(file,sfLineData,82);
// blank, not for our stats mode, or not the record
if(!sfLineData[0] || str_to_num(sfLineData[0]) != si || sfLineData[1] != 'R') continue;
strtok(sfLineData[3],champAuthid,31,sfLineData,82,'^t'); // cut off prefix and authid from the left
strtok(sfLineData,sfStreak,3,champName,31,'^t'); // get our streak, and the name as well
new pos = contain_char(champName,'^t');
if(pos != -1) champName[pos] = 0; // cut off the name at the tab
topStreak = str_to_num(sfStreak);
}
if(file) fclose(file);
}
#endif
if(!champName[0]) formatex(champName,31,"%L",id,"NO_ONE");
}
//len += formatex(menuText[len],511-len,"\d-----------\w^n");
new authid[32];
get_gg_authid(id,authid,31);
#if defined SQL
if(numRows)
{
// do this to account for the streak display in our LIMIT clause
if(absPage == 1) playersPerPage--;
else start--;
if(stats_mode == 2)
{
query = SQL_PrepareQuery(db,"SELECT authid,name,%s,%s,%s,(SELECT COUNT(*)+1 FROM `%s` y WHERE y.%s > x.%s AND serverip='%s' AND (y.%s > 0 OR y.%s > 0) LIMIT 1) AS ranking FROM `%s` x WHERE x.serverip='%s' AND (x.%s > 0 OR x.%s > 0) ORDER BY %s DESC, %s DESC LIMIT %i, %i;",
winsColumn,pointsColumn,streakColumn,sqlTable,pointsColumn,pointsColumn,serverip,winsColumn,pointsColumn,sqlTable,serverip,winsColumn,pointsColumn,pointsColumn,winsColumn,start,playersPerPage);
}
else
{
query = SQL_PrepareQuery(db,"SELECT authid,name,%s,%s,%s,(SELECT COUNT(*)+1 FROM `%s` y WHERE y.%s > x.%s AND serverip='%s' AND y.%s > 0 LIMIT 1) AS ranking FROM `%s` x WHERE x.serverip='%s' AND x.%s > 0 ORDER BY %s DESC LIMIT %i, %i;",
winsColumn,pointsColumn,streakColumn,sqlTable,winsColumn,winsColumn,serverip,winsColumn,sqlTable,serverip,winsColumn,winsColumn,start,playersPerPage);
}
// reverse changes made above for LIMIT
if(absPage == 1) playersPerPage++;
else start++;
}
if(!numRows || SQL_ExecuteAndLog(query))
{
new ranking, moreResults, lastRanking = start;
if(numRows) moreResults = SQL_MoreResults(query);
for(i=start;i<start+playersPerPage;i++)
{
if(i >= totalPlayers) break;
// use the first slot to display the record streak
if(i == 0)
{
len += formatex(menuText[len],511-len,"%s%L^n",(equal(authid,champAuthid)) ? "\r" : "\w",id,"RECORD_STREAK",champName,topStreak);
continue;
}
// all out of rows
if(!moreResults)
{
lastRanking++;
len += formatex(menuText[len],511-len,"\w#%i \d%L^n",lastRanking,id,"NONE");
continue;
}
SQL_ReadResult(query,0,sfStatsStruct[sdAuthid],31);
SQL_ReadResult(query,1,sfStatsStruct[sdName],31);
sfStatsStruct[sdWins][si] = SQL_ReadResult(query,2);
sfStatsStruct[sdPoints][si] = SQL_ReadResult(query,3);
sfStatsStruct[sdStreak][si] = SQL_ReadResult(query,4);
ranking = SQL_ReadResult(query,5);
if(stats_mode == 1)
{
if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS");
}
else
{
if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",ranking,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS");
}
SQL_NextRow(query);
moreResults = SQL_MoreResults(query);
lastRanking = ranking;
}
}
if(numRows) SQL_FreeHandle(query);
#else
for(i=start;i<start+playersPerPage;i++)
{
if(i >= totalPlayers) break;
// use the first slot to display the record streak
if(i == 0)
{
len += formatex(menuText[len],511-len,"%s%L^n",(equal(authid,champAuthid)) ? "\r" : "\w",id,"RECORD_STREAK",champName,topStreak);
continue;
}
// blank
if(i-1 >= statsSize[si])
{
len += formatex(menuText[len],511-len,"\w#%i \d%L^n",i/*+1-1*/,id,"NONE");
continue;
}
ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i-1),sfStatsStruct);
if(stats_mode == 1)
{
if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdWins][si],id,"WINS");
}
else
{
if(sfStatsStruct[sdStreak][si] > 1) len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L, %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS",id,"IN_A_ROW",sfStatsStruct[sdStreak][si]);
else len += formatex(menuText[len],511-len,"%s#%i %s (%i %L, %i %L)^n",(equal(authid,sfStatsStruct[sdAuthid])) ? "\r" : "\w",i/*+1-1*/,sfStatsStruct[sdName],sfStatsStruct[sdPoints][si],id,"POINTS",sfStatsStruct[sdWins][si],id,"WINS");
}
}
#endif
len += formatex(menuText[len],511-len,"\d-----------\w^n");
new keys = MENU_KEY_0;
if(absPage > 1)
{
len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
keys |= MENU_KEY_1;
}
if(absPage < pageTotal)
{
len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
keys |= MENU_KEY_2;
}
if(statsPosition[id][si] > 0)
{
len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
keys |= MENU_KEY_3;
}
if(stats_split)
{
len += formatex(menuText[len],511-len,"4. %L^n",id,(page[id] < 0) ? "STATS_REGULAR" : "STATS_TEAMPLAY");
keys |= MENU_KEY_4;
}
len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
show_menu(id,keys,menuText,-1,"top10_menu");
}
// someone pressed a key on the top10 list menu page
public top10_menu_handler(id,key)
{
#if !defined SQL
recheck_stats_sorting();
#endif
new si = (page[id] < 0);
new playersPerPage = get_pcvar_num(gg_top10_ppp);
//if(get_pcvar_num(gg_stats_split) == 2) playersPerPage = 7;
#if defined SQL
new winsColumn[8], pointsColumn[10], totalPlayers, stats_mode = get_pcvar_num(gg_stats_mode);
if(si == 0)
{
winsColumn = "wins";
pointsColumn = "points";
}
else
{
winsColumn = "wins_tp";
pointsColumn = "points_tp";
}
if(stats_mode == 2) query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND (%s > 0 OR %s > 0);",sqlTable,serverip,winsColumn,pointsColumn);
else query = SQL_PrepareQuery(db,"SELECT NULL FROM `%s` WHERE serverip='%s' AND %s > 0;",sqlTable,serverip,winsColumn);
if(SQL_ExecuteAndLog(query)) totalPlayers = playersPerPage * floatround(float(SQL_NumRows(query)+1) / float(playersPerPage),floatround_ceil);
SQL_FreeHandle(query);
#else
new totalPlayers = playersPerPage * floatround(float(statsSize[si]+1) / float(playersPerPage),floatround_ceil); // +1 for streak display
#endif
new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
if(pageTotal < 1) pageTotal = 1;
if(!page[id] || page[id] > pageTotal) return;
// 1. Previous
if(key == 0)
{
if(page[id] < 0) page[id]++;
else page[id]--;
show_top10_menu(id);
}
// 2. Next
else if(key == 1)
{
if(page[id] < 0) page[id]--;
else page[id]++;
show_top10_menu(id);
}
// 3. Jump to me
else if(key == 2)
{
#if defined SQL
if(statsPosition[id][si] > 0)
{
// using SQL stats, players can have tied rankings (ie: 1st, 1st, 3rd). so, if we know a player's ranking, we don't necessarily know
// what page they're on (they could be the last of 20 players all tied for 1st, for example). however, we do know what position (and
// therefore also the page) that their ranking starts on. then we can select everyone with an equal score, and process the results
// until we find their authid, to see how many positions off they are from the start of their ranking. then find the page for that.
new authid[32], myPoints;
get_gg_authid(id,authid,31);
stats_get_data(authid,playerStats[id],id);
if(stats_mode == 2)
{
myPoints = playerStats[id][sdPoints][si];
query = SQL_PrepareQuery(db,"SELECT authid FROM `%s` WHERE %s='%i' AND serverip='%s' ORDER BY %s, %s DESC;",sqlTable,pointsColumn,myPoints,serverip,pointsColumn,winsColumn);
}
else
{
myPoints = playerStats[id][sdWins][si];
query = SQL_PrepareQuery(db,"SELECT authid FROM `%s` WHERE %s='%i' AND serverip='%s' ORDER BY %s DESC;",sqlTable,winsColumn,myPoints,serverip,winsColumn);
}
if(SQL_ExecuteAndLog(query))
{
new position = statsPosition[id][si]; // start at my position
if(SQL_NumRows(query) > 1) // if I'm the only one with my score, no searching is necessary
{
new rowAuthid[32];
while(SQL_MoreResults(query))
{
SQL_ReadResult(query,0,rowAuthid,31);
if(equal(authid,rowAuthid)) break;
position++;
SQL_NextRow(query);
}
}
new negative = (page[id] < 0);
page[id] = floatround(float(position) / float(playersPerPage),floatround_floor) + 1;
if(negative) page[id] *= -1;
}
SQL_FreeHandle(query);
}
#else
if(statsPosition[id][si] > 0)
{
// this method of finding the page is slightly different from the weapons and scores menu because
// this listing is 0-based, because we use the 0th index to display the record win streak. also,
// because we use negative numbers for the teamplay stats index.
new negative = (page[id] < 0);
page[id] = floatround(float(statsPosition[id][si]) / float(playersPerPage),floatround_floor) + 1;
if(negative) page[id] *= -1;
}
#endif
show_top10_menu(id);
}
// 4. Regular Stats / Teamplay Stats
else if(key == 3)
{
page[id] *= -1;
show_top10_menu(id);
}
// 0. Close
// do nothing, menu closes automatically
}
// show the weapon list menu
show_weapons_menu(id)
{
new totalWeapons = weaponNum, wpnsPerPage = 10;
new pageTotal = floatround(float(totalWeapons) / float(wpnsPerPage),floatround_ceil);
if(page[id] < 1) page[id] = 1;
if(page[id] > pageTotal) page[id] = pageTotal;
new len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"WEAPONS",page[id],pageTotal);
//len += formatex(menuText[len],511-len,"\d-----------\w^n");
new start = (wpnsPerPage * (page[id]-1)) + 1, i;
// are there any custom kill requirements?
new customKills, Float:expected, Float:killsperlvl = get_pcvar_float(gg_kills_per_lvl);
for(i=0;i<weaponNum;i++)
{
if(equal(weaponName[i],KNIFE) || equal(weaponName[i],HEGRENADE)) expected = 1.0;
else expected = killsperlvl;
if(weaponGoal[i] != expected)
{
customKills = 1;
break;
}
}
for(i=start;i<start+wpnsPerPage;i++)
{
if(i > totalWeapons) break;
if(customKills)
len += formatex(menuText[len],511-len,"%s%L %i: %s (%i)^n",(i == level[id]) ? "\r" : "\w",id,"LEVEL",i,weaponName[i-1],get_level_goal(i));
else
len += formatex(menuText[len],511-len,"%s%L %i: %s^n",(i == level[id]) ? "\r" : "\w",id,"LEVEL",i,weaponName[i-1]);
}
len += formatex(menuText[len],511-len,"\d-----------\w^n");
new keys = MENU_KEY_0;
if(page[id] > 1)
{
len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
keys |= MENU_KEY_1;
}
if(page[id] < pageTotal)
{
len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
keys |= MENU_KEY_2;
}
len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
keys |= MENU_KEY_3;
len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
show_menu(id,keys,menuText,-1,"weapons_menu");
}
// someone pressed a key on the weapon list menu page
public weapons_menu_handler(id,key)
{
new wpnsPerPage = 10, pageTotal = floatround(float(weaponNum) / float(wpnsPerPage),floatround_ceil);
if(page[id] < 1 || page[id] > pageTotal) return;
// 1. Previous
if(key == 0)
{
page[id]--;
show_weapons_menu(id);
return;
}
// 2. Next
else if(key == 1)
{
page[id]++;
show_weapons_menu(id);
return;
}
// 3. Jump to me
else if(key == 2)
{
page[id] = clamp(floatround(float(level[id]) / float(wpnsPerPage),floatround_ceil),1,pageTotal);
show_weapons_menu(id);
}
// 0. Close
// do nothing, menu closes automatically
}
// show the score list menu
show_scores_menu(id)
{
#if !defined SQL
recheck_stats_sorting();
#endif
new keys, len, teamplay = get_pcvar_num(gg_teamplay);
if(teamplay)
{
if(page[id] != 1) page[id] = 1;
new leader = teamplay_get_lead_team(), otherTeam = (leader == 1) ? 2 : 1;
new displayWeapon[24], teamName[10];
len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"SCORES",page[id],1);
new team, myTeam = _:cs_get_user_team(id);
for(team=leader;team>0;team=otherTeam)
{
if(teamLevel[team] && teamLvlWeapon[team][0]) copy(displayWeapon,23,teamLvlWeapon[team]);
else formatex(displayWeapon,23,"%L",id,"NONE");
get_team_name(CsTeams:team,teamName,9);
len += formatex(menuText[len],511-len,"%s#%i %s %L, %L %i (%s) %i/%i^n",(team == myTeam) ? "\r" : "\w",(team == leader) ? 1 : 2,teamName,id,"TEAM",id,"LEVEL",teamLevel[team],displayWeapon,teamScore[team],teamplay_get_team_goal(team));
// finished
if(team == otherTeam) break;
}
// nice separator!
len += formatex(menuText[len],511-len,"\d-----------\w^n");
keys = MENU_KEY_0;
len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
}
else
{
new totalPlayers = get_playersnum(), playersPerPage = 7, stats_mode = get_pcvar_num(gg_stats_mode);
new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
if(page[id] < 1) page[id] = 1;
if(page[id] > pageTotal) page[id] = pageTotal;
new players[32], num;
get_players(players,num);
// order by highest level first
SortCustom1D(players,num,"score_custom_compare");
if(get_pcvar_num(gg_stats_split)) len = formatex(menuText,511,"\y%L %L (%i/%i) %L\w^n",id,"GUNGAME",id,"SCORES",page[id],pageTotal,id,"STATS_REGULAR");
else len = formatex(menuText,511,"\y%L %L (%i/%i)\w^n",id,"GUNGAME",id,"SCORES",page[id],pageTotal);
//len += formatex(menuText[len],511-len,"\d-----------\w^n");
new start = (playersPerPage * (page[id]-1)), i, name[32], player, authid[32];
new stats_ip = get_pcvar_num(gg_stats_ip), displayWeapon[24], statsSuffix[3];
new si = get_gg_si();
for(i=start;i<start+playersPerPage;i++)
{
if(i >= totalPlayers) break;
player = players[i];
get_user_name(player,name,31);
if(level[player] && lvlWeapon[player][0]) copy(displayWeapon,23,lvlWeapon[player]);
else formatex(displayWeapon,23,"%L",id,"NONE");
if(sqlInit && stats_mode)
{
get_gg_authid(player,authid,31,stats_ip);
stats_get_data(authid,playerStats[player],player);
if(statsPosition[player][si] > 0)
{
get_number_suffix(statsPosition[player][si],statsSuffix,2);
len += formatex(menuText[len],511-len,"%s#%i %s, %L %i (%s) %i/%i, %i %L (%i%s)^n",(player == id) ? "\r" : "\w",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player),(stats_mode == 1) ? playerStats[player][sdWins][si] : playerStats[player][sdPoints][si],id,(stats_mode == 1) ? "WINS" : "POINTS_ABBR",statsPosition[player][si],statsSuffix);
}
else len += formatex(menuText[len],511-len,"%s#%i %s, %L %i (%s) %i/%i, %i %L^n",(player == id) ? "\r" : "\w",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player),(stats_mode == 1) ? playerStats[player][sdWins][si] : playerStats[player][sdPoints][si],id,(stats_mode == 1) ? "WINS" : "POINTS_ABBR");
}
else len += formatex(menuText[len],511-len,"#%i %s, %L %i (%s) %i/%i^n",i+1,name,id,"LEVEL",level[player],displayWeapon,score[player],get_level_goal(level[player],player));
}
len += formatex(menuText[len],511-len,"\d-----------\w^n");
keys = MENU_KEY_0;
if(page[id] > 1)
{
len += formatex(menuText[len],511-len,"1. %L^n",id,"PREVIOUS");
keys |= MENU_KEY_1;
}
if(page[id] < pageTotal)
{
len += formatex(menuText[len],511-len,"2. %L^n",id,"NEXT");
keys |= MENU_KEY_2;
}
len += formatex(menuText[len],511-len,"3. %L^n",id,"JUMP_TO_ME");
keys |= MENU_KEY_3;
len += formatex(menuText[len],511-len,"0. %L",id,"CLOSE");
}
show_menu(id,keys,menuText,-1,"scores_menu");
}
// sort list of players with their level first
public score_custom_compare(elem1,elem2)
{
// invalid players
if(elem1 < 1 || elem1 > 32 || elem2 < 1 || elem2 > 32)
return 0;
// tied levels, compare scores
if(level[elem1] == level[elem2])
{
if(score[elem1] > score[elem2]) return -1;
else if(score[elem1] < score[elem2]) return 1;
else return 0;
}
// compare levels
else if(level[elem1] > level[elem2]) return -1;
else if(level[elem1] < level[elem2]) return 1;
return 0; // equal
}
// someone pressed a key on the score list menu page
public scores_menu_handler(id,key)
{
new totalPlayers = get_playersnum(), playersPerPage = 7;
new pageTotal = floatround(float(totalPlayers) / float(playersPerPage),floatround_ceil);
if(page[id] < 1 || page[id] > pageTotal) return;
// 1. Previous
if(key == 0)
{
page[id]--;
show_scores_menu(id);
return;
}
// 2. Next
else if(key == 1)
{
page[id]++;
show_scores_menu(id);
return;
}
// 3. Jump to me
else if(key == 2)
{
new players[32], num, i;
get_players(players,num);
SortCustom1D(players,num,"score_custom_compare");
for(i=0;i<num;i++)
{
if(players[i] == id) break;
}
page[id] = floatround(float(i+1) / float(playersPerPage),floatround_ceil);
show_scores_menu(id);
}
// 0. Close
// do nothing, menu closes automatically
}
//**********************************************************************
// MAIN FUNCTIONS
//**********************************************************************
// toggle the status of gungame
public toggle_gungame(taskid)
{
new status = taskid-TASK_TOGGLE_GUNGAME, i;
// clear player tasks and values
for(i=1;i<=32;i++) clear_values(i);
clear_team_values(1);
clear_team_values(2);
// clear temp saves
for(i=0;i<TEMP_SAVES;i++) clear_save(TASK_CLEAR_SAVE+i);
if(status == TOGGLE_FORCE || status == TOGGLE_ENABLE)
{
// these allow toggling of GunGame on/off
exec_gg_config_file(0,1); // run the regular config file
if(get_pcvar_num(gg_teamplay)) exec_gg_config_file(1,1); // if teamplay, run the teamplay config file also
}
// set to what we chose from amx_gungame
if(status != TOGGLE_FORCE)
{
set_pcvar_num(gg_enabled,status);
ggActive = status;
}
else ggActive = get_pcvar_num(gg_enabled); // otherwise see what this is after the configs have been run
// run appropiate cvars
map_start_cvars(0); // this sets up weapon order
// reset some things
if(!ggActive)
{
// set armouries to be solid again
show_armory_entitys();
// clear HUD message
if(warmup > 0) ClearSyncHud(0,hudSyncWarmup);
warmup = -1;
warmupWeapon[0] = 0;
voted = 0;
won = 0;
remove_task(TASK_WARMUP_CHECK);
}
// we need to get these stats (GunGame is on, we don't have them, and we aren't in the process of getting them)
#if defined SQL
if(ggActive && !task_exists(TASK_GET_TOP_PLAYERS)) stats_get_top_players(); // there is no statsArray for SQL
#else
if(ggActive && !statsArray && !task_exists(TASK_GET_TOP_PLAYERS)) stats_get_top_players();
#endif
// game_player_equip
manage_equips();
// start (or stop) the leader display
remove_task(TASK_LEADER_DISPLAY);
show_leader_display();
// warmup weapon may've change
if(warmup > 0) get_pcvar_string(gg_warmup_weapon,warmupWeapon,23);
#if defined SQL
// fire up the engines!!
if(!sqlInit)
{
sql_init();
// because we can't refresh timestamps before SQL is initiated, refresh timestamps for people who joined before this
#if defined REFRESH_TIMESTAMP_ON_JOIN
new authid[32];
for(new i=1;i<=maxPlayers;i++)
{
if(is_user_connected(i))
{
get_gg_authid(i,authid,31);
stats_refresh_timestamp(authid);
}
}
#endif // REFRESH_TIMESTAMP_ON_JOIN
}
#endif // SQL
}
// run cvars that should be run on map start
//
// see declaration of d_rOrder for explanation of keepTeamplay
public map_start_cvars(keepTeamplay)
{
new setup[512];
// gungame is disabled, run endmap_setup
if(!ggActive)
{
get_pcvar_string(gg_endmap_setup,setup,511);
if(setup[0]) server_cmd(setup);
}
else
{
// run map setup
get_pcvar_string(gg_map_setup,setup,511);
if(setup[0]) server_cmd(setup);
do_rOrder(keepTeamplay); // also does random teamplay
setup_weapon_order();
// random win sounds
currentWinSound = do_rWinSound();
}
}
precache_sounds_from_config()
{
new cfgFile[64], command[WINSOUNDS_SIZE+32], cvar[32], value[WINSOUNDS_SIZE], file, i, pos, len;
for(i=0;i<2;i++)
{
get_gg_config_file(i,cfgFile,63);
if(cfgFile[0] && file_exists(cfgFile))
{
file = fopen(cfgFile,"rt");
while(file && !feof(file))
{
fgets(file,command,WINSOUNDS_SIZE+31);
len = strlen(command) - 2;
// stop at coding-style (//) comments
for(pos=0;pos<len;pos++)
{
if(command[pos] == '/' && command[pos+1] == '/')
{
copy(command,pos,command);
break;
}
}
// this is a sound
if(equal(command,"gg_sound_",9))
{
parse(command,cvar,31,value,WINSOUNDS_SIZE-1);
// gg_sound_winner might contain multiple sounds
if(command[9] == 'w' && command[10] == 'i' && value[0]) // check w AND i, thanks Tomek Kalkowski
{
new temp[MAX_WINSOUND_LEN+1];
while(numWinSounds < MAX_WINSOUNDS)
{
pos = contain_char(value,';');
// no more after this, precache what we have left
if(pos == -1)
{
if(value[0])
{
precache_sound_special(value);
copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,value);
}
break;
}
// copy up to the semicolon and precache that
copy(temp,pos,value);
if(temp[0])
{
precache_sound_special(temp);
copy(winSounds[numWinSounds++],MAX_WINSOUND_LEN,temp);
}
// copy everything after the semicolon
copy(value,WINSOUNDS_SIZE-1,value[pos+1]);
}
}
else precache_sound_special(value);
}
}
if(file) fclose(file);
}
}
}
// manage stats pruning
public manage_pruning()
{
// stats disabled/file doesn't exist/pruning disabled
if(!sqlInit || !get_pcvar_num(gg_stats_mode) || !get_pcvar_num(gg_stats_prune)) return;
#if !defined SQL
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile)) return; // no existy
#endif
// get how many plugin loads more until we prune
new prune_in_str[3], prune_in;
get_localinfo("gg_prune_in",prune_in_str,2);
prune_in = str_to_num(prune_in_str);
// localinfo not set yet
if(prune_in <= 0)
{
set_localinfo("gg_prune_in","9");
return;
}
// time to prune
if(prune_in == 1)
{
// result is -1 for a threaded query, so wait for results until we display
new result = stats_prune();
if(result != -1)
{
#if defined SQL
log_amx("%L",LANG_SERVER,"PRUNING",sqlTable,result);
#else
log_amx("%L",LANG_SERVER,"PRUNING",sfFile,result);
#endif
}
set_localinfo("gg_prune_in","10"); // reset our prune count
return;
}
// decrement our count
num_to_str(prune_in-1,prune_in_str,2);
set_localinfo("gg_prune_in",prune_in_str);
}
// manage warmup mode
public warmup_check(taskid)
{
warmup--;
set_hudmessage(255,255,255,-1.0,0.4,0,6.0,1.0,0.1,0.2);
if(warmup <= 0)
{
warmup = -13;
warmupWeapon[0] = 0;
ShowSyncHudMsg(0,hudSyncWarmup,"%L",LANG_PLAYER,"WARMUP_ROUND_OVER");
restart_round(1);
return;
}
ShowSyncHudMsg(0,hudSyncWarmup,"%L",LANG_PLAYER,"WARMUP_ROUND_DISPLAY",warmup);
set_task(1.0,"warmup_check",taskid);
}
// show the leader display
public show_leader_display()
{
static Float:lastDisplay, lastLeader, lastLevel, leaderName[32];
if(!ggActive || !get_pcvar_num(gg_leader_display))
{
remove_task(TASK_LEADER_DISPLAY);
return 0;
}
// keep it going
if(!task_exists(TASK_LEADER_DISPLAY))
set_task(LEADER_DISPLAY_RATE,"show_leader_display",TASK_LEADER_DISPLAY,_,_,"b");
// don't show during warmup or game over
if(warmup > 0 || won) return 0;
new leaderLevel, numLeaders, leader, teamplay = get_pcvar_num(gg_teamplay);
if(teamplay) leader = teamplay_get_lead_team(leaderLevel,numLeaders);
else leader = get_leader(leaderLevel,numLeaders);
if(!leader || leaderLevel <= 0) return 0;
// we just displayed the same message, don't flood
new Float:now = get_gametime();
if(lastLevel == leaderLevel && lastLeader == leader && lastDisplay == now) return 0;
// remember for later
lastDisplay = now;
lastLeader = leader;
lastLevel = leaderLevel;
if(teamplay) get_team_name(CsTeams:leader,leaderName,9);
else get_user_name(leader,leaderName,31);
set_hudmessage(200,200,200,get_pcvar_float(gg_leader_display_x),get_pcvar_float(gg_leader_display_y),_,_,LEADER_DISPLAY_RATE+0.5,0.0,0.0);
if(numLeaders > 1)
{
if(teamplay)
{
static otherName[10];
get_team_name((leader == 1) ? CS_TEAM_CT : CS_TEAM_T,otherName,9);
ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s + %s (%i - %s)",LANG_PLAYER,"LEADER",leaderName,otherName,leaderLevel,teamLvlWeapon[leader])
}
else ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s +%i (%i - %s)",LANG_PLAYER,"LEADER",leaderName,numLeaders-1,leaderLevel,lvlWeapon[leader]);
}
else ShowSyncHudMsg(0,hudSyncLDisplay,"%L: %s (%i - %s)",LANG_PLAYER,"LEADER",leaderName,leaderLevel,(teamplay) ? teamLvlWeapon[leader] : lvlWeapon[leader]);
return 1;
}
// show the nice HUD progress display
show_progress_display(id)
{
static statusString[48];
// weapon-specific warmup
if(warmup > 0 && warmupWeapon[0]) return;
new teamplay = get_pcvar_num(gg_teamplay);
// old-school: sweet and simple
if((get_pcvar_num(gg_messages) & MSGS_CLASSIC))
{
new goal;
if(teamplay) goal = get_level_goal(teamLevel[_:cs_get_user_team(id)],id);
else goal = get_level_goal(level[id],id);
gungame_print(id,0,1,"%L %%n%i%%e :: %%n%s%%e",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],lvlWeapon[id]);
gungame_print(id,0,1,"%L",id,"PROGRESS_DISPLAY",goal-score[id],score[id],goal);
return;
}
if(teamplay)
{
new team = _:cs_get_user_team(id), otherTeam = (team == 1) ? 2 : 1;
if(team != 1 && team != 2) return;
new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
// tied
if(numLeaders > 1) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM2");
// leading
else if(leader == team) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM1",teamLevel[team]-teamLevel[otherTeam]);
// losing
else formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY_TEAM3",teamLevel[otherTeam]-teamLevel[team]);
}
else
{
new leaderLevel, numLeaders, runnerUp;
new leader = get_leader(leaderLevel,numLeaders,runnerUp);
if(level[id] == leaderLevel)
{
if(numLeaders == 1) formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY1",leaderLevel-level[runnerUp]);
else if(numLeaders == 2)
{
new otherLeader;
if(leader != id) otherLeader = leader;
else
{
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && level[player] == leaderLevel && player != id)
{
otherLeader = player;
break;
}
}
}
static otherName[32];
get_user_name(otherLeader,otherName,31);
formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY2",otherName);
}
else
{
static numWord[16], lang[3];
// if english, use words, otherwise use digits
get_user_info(id,"lang",lang,2);
if(equali(lang,"en"))
{
num_to_word(numLeaders-1,numWord,15);
trim(numWord);
}
else formatex(numWord,15,"%i",numLeaders-1);
formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY3",numWord);
}
}
else formatex(statusString,47,"%L",id,"PROGRESS_DISPLAY4",leaderLevel-level[id]);
}
gungame_hudmessage(id,5.0,"%L %i (%s)^n%s",id,(teamplay) ? "ON_LEVEL_TEAM" : "ON_LEVEL",level[id],lvlWeapon[id],statusString);
}
// play the taken/tied/lost lead sounds
public play_lead_sounds(id,oldLevel,Float:playDelay)
{
// id: the player whose level changed
// oldLevel: his level before it changed
// playDelay: how long to wait until we play id's sounds
if(get_pcvar_num(gg_teamplay))
{
// redirect to other function
teamplay_play_lead_sounds(id,oldLevel,Float:playDelay);
return;
}
// warmup or game over, no one cares
if(warmup > 0 || won) return;
// no level change
if(level[id] == oldLevel) return;
//
// monitor MY stuff first
//
new leaderLevel, numLeaders;
get_leader(leaderLevel,numLeaders);
// I'm now on the leader level
if(level[id] == leaderLevel)
{
// someone else here?
if(numLeaders > 1)
{
new params[2];
params[0] = id;
params[1] = gg_sound_tiedlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+id);
set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);
}
// just me, I'm the winner!
else
{
// did I just pass someone?
if(level[id] > oldLevel && num_players_on_level(oldLevel))
{
new params[2];
params[0] = id;
params[1] = gg_sound_takenlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+id);
set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);
}
}
}
// WAS I on the leader level?
else if(oldLevel == leaderLevel)
{
new params[2];
params[0] = id;
params[1] = gg_sound_lostlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+id);
set_task(playDelay,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+id,params,2);
//return; // will not effect other players
}
// nothing of importance
else return; // will not effect other players
//
// now monitor other players.
// if we get this far, id is now in the lead level
//
new player;
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player) || player == id) continue;
// PLAYER tied with ID
if(level[player] == level[id])
{
// don't tell him if he already got it from another player
if(num_players_on_level(level[id]) <= 2
|| (oldLevel > level[id] && leaderLevel == level[id])) // dropped into tied position
{
new params[2];
params[0] = player;
params[1] = gg_sound_tiedlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
continue;
}
// PLAYER passed by ID
else if(level[id] > level[player] && level[player] == oldLevel)
{
// don't tell him if he already got it from another player
if(num_players_on_level(level[id]) <= 1)
{
new params[2];
params[0] = player;
params[1] = gg_sound_lostlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
continue;
}
// ID passed by PLAYER
else if(level[player] > level[id] && leaderLevel == level[player])
{
// I stand alone!
if(num_players_on_level(level[player]) <= 1)
{
new params[2];
params[0] = player;
params[1] = gg_sound_takenlead;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task(0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
continue;
}
}
}
// manage game_player_equip and player_weaponstrip entities
public manage_equips()
{
static classname[20], targetname[24];
new ent, i, block_equips = get_pcvar_num(gg_block_equips), enabled = ggActive;
// go through both entities to monitor
for(i=0;i<4;i++)
{
// get classname for current iteration
switch(i)
{
case 0: classname = "game_player_equip";
case 1: classname = "game_player_equip2";
case 2: classname = "player_weaponstrip";
default: classname = "player_weaponstrip2";
}
// go through whatever entity
ent = 0;
while((ent = fm_find_ent_by_class(ent,classname)))
{
// allowed to have this, reverse possible changes
if(!enabled || !block_equips || (i >= 2 && block_equips < 2)) // player_weaponstrip switch
{
pev(ent,pev_targetname,targetname,23);
// this one was blocked
if(equal(targetname,"gg_block_equips"))
{
pev(ent,TNAME_SAVE,targetname,23);
set_pev(ent,pev_targetname,targetname);
set_pev(ent,TNAME_SAVE,"");
switch(i)
{
case 0, 1: set_pev(ent,pev_classname,"game_player_equip");
default: set_pev(ent,pev_classname,"player_weaponstrip");
}
}
}
// not allowed to pickup others, make possible changes
else
{
pev(ent,pev_targetname,targetname,23);
// needs to be blocked, but hasn't been yet
if(targetname[0] && !equal(targetname,"gg_block_equips"))
{
set_pev(ent,TNAME_SAVE,targetname);
set_pev(ent,pev_targetname,"gg_block_equips");
// classname change is required sometimes for some reason
switch(i)
{
case 0, 1: set_pev(ent,pev_classname,"game_player_equip2");
default: set_pev(ent,pev_classname,"player_weaponstrip2");
}
}
}
}
}
}
// someone respawned
spawned(id)
{
// should be filtered in ham hook
if(/*!ggActive || !is_user_connected(id) ||*/ !on_valid_team(id))
return;
remove_task(TASK_CHECK_DEATHMATCH+id);
// should be frozen?
if(won)
{
new iterations = get_pcvar_num(gg_map_iterations);
if(mapIteration < iterations || !iterations)
{
// not done yet, just freeze players
set_pev(id,pev_flags,pev(id,pev_flags) | FL_FROZEN);
fm_set_user_godmode(id,1);
}
// done, make sure HUD is hidden
emessage_begin(MSG_ALL,gmsgHideWeapon);
ewrite_byte((1<<0)|(1<<1)|(1<<3)|(1<<4)|(1<<5)|(1<<6)); // can't use (1<<2) or text disappears
emessage_end();
emessage_begin(MSG_ALL,gmsgCrosshair);
ewrite_byte(0); // hide
emessage_end();
return;
}
if(get_pcvar_num(gg_pickup_others)) strip_starting_pistols(id);
afkCheck[id] = 0;
levelsThisRound[id] = 0;
// just joined
if(!level[id])
{
new teamplay = get_pcvar_num(gg_teamplay);
// warming up
if(warmup > 0 && !teamplay)
{
change_level(id,1,1,_,1); // just joined, always score
}
else
{
// handicap
new handicapMode = get_pcvar_num(gg_handicap_on);
if(handicapMode && !teamplay)
{
new rcvHandicap = 1;
// top10 doesn't receive handicap -- also make sure we are using top10
if(sqlInit && !get_pcvar_num(gg_top10_handicap) && get_pcvar_num(gg_stats_mode))
{
static authid[32];
get_gg_authid(id,authid,31);
new si = get_gg_si();
#if defined SQL
if(!statsPosition[id][si]) statsPosition[id][si] = stats_get_position(id,authid,si);
if(0 < statsPosition[id][si] && statsPosition[id][si] <= TOP_PLAYERS) rcvHandicap = 0; // I'm in the top10
#else
for(new i=0;i<TOP_PLAYERS;i++)
{
if(i >= statsSize[si]) continue;
ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i),sfStatsStruct);
// I'm in top10, don't give me handicap
if(equal(authid,sfStatsStruct[sdAuthid]))
{
rcvHandicap = 0;
break;
}
}
#endif
}
if(rcvHandicap)
{
new player;
// find lowest level (don't use bots unless we have to)
if(handicapMode == 2)
{
new isBot, myLevel, lowestLevel, lowestBotLevel;
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player) || player == id)
continue;
isBot = is_user_bot(player);
myLevel = level[player];
if(!myLevel) continue;
if(!isBot && (!lowestLevel || myLevel < lowestLevel))
lowestLevel = myLevel;
else if(isBot && (!lowestBotLevel || myLevel < lowestBotLevel))
lowestBotLevel = myLevel;
}
// CLAMP!
if(!lowestLevel) lowestLevel = 1;
if(!lowestBotLevel) lowestBotLevel = 1;
change_level(id,(lowestLevel > 1) ? lowestLevel : lowestBotLevel,1,_,1); // just joined, always score
}
// find average level
else
{
new Float:average, num;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && level[player])
{
average += float(level[player]);
num++;
}
}
average /= float(num);
change_level(id,(average >= 0.5) ? floatround(average) : 1,1,_,1); // just joined, always score
}
}
// not eligible for handicap (in top10 with gg_top10_handicap disabled)
else change_level(id,1,1,_,1); // just joined, always score
}
// no handicap enabled or playing teamplay
else
{
if(teamplay)
{
new team = _:cs_get_user_team(id);
if(team == 1 || team == 2)
{
// my team has a level already
if(teamLevel[team])
{
change_level(id,teamLevel[team],1,_,1,_,0); // just joined, always score, don't effect team
if(score[id] != teamScore[team]) change_score(id,teamScore[team]-score[id],_,_,0); // don't effect team
}
// my team just started
else
{
// initialize its values
teamplay_update_level(team,1,id);
teamplay_update_score(team,0,id);
change_level(id,teamLevel[team],1,_,1,_,0); // just joined, always score, don't effect team
}
}
}
// solo-play
else change_level(id,1,1,_,1); // just joined, always score
}
}
}
// didn't just join
else
{
if(star[id])
{
end_star(TASK_END_STAR+id);
remove_task(TASK_END_STAR+id);
}
if(get_pcvar_num(gg_teamplay))
{
new team = _:cs_get_user_team(id);
// my team just started
if((team == 1 || team == 2) && !teamLevel[team])
{
// initialize its values
teamplay_update_level(team,1,id);
teamplay_update_score(team,0,id);
change_level(id,teamLevel[team]-level[id],_,_,1,_,0); // always score, don't effect team
change_score(id,teamScore[team]-score[id],_,_,0); // don't effect team
}
}
give_level_weapon(id);
refill_ammo(id);
}
// show welcome message
if(!welcomed[id] && get_pcvar_num(gg_join_msg))
show_welcome(id);
// update bomb for DM
if(cs_get_user_team(id) == CS_TEAM_T && !get_pcvar_num(gg_block_objectives) && get_pcvar_num(gg_dm))
{
if(bombStatus[3] == BOMB_PICKEDUP)
{
message_begin(MSG_ONE,gmsgBombPickup,_,id);
message_end();
}
else if(bombStatus[0] || bombStatus[1] || bombStatus[2])
{
message_begin(MSG_ONE,gmsgBombDrop,_,id);
write_coord(bombStatus[0]);
write_coord(bombStatus[1]);
write_coord(bombStatus[2]);
write_byte(bombStatus[3]);
message_end();
}
}
if(get_pcvar_num(gg_disable_money)) hide_money(id);
// switch to our appropiate weapon, for those without the switch to new weapon option
if((warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE)) || equal(lvlWeapon[id],KNIFE) /* || (get_pcvar_num(gg_knife_elite) && levelsThisRound[id] > 0)*/)
{
engclient_cmd(id,WEAPON_KNIFE);
client_cmd(id,WEAPON_KNIFE);
}
else if(get_pcvar_num(gg_nade_glock) && equal(lvlWeapon[id],HEGRENADE))
{
engclient_cmd(id,WEAPON_GLOCK18);
client_cmd(id,WEAPON_GLOCK18);
}
else if(lvlWeapon[id][0])
{
static wpnName[24];
formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
engclient_cmd(id,wpnName);
client_cmd(id,wpnName);
}
// remember spawn info for AFK protection
if(get_pcvar_num(gg_afk_protection))
{
pev(id,pev_origin,spawnOrigin[id]);
pev(id,pev_v_angle,spawnAngles[id]);
afkCheck[id] = 1;
}
}
// player changed his team
player_teamchange(id,oldTeam,newTeam)
{
if(!ggActive) return 0;
// remember for crazy team switches
lastTeam[id] = newTeam;
// allow us to join in on deathmatch
if(oldTeam == 0 && (newTeam == 1 || newTeam == 2) && !roundEnded && get_pcvar_num(gg_dm) && !task_exists(TASK_CHECK_JOINCLASS+id))
{
remove_task(TASK_CHECK_DEATHMATCH+id);
set_task(5.0,"check_deathmatch",TASK_CHECK_DEATHMATCH+id);
}
// keep track of time
new Float:now = get_gametime();
if(oldTeam == 1 || oldTeam == 2) teamTimes[id][oldTeam-1] += now - lastSwitch[id];
lastSwitch[id] = now;
// we already have a level, set our values to our new team's
if(level[id] && get_pcvar_num(gg_teamplay) && (newTeam == 1 || newTeam == 2))
{
// set them directly
level[id] = teamLevel[newTeam];
lvlWeapon[id] = teamLvlWeapon[newTeam];
score[id] = teamScore[newTeam];
}
return 1;
}
// restart the round
public restart_round(delay)
{
// clear values
/*new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player)) clear_values(player,1); // ignore welcome
}
// reset teams as well
clear_team_values(1);
clear_team_values(2);*/
if(delay < 1) delay = 1;
set_cvar_num("sv_restartround",delay);
set_task(float(delay)-0.1,"clear_all_values");
}
// select a random weapon order
//
// in cmd_gungame_teamplay we call map_start_cvars which leads to d_rOrder.
// when called this way we don't want to let it change teamplay or run teamplay
// configs, so we added the keepTeamplay parameter.
do_rOrder(keepTeamplay)
{
// manage random teamplay
if(initTeamplayInt == -1)
{
get_pcvar_string(gg_teamplay,initTeamplayStr,31);
initTeamplayInt = str_to_num(initTeamplayStr[0]);
}
new amount;
// if we are allowed to change teamplay, and our initial teamplay value was either a
// sequence, or it was just 2 (so select one randomly), then sort through it and pick a value
if(!keepTeamplay && ((amount = str_count(initTeamplayStr,',')+1) > 1 || initTeamplayInt == 2))
{
new info[6], rotation[32];
get_localinfo("gg_tp_iter",info,5);
copy(rotation,31,initTeamplayStr); // store initTeamplayStr in a variable that we can break apart, so on map end we can set gg_teamplay back to initTeamplayStr
new iter = str_to_num(info), teamplay;
if(iter <= 0 || iter > amount)
{
iter = 1;
set_localinfo("gg_tp_iter","1");
}
// no rotation, just use the given value
if(amount <= 1)
{
if(iter != 1) set_localinfo("gg_tp_iter","1");
// initTeamplayInt should still be set to the one we want to use
}
else
{
for(new i=1;i<=amount;i++)
{
if(contain(rotation,",") != -1)
{
strtok(rotation,info,5,rotation,31,',');
if(i == iter) // this is the one we're looking for
{
initTeamplayInt = str_to_num(info);
break;
}
}
else // we've stripped away everything else and are left with the last one, so use it
{
initTeamplayInt = str_to_num(rotation);
break;
}
}
iter++;
if(iter > amount) iter = 1;
num_to_str(iter,info,5);
set_localinfo("gg_tp_iter",info);
}
if(initTeamplayInt == 2) teamplay = random_num(0,1);
else teamplay = initTeamplayInt;
set_pcvar_num(gg_teamplay,teamplay);
// re-run config files based on teamplay, don't allow toggling
exec_gg_config_file(0,0);
if(teamplay) exec_gg_config_file(1,0);
}
new i, maxRandom, cvar[20], weaponOrder[(MAX_WEAPONS*16)+1];
for(i=1;i<=MAX_WEAPON_ORDERS+1;i++) // +1 so we can detect final
{
formatex(cvar,19,"gg_weapon_order%i",i);
get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);
trim(weaponOrder);
// found a blank one, stop here
if(!weaponOrder[0])
{
maxRandom = i - 1;
break;
}
}
// there is just one
if(maxRandom == 1)
{
// get its weapon order and set as current
formatex(cvar,19,"gg_weapon_order1");
get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);
set_pcvar_string(gg_weapon_order,weaponOrder);
return;
}
// we found some random ones
if(maxRandom)
{
new randomOrder[30], lastOIstr[6], lastOI, orderAmt;
get_localinfo("gg_rand_order",randomOrder,29);
get_localinfo("gg_last_oi",lastOIstr,5);
lastOI = str_to_num(lastOIstr);
orderAmt = get_rOrder_amount(randomOrder);
// no random order yet, or amount of random orders changed
if(!randomOrder[0] || orderAmt != maxRandom)
{
shuffle_rOrder(randomOrder,29,maxRandom);
lastOI = 0;
}
// reached the end, reshuffle while avoiding this one
else if(get_rOrder_index_val(orderAmt,randomOrder) == get_rOrder_index_val(lastOI,randomOrder))
{
shuffle_rOrder(randomOrder,29,maxRandom,lastOI);
lastOI = 0;
}
new choice = get_rOrder_index_val(lastOI+1,randomOrder);
// get its weapon order
formatex(cvar,19,"gg_weapon_order%i",choice);
get_cvar_string(cvar,weaponOrder,MAX_WEAPONS*16);
// set as current
set_pcvar_string(gg_weapon_order,weaponOrder);
// remember for next time
num_to_str(lastOI+1,lastOIstr,5);
set_localinfo("gg_last_oi",lastOIstr);
}
}
// get the value of an order index in an order string
get_rOrder_index_val(index,randomOrder[])
{
// only one listed
if(str_count(randomOrder,',') < 1)
return str_to_num(randomOrder);
// find preceding comma
new search = str_find_num(randomOrder,',',index-1);
// go until succeeding comma
new extract[6];
copyc(extract,5,randomOrder[search+1],',');
return str_to_num(extract);
}
// gets the amount of orders in an order string
get_rOrder_amount(randomOrder[])
{
return str_count(randomOrder,',')+1;
}
// shuffle up our random order
stock shuffle_rOrder(randomOrder[],len,maxRandom,avoid=-1)
{
randomOrder[0] = 0;
// fill up array with order indexes
new order[MAX_WEAPON_ORDERS], i;
for(i=0;i<maxRandom;i++) order[i] = i+1;
// shuffle it
SortCustom1D(order,maxRandom,"sort_shuffle");
// avoid a specific number as the starting number
while(avoid > 0 && order[0] == avoid)
SortCustom1D(order,maxRandom,"sort_shuffle");
// get them into a string
for(i=0;i<maxRandom;i++)
{
format(randomOrder,len,"%s%s%i",randomOrder,(i>0) ? "," : "",order[i]);
set_localinfo("gg_rand_order",randomOrder);
}
}
// play a random win sound
do_rWinSound()
{
// just one, no one cares
if(numWinSounds <= 1)
{
return 0; // 1 minus 1
}
new randomOrder[30], lastWSIstr[6], lastWSI, orderAmt;
get_localinfo("gg_winsound_order",randomOrder,29);
get_localinfo("gg_last_wsi",lastWSIstr,5);
lastWSI = str_to_num(lastWSIstr);
orderAmt = get_rWinSound_amount(randomOrder);
// no random order yet, or amount of random orders changed
if(!randomOrder[0] || orderAmt != numWinSounds)
{
shuffle_rWinSound(randomOrder,29);
lastWSI = 0;
}
// reached the end, reshuffle while avoiding this one
else if(get_rWinSound_index_val(orderAmt,randomOrder) == get_rWinSound_index_val(lastWSI,randomOrder))
{
shuffle_rWinSound(randomOrder,29,lastWSI);
lastWSI = 0;
}
new choice = get_rWinSound_index_val(lastWSI+1,randomOrder);
// remember for next time
num_to_str(lastWSI+1,lastWSIstr,5);
set_localinfo("gg_last_wsi",lastWSIstr);
return choice-1;
}
// get the value of an order index in an order string
get_rWinSound_index_val(index,randomOrder[])
{
// only one listed
if(str_count(randomOrder,',') < 1)
return str_to_num(randomOrder);
// find preceding comma
new search = str_find_num(randomOrder,',',index-1);
// go until succeeding comma
new extract[6];
copyc(extract,5,randomOrder[search+1],',');
return str_to_num(extract);
}
// gets the amount of orders in an order string
get_rWinSound_amount(randomOrder[])
{
return str_count(randomOrder,',')+1;
}
// shuffle up our random order
stock shuffle_rWinSound(randomOrder[],len,avoid=-1)
{
randomOrder[0] = 0;
// fill up array with order indexes
new order[MAX_WINSOUNDS], i;
for(i=0;i<numWinSounds;i++) order[i] = i+1;
// shuffle it
SortCustom1D(order,numWinSounds,"sort_shuffle");
// avoid a specific number as the starting number
while(avoid > 0 && order[0] == avoid)
SortCustom1D(order,numWinSounds,"sort_shuffle");
// get them into a string
for(i=0;i<numWinSounds;i++)
{
format(randomOrder,len,"%s%s%i",randomOrder,(i>0) ? "," : "",order[i]);
set_localinfo("gg_winsound_order",randomOrder);
}
}
// shuffle an array
public sort_shuffle(elem1,elem2)
{
return random_num(-1,1);
}
// clear all saved values
clear_values(id,ignoreWelcome=0)
{
level[id] = 0;
levelsThisRound[id] = 0;
score[id] = 0;
lvlWeapon[id][0] = 0;
star[id] = 0;
if(!ignoreWelcome) welcomed[id] = 0;
page[id] = 0;
lastKilled[id] = 0;
respawn_timeleft[id] = 0;
silenced[id] = 0;
spawnSounds[id] = 1;
spawnProtected[id] = 0;
teamTimes[id][0] = 0.0;
teamTimes[id][1] = 0.0;
lastSwitch[id] = get_gametime();
lastTeam[id] = 0;
if(c4planter == id) c4planter = 0;
remove_task(TASK_RESPAWN+id);
remove_task(TASK_CHECK_DEATHMATCH+id);
remove_task(TASK_REMOVE_PROTECTION+id);
if(is_user_connected(id)) fm_set_rendering(id);
return 1;
}
// clears a TEAM's values
clear_team_values(team)
{
if(team != 1 && team != 2) return;
teamLevel[team] = 0;
teamLvlWeapon[team][0] = 0;
teamScore[team] = 0;
}
// possibly start a warmup round
start_warmup()
{
new warmup_value = get_pcvar_num(gg_warmup_timer_setting);
// warmup is set to -13 after its finished if gg_warmup_multi is 0,
// so this stops multiple warmups for multiple map iterations
if(warmup_value > 0 && warmup != -13)
{
warmup = warmup_value;
get_pcvar_string(gg_warmup_weapon,warmupWeapon,23);
set_task(0.1,"warmup_check",TASK_WARMUP_CHECK);
// now that warmup is in effect, reset player weapons
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player))
{
// just joined for all intents and purposes
change_level(player,-MAX_WEAPONS,1,_,1,0,0); // just joined, always score, don't play sounds, don't effect team
}
}
// a single team update instead of for everyone
if(get_pcvar_num(gg_teamplay))
{
teamplay_update_score(1,0);
teamplay_update_score(2,0);
teamplay_update_level(1,1);
teamplay_update_level(2,1);
}
// clear leader display for warmup
if(warmup > 0) ClearSyncHud(0,hudSyncLDisplay);
}
}
// refresh a player's hegrenade stock
public refresh_nade(taskid)
{
new id = taskid-TASK_REFRESH_NADE;
// player left, player died, or GunGame turned off
if(!is_user_connected(id) || !is_user_alive(id) || !ggActive) return;
// on the grenade level, and lacking that aforementioned thing
if(equal(lvlWeapon[id],HEGRENADE) && !user_has_weapon(id,CSW_HEGRENADE))
ham_give_weapon(id,WEAPON_HEGRENADE);
// get bots to use the grenade (doesn't work very well)
if(is_user_bot(id))
{
engclient_cmd(id,WEAPON_HEGRENADE);
client_cmd(id,WEAPON_HEGRENADE);
}
}
// refill a player's ammo
stock refill_ammo(id,current=0)
{
if(!is_user_alive(id)) return 0;
// weapon-specific warmup, no ammo for knives only
if(warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE))
return 0;
// get weapon name and index
static fullName[24], curWpnName[24];
new wpnid, curWpnMelee, curweapon = get_user_weapon(id);
// re-init start of strings
fullName[0] = 0;
curWpnName[0] = 0;
// we have a valid current weapon (stupid runtime errors)
if(curweapon)
{
get_weaponname(curweapon,curWpnName,23);
curWpnMelee = equal(curWpnName,WEAPON_KNIFE);
}
// if we are refilling our current weapon instead of our level weapon,
// we actually have a current weapon, and this isn't a melee weapon or the
// other alternative, our level weapon, is a melee weapon
if(current && curweapon && (!curWpnMelee || equal(lvlWeapon[id],KNIFE)))
{
// refill our current weapon
get_weaponname(curweapon,fullName,23);
wpnid = curweapon;
}
else
{
// refill our level weapon
formatex(fullName,23,"weapon_%s",lvlWeapon[id]);
wpnid = get_weaponid(fullName);
// so that we know for sure
current = 0;
}
new armor = get_pcvar_num(gg_give_armor), helmet = get_pcvar_num(gg_give_helmet);
// giving armor and helmets away like candy
if(helmet) cs_set_user_armor(id,armor,CS_ARMOR_VESTHELM);
else cs_set_user_armor(id,armor,CS_ARMOR_KEVLAR);
// didn't find anything valid to refill somehow
if(wpnid < 1 || wpnid > 30 || !fullName[0])
return 0;
// no reason to refill a melee weapon, or a bomb.
// make use of our curWpnMelee cache here
if((current && curWpnMelee) || wpnid == CSW_KNIFE || wpnid == CSW_C4)
return 1;
new ammo, wEnt;
ammo = get_pcvar_num(gg_ammo_amount);
// don't give away hundreds of grenades
if(wpnid != CSW_HEGRENADE)
{
// set clip ammo
wEnt = get_weapon_ent(id,wpnid);
if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,maxClip[wpnid]);
// glock on the nade level
if(wpnid == CSW_GLOCK18 && equal(lvlWeapon[id],HEGRENADE))
cs_set_user_bpammo(id,CSW_GLOCK18,50);
else
{
// set backpack ammo
if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
}
// update display if we need to
if(curweapon == wpnid)
{
message_begin(MSG_ONE,gmsgCurWeapon,_,id);
write_byte(1);
write_byte(wpnid);
write_byte(maxClip[wpnid]);
message_end();
}
}
// now do stupid grenade stuff
else
{
// we don't have this nade yet
if(!user_has_weapon(id,wpnid))
{
ham_give_weapon(id,fullName);
remove_task(TASK_REFRESH_NADE+id);
}
if(get_pcvar_num(gg_nade_glock))
{
// set clip ammo
new wEnt = get_weapon_ent(id,CSW_GLOCK18);
if(pev_valid(wEnt)) cs_set_weapon_ammo(wEnt,20);
// set backpack ammo
cs_set_user_bpammo(id,CSW_GLOCK18,50);
new curweapon = get_user_weapon(id);
// update display if we need to
if(curweapon == CSW_GLOCK18)
{
message_begin(MSG_ONE,gmsgCurWeapon,_,id);
write_byte(1);
write_byte(CSW_GLOCK18);
write_byte(20);
message_end();
}
}
if(get_pcvar_num(gg_nade_smoke) && !cs_get_user_bpammo(id,CSW_SMOKEGRENADE))
ham_give_weapon(id,"weapon_smokegrenade");
if(get_pcvar_num(gg_nade_flash) && !cs_get_user_bpammo(id,CSW_FLASHBANG))
ham_give_weapon(id,"weapon_flashbang");
}
// keep melee weapon out if we had it out
if(curweapon && curWpnMelee)
{
engclient_cmd(id,curWpnName);
client_cmd(id,curWpnName);
}
return 1;
}
// show someone a welcome message
public show_welcome(id)
{
if(welcomed[id]) return;
new menuid, keys;
get_user_menu(id,menuid,keys);
// another old-school menu opened
if(menuid > 0)
{
// wait and try again
set_task(3.0,"show_welcome",id);
return;
}
play_sound_by_cvar(id,gg_sound_welcome);
new len = formatex(menuText,511-len,"%L^n",id,"WELCOME_MESSAGE_LINE1",GG_VERSION);
len += formatex(menuText[len],511-len,"\d\w^n");
len += formatex(menuText[len],511-len,"%L",id,"WELCOME_MESSAGE_LINE8");
len += formatex(menuText[len],511-len,"\d\w^n");
len += formatex(menuText[len],511-len,"\d\w^n");
len += formatex(menuText[len],511-len,"%L",id,"PRESS_KEY_TO_CONTINUE");
show_menu(id,1023,menuText,-1,"welcome_menu");
}
// show the required kills message
stock show_required_kills(id,always_individual=0)
{
// weapon-specific warmup, who cares
if(warmup > 0 && warmupWeapon[0]) return 0;
if(always_individual || !get_pcvar_num(gg_teamplay))
return gungame_hudmessage(id,3.0,"%L: %i / %i",id,"REQUIRED_KILLS",score[id],get_level_goal(level[id],id));
new player, myTeam = _:cs_get_user_team(id), goal = get_level_goal(teamLevel[myTeam],id);
for(player=1;player<=maxPlayers;player++)
{
if(player == id || (is_user_connected(player) && _:cs_get_user_team(player) == myTeam))
gungame_hudmessage(player,3.0,"%L: %i / %i",player,"REQUIRED_KILLS",teamScore[myTeam],goal);
}
return 1;
}
// player killed himself
player_suicided(id)
{
static name[32];
// we still have protection (round ended, new one hasn't started yet)
// or, suicide level downs are disabled
if(roundEnded || !get_pcvar_num(gg_suicide_penalty)) return 0;
// weapon-specific warmup, no one cares
if(warmup > 0 && warmupWeapon[0]) return 0;
if(!get_pcvar_num(gg_teamplay))
{
get_user_name(id,name,31);
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_LEVEL_DOWN",name);
// this is going to start a respawn counter HUD message
if(get_pcvar_num(gg_dm) && (get_pcvar_num(gg_dm_countdown) & 2))
return change_level(id,-1,_,0,1); // don't show message, always score
// show with message
return change_level(id,-1,_,_,1); // always score
}
else
{
new team = _:cs_get_user_team(id);
if(team != 1 && team != 2) return 0;
new penalty = get_level_goal(teamLevel[team],0);
if(penalty > 0)
{
get_user_team(id,name,9);
if(teamScore[team] - penalty < 0)
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_LEVEL_DOWN_TEAM",name,(teamLevel[team] > 1) ? teamLevel[team]-1 : teamLevel[team]);
else
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"SUICIDE_SCORE_DOWN_TEAM",name,penalty);
return change_score(id,-penalty);
}
}
return 0;
}
// player scored or lost a point
stock change_score(id,value,refill=1,play_sounds=1,effect_team=1,always_score=0)
{
// don't bother scoring up on weapon-specific warmup
if(warmup > 0 && warmupWeapon[0] && value > 0)
return 0;
// can't score!
if(!always_score && !can_score(id))
return 0;
// already won, isn't important
if(level[id] > weaponNum) return 0;
new oldScore = score[id], goal = get_level_goal(level[id],id);
new teamplay = get_pcvar_num(gg_teamplay), team;
if(teamplay) team = _:cs_get_user_team(id);
// if this is going to level us
if(score[id] + value >= goal)
{
new max_lvl = get_pcvar_num(gg_max_lvl);
// already reached max levels this round
if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[id] >= max_lvl)
{
// put it as high as we can without leveling
score[id] = goal - 1;
}
else score[id] += value;
}
else score[id] += value;
// check for level up
if(score[id] >= goal)
{
score[id] = 0;
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
change_level(id,1,_,_,always_score,play_sounds);
return 1;
}
// check for level down
if(score[id] < 0)
{
// can't go down below level 1
if(level[id] <= 1)
{
score[id] = 0;
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
new sdisplay = get_pcvar_num(gg_status_display);
if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
status_display(id);
if(value < 0) show_required_kills(id);
return 0;
}
else
{
goal = get_level_goal(level[id] > 1 ? level[id]-1 : 1,id);
score[id] = (oldScore + value) + goal; // carry over points
if(score[id] < 0) score[id] = 0;
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
change_level(id,-1,_,_,always_score);
return -1;
}
}
// refresh menus
new menu;
get_user_menu(id,menu,dummy[0]);
if(menu == level_menu) show_level_menu(id);
if(refill && get_pcvar_num(gg_refill_on_kill)) refill_ammo(id);
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
if(value < 0) show_required_kills(id);
else if(play_sounds) client_cmd(id,"spk ^"%s^"",KILL_DING_SOUND);
new sdisplay = get_pcvar_num(gg_status_display);
if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
status_display(id);
return 0;
}
// player gained or lost a level
stock change_level(id,value,just_joined=0,show_message=1,always_score=0,play_sounds=1,effect_team=1)
{
// can't score
if(level[id] > 0 && !always_score && !can_score(id))
return 0;
// don't bother leveling up on weapon-specific warmup
if(level[id] > 0 && warmup > 0 && warmupWeapon[0] && value > 0)
return 0;
new oldLevel = level[id], oldValue = value;
new teamplay = get_pcvar_num(gg_teamplay), team;
if(teamplay) team = _:cs_get_user_team(id);
// teamplay, on a valid team
if(teamplay && (team == 1 || team == 2) && value != -MAX_WEAPONS) // ignore warmup reset
{
// not effecting team, but setting me to something that doesn't match team
// OR
// effecting team, and not even starting on same thing as team
if((!effect_team && level[id] + value != teamLevel[team]) || (effect_team && level[id] != teamLevel[team]))
{
log_amx("MISSYNCH -- id: %i, value: %i, just_joined: %i, show_message: %i, always_score: %i, play_sounds: %i, effect_team: %i, team: %i, level: %i, teamlevel: %i, usertime: %i, score: %i, teamscore: %i, lvlweapon: %s, teamlvlweapon: %s",
id,value,just_joined,show_message,always_score,play_sounds,effect_team,team,level[id],teamLevel[team],get_user_time(id,1),score[id],teamScore[team],lvlWeapon[id],teamLvlWeapon[team]);
log_message("MISSYNCH -- id: %i, value: %i, just_joined: %i, show_message: %i, always_score: %i, play_sounds: %i, effect_team: %i, team: %i, level: %i, teamlevel: %i, usertime: %i, score: %i, teamscore: %i, lvlweapon: %s, teamlvlweapon: %s",
id,value,just_joined,show_message,always_score,play_sounds,effect_team,team,level[id],teamLevel[team],get_user_time(id,1),score[id],teamScore[team],lvlWeapon[id],teamLvlWeapon[team]);
}
}
// this will put us below level 1
if(level[id] + value < 1)
{
value = 1 - level[id]; // go down only to level 1
// bottom out the score
score[id] = 0;
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
}
// going up
if(value > 0)
{
new max_lvl = get_pcvar_num(gg_max_lvl);
// already reached max levels for this round
if(!teamplay && !get_pcvar_num(gg_turbo) && max_lvl > 0 && levelsThisRound[id] >= max_lvl)
return 0;
}
// can't win on the warmup round
if(level[id] + value > weaponNum && warmup > 0)
{
score[id] = get_level_goal(level[id],id) - 1;
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
return 0;
}
level[id] += value;
if(!just_joined) levelsThisRound[id] += value;
silenced[id] = 0; // for going to Glock->USP, for example
// win???
if(level[id] > weaponNum)
{
// already won, ignore this
if(won) return 1;
// bot, and not allowed to win
if(is_user_bot(id) && get_pcvar_num(gg_ignore_bots) == 2 && !only_bots())
{
change_level(id,-value,just_joined,_,1); // always score
return 1;
}
// cap out score
score[id] = get_level_goal(level[id],id);
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
if(teamplay && effect_team && (team == 1 || team == 2) && teamLevel[team] != level[id])
teamplay_update_level(team,level[id],id,1); // direct
// crown the winner
win(id,lastKilled[id]);
return 1;
}
// set weapon based on it
get_level_weapon(level[id],lvlWeapon[id],23);
// update the status display
new sdisplay = get_pcvar_num(gg_status_display);
if(sdisplay == STATUS_LEADERWPN) status_display(0); // to all
else if(sdisplay) status_display(id); // only to me
new nade = equal(lvlWeapon[id],HEGRENADE);
// I'm a leader!
if(warmup <= 0 && level[get_leader()] == level[id])
{
new sound_cvar;
if(nade) sound_cvar = gg_sound_nade;
else if(equal(lvlWeapon[id],KNIFE)) sound_cvar = gg_sound_knife;
if(sound_cvar)
{
// only play sound if we reached this level first
if(num_players_on_level(level[id]) == 1) play_sound_by_cvar(0,sound_cvar);
}
}
// NOW play level up sounds, so that they potentially
// override the global "Player is on X level" sounds
if(play_sounds)
{
// level up!
if(oldValue >= 0) play_sound_by_cvar(id,gg_sound_levelup);
// level down :(
else play_sound_by_cvar(id,gg_sound_leveldown);
}
// remember to modify changes
new oldTeamLevel;
if(team == 1 || team == 2) oldTeamLevel = teamLevel[team];
if(teamplay && effect_team && (team == 1 || team == 2) && teamLevel[team] != level[id])
teamplay_update_level(team,level[id],id);
// refresh menus
new player, menu;
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
get_user_menu(player,menu,dummy[0]);
if(menu == scores_menu) show_scores_menu(player);
else if(menu == level_menu) show_level_menu(player);
else if(player == id && menu == weapons_menu) show_weapons_menu(player);
}
// make sure we don't have more than required now
new goal = get_level_goal(level[id],id);
if(score[id] >= goal)
{
score[id] = goal-1; // 1 under
if(teamplay && effect_team && (team == 1 || team == 2) && teamScore[team] != score[id])
teamplay_update_score(team,score[id],id,1); // direct
}
new turbo = get_pcvar_num(gg_turbo);
// give weapon right away?
if((turbo || just_joined) && is_user_alive(id)) give_level_weapon(id);
else show_progress_display(id); // still show display anyway
// update the leader display (cvar check done in that function)
if(!just_joined)
{
remove_task(TASK_LEADER_DISPLAY);
show_leader_display();
new Float:lead_sounds = get_pcvar_float(gg_lead_sounds);
if(lead_sounds > 0.0 && (!teamplay || effect_team)) play_lead_sounds(id,oldLevel,lead_sounds);
}
new vote_setting = get_pcvar_num(gg_vote_setting), map_iterations = get_pcvar_num(gg_map_iterations);
// the level to start a map vote on
if(!voted && warmup <= 0 && vote_setting > 0
&& level[id] >= weaponNum - (vote_setting - 1)
&& mapIteration >= map_iterations && map_iterations > 0)
{
new mapCycleFile[64];
get_gg_mapcycle_file(mapCycleFile,63);
// start map vote?
if(!mapCycleFile[0] || !file_exists(mapCycleFile))
{
voted = 1;
// check for a custom vote
new custom[256];
get_pcvar_string(gg_vote_custom,custom,255);
if(custom[0]) server_cmd(custom);
else start_mapvote();
}
}
// grab my name
static name[32];
if(!teamplay) get_user_name(id,name,31);
// only calculate position if we didn't just join
if(!just_joined && show_message)
{
if(teamplay)
{
// is the first call for this level change
if((team == 1 || team == 2) && teamLevel[team] != oldTeamLevel)
{
new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
// tied
if(numLeaders > 1) gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TIED_LEADER_TEAM",leaderLevel,teamLvlWeapon[team]);
// leading
else if(leader == team)
{
get_user_team(id,name,9);
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"LEADING_ON_LEVEL_TEAM",name,leaderLevel,teamLvlWeapon[team]);
}
// trailing
else
{
get_user_team(id,name,9);
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TRAILING_ON_LEVEL_TEAM",name,teamLevel[team],teamLvlWeapon[team]);
}
}
}
else
{
new leaderLevel, numLeaders, leader = get_leader(leaderLevel,numLeaders);
// tied
if(level[id] == leaderLevel && numLeaders > 1 && level[id] > 1)
{
if(numLeaders == 2)
{
new otherLeader;
if(leader != id) otherLeader = leader;
else
{
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && level[player] == leaderLevel && player != id)
{
otherLeader = player;
break;
}
}
}
static otherName[32];
get_user_name(otherLeader,otherName,31);
}
else
{
static numWord[16], digiWord[3], lang[3];
num_to_word(numLeaders-1,numWord,15);
trim(numWord);
formatex(digiWord,2,"%i",numLeaders-1);
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player))
{
// use word for english, digit otherwise
get_user_info(player,"lang",lang,2);
}
}
}
}
// I'M THE BEST!!!!!!!
else if(leader == id && level[id] > 1)
{
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"LEADING_ON_LEVEL",name,level[id],lvlWeapon[id]);
}
}
}
// teamplay, didn't grab name yet
if(teamplay) get_user_name(id,name,31);
// triple bonus!
if(levelsThisRound[id] == 3)
{
new triple_on = get_pcvar_num(gg_triple_on);
if(triple_on == 2 || (triple_on && !turbo))
{
star[id] = 1;
new sound[64];
get_pcvar_string(gg_sound_triple,sound,63);
fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)*1.5);
if(sound[0]) engfunc(EngFunc_EmitSound,id,CHAN_VOICE,sound[6],VOL_NORM,ATTN_NORM,0,PITCH_NORM); // ignore sound/ prefix
else engfunc(EngFunc_EmitSound,id,CHAN_VOICE,sound,VOL_NORM,ATTN_NORM,0,PITCH_NORM);
set_pev(id,pev_effects,pev(id,pev_effects) | EF_BRIGHTLIGHT);
fm_set_rendering(id,kRenderFxGlowShell,255,255,100,kRenderNormal,1);
fm_set_user_godmode(id,1);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(22); // TE_BEAMFOLLOW
write_short(id); // entity
write_short(trailSpr); // sprite
write_byte(20); // life
write_byte(10); // width
write_byte(255); // r
write_byte(255); // g
write_byte(100); // b
write_byte(100); // brightness
message_end();
gungame_print(0,id,1,"%L",LANG_PLAYER_C,"TRIPLE_LEVELED",name);
set_task(10.0,"end_star",TASK_END_STAR+id);
}
}
new ff_auto = get_pcvar_num(gg_ff_auto), ff = get_pcvar_num(mp_friendlyfire);
// turn on FF?
if(ff_auto && !ff && nade)
{
server_cmd("mp_friendlyfire 1"); // so console is notified
set_pcvar_num(mp_friendlyfire,1); // so it changes instantly
gungame_print(0,0,1,"%L",LANG_PLAYER_C,"FRIENDLYFIRE_ON");
client_cmd(0,"spk ^"%s^"",BRASS_BELL_SOUND);
}
// turn off FF?
else if(ff_auto && ff)
{
new keepFF, player;
for(player=1;player<=maxPlayers;player++)
{
if(equal(lvlWeapon[player],HEGRENADE) || equal(lvlWeapon[player],KNIFE))
{
keepFF = 1;
break;
}
}
// no one is on nade or knife level anymore
if(!keepFF)
{
server_cmd("mp_friendlyfire 0"); // so console is notified
set_pcvar_num(mp_friendlyfire,0); // so it changes instantly
}
}
// some bots are actually allergic to the chemicals used in HE grenades
if(is_user_bot(id) && get_pcvar_num(gg_bots_skipnade) && !get_pcvar_num(gg_teamplay) && equal(lvlWeapon[id],HEGRENADE))
change_level(id,1);
return 1;
}
// forces a player to a level, skipping a lot of important stuff.
// it's assumed that this is used as a result of "id" being leveled
// up because his teammate leveled up in teamplay.
stock set_level_noifandsorbuts(id,newLevel,play_sounds=1)
{
// okay, this is our only but
if(!is_user_connected(id)) return 0;
new oldLevel = level[id];
level[id] = newLevel;
get_level_weapon(level[id],lvlWeapon[id],23);
if(play_sounds)
{
// level up!
if(newLevel >= oldLevel) play_sound_by_cvar(id,gg_sound_levelup);
// level down :(
else play_sound_by_cvar(id,gg_sound_leveldown);
}
// refresh menus
new player, menu;
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
get_user_menu(player,menu,dummy[0]);
if(menu == scores_menu) show_scores_menu(player);
else if(menu == level_menu) show_level_menu(player);
}
// give weapon right away?
if(get_pcvar_num(gg_turbo) && is_user_alive(id)) give_level_weapon(id);
else show_progress_display(id); // still show display anyway
return 1;
}
// get rid of a player's star
public end_star(taskid)
{
new id = taskid - TASK_END_STAR;
if(!star[id]) return;
star[id] = 0;
//gungame_print(id,0,1,"Your star has run out!");
if(is_user_alive(id))
{
fm_set_user_maxspeed(id,fm_get_user_maxspeed(id)/1.5);
engfunc(EngFunc_EmitSound,id,CHAN_VOICE,"common/null.wav",VOL_NORM,ATTN_NORM,0,PITCH_NORM); // stop sound
set_pev(id,pev_effects,pev(id,pev_effects) & ~EF_BRIGHTLIGHT);
fm_set_rendering(id);
fm_set_user_godmode(id,0);
message_begin(MSG_BROADCAST,SVC_TEMPENTITY);
write_byte(99); // TE_KILLBEAM
write_short(id); // entity
message_end();
}
}
// give a player a weapon based on his level
stock give_level_weapon(id,notify=1,verify=1)
{
if(!is_user_alive(id) || level[id] <= 0) return 0;
// not warming up, didn't just win
if(notify && warmup <= 0 && level[id] > 0 && level[id] <= weaponNum)
show_progress_display(id);
// stop attacks from bleeding over into the new weapon
//client_cmd(id,"-attack;-attack2");
// give CTs defuse kits on bomb maps
if(bombMap && !get_pcvar_num(gg_block_objectives) && cs_get_user_team(id) == CS_TEAM_CT)
cs_set_user_defuse(id,1);
new armor = get_pcvar_num(gg_give_armor), helmet = get_pcvar_num(gg_give_helmet);
// giving armor and helmets away like candy
if(helmet) cs_set_user_armor(id,armor,CS_ARMOR_VESTHELM);
else cs_set_user_armor(id,armor,CS_ARMOR_KEVLAR);
new oldWeapon = get_user_weapon(id);
static wpnName[24];
new weapons = pev(id,pev_weapons), wpnid, alright, myCategory, hasMain;
new ammo = get_pcvar_num(gg_ammo_amount),
knife_elite = get_pcvar_num(gg_knife_elite),
pickup_others = (get_pcvar_num(gg_pickup_others) && (!knife_elite || !levelsThisRound[id])),
mainCategory = get_weapon_category(_,lvlWeapon[id]);
new hasGlock, hasSmoke, hasFlash,
nade_level = (equal(lvlWeapon[id],HEGRENADE)),
nade_glock = get_pcvar_num(gg_nade_glock),
nade_smoke = get_pcvar_num(gg_nade_smoke),
nade_flash = get_pcvar_num(gg_nade_flash);
new melee_only = ((warmup > 0 && warmupWeapon[0] && equal(warmupWeapon,KNIFE)) || (knife_elite && levelsThisRound[id] > 0));
// remove stuff first
for(wpnid=1;wpnid<31;wpnid++)
{
// don't have this, or it's the C4
if(!(weapons & (1<<wpnid)) || wpnid == CSW_C4) continue;
alright = 0;
get_weaponname(wpnid,wpnName,23);
if(melee_only)
{
if(wpnid == CSW_KNIFE)
{
alright = 1;
hasMain = 1;
}
}
else
{
replace(wpnName,23,"weapon_","");
// this is our designated weapon
if(equal(lvlWeapon[id],wpnName))
{
alright = 1;
hasMain = 1;
}
// nade extras
else if(nade_level)
{
if(nade_glock && wpnid == CSW_GLOCK18)
{
alright = 1;
hasGlock = 1;
}
else if(nade_smoke && wpnid == CSW_SMOKEGRENADE)
{
alright = 1;
hasSmoke = 1;
}
else if(nade_flash && wpnid == CSW_FLASHBANG)
{
alright = 1;
hasFlash = 1;
}
}
// get the tag back on there
format(wpnName,23,"weapon_%s",wpnName);
}
// don't do anything about the knife
if(wpnid != CSW_KNIFE)
{
// was it alright?
if(alright)
{
// reset ammo
if(wpnid != CSW_HEGRENADE && wpnid != CSW_FLASHBANG && wpnid != CSW_SMOKEGRENADE)
{
if(nade_level && nade_glock && wpnid == CSW_GLOCK18)
cs_set_user_bpammo(id,CSW_GLOCK18,50);
else
{
if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
}
}
else cs_set_user_bpammo(id,wpnid,1); // grenades
}
// we should probably remove this weapon
else
{
myCategory = get_weapon_category(wpnid);
// pistol in the way of glock, remove it
if(nade_level && nade_glock && myCategory == 2) ham_strip_weapon(id,wpnName);
else
{
// we aren't allowed to have any other weapons,
// or this is in the way of the weapon that I want.
if(!pickup_others || myCategory == mainCategory)
ham_strip_weapon(id,wpnName);
}
}/*not alright*/
}/*not a knife*/
}/*wpnid for-loop*/
// I should have a weapon but don't
if(lvlWeapon[id][0] && !hasMain)
{
formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
// give a player his weapon
ham_give_weapon(id,wpnName);
remove_task(TASK_REFRESH_NADE+id);
if(!equal(lvlWeapon[id],HEGRENADE) && !equal(lvlWeapon[id],KNIFE))
{
wpnid = get_weaponid(wpnName);
if(!wpnid) log_amx("INVALID WEAPON ID FOR ^"%s^"",lvlWeapon[id]);
else
{
if(ammo > 0) cs_set_user_bpammo(id,wpnid,ammo);
else cs_set_user_bpammo(id,wpnid,maxAmmo[wpnid]);
}
}
}
if(nade_level)
{
if(nade_glock && !hasGlock)
{
ham_give_weapon(id,WEAPON_GLOCK18);
cs_set_user_bpammo(id,CSW_GLOCK18,50);
}
if(nade_smoke && !hasSmoke) ham_give_weapon(id,"weapon_smokegrenade");
if(nade_flash && !hasFlash) ham_give_weapon(id,"weapon_flashbang");
}
new weapon = get_user_weapon(id);
// using a knife probably
if(melee_only || equal(lvlWeapon[id],KNIFE))
{
// draw knife on knife warmup and knife level... this is so that
// the terrorist that spawns with the C4 won't be spawned with his
// C4 selected, but instead his knife
engclient_cmd(id,WEAPON_KNIFE);
client_cmd(id,WEAPON_KNIFE);
}
// switch back to knife if we had it out. also don't do this when called
// by the verification check, because their old weapon will obviously be
// a knife and they will want to use their new one.
else if(verify /*&& !notify*/ && oldWeapon)
{
get_weaponname(oldWeapon,wpnName,23);
if(wpnName[0] && equal(wpnName,WEAPON_KNIFE))
{
engclient_cmd(id,wpnName);
client_cmd(id,wpnName);
}
else if(lvlWeapon[id][0])
{
formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
engclient_cmd(id,wpnName);
client_cmd(id,wpnName);
}
}
// switch to glock for nade level
else if(weapon != CSW_KNIFE && equal(lvlWeapon[id],HEGRENADE) && nade_glock)
{
engclient_cmd(id,WEAPON_GLOCK18);
client_cmd(id,WEAPON_GLOCK18);
}
// otherwise, switch to our new weapon
else if(lvlWeapon[id][0])
{
formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
engclient_cmd(id,wpnName);
client_cmd(id,wpnName);
}
// make sure that we get this...
if(verify)
{
remove_task(TASK_VERIFY_WEAPON+id);
set_task(1.0,"verify_weapon",TASK_VERIFY_WEAPON+id);
}
// remember burst or silenced status
if(silenced[id])
{
if(equal(lvlWeapon[id],"usp") || equal(lvlWeapon[id],"m4a1"))
{
new wEnt = get_weapon_ent(id,_,lvlWeapon[id]);
if(pev_valid(wEnt))
{
cs_set_weapon_silen(wEnt,1,0);
// play draw with silencer animation
if(lvlWeapon[id][0] == 'u') set_pev(id,pev_weaponanim,USP_DRAWANIM);
else set_pev(id,pev_weaponanim,M4A1_DRAWANIM);
}
}
else if(equal(lvlWeapon[id],"glock18") || equal(lvlWeapon[id],"famas"))
{
new wEnt = get_weapon_ent(id,_,lvlWeapon[id]);
if(pev_valid(wEnt)) cs_set_weapon_burst(wEnt,1);
}
silenced[id] = 0;
}
return 1;
}
// verify that we have our stupid weapon
public verify_weapon(taskid)
{
new id = taskid-TASK_VERIFY_WEAPON;
if(!is_user_alive(id)) return;
static wpnName[24];
formatex(wpnName,23,"weapon_%s",lvlWeapon[id]);
new wpnid = get_weaponid(wpnName);
if(!wpnid) return;
// we don't have it, but we want it
if(!user_has_weapon(id,wpnid)) give_level_weapon(id,0,0);
}
// crown a winner
win(winner,loser)
{
// we have an invalid winner here
if(won || !is_user_connected(winner) || !can_score(winner))
return;
won = 1;
roundEnded = 1;
server_cmd("sv_alltalk 1");
client_cmd(0,"stopsound;speak null;mp3 stop");
play_sound(0,winSounds[currentWinSound]);
new map_iterations = get_pcvar_num(gg_map_iterations), restart,
player, Float:chattime = get_cvar_float("mp_chattime");
// final playthrough, get ready for next map
if(mapIteration >= map_iterations && map_iterations > 0)
{
set_nextmap();
set_task(floatmax(chattime,2.5),"goto_nextmap");
// as of GG1.16, we always send a non-emessage intermission, because
// other map changing plugins (as well as StatsMe) intercepting it
// was causing problems.
// as of GG1.20, we no longer do this because it closes the MOTD.
// as of GG2.10, we use finale, which freezes players like the
// intermission but doesn't otherwise do any intermission stuff.
message_begin(MSG_ALL,SVC_FINALE);
write_string(""); // although you could put a nice typewrite-style centersay here
message_end();
// godmode everyone
new fullName[32];
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_alive(player)) continue;
// finale won't stop players from shooting technically
formatex(fullName,31,"weapon_%s",lvlWeapon[player]);
ham_strip_weapon(player,fullName);
fm_set_user_godmode(player,1);
}
}
// get ready to go again!!
else
{
restart = 1;
// freeze and godmode everyone
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
client_cmd(player,"-attack;-attack2");
set_pev(player,pev_flags,pev(player,pev_flags) | FL_FROZEN);
fm_set_user_godmode(player,1);
set_pev(player,pev_viewmodel2,"");
}
}
emessage_begin(MSG_ALL,gmsgHideWeapon);
ewrite_byte((1<<0)|(1<<1)|(1<<3)|(1<<4)|(1<<5)|(1<<6)); // can't use (1<<2) or text disappears
emessage_end();
emessage_begin(MSG_ALL,gmsgCrosshair);
ewrite_byte(0); // hide
emessage_end();
new winnerName[32], i, teamplay = get_pcvar_num(gg_teamplay);
if(teamplay) get_user_team(winner,winnerName,9);
else get_user_name(winner,winnerName,31);
// old-fashioned
for(i=0;i<5;i++)
{
if(teamplay) gungame_print(0,winner,1,"%L!!",LANG_PLAYER_C,"WON_TEAM",winnerName);
else gungame_print(0,winner,1,"%L!",LANG_PLAYER_C,"WON",winnerName);
}
// our new super function
stats_award_points(winner);
// finally show it off
new winner_motd[64];
get_pcvar_string(gg_winner_motd,winner_motd,63);
if(winner_motd[0] && winner_motd[0] != '0')
{
new params[66];
params[0] = winner;
params[1] = loser;
copy(params[2],63,winner_motd);
set_task(1.0,"show_win_screen",_,params,65);
}
// we can restart now (do it after calculations because points might get reset)
if(restart)
{
// delay it, because it will reset stuff
set_task(1.1,"restart_round",floatround(chattime-1.1));
set_task(floatmax(chattime-0.1,1.2),"restart_gungame",czero ? get_cvar_num("bot_stop") : 0);
set_task(floatmax(chattime+5.0,0.1),"stop_win_sound",currentWinSound);
if(czero) server_cmd("bot_stop 1"); // freeze CZ bots
}
}
// restart gungame, for the next map iteration
public restart_gungame(old_bot_stop_value)
{
won = 0;
mapIteration++;
/*new i;
for(i=0;i<sizeof teamLevel;i++)
clear_team_values(i);*/
// game already commenced, but we are restarting, allow us to warmup again
if(gameCommenced) shouldWarmup = 1;
stats_clear_all(); // clear out everything about our stats
toggle_gungame(TASK_TOGGLE_GUNGAME + TOGGLE_ENABLE); // reset stuff
// toggle_gungame calls map_start_cvars which calls do_rOrder, so we theoretically don't need to do it again here
//do_rOrder(0); // also does random teamplay
setup_weapon_order();
currentWinSound = do_rWinSound(); // pick the next win sound
// unfreeze and ungodmode everyone
for(new player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
set_pev(player,pev_flags,pev(player,pev_flags) & ~FL_FROZEN);
fm_set_user_godmode(player,0);
welcomed[player] = 1; // also don't show welcome again
}
if(czero) server_cmd("bot_stop %i",old_bot_stop_value); // unfreeze CZ bots
// only have warmup once?
if(!get_pcvar_num(gg_warmup_multi)) warmup = -13; // -13 is the magical stop number
else warmup = -1; // -1 isn't magical at all... :(
warmupWeapon[0] = 0;
}
// stop the winner sound (for multiple map iterations)
public stop_win_sound(winSound)
{
// stop winning sound
if(containi(winSounds[winSound],".mp3") != -1) client_cmd(0,"mp3 stop");
else client_cmd(0,"speak null");
}
// calculate the winner screen... severely cut down from before
public show_win_screen(params[66]) // [winner,loser,gg_win_motd[64]]
{
new winner = params[0], loser = params[1];
if(!is_user_connected(winner)) return 0;
new winner_motd[64];
copy(winner_motd,63,params[2]);
new motd[1536], len, header[32];
new teamplay = get_pcvar_num(gg_teamplay), stats_mode = get_pcvar_num(gg_stats_mode), stats_split = get_pcvar_num(gg_stats_split),
timeratio = get_pcvar_num(gg_teamplay_timeratio), iterations = get_pcvar_num(gg_map_iterations), roundsleft = iterations - mapIteration, nextmap[32],
loserDC = !is_user_connected(loser);
get_cvar_string("amx_nextmap",nextmap,31);
new winnerTeam[10], winnerName[32], winnerColor[8], winnerWinSuffix[3], winnerStreakSuffix[3], streakChampColor[8], myStreakSuffix[3],
winningTeam = _:cs_get_user_team(winner), losingTeam = _:(!(winningTeam-1)) + 1;
#if defined SQL
// abort if showing web page but could not initialize SQL
if(!isdigit(winner_motd[0]) && !sqlInit)
{
return 0;
}
// if web page or set to 2, update database
if((!isdigit(winner_motd[0]) || winner_motd[0] == '2') && sqlInit)
{
new systime = get_systime(), player, playerAuthid[32], playerName[32], playerSafeAuthid[64], playerSafeName[64], si = get_gg_si(), flags, team,
origLen = len = formatex(motd,1535,"DELETE FROM `%s`; INSERT INTO `%s` VALUES ('0','','%s','%i','%i','','%i','%i','%i','%i','%i','%i','%i','%i','%i','%i','%s'),",sqlPlayersTable,sqlPlayersTable,nextmap,stats_mode,stats_split,teamplay,timeratio,winner,loser,loserDC,winningTeam,losingTeam,iterations,roundsleft,systime,serverip);
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
if(len >= 1200) // getting too close for comfort, cash in what we have and start a new query
{
motd[len] = ';';
motd[len+1] = 0;
// thread this to prevent weird connection errors??? only solution I could find
SQL_ThreadQuery(tuple,"sql_qhandler_dummy",motd);
len = origLen = formatex(motd,1535,"INSERT INTO `%s` VALUES ",sqlPlayersTable);
}
flags = 0;
team = _:cs_get_user_team(player);
if(team == winningTeam)
{
flags |= WON;
if(player == winner) flags |= LASTKILL;
}
else if(team > 0 && team < 3)
{
flags |= LOST;
if(player == loser) flags |= LASTKILL;
}
if(player == pointsExtraction[0][1]) flags |= NEWRECORD;
get_gg_authid(player,playerAuthid,31);
get_user_name(player,playerName,31);
// get new stats position
stats_clear_struct(playerStats[player]);
stats_get_position(player,playerAuthid,si);
SQL_QuoteString(db,playerSafeName,63,playerName);
SQL_QuoteString(db,playerSafeAuthid,63,playerAuthid);
len += formatex(motd[len],1535-len,"%s('%i','%s','%s','%i','%i','%s','%i','%i','%i','%i','%i','%i','%i','%i','%i','%i','%s')",(len != origLen) ? "," : "",
player,playerSafeAuthid,playerSafeName,team,level[player],lvlWeapon[player],flags,pointsExtraction[player][0],pointsExtraction[player][2],pointsExtraction[player][1],pointsExtraction[player][4],pointsExtraction[player][3],statsPosition[player][si],floatround(teamTimes[player][winningTeam-1]),floatround(teamTimes[player][losingTeam-1]),systime,serverip);
}
// if we actually added someone
if(len > origLen)
{
motd[len] = ';';
motd[len+1] = 0;
query = SQL_PrepareQuery(db,motd);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
}
// an actual web page
if(winner_motd[0] != '2')
{
new url[74], lang[3];
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
get_user_info(player,"lang",lang,2);
formatex(header,31,"%L",player,"WIN_MOTD_LINE1",winnerName);
formatex(url,73,"%s?i=%i&l=%s",winner_motd,player,lang);
show_motd(player,url,header);
}
return 1;
}
}
#endif
if(sqlInit && stats_mode && is_user_connected(pointsExtraction[0][1]))
get_team_color(CsTeams:get_user_team(pointsExtraction[0][1]),streakChampColor,7);
get_user_team(winner,winnerTeam,9);
get_user_name(winner,winnerName,31);
get_team_color(CsTeams:winningTeam,winnerColor,7);
get_number_suffix(pointsExtraction[winner][0],winnerWinSuffix,2);
get_number_suffix(pointsExtraction[winner][3],winnerStreakSuffix,2);
// pointsExtraction[player][0] = total wins
// pointsExtraction[player][1] = points from this round
// pointsExtraction[player][2] = total points
// pointsExtraction[player][3] = current streak
// pointsExtraction[player][4] = previous record streak
// pointsExtraction[0][0] = old record (0 = no old record)
// pointsExtraction[0][1] = record holder (-1 = old guy)
// pointsExtraction[0][2] = new record (0 = no new record)
new loserName[32], loserColor[8];
if(!loserDC)
{
get_user_name(loser,loserName,31);
get_team_color(cs_get_user_team(loser),loserColor,7);
}
else loserColor = "gray";
// figure out which lines to use based on stats split stuff
new key_LINE5A[20], key_LINE5B[20], key_LINE7A[20], key_LINE7B[20],
key_STREAK1[21], key_STREAK4[21];
if(stats_split)
{
if(teamplay)
{
key_LINE5A = "WIN_MOTD_LINE5A_TP";
key_LINE5B = "WIN_MOTD_LINE5B_TP";
key_LINE7A = "WIN_MOTD_LINE7A_TP";
key_LINE7B = "WIN_MOTD_LINE7B_TP";
}
else
{
key_LINE5A = "WIN_MOTD_LINE5A_REG";
key_LINE5B = "WIN_MOTD_LINE5B_REG";
key_LINE7A = "WIN_MOTD_LINE7A_REG";
key_LINE7B = "WIN_MOTD_LINE7B_REG";
}
}
else
{
key_LINE5A = "WIN_MOTD_LINE5A";
key_LINE5B = "WIN_MOTD_LINE5B";
key_LINE7A = "WIN_MOTD_LINE7A";
key_LINE7B = "WIN_MOTD_LINE7B";
}
// format for each language
new player;
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
if(loserDC) formatex(loserName,31,"%L",player,"NO_ONE");
formatex(header,31,"%L",player,"WIN_MOTD_LINE1",winnerName);
len = formatex(motd,1535,"<meta http-equiv=^"Content-Type^" content=^"text/html;charset=UTF-8^">");
len += formatex(motd[len],1535-len,"<body bgcolor=black style=line-height:1;color:white><center><img src=^"https://i.hizliresim.com/q7s9c73.png^"><p>");
len += formatex(motd[len],1535-len,"<font color=%s size=6 style=letter-spacing:2px>",winnerColor);
len += formatex(motd[len],1535-len,"<div style=height:1px;width:80%%;background-color:%s;overflow:hidden></div>",winnerColor);
if(teamplay) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE2",winnerTeam); else len += formatex(motd[len],1535-len,"%s",winnerName);
len += formatex(motd[len],1535-len,"<div style=height:1px;width:80%%;background-color:%s;overflow:hidden></div>",winnerColor);
len += formatex(motd[len],1535-len,"<font size=4 color=white style=letter-spacing:1px>%L<p>",player,"WIN_MOTD_LINE3");
if(!teamplay) len += formatex(motd[len],1535-len,"<font size=3>%L</font>.<p>",player,"WIN_MOTD_LINE4A",lvlWeapon[winner],loserColor,loserName);
else len += formatex(motd[len],1535-len,"<font size=3>%L</font>.<p>",player,"WIN_MOTD_LINE4B",lvlWeapon[winner],loserColor,loserName,winnerColor,winnerName);
if(sqlInit && stats_mode == 1)
{
if(teamplay && timeratio)
{
// not enough for a win
if(teamTimes[winner][winningTeam-1]/(teamTimes[winner][winningTeam-1]+teamTimes[winner][losingTeam-1]) < 0.5)
len += formatex(motd[len],1535-len,"<p>");
else
len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5A,winnerColor,winnerName,pointsExtraction[winner][0],winnerWinSuffix,pointsExtraction[winner][3],winnerStreakSuffix,pointsExtraction[winner][4]);
// no play time
if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",0);
else
len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",floatround(teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1])*100.0));
}
else len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5A,winnerColor,winnerName,pointsExtraction[winner][0],winnerWinSuffix,pointsExtraction[winner][3],winnerStreakSuffix,pointsExtraction[winner][4]);
// we won somehow
if( (!teamplay && winner == player) || (teamplay && !timeratio && winningTeam == _:cs_get_user_team(player)) ||
(teamplay && timeratio && teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]) >= 0.5) )
{
get_number_suffix(pointsExtraction[player][3],myStreakSuffix,2);
len += formatex(motd[len],1535-len,"%L<br>",player,key_LINE7A,pointsExtraction[player][0],pointsExtraction[player][3],myStreakSuffix,pointsExtraction[player][4]);
}
// we didn't get a win
else len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE7B,pointsExtraction[player][0]);
}
else if(sqlInit && stats_mode == 2)
{
if(teamplay && timeratio)
{
// winner didn't play enough to get a win
if(teamTimes[winner][winningTeam-1]/(teamTimes[winner][winningTeam-1]+teamTimes[winner][losingTeam-1]) < 0.5)
len += formatex(motd[len],1535-len,"%L<p>",player,key_LINE5B,winnerColor,winnerName,pointsExtraction[winner][2]);
else
// no play time
if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",0);
else
len += formatex(motd[len],1535-len,"%L<br>",player,"WIN_MOTD_LINE6",floatround(teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1])*100.0));
}
if(pointsExtraction[player][3])
{
get_number_suffix(pointsExtraction[player][3],myStreakSuffix,2);
len += formatex(motd[len],1535-len,"%L<br>",player,key_STREAK1,pointsExtraction[player][3],myStreakSuffix,pointsExtraction[player][4]);
}
}
else len += formatex(motd[len],1535-len,"<p>");
if(sqlInit && stats_mode)
{
if(!pointsExtraction[player][3] && pointsExtraction[player][4]) // I'm not on a streak, but I do have a record
{
}
if(pointsExtraction[0][1] == -1) // champion is the previous record holder
{
// there actually was a previous record
}
else len += formatex(motd[len],1535-len,"%L<p>",player,key_STREAK4,streakChampColor,spareName,pointsExtraction[0][2]);
}
if(iterations > 0)
{
if(roundsleft <= 0) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8A",nextmap);
else if(roundsleft == 1) len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8B");
else len += formatex(motd[len],1535-len,"%L",player,"WIN_MOTD_LINE8C",roundsleft);
}
show_motd(player,motd,header);
}
return 1;
}
//**********************************************************************
// TEAMPLAY FUNCTIONS
//**********************************************************************
// change the score of a team
stock teamplay_update_score(team,newScore,exclude=0,direct=0)
{
if(team != 1 && team != 2) return;
teamScore[team] = newScore;
new player, sdisplay = get_pcvar_num(gg_status_display);
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && player != exclude && _:cs_get_user_team(player) == team)
{
if(direct)
{
score[player] = newScore;
if(sdisplay == STATUS_KILLSLEFT || sdisplay == STATUS_KILLSDONE)
status_display(player);
}
else change_score(player,newScore-score[player],0); // don't refill
}
}
}
// change the level of a team
stock teamplay_update_level(team,newLevel,exclude=0,direct=1)
{
if(team != 1 && team != 2) return;
teamLevel[team] = newLevel;
get_level_weapon(teamLevel[team],teamLvlWeapon[team],23);
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && player != exclude && _:cs_get_user_team(player) == team)
{
//if(direct) level[player] = newLevel;
if(direct) set_level_noifandsorbuts(player,newLevel);
else change_level(player,newLevel-level[player],_,_,1); // always score
}
}
}
// play the taken/tied/lost lead sounds
public teamplay_play_lead_sounds(id,oldLevel,Float:playDelay)
{
// both teams not initialized yet
if(!teamLevel[1] || !teamLevel[2]) return;
// id: the player whose level changed
// oldLevel: his level before it changed
// playDelay: how long to wait until we play id's sounds
// warmup or game over, no one cares
if(warmup > 0 || won) return;
// no level change
if(level[id] == oldLevel) return;
new team = _:cs_get_user_team(id), otherTeam = (team == 1) ? 2 : 1, thisTeam, player, params[2];
if(team != 1 && team != 2) return;
new leaderLevel, numLeaders, leader = teamplay_get_lead_team(leaderLevel,numLeaders);
// this team is leading
if(leader == team)
{
// the other team here?
if(numLeaders > 1)
{
params[1] = gg_sound_tiedlead;
// play to both teams
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
thisTeam = _:cs_get_user_team(player);
if(thisTeam == team || thisTeam == otherTeam)
{
params[0] = player;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
}
}
// just us, we are the winners!
else
{
// did we just pass the other team?
if(level[id] > oldLevel && teamLevel[otherTeam] == oldLevel)
{
// play to both teams (conditional)
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
thisTeam = _:cs_get_user_team(player);
if(thisTeam == team) params[1] = gg_sound_takenlead;
else if(thisTeam == otherTeam) params[1] = gg_sound_lostlead;
else continue;
params[0] = player;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
}
}
}
// WAS this team on the leader level?
else if(oldLevel == leaderLevel)
{
// play to entire team
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
thisTeam = _:cs_get_user_team(player);
if(thisTeam == team) params[1] = gg_sound_lostlead;
else if(thisTeam == otherTeam) params[1] = gg_sound_takenlead;
else continue;
params[0] = player;
remove_task(TASK_PLAY_LEAD_SOUNDS+player);
set_task((thisTeam == team) ? playDelay : 0.1,"play_sound_by_cvar_task",TASK_PLAY_LEAD_SOUNDS+player,params,2);
}
}
}
// find the highest level team and such
stock teamplay_get_lead_team(&retLevel=0,&retNumLeaders=0,&retRunnerUp=0)
{
new leader, numLeaders, runnerUp;
if(teamLevel[1] >= teamLevel[2]) leader = 1;
else leader = 2;
if(teamLevel[1] == teamLevel[2]) numLeaders = 2;
else
{
numLeaders = 1;
runnerUp = (leader == 1) ? 2 : 1;
}
retLevel = teamLevel[leader];
retNumLeaders = numLeaders;
retRunnerUp = runnerUp;
return leader;
}
// gets the team's level goal without a player passed
teamplay_get_team_goal(team)
{
if(team != 1 && team != 2) return 0;
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && _:cs_get_user_team(player) == team)
return get_level_goal(teamLevel[team],player);
}
return 0;
}
//**********************************************************************
// AUTOVOTE FUNCTIONS
//**********************************************************************
// start the autovote
public autovote_start()
{
// vote in progress
if(autovotes[0] || autovotes[1] || autovotes[2] || task_exists(TASK_AUTOVOTE_RESULT)) return 0;
// if autovote_mode < 0, we haven't actually checked it yet
if(autovote_mode < 0)
{
new info[6];
get_localinfo("gg_av_iter",info,5);
new iter = str_to_num(info);
new rotation[32];
get_pcvar_string(gg_autovote_mode,rotation,31);
new amount = str_count(rotation,',')+1;
if(iter <= 0 || iter > amount)
{
iter = 1;
set_localinfo("gg_av_iter","1");
}
// no rotation, just use the given value
if(amount <= 1)
{
if(iter != 1) set_localinfo("gg_av_iter","1");
autovote_mode = str_to_num(rotation);
}
else
{
for(new i=1;i<=amount;i++)
{
if(contain(rotation,",") != -1)
{
strtok(rotation,info,5,rotation,31,',');
if(i == iter) // this is the one we're looking for
{
autovote_mode = str_to_num(info);
break;
}
}
else // we've stripped away everything else and are left with the last one, so use it
{
autovote_mode = str_to_num(rotation);
break;
}
}
iter++;
if(iter > amount) iter = 1;
num_to_str(iter,info,5);
set_localinfo("gg_av_iter",info);
}
}
// turns out it's disabled
if(autovote_mode <= 0) return 0;
new Float:autovote_time = get_pcvar_float(gg_autovote_time);
new i;
for(i=1;i<=maxPlayers;i++)
{
if(!is_user_connected(i)) continue;
switch(autovote_mode)
{
case 1:
{
formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES",i,"NO",i,"CANCEL");
show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
}
case 2:
{
formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES_TEAMPLAY",i,"YES_REGULAR",i,"CANCEL");
show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
}
default:
{
formatex(menuText,511,"\y%L^n^n\w1. %L^n2. %L^n3. %L^n^n0. %L",i,"PLAY_GUNGAME",i,"YES_TEAMPLAY",i,"YES_REGULAR",i,"NO",i,"CANCEL");
show_menu(i,MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_0,menuText,floatround(autovote_time),"autovote_menu");
}
}
}
gungame_print(0,0,1,"%L",LANG_PLAYER_C,"VOTING_STARTED");
set_task(autovote_time,"autovote_result",TASK_AUTOVOTE_RESULT);
return 1;
}
// take in votes
public autovote_menu_handler(id,key)
{
switch(key)
{
case 0: // 1.
{
/* MODE 1- YES
MODE 2- YES_TEAMPLAY
MODE 3- YES_TEAMPLAY */
autovotes[0]++;
}
case 1: // 2.
{
/* MODE 1- NO
MODE 2- YES_REGULAR
MODE 3- YES_REGULAR */
if(autovote_mode == 1) autovotes[2]++;
else autovotes[1]++;
}
case 2: // 3.
{
/* MODE 1-
MODE 2-
MODE 3- NO */
autovotes[2]++;
}
//case 9: 0. /* ALL MODES- CANCEL */ let menu close
}
return PLUGIN_HANDLED;
}
// calculate end of vote, some of this was thanks to VEN
public autovote_result()
{
new vYes = autovotes[0] + autovotes[1], vNo = autovotes[2], vTotal = vYes + vNo, vSuccess, teamplay = get_pcvar_num(gg_teamplay), key[16];
switch(autovote_mode)
{
case 1: // this mode asks if they want to play GunGame, yes/no
{
if(vTotal)
{
if(float(vYes) / float(vTotal) >= get_pcvar_float(gg_autovote_ratio))
vSuccess = 1;
// the choice that changes the current game mode is the one that needs to meet the ratio. so if you are
// playing GunGame, at least however many people as defined by the ratio need to vote for it off to switch it,
// and vice-versa.
if( ( ggActive && (float(vNo) / float(vTotal)) < get_pcvar_float(gg_autovote_ratio))
|| (!ggActive && (float(vYes) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
vSuccess = 1; // means that we will be playing GunGame
}
else if(ggActive) vSuccess = 1;
if(vSuccess && !ggActive)
{
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
}
else if(!vSuccess && ggActive)
{
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_DISABLE);
set_pcvar_num(gg_enabled,0);
ggActive = 0;
}
if(vSuccess && teamplay) key = "AUTOVOTE_RES1";
else if(vSuccess && !teamplay) key = "AUTOVOTE_RES2";
else key = "AUTOVOTE_RES3";
gungame_print(0,0,1,"%L %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",vYes,LANG_PLAYER_C,"YES",vNo,LANG_PLAYER_C,"NO",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
}
case 2: // this mode asks if they want to play teamplay, yes/no
{
if(!ggActive)
{
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
}
if(vTotal)
{
// see above comment
if( ( teamplay && (float(autovotes[1]) / float(vTotal)) < get_pcvar_float(gg_autovote_ratio))
|| (!teamplay && (float(autovotes[0]) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
vSuccess = 1; // means that we will be playing teamplay mode
}
else if(teamplay) vSuccess = 1;
if(vSuccess)
{
if(!teamplay)
{
set_pcvar_num(gg_teamplay,1);
if(ggActive && warmup <= 0) restart_round(3);
exec_gg_config_file(0,0);
exec_gg_config_file(1,0);
}
set_task(4.9,"force_teamplay",1);
}
else if(!vSuccess)
{
if(teamplay)
{
set_pcvar_num(gg_teamplay,0);
if(ggActive && warmup <= 0) restart_round(3);
exec_gg_config_file(0,0);
}
set_task(4.9,"force_teamplay",0);
}
if(vSuccess) key = "AUTOVOTE_RES1";
else key = "AUTOVOTE_RES2";
gungame_print(0,0,1,"%L %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",autovotes[0],LANG_PLAYER_C,"YES_TEAMPLAY",autovotes[1],LANG_PLAYER_C,"YES_REGULAR",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
}
default: // this mode asks if they want to play, teamplay/regular/no
{
if(vTotal)
{
// see above comment
if( ( ggActive && (float(vNo) / float(vTotal)) < get_pcvar_float(gg_autovote_ratio))
|| (!ggActive && (float(vYes) / float(vTotal)) >= get_pcvar_float(gg_autovote_ratio)) )
vSuccess = 1; // means that we will be playing GunGame
}
else if(ggActive) vSuccess = 1;
if(vSuccess)
{
if(!ggActive)
{
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_ENABLE);
}
// pick a random value for teamplay if we need it, then see if we should be using it.
// use it in the case that we have a tie, and we are using random teamplay mode.
new rand_val = random_num(0,1);
new use_rand = (autovotes[0] == autovotes[1] && (teamplay == 2 || initTeamplayInt == 2));
if(autovotes[0] > autovotes[1] || (use_rand && rand_val == 1)) // more votes for teamplay
{
if(!teamplay)
{
set_pcvar_num(gg_teamplay,1);
if(ggActive && warmup <= 0) restart_round(3);
exec_gg_config_file(0,0);
exec_gg_config_file(1,0);
}
key = "AUTOVOTE_RES1";
set_task(4.9,"force_teamplay",1);
}
else if(autovotes[0] < autovotes[1] || (use_rand && rand_val == 0)) // more votes for regular
{
if(teamplay)
{
set_pcvar_num(gg_teamplay,0);
if(ggActive && warmup <= 0) restart_round(3);
exec_gg_config_file(0,0);
}
key = "AUTOVOTE_RES2";
set_task(4.9,"force_teamplay",0);
}
else // if equal, leave it be
{
if(teamplay)
{
key = "AUTOVOTE_RES1";
set_task(4.9,"force_teamplay",1);
}
else
{
key = "AUTOVOTE_RES2";
set_task(4.9,"force_teamplay",0);
}
}
}
else if(!vSuccess && ggActive)
{
restart_round(5);
set_task(4.8,"toggle_gungame",TASK_TOGGLE_GUNGAME+TOGGLE_DISABLE);
set_pcvar_num(gg_enabled,0);
ggActive = 0;
}
if(!vSuccess) key = "AUTOVOTE_RES3";
gungame_print(0,0,1,"%L %i %L - %i %L - %i %L - %L :: %L",LANG_PLAYER_C,"PLAY_GUNGAME",autovotes[0],LANG_PLAYER_C,"YES_TEAMPLAY",autovotes[1],LANG_PLAYER_C,"YES_REGULAR",vNo,LANG_PLAYER_C,"NO",LANG_PLAYER_C,"THE_RESULT",LANG_PLAYER_C,key);
}
}
autovotes[0] = 0;
autovotes[1] = 0;
autovotes[2] = 0;
}
// force teamplay mode to what we want after a vote has been completed.
// otherwise, when switching from GunGame off to on, it will be overwritten by gungame.cfg.
public force_teamplay(teamplay)
{
set_pcvar_num(gg_teamplay,teamplay);
exec_gg_config_file(0,0);
if(teamplay) exec_gg_config_file(1,0);
}
//**********************************************************************
// STAT FUNCTIONS
//**********************************************************************
// clear out everything about our stats
stats_clear_all()
{
#if !defined SQL
// destroy large array
if(statsArray) ArrayDestroy(statsArray);
// destroy the two "pointer" arrays
if(statsPointers[0])
{
ArrayDestroy(statsPointers[0]);
statsSize[0] = 0;
}
if(statsPointers[1])
{
ArrayDestroy(statsPointers[1]);
statsSize[1] = 0;
}
#endif
// clear out saved stats data for the players
for(new i=1;i<=maxPlayers;i++)
{
statsPosition[i][0] = 0;
statsPosition[i][1] = 0;
stats_clear_struct(playerStats[i]);
}
// clear out saved stats data from the temp saves
for(new i=0;i<TEMP_SAVES;i++)
{
tempSave[i][svStatsPosition][0] = 0;
tempSave[i][svStatsPosition][1] = 0;
}
}
#if !defined SQL
// converts a stats string (as in gungame.stats) into a stats struct (by reference)
stats_str_to_struct(str[],struct[statsData])
{
// The format for str (as saved in gungame.stats):
//
// AUTHID WINS LAST_USED_NAME TIMESTAMP POINTS STREAK TPWINS TPPOINTS TPSTREAK
static piece[32], whole[112];
piece[0] = 0;
whole[0] = 0;
stats_clear_struct(struct);
strtok(str,piece,31,whole,111,'^t');
copy(struct[sdAuthid],31,piece);
strtok(whole,piece,5,whole,111,'^t');
struct[sdWins][0] = str_to_num(piece);
strtok(whole,piece,31,whole,111,'^t');
copy(struct[sdName],31,piece);
strtok(whole,piece,11,whole,111,'^t');
struct[sdTimestamp] = str_to_num(piece);
strtok(whole,piece,7,whole,111,'^t');
struct[sdPoints][0] = str_to_num(piece);
strtok(whole,piece,3,whole,111,'^t');
struct[sdStreak][0] = str_to_num(piece);
strtok(whole,piece,5,whole,111,'^t');
struct[sdWins][1] = str_to_num(piece);
strtok(whole,piece,7,whole,3,'^t');
struct[sdPoints][1] = str_to_num(piece);
//strtok(whole,piece,3,whole,1,'^t');
struct[sdStreak][1] = str_to_num(whole);
}
#endif
#if defined SQL
// sql version] much simpler.
stock stats_refresh_timestamp(authid[])
{
if(!sqlInit) return 0;
SQL_QuoteString(db,safeName,63,authid);
query = SQL_PrepareQuery(db,"UPDATE `%s` SET timestamp='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,get_systime(),safeName,serverip);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
return 1;
}
#else
// IT'S BEEN REVIVED!
//
// This took me way too long to develop, but it actually is able to overwrite the
// old timestamp without having to copy over to a new file or anything. It should
// work until sometime in the year 2287 when Unix timestamps will be 11 digits.
//
// On my old 2.80 gHz Pentium IV, it takes less than a tenth of a second to read to
// the bottom of a 10,000 line stats file and then refresh the final player's timestamp.
stock stats_refresh_timestamp(authid[])
{
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile)) return 0;
// Open in binary mode, because text mode can present issues regarding
// carriage returns and line feeds.
// (See http://support.microsoft.com/default.aspx?scid=kb;en-us;68337)
new file = fopen(sfFile,"rb+");
if(!file) return 0;
new readLen, authidLen = strlen(authid), q;
formatex(sfTimestamp,10,"%10i",get_systime());
while(!feof(file))
{
new start_of_line = ftell(file); // remember start of line position
readLen = fgets(file,sfLineData,111);
// check to see if this line starts with our authid
for(q=0;q<authidLen;q++)
{
if(sfLineData[q] != authid[q]) { q = 255; break; }
}
// if q == 255, we definitely did not have a match.
// else, if sfLineData[q] != '^t', our authid is probably
// a proper prefix for the authid on this line.
if(q == 255 || sfLineData[q] != '^t')
{
q = 255;
continue;
}
q++; // q was pointing to first tab, so skip over it
new tabsFound = 1;
while(sfLineData[q] != 0)
{
// keep going until we find the 3rd tab overall
if(sfLineData[q] == '^t' && ++tabsFound == 3) break;
q++;
}
// somehow we did not encounter the 3rd tab, abort
if(tabsFound != 3 || sfLineData[q] != '^t')
{
log_amx("Error in stats_refresh_timestamp -- stats file formatted incorrectly");
q = 255;
break;
}
q++; // q was the position of the tab before the timestamp, so skip over it
// Make sure we have room for the timestamp (though we might assume it).
// Minimum 12 characters: 10 for the timestamp, 1 for carriage return, 1 for newline.
if(readLen-q >= 12)
{
fseek(file,start_of_line+q,SEEK_SET);
fwrite_blocks(file,sfTimestamp,10,BLOCK_CHAR); // overwrite timestamp with current one
}
break;
}
fclose(file);
return (q != 255);
}
#endif
// we now have a super-duper function so that we only have to go through
// the stats file once, instead of rereading and rewriting it for every
// single player in a points match.
//
// also, timestamps are refreshed here, instead of every time you join.
public stats_award_points(winner)
{
new stats_mode = get_pcvar_num(gg_stats_mode);
if(!sqlInit || !stats_mode) return;
new teamplay = get_pcvar_num(gg_teamplay), winningTeam =_:cs_get_user_team(winner),
losingTeam = _:(!(winningTeam-1)) + 1, stats_ip = get_pcvar_num(gg_stats_ip),
timeratio = get_pcvar_num(gg_teamplay_timeratio), ignore_bots = get_pcvar_num(gg_ignore_bots);
new si = get_gg_si();
new player, playerWins[32], playerPoints[32], playerStreak[32], playerAuthid[32][32], playerName[32][32],
playerTotalPoints[32], players[32], intStreak, playerNum, i, team, Float:time = get_gametime(), systime = get_systime();
#if defined SQL
new playerSafeName[32][64], playerSafeAuthid[32][64];
#endif
//new botid;
get_players(players,playerNum);
for(i=0;i<playerNum;i++)
{
player = players[i];
// keep track of time
team = _:cs_get_user_team(player);
if(team == 1 || team == 2) teamTimes[player][team-1] += time - lastSwitch[player];
lastSwitch[player] = time;
get_gg_authid(player,playerAuthid[i],31,stats_ip);
get_user_name(player,playerName[i],31);
/*if(equal(playerAuthid[i],"BOT"))
{
botid++;
formatex(playerAuthid[i],31,"BOT_%i",botid);
}*/
#if defined SQL
SQL_QuoteString(db,playerSafeName[i],63,playerName[i]);
SQL_QuoteString(db,playerSafeAuthid[i],63,playerAuthid[i]);
#endif
// solo wins only
if(player == winner && stats_mode == 1 && !teamplay)
playerWins[i] = 1;
}
//
// COLLECT LIST OF PLAYERS AND THEIR INFORMATION
//
// points system
if(stats_mode == 2)
{
new wins, Float:flPoints, Float:winbonus = get_pcvar_float(gg_stats_winbonus), Float:percent;
for(i=0;i<playerNum;i++)
{
player = players[i];
if(!is_user_connected(player) || (ignore_bots && is_user_bot(player)))
continue;
wins = 0; // WHY DID I FORGET THIS BEFORE
// point ratio based on time played in teamplay
if(teamplay && timeratio)
{
// no play time
if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
continue;
// give us points from losing team
flPoints = (float(teamLevel[losingTeam]) - 1.0) * teamTimes[player][losingTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]);
// give us points from winning team
percent = teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]);
flPoints += (float(teamLevel[winningTeam]) - 1.0) * percent;
// we played over half on winning team, give us a bonus and win
if(percent >= 0.5)
{
flPoints *= winbonus;
wins = 1;
}
}
else
{
flPoints = float(level[player]) - 1.0; // calculate points and add
// winner gets bonus points plus a win
if(player == winner || (teamplay && _:cs_get_user_team(player) == winningTeam))
{
flPoints *= winbonus;
wins = 1;
}
}
// unnecessary
if(flPoints < 0.5 && !wins) continue;
playerWins[i] = wins;
playerPoints[i] = floatround(flPoints);
if(playerPoints[i] < 0) playerPoints[i] = 0;
}
}
// regular wins teamplay (solo regular wins is above)
else if(teamplay)
{
for(i=0;i<playerNum;i++)
{
player = players[i];
if(_:cs_get_user_team(player) == winningTeam && (!ignore_bots || !is_user_bot(player)))
{
// no play time
if(teamTimes[player][winningTeam-1] < 1.0 && teamTimes[player][losingTeam-1] < 1.0)
continue;
// have to play at least half to get a win
if(!timeratio || teamTimes[player][winningTeam-1]/(teamTimes[player][winningTeam-1]+teamTimes[player][losingTeam-1]) >= 0.5)
playerWins[i] = 1;
}
}
}
//
// START MANAGING STREAKS
//
new streakToBeat = 0, streakChamp = -1;
#if defined SQL
new champRowExists;
// find current champion's info
query = SQL_PrepareQuery(db,"SELECT streak,name FROM `%s` WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,si,serverip);
if(SQL_ExecuteAndLog(query))
{
if(SQL_NumResults(query))
{
champRowExists = 1;
streakToBeat = SQL_ReadResult(query,0);
SQL_ReadResult(query,1,spareName,31);
}
}
SQL_FreeHandle(query);
pointsExtraction[0][0] = streakToBeat; // record old record
pointsExtraction[0][1] = -1; // record champion
new len, origLen;
// form query to delete players who did not win this round from the cache
origLen = len = formatex(mkQuery,1535,"DELETE FROM `%s` WHERE type='%iC' AND serverip='%s' AND authid NOT IN (",sqlStreakTable,si,serverip);
for(i=0;i<playerNum;i++)
{
if(playerWins[i]) len += formatex(mkQuery[len],1535-len,"%s'%s'",(len!=origLen) ? "," : "",playerSafeAuthid[i]);
}
if(len == origLen)
{
// no one was added, then add empty apostrophes to avoid SQL syntax error
len += formatex(mkQuery[len],1535-len,"''");
}
len += formatex(mkQuery[len],1535-len,");");
query = SQL_PrepareQuery(db,mkQuery);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
// use one query to get all current streaks, then process them in the loop and save to playerStreak array
new authid[64];
query = SQL_PrepareQuery(db,"SELECT authid,streak FROM `%s` WHERE type='%iC' AND serverip='%s';",sqlStreakTable,si,serverip);
if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
{
while(SQL_MoreResults(query))
{
SQL_ReadResult(query,0,authid,63);
for(i=0;i<playerNum;i++)
{
if(equal(authid,playerSafeAuthid[i]))
{
playerStreak[i] = SQL_ReadResult(query,1);
break;
}
}
SQL_NextRow(query);
}
}
SQL_FreeHandle(query);
len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` VALUES ",sqlStreakTable);
// now go through players, and make sure to start a streak for those who don't have one
for(i=0;i<playerNum;i++)
{
if(playerWins[i])
{
playerStreak[i]++; // if they won, they get one added to their streak
// am I the champion?? also, in the case of a tie, allow the winner of this round to be considered the champ
if(playerStreak[i] > streakToBeat || (streakChamp != -1 && playerStreak[i] == streakToBeat && players[i] == winner))
{
streakToBeat = playerStreak[i];
streakChamp = i;
}
// didn't find one with previous loop
if(playerStreak[i] == 1) // because of increment above, will be 1 at minimum
{
// insert a new row. note that the streak is inserted as 0 because it gets incremented below.
len += formatex(mkQuery[len],1535-len,"('%iC','%s','0','%s','%i','%s'),",si,playerSafeAuthid[i],playerSafeName[i],systime,serverip);
// cash in if we get too close
if(len >= 1200)
{
mkQuery[len-1] = ';';
mkQuery[len] = 0;
query = SQL_PrepareQuery(db,mkQuery);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` VALUES ",sqlStreakTable);
}
}
}
}
// if we have some leftover query
if(len > origLen)
{
mkQuery[len-1] = ';';
mkQuery[len] = 0;
query = SQL_PrepareQuery(db,mkQuery);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
}
// update everyone's current streaks by +1
query = SQL_PrepareQuery(db,"UPDATE `%s` SET streak=streak+1 WHERE type='%iC' AND serverip='%s';",sqlStreakTable,si,serverip);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
// somebody beat the champion!
if(streakToBeat && streakChamp != -1)
{
if(champRowExists) query = SQL_PrepareQuery(db,"UPDATE `%s` SET authid='%s', streak='%i', name='%s', timestamp='%i' WHERE type='%iR' AND serverip='%s' LIMIT 1;",sqlStreakTable,playerSafeAuthid[streakChamp],streakToBeat,playerSafeName[streakChamp],systime,si,serverip);
else query = SQL_PrepareQuery(db,"INSERT INTO `%s` VALUES ('%iR','%s','%i','%s',%i,'%s');",sqlStreakTable,si,playerSafeAuthid[streakChamp],streakToBeat,playerSafeName[streakChamp],systime,serverip);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
}
#else
// go through and copy down the list of players who got a win last round
new sfStreak[2][4], tempFileName[65], streakRecord[53], streakFile, stats_streak_file[64];
get_pcvar_string(gg_stats_streak_file,stats_streak_file,63);
if(file_exists(stats_streak_file))
{
formatex(tempFileName,64,"%s2",stats_streak_file); // our temp file, append 2
rename_file(stats_streak_file,tempFileName,1); // copy it over to the temp name (relative flag)
// there are two basic types of lines:
// a record line, ie: 0R AUTHID STREAK NAME TIMESTAMP
// a "cache" line (a player with a running streak), ie: 0C AUTHID STREAK
// the first digit is the stats index (0 for regular, 1 for teamplay)
new streakTempFile = fopen(tempFileName,"rt");
streakFile = fopen(stats_streak_file,"wt");
// go through the old file, copy over unimportant lines, figure out the record, and distribute streaks
while(!feof(streakTempFile))
{
fgets(streakTempFile,sfLineData,82);
if(!sfLineData[0]) continue;
// not for our stats mode
if(str_to_num(sfLineData[0]) != si)
{
fprintf(streakFile,sfLineData); // just copy it over
continue;
}
// this is the record
if(sfLineData[1] == 'R')
{
copy(streakRecord,82,sfLineData); // just save it for now
continue;
}
// this is a cache (a player who got a win last game)
if(sfLineData[1] == 'C')
{
// use sfLineData[3] to skip characters "0C " (should be a tab)
strtok(sfLineData[3],sfAuthid,31,sfStreak[0],3,'^t'); // split them up
for(i=0;i<playerNum;i++)
{
// if we won, and we haven't read our streak yet, and this is our authid
if(playerWins[i] && !playerStreak[i] && equal(playerAuthid[i],sfAuthid))
{
playerStreak[i] = str_to_num(sfStreak[0]); // set our streak to our previous one
break; // in the case of duplicate authids, don't continually add to the streak
}
}
continue;
}
// don't copy over the rest, so it sort of auto-prunes
//fprintf(streakFile,sfLineData); // OLD COMMENT IGNORE ME: anything else, we might as well copy it
}
// get rid of the old copy
fclose(streakTempFile);
delete_file(tempFileName);
}
else if(stats_streak_file[0]) streakFile = fopen(stats_streak_file,"wt"); // did not exist, create it
//new streakToBeat = 0, streakChamp = -1;
if(streakRecord[0]) // if there was a record, figure it out
{
strtok(streakRecord[3],dummy,1,sfLineData,82,'^t'); // cut off prefix and authid from the left
strtok(sfLineData,sfStreak[0],3,spareName,31,'^t'); // get our streak, and the name as well
new pos = contain_char(spareName,'^t');
if(pos != -1) spareName[pos] = 0; // cut off the timestamp from the name
streakToBeat = str_to_num(sfStreak[0]);
}
pointsExtraction[0][0] = streakToBeat; // record old record
pointsExtraction[0][1] = -1; // record champion
// now go through current players, and rewrite them with their new streaks into the file
for(i=0;i<playerNum;i++)
{
if(playerWins[i])
{
playerStreak[i]++; // if they won, they get one added to their streak
// am I the champion?? also, in the case of a tie, allow the winner of this round to be considered the champ
if(playerStreak[i] > streakToBeat || (streakChamp != -1 && playerStreak[i] == streakToBeat && players[i] == winner))
{
streakToBeat = playerStreak[i];
streakChamp = i;
}
if(streakFile)
{
fprintf(streakFile,"%iC^t%s^t%i",si,playerAuthid[i],playerStreak[i]);
fputc(streakFile,'^n');
}
}
}
if(streakFile)
{
if(streakToBeat)
{
if(streakChamp == -1) fprintf(streakFile,"%s",streakRecord); // no one here beat the champ, reprint old champ
else // otherwise, give the new guy credit
{
fprintf(streakFile,"%iR^t%s^t%i^t%s^t%i",si,playerAuthid[streakChamp],playerStreak[streakChamp],playerName[streakChamp],systime);
fputc(streakFile,'^n');
}
}
fclose(streakFile);
}
#endif
// we have a new champion, record their stuff
if(streakChamp != -1)
{
pointsExtraction[0][1] = players[streakChamp]; // record champion
pointsExtraction[0][2] = playerStreak[streakChamp]; // record new record
copy(spareName,31,playerName[streakChamp]);
}
//
// NOW GO THROUGH THE FILE
//
#if defined SQL
new sfWins[2], sfPoints[2], sfStreak[2];
// do one query to grab all stats we need
len = formatex(mkQuery,1535,"SELECT authid,wins,points,streak,wins_tp,points_tp,streak_tp FROM `%s` WHERE serverip='%s' AND authid IN(",sqlTable,serverip);
for(i=0;i<playerNum;i++)
{
len += formatex(mkQuery[len],1535-len,"'%s'%s",playerSafeAuthid[i],(i==playerNum-1) ? "" : ",");
}
len += formatex(mkQuery[len],1535-len,");");
// go through results
new foundMe[33];
query = SQL_PrepareQuery(db,mkQuery);
if(SQL_ExecuteAndLog(query) && SQL_NumResults(query))
{
new Handle:query2;
while(SQL_MoreResults(query))
{
SQL_ReadResult(query,0,authid,63);
for(i=0;i<playerNum;i++)
{
if(foundMe[i] || !equal(authid,playerSafeAuthid[i])) continue;
// remember for later iterations
foundMe[i] = 1;
sfWins[0] = SQL_ReadResult(query,1);
sfPoints[0] = SQL_ReadResult(query,2);
sfStreak[0] = SQL_ReadResult(query,3);
sfWins[1] = SQL_ReadResult(query,4);
sfPoints[1] = SQL_ReadResult(query,5);
sfStreak[1] = SQL_ReadResult(query,6);
// if we set a new personal streak record, save it
intStreak = sfStreak[si];
pointsExtraction[players[i]][4] = intStreak; // show old record
if(playerStreak[i] > intStreak) intStreak = playerStreak[i];
// so we can reference this for the MOTD
playerTotalPoints[i] = playerPoints[i] + sfPoints[si];
pointsExtraction[players[i]][0] = sfWins[si] + playerWins[i];
pointsExtraction[players[i]][1] = playerPoints[i];
pointsExtraction[players[i]][2] = playerTotalPoints[i];
pointsExtraction[players[i]][3] = playerStreak[i];
//pointsExtraction[players[i]][4] = intStreak; // uncomment to show new record
// something worth updating
if(playerWins[i] || playerPoints[i])
{
if(si == 0) query2 = SQL_PrepareQuery(db,"UPDATE `%s` SET wins=wins+'%i',name='%s',timestamp='%i',points=points+'%i',streak='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,playerWins[i],playerSafeName[i],systime,playerPoints[i],intStreak,playerSafeAuthid[i],serverip);
else query2 = SQL_PrepareQuery(db,"UPDATE `%s` SET wins_tp=wins_tp+'%i',name='%s',timestamp='%i',points_tp=points_tp+'%i',streak_tp='%i' WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,playerWins[i],playerSafeName[i],systime,playerPoints[i],intStreak,playerSafeAuthid[i],serverip);
SQL_ExecuteAndLog(query2);
SQL_FreeHandle(query2);
}
break;
}
SQL_NextRow(query);
}
}
SQL_FreeHandle(query);
len = 0;
// go through again for people we didn't find
for(i=0;i<playerNum;i++)
{
// nothing worth reporting, still refresh timestamp
if(!playerWins[i] && !playerPoints[i])
{
stats_refresh_timestamp(playerAuthid[i]);
continue;
}
// already found me
if(foundMe[i]) continue;
// so we can reference this for the MOTD
playerTotalPoints[i] = playerPoints[i];
pointsExtraction[players[i]][0] = playerWins[i];
pointsExtraction[players[i]][1] = playerPoints[i];
pointsExtraction[players[i]][2] = playerTotalPoints[i];
pointsExtraction[players[i]][3] = playerStreak[i];
pointsExtraction[players[i]][4] = 0; // show old record
// haven't started yet
if(len == 0)
{
if(si == 0) len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` (authid,name,timestamp,wins,points,streak,serverip) VALUES ",sqlTable);
else len = origLen = formatex(mkQuery,1535,"INSERT INTO `%s` (authid,name,timestamp,wins_tp,points_tp,streak_tp,serverip) VALUES ",sqlTable);
}
len += formatex(mkQuery[len],1535-len,"('%s','%s','%i','%i','%i','%i','%s'),",playerSafeAuthid[i],playerSafeName[i],systime,playerWins[i],playerTotalPoints[i],playerStreak[i],serverip);
// cash in if we get too close
if(len >= 1200)
{
mkQuery[len-1] = ';';
mkQuery[len] = 0;
query = SQL_PrepareQuery(db,mkQuery);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
len = 0;
}
}
// if we have some leftover query
if(len && len > origLen)
{
mkQuery[len-1] = ';';
mkQuery[len] = 0;
query = SQL_PrepareQuery(db,mkQuery);
SQL_ExecuteAndLog(query);
SQL_FreeHandle(query);
}
#else
new file;
get_pcvar_string(gg_stats_file,sfFile,63);
formatex(tempFileName,64,"%s2",sfFile); // our temp file, append 2
// create file if it does not exist (thanks Min2liz)
if(!file_exists(sfFile))
{
file = fopen(sfFile,"wt");
fclose(file);
}
rename_file(sfFile,tempFileName,1); // copy over current stat file (relative flag)
if(!file_exists(tempFileName)) return; // rename failed?
new sfWins[2][6], sfPoints[2][8], set[32], setNum;
new tempFile = fopen(tempFileName,"rt"), lastSetNum;
file = fopen(sfFile,"wt");
// go through our old copy and rewrite entries
while(tempFile && file && !feof(tempFile))
{
fgets(tempFile,sfLineData,111);
if(!sfLineData[0]) continue;
// still have scores to add to
lastSetNum = setNum;
if(setNum < playerNum)
{
strtok(sfLineData,sfAuthid,31,sfLineData,111,'^t'); // isolate authid
// see if we need to change this one
for(i=0;i<playerNum;i++)
{
if(!set[i] && equal(playerAuthid[i],sfAuthid))
{
set[i] = 1;
setNum++;
strtok(sfLineData,sfWins[0],5,sfLineData,111,'^t'); // get wins
strtok(sfLineData,dummy,1,sfLineData,111,'^t'); // get name
strtok(sfLineData,dummy,1,sfLineData,111,'^t'); // get timestamp
strtok(sfLineData,sfPoints[0],7,sfLineData,111,'^t'); // get points
strtok(sfLineData,sfStreak[0],3,sfLineData,111,'^t'); // get streak
strtok(sfLineData,sfWins[1],5,sfLineData,111,'^t'); // get teamplay wins
strtok(sfLineData,sfPoints[1],7,sfStreak[1],3,'^t'); // get teamplay points and teamplay streak
// if we set a new personal streak record, save it
intStreak = str_to_num(sfStreak[si]);
pointsExtraction[players[i]][4] = intStreak; // show old record
if(playerStreak[i] > intStreak) intStreak = playerStreak[i];
playerTotalPoints[i] = playerPoints[i] + str_to_num(sfPoints[si]); // AUTHID WINS NAME TIMESTAMP POINTS STREAK TPWINS TPPOINTS TPSTREAK
if(si == 0) fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t%i^t%i^t%i",sfAuthid,str_to_num(sfWins[0])+playerWins[i],playerName[i],systime,playerTotalPoints[i],intStreak,str_to_num(sfWins[1]),str_to_num(sfPoints[1]),str_to_num(sfStreak[1]));
else fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t%i^t%i^t%i",sfAuthid,str_to_num(sfWins[0]),playerName[i],systime,str_to_num(sfPoints[0]),str_to_num(sfStreak[0]),str_to_num(sfWins[1])+playerWins[i],playerTotalPoints[i],intStreak);
fputc(file,'^n');
// so we can reference this for the MOTD
pointsExtraction[players[i]][0] = str_to_num(sfWins[si])+playerWins[i];
pointsExtraction[players[i]][1] = playerPoints[i];
pointsExtraction[players[i]][2] = playerTotalPoints[i];
pointsExtraction[players[i]][3] = playerStreak[i];
//pointsExtraction[players[i]][4] = intStreak; // uncomment to show new record
break;
}
}
// nothing to replace, just copy it over (newline is already included)
if(lastSetNum == setNum) fprintf(file,"%s^t%s",sfAuthid,sfLineData); // we cut authid earlier
}
else fprintf(file,"%s",sfLineData); // nothing to replace, just copy it over (newline is already included)
}
for(i=0;i<playerNum;i++)
{
// never found an existing entry, make a new one
if(!set[i] && (playerWins[i] || playerPoints[i]))
{
playerTotalPoints[i] = playerPoints[i]; // AUTHID WINS NAME TIMESTAMP POINTS STREAK TPWINS TPPOINTS TPSTREAK
if(si == 0) fprintf(file,"%s^t%i^t%s^t%i^t%i^t%i^t0^t0^t0",playerAuthid[i],playerWins[i],playerName[i],systime,playerTotalPoints[i],playerStreak[i]);
else fprintf(file,"%s^t0^t%s^t%i^t0^t0^t%i^t%i^t%i",playerAuthid[i],playerName[i],systime,playerWins[i],playerTotalPoints[i],playerStreak[i]);
fputc(file,'^n');
// so we can reference this for the MOTD
pointsExtraction[players[i]][0] = playerWins[i];
pointsExtraction[players[i]][1] = playerPoints[i];
pointsExtraction[players[i]][2] = playerTotalPoints[i];
pointsExtraction[players[i]][3] = playerStreak[i];
pointsExtraction[players[i]][4] = 0; // show old record
}
}
if(tempFile) fclose(tempFile);
if(file) fclose(file);
// remove our copy
delete_file(tempFileName);
#endif
new teamName[10], key_GAINED_POINTS[18];
// decide what to use based on split and such
if(get_pcvar_num(gg_stats_split))
{
if(teamplay) key_GAINED_POINTS = "GAINED_POINTS_TP";
else key_GAINED_POINTS = "GAINED_POINTS_REG";
}
else key_GAINED_POINTS = "GAINED_POINTS";
for(i=0;i<playerNum;i++)
{
get_user_team(players[i],teamName,9);
//if(players[i] == winner || (teamplay && _:cs_get_user_team(players[i]) == winningTeam))
if(playerWins[i]) log_message("^"%s<%i><%s><%s>^" triggered ^"Won_GunGame^"",playerName[i],get_user_userid(players[i]),playerAuthid[i],teamName);
if(stats_mode == 2 && playerPoints[i])
{
log_message("^"%s<%i><%s><%s>^" triggered ^"GunGame_Points^" amount ^"%i^"",playerName[i],get_user_userid(players[i]),playerAuthid[i],teamName,playerPoints[i]);
gungame_print(players[i],0,1,"%L",players[i],key_GAINED_POINTS,playerPoints[i],playerTotalPoints[i],pointsExtraction[players[i]][0]);
}
}
}
stock stats_clear_struct(struct[statsData],clearAuthid=1)
{
if(clearAuthid) struct[sdAuthid][0] = 0;
struct[sdWins][0] = 0;
struct[sdName][0] = 0;
struct[sdTimestamp] = 0;
struct[sdPoints][0] = 0;
struct[sdStreak][0] = 0;
struct[sdWins][1] = 0;
struct[sdPoints][1] = 0;
struct[sdStreak][1] = 0;
}
#if defined SQL
// sql version] get a player's last used name and wins from save file
stock stats_get_data(authid[],struct[statsData],id=0)
{
if(!sqlInit || !get_pcvar_num(gg_stats_mode))
{
stats_clear_struct(struct);
return 0;
}
if(id > 0 && playerStats[id][sdAuthid][0]) // already saved my stats
{
struct = playerStats[id];
return 1;
}
stats_clear_struct(struct);
SQL_QuoteString(db,safeName,63,authid);
query = SQL_PrepareQuery(db,"SELECT wins,name,points,streak,wins_tp,points_tp,streak_tp FROM `%s` WHERE authid='%s' AND serverip='%s' LIMIT 1;",sqlTable,safeName,serverip);
if(!SQL_ExecuteAndLog(query))
{
SQL_FreeHandle(query);
return 0;
}
copy(struct[sdAuthid],31,authid); // setting authid will cache it if this is playerStats
new found = SQL_NumResults(query);
if(found)
{
struct[sdWins][0] = SQL_ReadResult(query,0);
SQL_ReadResult(query,1,struct[sdName],31);
struct[sdPoints][0] = SQL_ReadResult(query,2);
struct[sdStreak][0] = SQL_ReadResult(query,3);
struct[sdWins][1] = SQL_ReadResult(query,4);
struct[sdPoints][1] = SQL_ReadResult(query,5);
struct[sdStreak][1] = SQL_ReadResult(query,6);
}
if(id > 0) playerStats[id] = struct; // if this is a connected player, save it
SQL_FreeHandle(query);
return found;
}
#else
// get a player's last used name and wins from save file
stock stats_get_data(authid[],struct[statsData],id=0)
{
if(!get_pcvar_num(gg_stats_mode))
{
stats_clear_struct(struct);
return 0;
}
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile))
{
stats_clear_struct(struct);
return 0;
}
if(id > 0)
{
if(playerStats[id][sdAuthid][0]) // already saved my stats
{
struct = playerStats[id];
return 1;
}
else if(statsPosition[id][0] > 0) // check top regular players
{
ArrayGetArray(statsArray,ArrayGetCell(statsPointers[0],statsPosition[id][0]-1),playerStats[id]);
struct = playerStats[id];
return 1;
}
else if(statsPosition[id][1] > 0) // check top teamplay players
{
ArrayGetArray(statsArray,ArrayGetCell(statsPointers[1],statsPosition[id][1]-1),playerStats[id]);
struct = playerStats[id];
return 1;
}
}
stats_clear_struct(struct);
// now we have to go through the file
// open 'er up, boys!
new found, file = fopen(sfFile,"rt");
if(!file) return 0;
// go through it
while(!feof(file))
{
fgets(file,sfLineData,111);
strtok(sfLineData,sfAuthid,31,dummy,1,'^t'); // isolate authid
// this is it, stop now because our data is already stored in sfLineData
if(equal(authid,sfAuthid))
{
found = 1;
break;
}
}
// close 'er up, boys! (hmm....)
fclose(file);
copy(struct[sdAuthid],31,authid); // setting authid will cache it if this is playerStats
// couldn't find
if(found)
{
stats_str_to_struct(sfLineData,struct); // convert line from file to a struct
}
if(id > 0) playerStats[id] = struct; // if this is a connected player, save it
return found;
}
#endif
#if defined SQL
public stats_get_top_players()
{
if(!ggActive || !sqlInit) return 0;
lastStatsMode = get_pcvar_num(gg_stats_mode);
if(!lastStatsMode) return 0;
// assign stat position to players already in the game
new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
for(i=1;i<=maxPlayers;i++)
{
if(is_user_connected(i))
{
get_gg_authid(i,authid,31,stats_ip);
if(!statsPosition[i][0]) stats_get_position(i,authid,0);
if(!statsPosition[i][1]) stats_get_position(i,authid,1);
}
}
return 1;
}
#else
public stats_get_top_players()
{
if(!ggActive || !sqlInit) return 0;
lastStatsMode = get_pcvar_num(gg_stats_mode);
if(!lastStatsMode) return 0;
// we never made the array
if(!statsArray)
{
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile)) return 0;
statsArray = ArrayCreate(statsData,100);
statsPointers[0] = ArrayCreate(1,100);
statsPointers[1] = ArrayCreate(1,100);
new file = fopen(sfFile,"rt");
if(file)
{
new entryNum;
while(!feof(file))
{
fgets(file,sfLineData,111);
if(!sfLineData[0]) continue;
stats_str_to_struct(sfLineData,sfStatsStruct);
// put all of our stats entries, with all of the info and stuff, into our big stats array
ArrayPushArray(statsArray,sfStatsStruct);
// and then put just their indexes into our "pointer" cell arrays
if(sfStatsStruct[sdWins][0] || sfStatsStruct[sdPoints][0])
{
ArrayPushCell(statsPointers[0],entryNum);
statsSize[0]++;
}
if(sfStatsStruct[sdWins][1] || sfStatsStruct[sdPoints][1])
{
ArrayPushCell(statsPointers[1],entryNum);
statsSize[1]++;
}
entryNum++;
}
fclose(file);
ArraySort(statsPointers[0],"stats_pointer_sort_reg");
ArraySort(statsPointers[1],"stats_pointer_sort_tp");
if(statsSize[0] > MAX_STATS_RANK) statsSize[0] = MAX_STATS_RANK;
if(statsSize[1] > MAX_STATS_RANK) statsSize[1] = MAX_STATS_RANK;
}
}
// if we were able to get anything put together
if(statsSize[0] || statsSize[1])
{
// assign stat position to players already in the game
new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
for(i=1;i<=maxPlayers;i++)
{
if(is_user_connected(i))
{
get_gg_authid(i,authid,31,stats_ip);
if(!statsPosition[i][0]) stats_get_position(i,authid,0); // these only work if statsSize[si] > 0
if(!statsPosition[i][1]) stats_get_position(i,authid,1);
}
}
}
return 1;
}
// seems to be slightly faster without passing in extra data, and this is how we used to do it, so we'll continue to use two functions to sort
public stats_pointer_sort_reg(Array:array,item1,item2)
{
static score[2];
if(lastStatsMode == 1) // sort by wins
{
ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
score[0] = sfStatsStruct[sdWins][0];
ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
score[1] = sfStatsStruct[sdWins][0];
}
else // sort by points
{
ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
score[0] = sfStatsStruct[sdPoints][0];
ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
score[1] = sfStatsStruct[sdPoints][0];
}
return score[1] - score[0];
}
// seems to be slightly faster without passing in extra data, and this is how we used to do it, so we'll continue to use two functions to sort
public stats_pointer_sort_tp(Array:array,item1,item2)
{
static score[2];
if(lastStatsMode == 1) // sort by wins
{
ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
score[0] = sfStatsStruct[sdWins][1];
ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
score[1] = sfStatsStruct[sdWins][1];
}
else // sort by points
{
ArrayGetArray(statsArray,ArrayGetCell(array,item1),sfStatsStruct);
score[0] = sfStatsStruct[sdPoints][1];
ArrayGetArray(statsArray,ArrayGetCell(array,item2),sfStatsStruct);
score[1] = sfStatsStruct[sdPoints][1];
}
return score[1] - score[0];
}
#endif
// gather up our players
/*public stats_get_top_players()
{
if(!ggActive) return 0;
glStatsMode = get_pcvar_num(gg_stats_mode);
if(!glStatsMode) return 0;
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile)) return 0;
new buildMe[2], stats_split = get_pcvar_num(gg_stats_split);
// figure out if we need to build any of the arrays still
if(!statsArray[0])
{
statsArray[0] = ArrayCreate(statsData,100);
statsSize[0] = 0;
buildMe[0] = 1;
}
if(!statsArray[1] && stats_split)
{
statsArray[1] = ArrayCreate(statsData,100);
statsSize[1] = 0;
buildMe[1] = 1;
}
// if we do have an array or two to build
if(buildMe[0] || buildMe[1])
{
// storage format:
// AUTHID WINS LAST_USED_NAME TIMESTAMP POINTS STREAK TPWINS TPPOINTS TPSTREAK
new file = fopen(sfFile,"rt");
if(file)
{
while(!feof(file))
{
fgets(file,sfLineData,111);
if(!sfLineData[0]) continue;
stats_str_to_struct(sfLineData,sfStatsStruct);
// if we are working on this array, and we have some wins or points for it
if(buildMe[0] && (sfStatsStruct[sdWins][0] || sfStatsStruct[sdPoints][0]))
{
ArrayPushArray(statsArray[0],sfStatsStruct);
statsSize[0]++;
}
if(buildMe[1] && (sfStatsStruct[sdWins][1] || sfStatsStruct[sdPoints][1]))
{
ArrayPushArray(statsArray[1],sfStatsStruct);
statsSize[1]++;
}
}
fclose(file);
if(buildMe[0] && statsSize[0] > 1) // if we were working on this array and we have something to sort
{
ArraySort(statsArray[0],"stats_custom_compare_regular");
if(statsSize[0] > 1000) statsSize[0] = 1000; // arbitrarily limit because we have to look through this every time someone connects
}
if(buildMe[1] && statsSize[1] > 1)
{
ArraySort(statsArray[1],"stats_custom_compare_teamplay");
if(statsSize[1] > 1000) statsSize[1] = 1000;
}
}
// clear any saved stats positions out of the tempsaves, so no one rejoins with the wrong position
for(new i=0;i<TEMP_SAVES;i++)
{
tempSave[i][34] = 0;
tempSave[i][35] = 0;
}
}
// if we were able to get anything put together
if(statsSize[0] || statsSize[1])
{
// assign stat position to players already in the game
new i, authid[32], stats_ip = get_pcvar_num(gg_stats_ip);
for(i=1;i<=maxPlayers;i++)
{
if(is_user_connected(i))
{
get_gg_authid(i,authid,31,stats_ip);
if(!statsPosition[i][0]) stats_get_position(i,authid,0); // these will only do anything if we created the respective array above
if(!statsPosition[i][1]) stats_get_position(i,authid,1);
}
}
}
lastStatsMode = glStatsMode;
statsLastSplit = stats_split;
return 1;
}*/
// our custom sorting functions
/*public stats_custom_compare_regular(Array:array,item1,item2)
{
static score[2];
ArrayGetArray(array,item1,sfStatsStruct);
if(glStatsMode == 1) score[0] = sfStatsStruct[sdWins][0]; // sort by wins
else score[0] = sfStatsStruct[sdPoints][0]; // sort by wins
ArrayGetArray(array,item2,sfStatsStruct);
if(glStatsMode == 1) score[1] = sfStatsStruct[sdWins][0]; // sort by wins
else score[1] = sfStatsStruct[sdPoints][0]; // sort by wins
return score[1] - score[0];
}*/
/*public stats_custom_compare_teamplay(Array:array,item1,item2)
{
static score[2];
ArrayGetArray(array,item1,sfStatsStruct);
if(glStatsMode == 1) score[0] = sfStatsStruct[sdWins][1]; // sort by wins
else score[0] = sfStatsStruct[sdPoints][1]; // sort by wins
ArrayGetArray(array,item2,sfStatsStruct);
if(glStatsMode == 1) score[1] = sfStatsStruct[sdWins][1]; // sort by wins
else score[1] = sfStatsStruct[sdPoints][1]; // sort by wins
return score[1] - score[0];
}*/
#if defined SQL
// get a player's overall position
stats_get_position(id,authid[],si)
{
if(!sqlInit) return 0; // can't get position yet
statsPosition[id][si] = -1; // mark that we've at least attempted to find it
new stats_mode = get_pcvar_num(gg_stats_mode), myPoints;
// first, we need to get their current amount of wins/points. this allows us to make sure that they are really in the database
// (could cause problems with a sub-query returning 0 instead of NULL) and that they actually have wins/points for the current
// stats mode (could cause problems when they are in the database but you are looking at their stats index for which they have
// no points). then, we might as well use the result for our ranking query instead of using a sub-query.
// if we don't have the cached stats, we will have to do a query to get the wins/points. since we would be doing a query for it
// anyway, we might as well just get all of the stats at once.
stats_get_data(authid,playerStats[id],id); // stats_get_data should automatically manage cache
if(stats_mode == 2) myPoints = playerStats[id][sdPoints][si];
else myPoints = playerStats[id][sdWins][si];
if(myPoints <= 0 && (stats_mode != 2 || playerStats[id][sdWins][si] <= 0)) return -1;
new winsColumn[8], pointsColumn[10];
if(si == 0)
{
winsColumn = "wins";
pointsColumn = "points";
}
else
{
winsColumn = "wins_tp";
pointsColumn = "points_tp";
}
// select the number of people who have a score higher than I do, plus one. query from Giuseppe Maxia
if(stats_mode == 2)
{
query = SQL_PrepareQuery(db,"SELECT COUNT(*)+1 AS ranking FROM `%s` WHERE %s > %i AND serverip='%s' AND (%s > 0 OR %s > 0);",
sqlTable,pointsColumn,myPoints,serverip,winsColumn,pointsColumn);
}
else
{
query = SQL_PrepareQuery(db,"SELECT COUNT(*)+1 AS ranking FROM `%s` WHERE %s > %i AND serverip='%s';",
sqlTable,winsColumn,myPoints,serverip);
}
if(SQL_ExecuteAndLog(query))
{
new result = SQL_ReadResult(query,0);
SQL_FreeHandle(query);
statsPosition[id][si] = result;
return result;
}
SQL_FreeHandle(query);
return -1;
}
#else
// get a player's overall position
stats_get_position(id,authid[],si)
{
if(statsArray && statsPointers[si] && statsSize[si])
{
statsPosition[id][si] = -1; // mark that we've at least attempted to find it
for(new i=0;i<statsSize[si];i++)
{
ArrayGetArray(statsArray,ArrayGetCell(statsPointers[si],i),sfStatsStruct);
if(equal(authid,sfStatsStruct[sdAuthid]))
{
statsPosition[id][si] = i+1;
return i+1;
}
}
return -1;
}
return 0;
}
#endif
#if defined SQL
// prune old entries
stock stats_prune(max_time=-1)
{
if(!sqlInit) return 0;
if(max_time == -1) max_time = get_pcvar_num(gg_stats_prune); // -1 = use value from cvar
if(max_time == 0) return 0; // 0 = no pruning
// prune old entries
formatex(mkQuery,255,"DELETE FROM `%s` WHERE timestamp < %i AND serverip='%s';",sqlTable,get_systime() - max_time,serverip);
SQL_ThreadQuery(tuple,"sql_qhandler_prune",mkQuery);
// fix up all of our tables
formatex(mkQuery,255,"REPAIR TABLE `%s`;",sqlTable);
SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
formatex(mkQuery,255,"OPTIMIZE TABLE `%s`;",sqlTable);
SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
formatex(mkQuery,255,"REPAIR TABLE `%s`;",sqlStreakTable);
SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
formatex(mkQuery,255,"OPTIMIZE TABLE `%s`;",sqlStreakTable);
SQL_ThreadQuery(tuple,"sql_qhandler_dummy",mkQuery);
return -1;
}
#else
// prune old entries
stock stats_prune(max_time=-1)
{
get_pcvar_string(gg_stats_file,sfFile,63);
if(!file_exists(sfFile)) return 0;
if(max_time == -1) max_time = get_pcvar_num(gg_stats_prune); // -1 = use value from cvar
if(max_time == 0) return 0; // 0 = no pruning
new tempFileName[33];
formatex(tempFileName,32,"%s2",sfFile); // our temp file, append 2
// copy over current stat file
rename_file(sfFile,tempFileName,1); // relative
// rename failed?
if(!file_exists(tempFileName)) return 0;
new tempFile = fopen(tempFileName,"rt");
new file = fopen(sfFile,"wt");
// go through our old copy and rewrite valid entries into the new copy
new systime = get_systime(), original[112], removed;
while(tempFile && file && !feof(tempFile))
{
fgets(tempFile,sfLineData,111);
if(!sfLineData[0]) continue;
// save original
original = sfLineData;
// break off authid
strtok(sfLineData,dummy,1,sfLineData,111,'^t');
// break off wins
strtok(sfLineData,dummy,1,sfLineData,111,'^t');
// break off name, and thus get timestamp
strtok(sfLineData,dummy,1,sfTimestamp,11,'^t');
copyc(sfTimestamp,11,sfTimestamp,'^t'); // cut off points
// not too old, write it to our new file
if(systime - str_to_num(sfTimestamp) <= max_time)
fprintf(file,"%s",original); // newline is already included
else
removed++;
}
if(tempFile) fclose(tempFile);
if(file) fclose(file);
// remove our copy
delete_file(tempFileName);
return removed;
}
#endif
//**********************************************************************
// SQL FUNCTIONS
//**********************************************************************
#if defined SQL
// opens the database
stock sql_init(creation_queries=1)
{
new host[128], user[128], pass[128], dbname[128];
get_pcvar_string(gg_sql_host,host,127);
get_pcvar_string(gg_sql_user,user,127);
get_pcvar_string(gg_sql_pass,pass,127);
get_pcvar_string(gg_sql_db,dbname,127);
new sqlErrorCode, sqlError[1024];
// free old stuff if reconnecting
if(tuple != Empty_Handle) SQL_FreeHandleAndClear(tuple);
if(db != Empty_Handle) SQL_FreeHandleAndClear(db);
tuple = SQL_MakeDbTuple(host,user,pass,dbname);
if(tuple == Empty_Handle)
{
log_amx("Could not create database tuple. Error #%i: %s",sqlErrorCode,sqlError);
return 0;
}
db = SQL_Connect(tuple,sqlErrorCode,sqlError,1023);
if(db == Empty_Handle)
{
log_amx("Could not connect to database. Error #%i: %s",sqlErrorCode,sqlError);
return 0;
}
if(creation_queries)
{
// set up the main table, unfortunately we have to split it up to avoid "input line too long" compile errors
get_pcvar_string(gg_sql_table,sqlTable,127);
new super_long_query[716],
len = formatex(super_long_query,715,"CREATE TABLE IF NOT EXISTS `%s`(`authid` VARCHAR(31) NOT NULL,`wins` SMALLINT(6) default '0',`name` VARCHAR(31) NOT NULL,`timestamp` INT(10) UNSIGNED default '0',`points` MEDIUMINT(9) default '0',`streak` SMALLINT(6) default '0',`wins_tp` SMALLINT(6) default '0',`points_tp` MEDIUMINT(9) default '0',",sqlTable);
formatex(super_long_query[len],715-len,"`streak_tp` SMALLINT(6) default '0',`serverip` VARCHAR(63) NOT NULL,PRIMARY KEY(`authid`,`serverip`),INDEX(`wins`),INDEX(`points`),INDEX(`wins_tp`), INDEX(`points_tp`));");
query = SQL_PrepareQuery(db,super_long_query);
if(!SQL_ExecuteAndLog(query))
{
SQL_FreeHandle(query);
return 0;
}
// set up the streaks table
get_pcvar_string(gg_sql_streak_table,sqlStreakTable,127);
query = SQL_PrepareQuery(db,"CREATE TABLE IF NOT EXISTS `%s`(`type` ENUM('0C','0R','1C','1R') default NULL,`authid` VARCHAR(31) NOT NULL,`streak` SMALLINT(6) default '0',`name` VARCHAR(31) NOT NULL,`timestamp` INT(10) UNSIGNED default '0',`serverip` VARCHAR(63) NOT NULL,INDEX(`authid`,`serverip`),INDEX(`type`));",sqlStreakTable);
if(!SQL_ExecuteAndLog(query))
{
SQL_FreeHandle(query);
return 0;
}
// set up the players table
get_pcvar_string(gg_sql_winmotd_table,sqlPlayersTable,127);
len = formatex(super_long_query,715,"CREATE TABLE IF NOT EXISTS `%s`(`id` tinyint(4) NOT NULL default '0',`authid` varchar(31) NOT NULL,`name` varchar(31) NOT NULL,`team` tinyint(4) default '0',`level` tinyint(4) default '0',`weapon` varchar(23) NOT NULL,`flags` tinyint(4) default '0',`wins` smallint(6) default '0',`points` mediumint(9) default '0',`new_points` mediumint(9) default '0',`record_streak` smallint(6) default '0',",sqlPlayersTable);
formatex(super_long_query[len],715-len,"`current_streak` smallint(6) default '0',`stats_position` smallint(6) unsigned default '0',`teamtime_winning` smallint(6) unsigned default '0',`teamtime_losing` smallint(6) unsigned default '0',`timestamp` int(10) unsigned default '0',`serverip` varchar(63) NOT NULL, PRIMARY KEY(`id`));");
query = SQL_PrepareQuery(db,super_long_query);
if(!SQL_ExecuteAndLog(query))
{
SQL_FreeHandle(query);
return 0;
}
SQL_FreeHandle(query);
}
sqlInit = 1;
return 1;
}
// closes the database
public sql_uninit()
{
if(sqlInit)
{
if(db != Empty_Handle) SQL_FreeHandleAndClear(db);
if(tuple != Empty_Handle) SQL_FreeHandleAndClear(tuple);
}
}
// frees a handle and resets its variable to empty
SQL_FreeHandleAndClear(&Handle:arg)
{
SQL_FreeHandle(arg);
arg = Empty_Handle;
}
// execute a query and log any errors that come up
stock SQL_ExecuteAndLog(&Handle:queryHandle,const queryStr[]="")
{
static preventLoopback = 0;
if(!SQL_Execute(queryHandle))
{
static error[256];
new errnum = SQL_QueryError(queryHandle,error,255);
if(queryStr[0]) log_amx("Could not execute query [%s] -- err #%i [%s]",queryStr,errnum,error);
else
{
SQL_GetQueryString(queryHandle,mkQuery,255);
log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
}
// fix thanks to 2inspyr
if(errnum == 2006 && !preventLoopback) // MySQL server has gone away
{
log_amx("Attempting to reconnect to server");
if(sql_init(0)) // no creation queries
{
log_amx("Successfully reconnected to server, executing query again");
SQL_GetQueryString(queryHandle,mkQuery,1535);
new Handle:newQuery = SQL_PrepareQuery(db,mkQuery);
preventLoopback = 1;
SQL_ExecuteAndLog(newQuery);
// transfer handles
SQL_FreeHandle(queryHandle);
queryHandle = newQuery;
preventLoopback = 0;
return 1;
//return SQL_Execute(queryHandle);
}
else
{
log_amx("Could not reconnect to server");
preventLoopback = 0;
return 0;
}
}
preventLoopback = 0;
return 0;
}
preventLoopback = 0;
return 1;
}
public sql_qhandler_prune(failstate,Handle:query,error[],errnum,data[],size,Float:queuetime)
{
if(error[0])
{
SQL_GetQueryString(query,mkQuery,255);
log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
}
else log_amx("%L",LANG_SERVER,"PRUNING",sqlTable,SQL_NumRows(query));
}
public sql_qhandler_dummy(failstate,Handle:query,error[],errnum,data[],size,Float:queuetime)
{
if(error[0])
{
SQL_GetQueryString(query,mkQuery,255);
log_amx("Could not execute query [%s] -- err #%i [%s]",mkQuery,errnum,error);
}
}
#endif
//**********************************************************************
// WHATEV
//**********************************************************************
#if !defined SQL
// monitor stats mode and resort if it changed
public recheck_stats_sorting()
{
new stats_mode = get_pcvar_num(gg_stats_mode);
if(stats_mode && stats_mode != lastStatsMode && lastStatsMode != -909) // set to -909 on init
{
lastStatsMode = stats_mode;
// we are judging by a different criteria, so we need to resort
if(statsPointers[0] && statsSize[0]) ArraySort(statsPointers[0],"stats_pointer_sort_reg");
if(statsPointers[1] && statsSize[1]) ArraySort(statsPointers[1],"stats_pointer_sort_tp");
// clear any saved stats positions out of the tempsaves, so no one rejoins with the wrong position
for(new i=0;i<TEMP_SAVES;i++)
{
tempSave[i][svStatsPosition][0] = 0;
tempSave[i][svStatsPosition][1] = 0;
}
// also make sure that everyone will get assigned new positions
for(new i=1;i<=maxPlayers;i++)
{
statsPosition[i][0] = 0;
statsPosition[i][1] = 0;
}
stats_get_top_players();
}
lastStatsMode = stats_mode;
}
#endif
// task is set on a potential team change, and removed on an
// approved team change, so if we reach it, deduct level
public delayed_suicide(taskid)
{
new id = taskid-TASK_DELAYED_SUICIDE;
if(is_user_connected(id)) player_suicided(id);
}
// remove those annoying pesky pistols, if they haven't been already
strip_starting_pistols(id)
{
if(!is_user_alive(id)) return;
switch(cs_get_user_team(id))
{
case CS_TEAM_T:
{
if(!equal(lvlWeapon[id],"glock18") && user_has_weapon(id,CSW_GLOCK18))
ham_strip_weapon(id,WEAPON_GLOCK18);
}
case CS_TEAM_CT:
{
if(!equal(lvlWeapon[id],"usp") && user_has_weapon(id,CSW_USP))
ham_strip_weapon(id,"weapon_usp");
}
}
}
// weapon display
stock status_display(id,status=1)
{
new sdisplay = get_pcvar_num(gg_status_display);
// display disabled
if(!sdisplay) return;
// dead
if(id && !is_user_alive(id)) return;
new dest;
static sprite[32];
if(!id) dest = MSG_BROADCAST;
else dest = MSG_ONE_UNRELIABLE;
// disable display if status is 0, or we are doing a warmup
if(!status || warmup > 0)
{
// don't send to bots
if(dest == MSG_BROADCAST || !is_user_bot(id))
{
message_begin(dest,gmsgScenario,_,id);
write_byte(0);
message_end();
}
return;
}
// weapon display
if(sdisplay == STATUS_LEADERWPN || sdisplay == STATUS_YOURWPN)
{
if(sdisplay == STATUS_LEADERWPN)
{
new ldrLevel;
get_leader(ldrLevel);
// get leader's weapon
if(ldrLevel <= 0) return;
copy(sprite,31,weaponName[ldrLevel-1]);
}
else
{
// get your weapon
if(level[id] <= 0) return;
copy(sprite,31,lvlWeapon[id]);
}
strtolower(sprite);
// sprite is d_grenade, not d_hegrenade
if(sprite[0] == 'h') sprite = "grenade";
// get true sprite name
format(sprite,31,"d_%s",sprite);
}
// kill display
else if(sdisplay == STATUS_KILLSLEFT)
{
new goal = get_level_goal(level[id],id);
formatex(sprite,31,"number_%i",goal-score[id]);
}
else if(sdisplay == STATUS_KILLSDONE)
{
formatex(sprite,31,"number_%i",score[id]);
}
// don't send to bots
if(!id || !is_user_bot(id))
{
message_begin(dest,gmsgScenario,_,id);
write_byte(1);
write_string(sprite);
write_byte(150);
message_end();
}
}
// hide someone's money display
public hide_money(id)
{
// hide money
emessage_begin(MSG_ONE,gmsgHideWeapon,_,id);
ewrite_byte(1<<5);
emessage_end();
// hide crosshair that appears from hiding money
emessage_begin(MSG_ONE,gmsgCrosshair,_,id);
ewrite_byte(0);
emessage_end();
}
//**********************************************************************
// SUPPORT FUNCTIONS
//**********************************************************************
// gets a players info, intended for other plugins to callfunc
public get_player_info(id,&rf_level,&rf_score,rf_lvlWeapon[],len,&rf_spawnProtected,rf_statsPosition[2])
{
rf_level = level[id];
rf_score = score[id];
copy(rf_lvlWeapon,len,lvlWeapon[id]);
rf_spawnProtected = spawnProtected[id];
rf_statsPosition = statsPosition[id];
return 1;
}
// analyzes the weapon order and saves it into our variables
public setup_weapon_order()
{
new weaponOrder[(MAX_WEAPONS*16)+1], temp[27];
get_pcvar_string(gg_weapon_order,weaponOrder,MAX_WEAPONS*16);
new Float:killsperlvl = get_pcvar_float(gg_kills_per_lvl), i, done, colon, goal[6];
// cut them apart
for(i=0;i<MAX_WEAPONS;i++)
{
// out of stuff
if(strlen(weaponOrder) <= 1)
{
i--; // for our count
break;
}
// we still have a comma, go up to it
if(contain_char(weaponOrder,',') != -1)
{
strtok(weaponOrder,temp,26,weaponOrder,MAX_WEAPONS*16,',');
trim(temp);
strtolower(temp);
}
// otherwise, finish up
else
{
copy(temp,26,weaponOrder);
trim(temp);
strtolower(temp);
done = 1; // flag for end of loop
}
colon = contain_char(temp,':');
// no custom requirement, easy
if(colon == -1)
{
copy(weaponName[i],23,temp);
if(equal(temp,KNIFE) || equal(temp,HEGRENADE)) weaponGoal[i] = (killsperlvl > 1.0) ? 1.0 : killsperlvl;
else weaponGoal[i] = killsperlvl;
}
else
{
copyc(weaponName[i],23,temp,':');
copy(goal,5,temp[colon+1]);
weaponGoal[i] = floatstr(goal);
}
if(done) break;
}
// we break to end our loop, so "i" will be where we left it. but it's 0-based.
weaponNum = i+1;
}
// gets the goal for a level, taking into account default and custom values
stock get_level_goal(level,id=0)
{
if(level < 1) return 1;
// no teamplay, return preset goal
if(!is_user_connected(id) || !get_pcvar_num(gg_teamplay))
{
if(is_user_bot(id)) return floatround(weaponGoal[level-1]*get_pcvar_float(gg_kills_botmod),floatround_ceil);
return floatround(weaponGoal[level-1],floatround_ceil);
}
// one of this for every player on team
new Float:result = weaponGoal[level-1] * float(team_player_count(cs_get_user_team(id)));
// modifiers for nade and knife levels
if(equal(weaponName[level-1],HEGRENADE)) result *= get_pcvar_float(gg_teamplay_nade_mod);
else if(equal(weaponName[level-1],KNIFE)) result *= get_pcvar_float(gg_teamplay_knife_mod);
if(result <= 0.0) result = 1.0;
return floatround(result,floatround_ceil);
}
// gets the level a player should use for his level
stock get_level_weapon(theLevel,var[],varLen)
{
if(warmup > 0 && warmupWeapon[0]) copy(var,varLen,warmupWeapon);
else if(theLevel > 0) copy(var,varLen,weaponName[theLevel-1]);
else var[0] = 0;
}
// easy function to precache sound via cvar
stock precache_sound_by_cvar(pcvar)
{
new value[64];
get_pcvar_string(pcvar,value,63);
precache_sound_special(value);
}
// precache sounds with a little bit of magic
stock precache_sound_special(sound[])
{
if(!sound[0]) return;
if(containi(sound,".mp3") != -1) precache_generic(sound);
else
{
// stop at ( character to allow precaching sounds that use speak's special functions, eg sound/ambience/xtal_down1(e70)
new value[64], len = copyc(value,63,sound,'(');
// make sure we have a suffix for precaching
if(containi(value,".wav") == -1) formatex(value[len],63-len,".wav");
// precache_sound doesn't take the "sound/" prefix
if(equali(value,"sound/",6)) precache_sound(value[6]);
else precache_sound(value);
}
}
// gets a player's "authid", or whatever token we want to identify them with.
// if you already know the value of gg_stats_ip, you can pass it in and save a cvar check.
stock get_gg_authid(id,ret[],len,stats_ip=-777)
{
new mode = stats_ip;
if(mode == -777) mode = get_pcvar_num(gg_stats_ip);
switch(mode)
{
case 0: return get_user_authid(id,ret,len); // 0 = by authid
case -1, 2: return get_user_name(id,ret,len); // 2 = by name
}
return get_user_ip(id,ret,len); // 1 = by ip
}
// figure out which gungame.cfg (or gungame_teamplay.cfg) file to use
stock get_gg_config_file(teamplay=0,filename[],len)
{
formatex(filename,len,"%s/ng_gg%s.cfg",cfgDir,(teamplay) ? "_teamplay" : "");
if(!file_exists(filename))
{
formatex(filename,len,"gungame%s.cfg",(teamplay) ? "_teamplay" : "");
if(!file_exists(filename)) filename[0] = 0;
}
}
// executes what's inside of the config file
stock exec_gg_config_file(teamplay=0,allowToggling=0)
{
new oldActive = ggActive, oldTeamplay = get_pcvar_num(gg_teamplay);
new cfgFile[64];
get_gg_config_file(teamplay,cfgFile,63);
if(cfgFile[0] && file_exists(cfgFile))
{
server_cmd("exec ^"%s^"",cfgFile);
server_exec();
}
// remember old values of gg_enabled and gg_teamplay if toggling is not allowed.
// this is like we just turned teamplay on via command and we want to make sure
// the configs get run appropriately, but obviously teamplay should still be on afterwards.
if(!allowToggling)
{
set_pcvar_num(gg_enabled,oldActive);
set_pcvar_num(gg_teamplay,oldTeamplay);
}
// reselect random weapon order
new lastOIstr[6], lastOI;
get_localinfo("gg_last_oi",lastOIstr,5);
lastOI = str_to_num(lastOIstr);
// decrement it 1 b/c we probably already did do_rOrder
// and don't want to end up skipping orders
if(lastOI > 0)
{
num_to_str(lastOI-1,lastOIstr,5);
set_localinfo("gg_last_oi",lastOIstr);
}
do_rOrder(1); // thanks for pointing this out Tomek Kalkowski
// in case cvars changed. thanks BbIX!
setup_weapon_order();
}
// figure out which gungame_mapcycle file to use
stock get_gg_mapcycle_file(filename[],len)
{
static testFile[64];
// cstrike/addons/amxmodx/configs/gungame_mapcycle.cfg
formatex(testFile,63,"%s/gungame_mapcycle.cfg",cfgDir);
if(file_exists(testFile))
{
copy(filename,len,testFile);
return 1;
}
// cstrike/addons/amxmodx/configs/gungame_mapcycle.txt
formatex(testFile,63,"%s/gungame_mapcycle.txt",cfgDir);
if(file_exists(testFile))
{
copy(filename,len,testFile);
return 1;
}
// cstrike/gungame_mapcycle.cfg
testFile = "gungame_mapcycle.cfg";
if(file_exists(testFile))
{
copy(filename,len,testFile);
return 1;
}
// cstrike/gungame_mapcycle.txt
testFile = "gungame_mapcycle.txt";
if(file_exists(testFile))
{
copy(filename,len,testFile);
return 1;
}
return 0;
}
// another easy function to play sound via cvar
stock play_sound_by_cvar(id,pcvar)
{
static value[64];
get_pcvar_string(pcvar,value,63);
if(!value[0]) return;
if(containi(value,".mp3") != -1) client_cmd(id,"mp3 play ^"%s^"",value);
else client_cmd(id,"spk ^"%s^"",value);
}
// a taskable play_sound_by_cvar
public play_sound_by_cvar_task(params[2])
{
play_sound_by_cvar(params[0],params[1]);
}
// this functions take a filepath, but manages speak/mp3 play
stock play_sound(id,value[])
{
if(!value[0]) return;
if(containi(value,".mp3") != -1) client_cmd(id,"mp3 play ^"%s^"",value);
else
{
if(equali(value,"sound/",6)) client_cmd(id,"spk ^"%s^"",value[6]);
else client_cmd(id,"spk ^"%s^"",value);
}
}
// find the highest level player and his level
stock get_leader(&retLevel=0,&retNumLeaders=0,&retRunnerUp=0)
{
new player, leader, numLeaders, runnerUp;
// locate highest player
for(player=1;player<=maxPlayers;player++)
{
if(!is_user_connected(player)) continue;
if(leader == 0 || level[player] > level[leader])
{
// about to dethrown leader, monitor runnerup
if(leader && (runnerUp == 0 || level[leader] > level[runnerUp]))
runnerUp = leader;
leader = player;
numLeaders = 1; // reset tied count
}
else if(level[player] == level[leader])
numLeaders++;
else
{
// monitor runnerup
if(runnerUp == 0 || level[player] > level[runnerUp])
runnerUp = player;
}
}
retLevel = level[leader];
retNumLeaders = numLeaders;
retRunnerUp = runnerUp;
return leader;
}
// gets the number of players on a particular level
stock num_players_on_level(checkLvl)
{
new player, result;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && level[player] == checkLvl)
result++;
}
return result;
}
// a butchered version of teame06's CS Color Chat Function.
// actually it's now almost completely different, but that's
// where I started from.
gungame_print(id,custom,tag,msg[],any:...)
{
new messages = get_pcvar_num(gg_messages);
if(!messages || (messages & MSGS_HIDETEXT)) return 0;
new changeCount, num, i, j, argnum = numargs(), player, colored_messages = !(messages & MSGS_NOCOLOR);
static newMsg[191], message[191], changed[8], players[32];
if(id)
{
players[0] = id;
num = 1;
}
else get_players(players,num);
for(i=0;i<num;i++)
{
player = players[i];
changeCount = 0;
if(!is_user_connected(player)) continue;
// we have to change LANG_PLAYER into
// a player-specific argument, because
// ML doesn't work well with SayText
for(j=4;j<argnum;j++)
{
if(getarg(j) == LANG_PLAYER_C)
{
setarg(j,0,player);
changed[changeCount++] = j;
}
}
// do user formatting
vformat(newMsg,190,msg,5);
// and now we have to change what we changed
// back into LANG_PLAYER, so that the next
// player will be able to have it in his language
for(j=0;j<changeCount;j++)
{
setarg(changed[j],0,LANG_PLAYER_C);
}
// optimized color swapping
if(colored_messages)
{
replace_all(newMsg,190,"%n","^x03"); // %n = team color
replace_all(newMsg,190,"%g","^x04"); // %g = green
replace_all(newMsg,190,"%e","^x01"); // %e = regular
}
else
{
replace_all(newMsg,190,"%n","");
replace_all(newMsg,190,"%g","");
replace_all(newMsg,190,"%e","");
}
// now do our formatting (I used two variables because sharing one caused glitches)
if(tag)
{
if(colored_messages) formatex(message,190,"^x04[%L]^x01 %s",player,"GUNGAME",newMsg);
else formatex(message,190,"^x01[%L] %s",player,"GUNGAME",newMsg);
}
else formatex(message,190,"^x01%s",newMsg);
message_begin(MSG_ONE,gmsgSayText,_,player);
write_byte((custom > 0) ? custom : player);
write_string(message);
message_end();
}
return 1;
}
// show a HUD message to a user
gungame_hudmessage(id,Float:holdTime,msg[],any:...)
{
new messages = get_pcvar_num(gg_messages);
if(!messages || (messages & MSGS_HIDEHUD)) return 0;
// user formatting
static newMsg[191];
vformat(newMsg,190,msg,4);
// show it
set_hudmessage(255,255,255,-1.0,0.8,0,6.0,holdTime,0.1,0.5);
return ShowSyncHudMsg(id,hudSyncReqKills,newMsg);
}
// start a map vote
stock start_mapvote()
{
new dmmName[24], plugin;
// Galileo - galileo.amxx
if(galileoID != -1)
{
log_amx("Starting a map vote from Galileo");
server_cmd("gal_startvote -nochange");
}
// AMXX Nextmap Chooser - mapchooser.amxx
else if((plugin = is_plugin_loaded("Nextmap Chooser")) != -1)
{
log_amx("Starting a map vote from Nextmap Chooser");
new oldWinLimit = get_cvar_num("mp_winlimit"), oldMaxRounds = get_cvar_num("mp_maxrounds");
set_cvar_num("mp_winlimit",0); // skip winlimit check
set_cvar_num("mp_maxrounds",-1); // trick plugin to think game is almost over
// call the vote
if(callfunc_begin_i(get_func_id("voteNextmap",plugin),plugin) == 1)
callfunc_end();
// set maxrounds back
set_cvar_num("mp_winlimit",oldWinLimit);
set_cvar_num("mp_maxrounds",oldMaxRounds);
}
// Deagles' Map Management 2.30b - deagsmapmanage230b.amxx
else if((plugin = is_plugin_loaded("DeagsMapManage")) != -1)
{
dmmName = "DeagsMapManage";
}
// Deagles' Map Management 2.40 - deagsmapmanager.amxx
else if((plugin = is_plugin_loaded("DeagsMapManager")) != -1)
{
dmmName = "DeagsMapManager";
}
// Mapchooser4 - mapchooser4.amxx
else if((plugin = is_plugin_loaded("Nextmap Chooser 4")) != -1)
{
log_amx("Starting a map vote from Nextmap Chooser 4");
new oldWinLimit = get_cvar_num("mp_winlimit"), oldMaxRounds = get_cvar_num("mp_maxrounds");
set_cvar_num("mp_winlimit",0); // skip winlimit check
set_cvar_num("mp_maxrounds",1); // trick plugin to think game is almost over
// deactivate g_buyingtime variable
if(callfunc_begin_i(get_func_id("buyFinished",plugin),plugin) == 1)
callfunc_end();
// call the vote
if(callfunc_begin_i(get_func_id("voteNextmap",plugin),plugin) == 1)
{
callfunc_push_str("",false);
callfunc_end();
}
// set maxrounds back
set_cvar_num("mp_winlimit",oldWinLimit);
set_cvar_num("mp_maxrounds",oldMaxRounds);
}
// NOTHING?
else log_amx("Using gg_vote_setting without any compatible plugins: could not start a vote!");
// do DMM stuff
if(dmmName[0])
{
log_amx("Starting a map vote from %s",dmmName);
// allow voting
/*if(callfunc_begin("dmapvotemode",dmmName) == 1)
{
callfunc_push_int(0); // server
callfunc_end();
}*/
new oldWinLimit = get_cvar_num("mp_winlimit"), Float:oldTimeLimit = get_cvar_float("mp_timelimit");
set_cvar_num("mp_winlimit",99999); // don't allow extending
set_cvar_float("mp_timelimit",0.0); // don't wait for buying
set_cvar_num("enforce_timelimit",1); // don't change map after vote
// call the vote
if(callfunc_begin_i(get_func_id("startthevote",plugin),plugin) == 1)
callfunc_end();
set_cvar_num("mp_winlimit",oldWinLimit);
set_cvar_float("mp_timelimit",oldTimeLimit);
// disallow further voting
/*if(callfunc_begin("dmapcyclemode",dmmName) == 1)
{
callfunc_push_int(0); // server
callfunc_end();
}*/
set_task(20.1,"dmm_stop_mapchange");
}
}
// stop DMM from changing maps after the vote has been tallied
public dmm_stop_mapchange()
{
remove_task(333333,1); // outside
}
// set amx_nextmap to the next map
stock set_nextmap()
{
new mapCycleFile[64];
get_gg_mapcycle_file(mapCycleFile,63);
// no mapcycle, leave amx_nextmap alone
if(!mapCycleFile[0] || !file_exists(mapCycleFile))
{
set_localinfo("gg_cycle_num","0");
return 0;
}
new strVal[10];
// have not gotten cycleNum yet (only get it once, because
// set_nextmap is generally called at least twice per map, and we
// don't want to change it twice)
if(cycleNum == -1)
{
get_localinfo("gg_cycle_num",strVal,9);
cycleNum = str_to_num(strVal);
}
new firstMap[32], currentMap[32], lineData[32], i, line, foundMap;
get_mapname(currentMap,31);
new file = fopen(mapCycleFile,"rt");
while(file && !feof(file))
{
fgets(file,lineData,31);
trim(lineData);
replace(lineData,31,".bsp",""); // remove extension
new len = strlen(lineData) - 2;
// stop at a comment
for(i=0;i<len;i++)
{
// supports config-style (;) and coding-style (//)
if(lineData[i] == ';' || (lineData[i] == '/' && lineData[i+1] == '/'))
{
copy(lineData,i,lineData);
break;
}
}
trim(lineData);
if(!lineData[0]) continue;
// save first map
if(!firstMap[0]) copy(firstMap,31,lineData);
// we reached the line after our current map's line
if(line == cycleNum+1)
{
// remember so
foundMap = 1;
// get ready to change to it
set_cvar_string("amx_nextmap",lineData);
// remember this map's line for next time
num_to_str(line,strVal,9);
set_localinfo("gg_cycle_num",strVal);
break;
}
line++;
}
if(file) fclose(file);
// we didn't find next map
if(!foundMap)
{
// reset line number to first (it's zero-based)
set_localinfo("gg_cycle_num","0");
// no maps listed, go to current
if(!firstMap[0]) set_cvar_string("amx_nextmap",currentMap);
// go to first map listed
else set_cvar_string("amx_nextmap",firstMap);
}
return 1;
}
// go to amx_nextmap
public goto_nextmap()
{
new mapCycleFile[64];
get_gg_mapcycle_file(mapCycleFile,63);
// no gungame mapcycle
if(!mapCycleFile[0] || !file_exists(mapCycleFile))
{
new custom[256];
get_pcvar_string(gg_changelevel_custom,custom,255);
// try custom changelevel command
if(custom[0])
{
server_cmd(custom);
return;
}
}
if(galileoID != -1)
{
if(callfunc_begin_i(get_func_id("map_change",galileoID),galileoID) == 1)
{
callfunc_end();
return;
}
}
// otherwise, go to amx_nextmap
new nextMap[32];
get_cvar_string("amx_nextmap",nextMap,31);
server_cmd("changelevel %s",nextMap);
}
// find a player's weapon entity
stock get_weapon_ent(id,wpnid=0,wpnName[]="")
{
// who knows what wpnName will be
static newName[24];
// need to find the name
if(wpnid) get_weaponname(wpnid,newName,23);
// go with what we were told
else copy(newName,23,wpnName);
// prefix it if we need to
if(!equal(newName,"weapon_",7))
format(newName,23,"weapon_%s",newName);
return fm_find_ent_by_owner(maxPlayers,newName,id);
}
// counts number of chars in a string, by (probably) Twilight Suzuka
stock str_count(str[],searchchar)
{
new i = 0;
new maxlen = strlen(str);
new count = 0;
for(i=0;i<=maxlen;i++)
{
if(str[i] == searchchar)
count++;
}
return count;
}
// find the nth occurance of a character in a string, based on str_count
stock str_find_num(str[],searchchar,number)
{
new i;
new maxlen = strlen(str);
new found = 0;
for(i=0;i<=maxlen;i++)
{
if(str[i] == searchchar)
{
if(++found == number)
return i;
}
}
return -1;
}
// works like contain, but looks only for a specific character
stock contain_char(str[],chara)
{
new i;
while(str[i] != 0)
{
if(str[i] == chara) return i;
i++;
}
return -1;
}
// cuts a snippet out of a string
stock remove_snippet(string[],strLen,start,end)
{
new i, newpos;
for(i=start;i<strLen;i++)
{
if(!string[i]) break;
newpos = i + end - start + 1;
if(newpos >= strLen) string[i] = 0;
else string[i] = string[newpos];
}
return 1;
}
// gets a player id that triggered certain logevents, by VEN
stock get_loguser_index()
{
static loguser[80], name[32];
read_logargv(0,loguser,79);
parse_loguser(loguser,name,31);
return get_user_index(name);
}
// checks if a space is vacant, by VEN
stock bool:is_hull_vacant(const Float:origin[3],hull)
{
new tr = 0;
engfunc(EngFunc_TraceHull,origin,origin,0,hull,0,tr);
if(!get_tr2(tr,TR_StartSolid) && !get_tr2(tr,TR_AllSolid) && get_tr2(tr,TR_InOpen))
return true;
return false;
}
// gets a weapon's category, just a shortcut to the weaponSlots table basically
stock get_weapon_category(id=0,name[]="")
{
if(name[0])
{
if(equal(name,"weapon_",7)) id = get_weaponid(name);
else
{
static newName[24];
formatex(newName,23,"weapon_%s",name);
id = get_weaponid(newName);
}
}
if(id < 1 || id > 30) return -1;
return weaponSlots[id];
}
// if a player is allowed to score (at least 1 rival player)
stock can_score(id)
{
if(!is_user_connected(id)) return 0;
new penalty = get_pcvar_num(gg_tk_penalty);
for(new player=1;player<=maxPlayers;player++)
{
// this player is on a real team, and he's on the opposite team, or we are playing FFA
if( player != id && is_user_connected(player) && on_valid_team(player) && (penalty < 0 || cs_get_user_team(id) != cs_get_user_team(player)) )
return 1;
}
return 0;
}
// returns 1 if there are only bots in the server, 0 if not
stock only_bots()
{
new player;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && !is_user_bot(player))
return 0;
}
// didn't find any humans
return 1;
}
// gives a player a weapon efficiently
stock ham_give_weapon(id,const weapon[])
{
if(!equal(weapon,"weapon_",7)) return 0;
new wEnt = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,weapon));
if(!pev_valid(wEnt)) return 0;
set_pev(wEnt,pev_spawnflags,SF_NORESPAWN);
dllfunc(DLLFunc_Spawn,wEnt);
if(!ExecuteHamB(Ham_AddPlayerItem,id,wEnt))
{
if(pev_valid(wEnt)) set_pev(wEnt,pev_flags,pev(wEnt,pev_flags) | FL_KILLME);
return 0;
}
ExecuteHamB(Ham_Item_AttachToPlayer,wEnt,id)
return 1;
}
// takes a weapon from a player efficiently
stock ham_strip_weapon(id,const weapon[])
{
if(!equal(weapon,"weapon_",7)) return 0;
new wId = get_weaponid(weapon);
if(!wId) return 0;
new wEnt;
while((wEnt = engfunc(EngFunc_FindEntityByString,wEnt,"classname",weapon)) && pev(wEnt,pev_owner) != id) {}
if(!wEnt) return 0;
if(get_user_weapon(id) == wId) ExecuteHamB(Ham_Weapon_RetireWeapon,wEnt);
if(!ExecuteHamB(Ham_RemovePlayerItem,id,wEnt)) return 0;
ExecuteHamB(Ham_Item_Kill,wEnt);
set_pev(id,pev_weapons,pev(id,pev_weapons) & ~(1<<wId));
if(wId == CSW_C4)
{
cs_set_user_plant(id,0,0);
cs_set_user_bpammo(id,CSW_C4,0);
}
else if(wId == CSW_SMOKEGRENADE || wId == CSW_FLASHBANG || wId == CSW_HEGRENADE)
cs_set_user_bpammo(id,wId,0);
return 1;
}
// gets the weapon that a killer used, just like CHalfLifeMultiplay::DeathNotice
stock get_killer_weapon(killer,inflictor,retVar[],retLen)
{
static killer_weapon_name[32];
killer_weapon_name = "world"; // by default, the player is killed by the world
if(pev_valid(killer) && (pev(killer,pev_flags) & FL_CLIENT))
{
if(pev_valid(inflictor))
{
if(inflictor == killer)
{
// if the inflictor is the killer, then it must be their current weapon doing the damage
new weapon = get_user_weapon(killer);
get_weaponname(weapon,killer_weapon_name,31);
}
else pev(inflictor,pev_classname,killer_weapon_name,31); // it's just that easy
}
}
else
{
if(pev_valid(killer)) pev(inflictor,pev_classname,killer_weapon_name,31);
else if(killer == 0) killer_weapon_name = "worldspawn";
}
// strip the monster_* or weapon_* from the inflictor's classname
if(equal(killer_weapon_name,"weapon_",7))
copy(killer_weapon_name,31,killer_weapon_name[7]);
else if(equal(killer_weapon_name,"monster_",8))
copy(killer_weapon_name,31,killer_weapon_name[8]);
else if(equal(killer_weapon_name,"func_",5))
copy(killer_weapon_name,31,killer_weapon_name[5]);
// output
copy(retVar,retLen,killer_weapon_name);
}
// gets a team's color
stock get_team_color(CsTeams:team,ret[],retLen)
{
switch(team)
{
case CS_TEAM_T: return formatex(ret,retLen,"FF3F3F");
case CS_TEAM_CT: return formatex(ret,retLen,"99CCFF");
}
return formatex(ret,retLen,"FFFFFF");
}
// gets the name of a team
stock get_team_name(CsTeams:team,ret[],retLen)
{
switch(team)
{
case CS_TEAM_T: return formatex(ret,retLen,"TERRORIST");
case CS_TEAM_CT: return formatex(ret,retLen,"CT");
case CS_TEAM_SPECTATOR: return formatex(ret,retLen,"SPECTATOR");
}
return formatex(ret,retLen,"UNASSIGNED");
}
// gets the amount of players on a team
stock team_player_count(CsTeams:team)
{
new player, count;
for(player=1;player<=maxPlayers;player++)
{
if(is_user_connected(player) && cs_get_user_team(player) == team)
count++;
}
return count;
}
// is this player on a valid team?
on_valid_team(id)
{
new CsTeams:team = cs_get_user_team(id);
return (team == CS_TEAM_T || team == CS_TEAM_CT);
}
// gets a number's suffix. sort of bad, has to convert to string.
stock get_number_suffix(number,ret[],retLen)
{
static str[8];
num_to_str(number,str,7);
new len = strlen(str);
if(number >= 10 && str[len-2] == '1') // second to last digit
return formatex(ret,retLen,"th"); // 10-19 end in 'th
switch(str[len-1]) // last digit
{
case '1': return formatex(ret,retLen,"st");
case '2': return formatex(ret,retLen,"nd");
case '3': return formatex(ret,retLen,"rd");
}
return formatex(ret,retLen,"th");
}