yapb-noob-edition/source/support.cpp
Dmitry 66c33472ff more work on optimizing cpu usage
reverted active grenades on TASK_* items
2015-06-11 23:22:50 +03:00

1606 lines
No EOL
48 KiB
C++

//
// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
// Copyright (c) YaPB Development Team.
//
// This software is licensed under the BSD-style license.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// http://yapb.jeefo.net/license
//
#include <core.h>
ConVar yb_listenserver_welcome ("yb_listenserver_welcome", "1", VT_NOSERVER);
ConVar mp_roundtime ("mp_roundtime", NULL, VT_NOREGISTER);
ConVar mp_freezetime ("mp_freezetime", NULL, VT_NOREGISTER);
void TraceLine (const Vector &start, const Vector &end, bool ignoreMonsters, bool ignoreGlass, edict_t *ignoreEntity, TraceResult *ptr)
{
// this function traces a line dot by dot, starting from vecStart in the direction of vecEnd,
// ignoring or not monsters (depending on the value of IGNORE_MONSTERS, true or false), and stops
// at the first obstacle encountered, returning the results of the trace in the TraceResult structure
// ptr. Such results are (amongst others) the distance traced, the hit surface, the hit plane
// vector normal, etc. See the TraceResult structure for details. This function allows to specify
// whether the trace starts "inside" an entity's polygonal model, and if so, to specify that entity
// in ignoreEntity in order to ignore it as a possible obstacle.
// this is an overloaded prototype to add IGNORE_GLASS in the same way as IGNORE_MONSTERS work.
(*g_engfuncs.pfnTraceLine) (start, end, (ignoreMonsters ? TRUE : FALSE) | (ignoreGlass ? 0x100 : 0), ignoreEntity, ptr);
}
void TraceLine (const Vector &start, const Vector &end, bool ignoreMonsters, edict_t *ignoreEntity, TraceResult *ptr)
{
// this function traces a line dot by dot, starting from vecStart in the direction of vecEnd,
// ignoring or not monsters (depending on the value of IGNORE_MONSTERS, true or false), and stops
// at the first obstacle encountered, returning the results of the trace in the TraceResult structure
// ptr. Such results are (amongst others) the distance traced, the hit surface, the hit plane
// vector normal, etc. See the TraceResult structure for details. This function allows to specify
// whether the trace starts "inside" an entity's polygonal model, and if so, to specify that entity
// in ignoreEntity in order to ignore it as a possible obstacle.
(*g_engfuncs.pfnTraceLine) (start, end, ignoreMonsters ? TRUE : FALSE, ignoreEntity, ptr);
}
void TraceHull (const Vector &start, const Vector &end, bool ignoreMonsters, int hullNumber, edict_t *ignoreEntity, TraceResult *ptr)
{
// this function traces a hull dot by dot, starting from vecStart in the direction of vecEnd,
// ignoring or not monsters (depending on the value of IGNORE_MONSTERS, true or
// false), and stops at the first obstacle encountered, returning the results
// of the trace in the TraceResult structure ptr, just like TraceLine. Hulls that can be traced
// (by parameter hull_type) are point_hull (a line), head_hull (size of a crouching player),
// human_hull (a normal body size) and large_hull (for monsters?). Not all the hulls in the
// game can be traced here, this function is just useful to give a relative idea of spatial
// reachability (i.e. can a hostage pass through that tiny hole ?) Also like TraceLine, this
// function allows to specify whether the trace starts "inside" an entity's polygonal model,
// and if so, to specify that entity in ignoreEntity in order to ignore it as an obstacle.
(*g_engfuncs.pfnTraceHull) (start, end, ignoreMonsters ? TRUE : FALSE, hullNumber, ignoreEntity, ptr);
}
uint16 FixedUnsigned16 (float value, float scale)
{
int output = (static_cast <int> (value * scale));
if (output < 0)
output = 0;
if (output > 0xffff)
output = 0xffff;
return static_cast <uint16> (output);
}
short FixedSigned16 (float value, float scale)
{
int output = (static_cast <int> (value * scale));
if (output > 32767)
output = 32767;
if (output < -32768)
output = -32768;
return static_cast <short> (output);
}
const char *FormatBuffer (const char *format, ...)
{
va_list ap;
static char staticBuffer[3072];
va_start (ap, format);
vsprintf (staticBuffer, format, ap);
va_end (ap);
return &staticBuffer[0];
}
bool IsAlive (edict_t *ent)
{
if (IsEntityNull (ent))
return false;
return ent->v.deadflag == DEAD_NO && ent->v.health > 0 && ent->v.movetype != MOVETYPE_NOCLIP;
}
float GetShootingConeDeviation (edict_t *ent, Vector *position)
{
const Vector &dir = (*position - (ent->v.origin + ent->v.view_ofs)).Normalize ();
MakeVectors (ent->v.v_angle);
// he's facing it, he meant it
return g_pGlobals->v_forward | dir;
}
bool IsInViewCone (Vector origin, edict_t *ent)
{
MakeVectors (ent->v.v_angle);
if (((origin - (ent->v.origin + ent->v.view_ofs)).Normalize () | g_pGlobals->v_forward) >= cosf (((ent->v.fov > 0 ? ent->v.fov : 90.0) / 2) * Math::MATH_PI / 180.0))
return true;
return false;
}
bool IsVisible (const Vector &origin, edict_t *ent)
{
if (IsEntityNull (ent))
return false;
TraceResult tr;
TraceLine (ent->v.origin + ent->v.view_ofs, origin, true, true, ent, &tr);
if (tr.flFraction != 1.0)
return false; // line of sight is not established
return true; // line of sight is valid.
}
Vector GetEntityOrigin (edict_t *ent)
{
// this expanded function returns the vector origin of a bounded entity, assuming that any
// entity that has a bounding box has its center at the center of the bounding box itself.
if (IsEntityNull (ent))
return nullvec;
if (ent->v.origin == nullvec)
return ent->v.absmin + ent->v.size * 0.5;
return ent->v.origin;
}
void DisplayMenuToClient (edict_t *ent, MenuText *menu)
{
if (!IsValidPlayer (ent))
return;
int clientIndex = IndexOfEntity (ent) - 1;
if (menu != NULL)
{
String tempText = String (menu->menuText);
tempText.Replace ("\v", "\n");
char *text = g_localizer->TranslateInput (tempText.GetBuffer ());
tempText = String (text);
// make menu looks best
for (int i = 0; i <= 9; i++)
tempText.Replace (FormatBuffer ("%d.", i), FormatBuffer ("\\r%d.\\w", i));
text = (char *) tempText.GetBuffer ();
while (strlen (text) >= 64)
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, g_netMsg->GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (menu->validSlots);
WRITE_CHAR (-1);
WRITE_BYTE (1);
for (int i = 0; i <= 63; i++)
WRITE_CHAR (text[i]);
MESSAGE_END ();
text += 64;
}
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, g_netMsg->GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (menu->validSlots);
WRITE_CHAR (-1);
WRITE_BYTE (0);
WRITE_STRING (text);
MESSAGE_END();
g_clients[clientIndex].menu = menu;
}
else
{
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, g_netMsg->GetId (NETMSG_SHOWMENU), NULL, ent);
WRITE_SHORT (0);
WRITE_CHAR (0);
WRITE_BYTE (0);
WRITE_STRING ("");
MESSAGE_END();
g_clients[clientIndex].menu = NULL;
}
CLIENT_COMMAND (ent, "speak \"player/geiger1\"\n"); // Stops others from hearing menu sounds..
}
void DecalTrace (entvars_t *pev, TraceResult *trace, int logotypeIndex)
{
// this function draw spraypaint depending on the tracing results.
static Array <String> logotypes;
if (logotypes.IsEmpty ())
logotypes = String ("{biohaz;{graf004;{graf005;{lambda06;{target;{hand1").Split (";");
int entityIndex = -1, message = TE_DECAL;
int decalIndex = (*g_engfuncs.pfnDecalIndex) (logotypes[logotypeIndex].GetBuffer ());
if (decalIndex < 0)
decalIndex = (*g_engfuncs.pfnDecalIndex) ("{lambda06");
if (trace->flFraction == 1.0)
return;
if (!IsEntityNull (trace->pHit))
{
if (trace->pHit->v.solid == SOLID_BSP || trace->pHit->v.movetype == MOVETYPE_PUSHSTEP)
entityIndex = IndexOfEntity (trace->pHit);
else
return;
}
else
entityIndex = 0;
if (entityIndex != 0)
{
if (decalIndex > 255)
{
message = TE_DECALHIGH;
decalIndex -= 256;
}
}
else
{
message = TE_WORLDDECAL;
if (decalIndex > 255)
{
message = TE_WORLDDECALHIGH;
decalIndex -= 256;
}
}
if (logotypes[logotypeIndex].Contains ("{"))
{
MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE (TE_PLAYERDECAL);
WRITE_BYTE (IndexOfEntity (ENT (pev)));
WRITE_COORD (trace->vecEndPos.x);
WRITE_COORD (trace->vecEndPos.y);
WRITE_COORD (trace->vecEndPos.z);
WRITE_SHORT (static_cast <short> (IndexOfEntity (trace->pHit)));
WRITE_BYTE (decalIndex);
MESSAGE_END ();
}
else
{
MESSAGE_BEGIN (MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE (message);
WRITE_COORD (trace->vecEndPos.x);
WRITE_COORD (trace->vecEndPos.y);
WRITE_COORD (trace->vecEndPos.z);
WRITE_BYTE (decalIndex);
if (entityIndex)
WRITE_SHORT (entityIndex);
MESSAGE_END();
}
}
void FreeLibraryMemory (void)
{
// this function free's all allocated memory
g_waypoint->Init (); // frees waypoint data
delete [] g_experienceData;
g_experienceData = NULL;
}
void FakeClientCommand (edict_t *fakeClient, const char *format, ...)
{
// the purpose of this function is to provide fakeclients (bots) with the same client
// command-scripting advantages (putting multiple commands in one line between semicolons)
// as real players. It is an improved version of botman's FakeClientCommand, in which you
// supply directly the whole string as if you were typing it in the bot's "console". It
// is supposed to work exactly like the pfnClientCommand (server-sided client command).
va_list ap;
static char command[256];
int stop, i, stringIndex = 0;
if (IsEntityNull (fakeClient))
return; // reliability check
// concatenate all the arguments in one string
va_start (ap, format);
_vsnprintf (command, sizeof (command), format, ap);
va_end (ap);
if (IsNullString (command))
return; // if nothing in the command buffer, return
g_isFakeCommand = true; // set the "fakeclient command" flag
int length = strlen (command); // get the total length of the command string
// process all individual commands (separated by a semicolon) one each a time
while (stringIndex < length)
{
int start = stringIndex; // save field start position (first character)
while (stringIndex < length && command[stringIndex] != ';')
stringIndex++; // reach end of field
if (command[stringIndex - 1] == '\n')
stop = stringIndex - 2; // discard any trailing '\n' if needed
else
stop = stringIndex - 1; // save field stop position (last character before semicolon or end)
for (i = start; i <= stop; i++)
g_fakeArgv[i - start] = command[i]; // store the field value in the g_fakeArgv global string
g_fakeArgv[i - start] = 0; // terminate the string
stringIndex++; // move the overall string index one step further to bypass the semicolon
int index = 0;
g_fakeArgc = 0; // let's now parse that command and count the different arguments
// count the number of arguments
while (index < i - start)
{
while (index < i - start && g_fakeArgv[index] == ' ')
index++; // ignore spaces
// is this field a group of words between quotes or a single word ?
if (g_fakeArgv[index] == '"')
{
index++; // move one step further to bypass the quote
while (index < i - start && g_fakeArgv[index] != '"')
index++; // reach end of field
index++; // move one step further to bypass the quote
}
else
while (index < i - start && g_fakeArgv[index] != ' ')
index++; // this is a single word, so reach the end of field
g_fakeArgc++; // we have processed one argument more
}
// tell now the MOD DLL to execute this ClientCommand...
MDLL_ClientCommand (fakeClient);
}
g_fakeArgv[0] = 0; // when it's done, reset the g_fakeArgv field
g_isFakeCommand = false; // reset the "fakeclient command" flag
g_fakeArgc = 0; // and the argument count
}
const char *GetField (const char *string, int fieldId, bool endLine)
{
// This function gets and returns a particuliar field in a string where several szFields are
// concatenated. Fields can be words, or groups of words between quotes ; separators may be
// white space or tabs. A purpose of this function is to provide bots with the same Cmd_Argv
// convenience the engine provides to real clients. This way the handling of real client
// commands and bot client commands is exactly the same, just have a look in engine.cpp
// for the hooking of pfnCmd_Argc, pfnCmd_Args and pfnCmd_Argv, which redirects the call
// either to the actual engine functions (when the caller is a real client), either on
// our function here, which does the same thing, when the caller is a bot.
static char field[256];
// reset the string
memset (field, 0, sizeof (field));
int length, i, index = 0, fieldCount = 0, start, stop;
field[0] = 0; // reset field
length = strlen (string); // get length of string
// while we have not reached end of line
while (index < length && fieldCount <= fieldId)
{
while (index < length && (string[index] == ' ' || string[index] == '\t'))
index++; // ignore spaces or tabs
// is this field multi-word between quotes or single word ?
if (string[index] == '"')
{
index++; // move one step further to bypass the quote
start = index; // save field start position
while ((index < length) && (string[index] != '"'))
index++; // reach end of field
stop = index - 1; // save field stop position
index++; // move one step further to bypass the quote
}
else
{
start = index; // save field start position
while (index < length && (string[index] != ' ' && string[index] != '\t'))
index++; // reach end of field
stop = index - 1; // save field stop position
}
// is this field we just processed the wanted one ?
if (fieldCount == fieldId)
{
for (i = start; i <= stop; i++)
field[i - start] = string[i]; // store the field value in a string
field[i - start] = 0; // terminate the string
break; // and stop parsing
}
fieldCount++; // we have parsed one field more
}
if (endLine)
field[strlen (field) - 1] = 0;
strtrim (field);
return (&field[0]); // returns the wanted field
}
void strtrim (char *string)
{
char *ptr = string;
int length = 0, toggleFlag = 0, increment = 0;
int i = 0;
while (*ptr++)
length++;
for (i = length - 1; i >= 0; i--)
{
#if defined (PLATFORM_WIN32)
if (!iswspace (string[i]))
#else
if (!isspace (string[i]))
#endif
break;
else
{
string[i] = 0;
length--;
}
}
for (i = 0; i < length; i++)
{
#if defined (PLATFORM_WIN32)
if (iswspace (string[i]) && !toggleFlag) // win32 crash fx
#else
if (isspace (string[i]) && !toggleFlag)
#endif
{
increment++;
if (increment + i < length)
string[i] = string[increment + i];
}
else
{
if (!toggleFlag)
toggleFlag = 1;
if (increment)
string[i] = string[increment + i];
}
}
string[length] = 0;
}
const char *GetModName (void)
{
static char modName[256];
GET_GAME_DIR (modName); // ask the engine for the MOD directory path
int length = strlen (modName); // get the length of the returned string
// format the returned string to get the last directory name
int stop = length - 1;
while ((modName[stop] == '\\' || modName[stop] == '/') && stop > 0)
stop--; // shift back any trailing separator
int start = stop;
while (modName[start] != '\\' && modName[start] != '/' && start > 0)
start--; // shift back to the start of the last subdirectory name
if (modName[start] == '\\' || modName[start] == '/')
start++; // if we reached a separator, step over it
// now copy the formatted string back onto itself character per character
for (length = start; length <= stop; length++)
modName[length - start] = modName[length];
modName[length - start] = 0; // terminate the string
return &modName[0];
}
// Create a directory tree
void CreatePath (char *path)
{
for (char *ofs = path + 1 ; *ofs ; ofs++)
{
if (*ofs == '/')
{
// create the directory
*ofs = 0;
#ifdef PLATFORM_WIN32
mkdir (path);
#else
mkdir (path, 0777);
#endif
*ofs = '/';
}
}
#ifdef PLATFORM_WIN32
mkdir (path);
#else
mkdir (path, 0777);
#endif
}
void DrawLine (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, int red, int green, int blue, int brightness, int speed, int life)
{
// this function draws a line visible from the client side of the player whose player entity
// is pointed to by ent, from the vector location start to the vector location end,
// which is supposed to last life tenths seconds, and having the color defined by RGB.
if (!IsValidPlayer (ent))
return; // reliability check
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, ent);
WRITE_BYTE (TE_BEAMPOINTS);
WRITE_COORD (start.x);
WRITE_COORD (start.y);
WRITE_COORD (start.z);
WRITE_COORD (end.x);
WRITE_COORD (end.y);
WRITE_COORD (end.z);
WRITE_SHORT (g_modelIndexLaser);
WRITE_BYTE (0); // framestart
WRITE_BYTE (10); // framerate
WRITE_BYTE (life); // life in 0.1's
WRITE_BYTE (width); // width
WRITE_BYTE (noise); // noise
WRITE_BYTE (red); // r, g, b
WRITE_BYTE (green); // r, g, b
WRITE_BYTE (blue); // r, g, b
WRITE_BYTE (brightness); // brightness
WRITE_BYTE (speed); // speed
MESSAGE_END ();
}
void DrawArrow (edict_t *ent, const Vector &start, const Vector &end, int width, int noise, int red, int green, int blue, int brightness, int speed, int life)
{
// this function draws a arrow visible from the client side of the player whose player entity
// is pointed to by ent, from the vector location start to the vector location end,
// which is supposed to last life tenths seconds, and having the color defined by RGB.
if (!IsValidPlayer (ent))
return; // reliability check
MESSAGE_BEGIN (MSG_ONE_UNRELIABLE, SVC_TEMPENTITY, NULL, ent);
WRITE_BYTE (TE_BEAMPOINTS);
WRITE_COORD (end.x);
WRITE_COORD (end.y);
WRITE_COORD (end.z);
WRITE_COORD (start.x);
WRITE_COORD (start.y);
WRITE_COORD (start.z);
WRITE_SHORT (g_modelIndexArrow);
WRITE_BYTE (0); // framestart
WRITE_BYTE (10); // framerate
WRITE_BYTE (life); // life in 0.1's
WRITE_BYTE (width); // width
WRITE_BYTE (noise); // noise
WRITE_BYTE (red); // r, g, b
WRITE_BYTE (green); // r, g, b
WRITE_BYTE (blue); // r, g, b
WRITE_BYTE (brightness); // brightness
WRITE_BYTE (speed); // speed
MESSAGE_END ();
}
void UpdateGlobalExperienceData (void)
{
// this function called after each end of the round to update knowledge about most dangerous waypoints for each team.
// no waypoints, no experience used or waypoints edited or being edited?
if (g_numWaypoints < 1 || g_waypointsChanged)
return; // no action
unsigned short maxDamage; // maximum damage
unsigned short actDamage; // actual damage
int bestIndex; // best index to store
bool recalcKills = false;
// get the most dangerous waypoint for this position for terrorist team
for (int i = 0; i < g_numWaypoints; i++)
{
maxDamage = 0;
bestIndex = -1;
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
actDamage = (g_experienceData + (i * g_numWaypoints) + j)->team0Damage;
if (actDamage > maxDamage)
{
maxDamage = actDamage;
bestIndex = j;
}
}
if (maxDamage > MAX_DAMAGE_VALUE)
recalcKills = true;
(g_experienceData + (i * g_numWaypoints) + i)->team0DangerIndex = static_cast <short> (bestIndex);
}
// get the most dangerous waypoint for this position for counter-terrorist team
for (int i = 0; i < g_numWaypoints; i++)
{
maxDamage = 0;
bestIndex = -1;
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
actDamage = (g_experienceData + (i * g_numWaypoints) + j)->team1Damage;
if (actDamage > maxDamage)
{
maxDamage = actDamage;
bestIndex = j;
}
}
if (maxDamage > MAX_DAMAGE_VALUE)
recalcKills = true;
(g_experienceData + (i * g_numWaypoints) + i)->team1DangerIndex = static_cast <short> (bestIndex);
}
// adjust values if overflow is about to happen
if (recalcKills)
{
for (int i = 0; i < g_numWaypoints; i++)
{
for (int j = 0; j < g_numWaypoints; j++)
{
if (i == j)
continue;
int clip = (g_experienceData + (i * g_numWaypoints) + j)->team0Damage;
clip -= static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 0)
clip = 0;
(g_experienceData + (i * g_numWaypoints) + j)->team0Damage = static_cast <unsigned short> (clip);
clip = (g_experienceData + (i * g_numWaypoints) + j)->team1Damage;
clip -= static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 0)
clip = 0;
(g_experienceData + (i * g_numWaypoints) + j)->team1Damage = static_cast <unsigned short> (clip);
}
}
}
g_highestKills++;
int clip = g_highestDamageT - static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 1)
clip = 1;
g_highestDamageT = clip;
clip = (int) g_highestDamageCT - static_cast <int> (MAX_DAMAGE_VALUE * 0.5);
if (clip < 1)
clip = 1;
g_highestDamageCT = clip;
if (g_highestKills == MAX_KILL_HISTORY)
{
for (int i = 0; i < g_numWaypoints; i++)
{
(g_experienceData + (i * g_numWaypoints) + i)->team0Damage /= static_cast <unsigned short> (GetMaxClients () * 0.5);
(g_experienceData + (i * g_numWaypoints) + i)->team1Damage /= static_cast <unsigned short> (GetMaxClients () * 0.5);
}
g_highestKills = 1;
}
}
void RoundInit (void)
{
// this is called at the start of each round
g_roundEnded = false;
// check team economics
g_botManager->CheckTeamEconomics (TEAM_TF);
g_botManager->CheckTeamEconomics (TEAM_CF);
for (int i = 0; i < GetMaxClients (); i++)
{
if (g_botManager->GetBot (i))
g_botManager->GetBot (i)->NewRound ();
g_radioSelect[i] = 0;
}
g_waypoint->SetBombPosition (true);
g_waypoint->ClearGoalScore ();
g_bombSayString = false;
g_timeBombPlanted = 0.0;
g_timeNextBombUpdate = 0.0;
g_leaderChoosen[TEAM_CF] = false;
g_leaderChoosen[TEAM_TF] = false;
g_lastRadioTime[0] = 0.0;
g_lastRadioTime[1] = 0.0;
g_botsCanPause = false;
for (int i = 0; i < TASK_MAX; i++)
g_taskFilters[i].time = 0.0f;
UpdateGlobalExperienceData (); // update experience data on round start
// calculate the round mid/end in world time
g_timeRoundStart = GetWorldTime () + mp_freezetime.GetFloat ();
g_timeRoundMid = g_timeRoundStart + mp_roundtime.GetFloat () * 60 * 0.5f;
g_timeRoundEnd = g_timeRoundStart + mp_roundtime.GetFloat () * 60;
}
int GetWeaponPenetrationPower (int id)
{
// returns if weapon can pierce through a wall
int i = 0;
while (g_weaponSelect[i].id)
{
if (g_weaponSelect[i].id == id)
return g_weaponSelect[i].penetratePower;
i++;
}
return 0;
}
bool IsValidPlayer (edict_t *ent)
{
if (IsEntityNull (ent))
return false;
if (ent->v.flags & FL_PROXY)
return false;
if ((ent->v.flags & (FL_CLIENT | FL_FAKECLIENT)) || g_botManager->GetBot (ent) != NULL)
return !IsNullString (STRING (ent->v.netname));
return false;
}
bool IsValidBot (edict_t *ent)
{
if (g_botManager->GetBot (ent) != NULL || (!IsEntityNull (ent) && (ent->v.flags & FL_FAKECLIENT)))
return true;
return false;
}
bool IsDedicatedServer (void)
{
// return true if server is dedicated server, false otherwise
return (IS_DEDICATED_SERVER () > 0); // ask engine for this
}
bool TryFileOpen (const char *fileName)
{
// this function tests if a file exists by attempting to open it
File fp;
// check if got valid handle
if (fp.Open (fileName, "rb"))
{
fp.Close ();
return true;
}
return false;
}
void HudMessage (edict_t *ent, bool toCenter, Vector rgb, char *format, ...)
{
if (!IsValidPlayer (ent) || IsValidBot (ent))
return;
va_list ap;
char buffer[1024];
va_start (ap, format);
vsprintf (buffer, format, ap);
va_end (ap);
MESSAGE_BEGIN (MSG_ONE, SVC_TEMPENTITY, NULL, ent);
WRITE_BYTE (TE_TEXTMESSAGE);
WRITE_BYTE (1);
WRITE_SHORT (FixedSigned16 (-1, 1 << 13));
WRITE_SHORT (FixedSigned16 (toCenter ? -1 : 0, 1 << 13));
WRITE_BYTE (2);
WRITE_BYTE (static_cast <int> (rgb.x));
WRITE_BYTE (static_cast <int> (rgb.y));
WRITE_BYTE (static_cast <int> (rgb.z));
WRITE_BYTE (0);
WRITE_BYTE (Random.Long (230, 255));
WRITE_BYTE (Random.Long (230, 255));
WRITE_BYTE (Random.Long (230, 255));
WRITE_BYTE (200);
WRITE_SHORT (FixedUnsigned16 (0.0078125, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (2, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (6, 1 << 8));
WRITE_SHORT (FixedUnsigned16 (0.1, 1 << 8));
WRITE_STRING (const_cast <const char *> (&buffer[0]));
MESSAGE_END ();
}
void ServerPrint (const char *format, ...)
{
va_list ap;
char string[3072];
va_start (ap, format);
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
SERVER_PRINT (string);
SERVER_PRINT ("\n");
}
void CenterPrint (const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
if (IsDedicatedServer ())
{
ServerPrint (string);
return;
}
MESSAGE_BEGIN (MSG_BROADCAST, g_netMsg->GetId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTCENTER);
WRITE_STRING (FormatBuffer ("%s\n", string));
MESSAGE_END ();
}
void ChartPrint (const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
if (IsDedicatedServer ())
{
ServerPrint (string);
return;
}
strcat (string, "\n");
MESSAGE_BEGIN (MSG_BROADCAST, g_netMsg->GetId (NETMSG_TEXTMSG));
WRITE_BYTE (HUD_PRINTTALK);
WRITE_STRING (string);
MESSAGE_END ();
}
void ClientPrint (edict_t *ent, int dest, const char *format, ...)
{
va_list ap;
char string[2048];
va_start (ap, format);
vsprintf (string, g_localizer->TranslateInput (format), ap);
va_end (ap);
if (IsEntityNull (ent) || ent == g_hostEntity)
{
if (dest & 0x3ff)
ServerPrint (string);
else
ServerPrint (string);
return;
}
strcat (string, "\n");
if (dest & 0x3ff)
(*g_engfuncs.pfnClientPrintf) (ent, static_cast <PRINT_TYPE> (dest &= ~0x3ff), FormatBuffer ("[YAPB] %s", string));
else
(*g_engfuncs.pfnClientPrintf) (ent, static_cast <PRINT_TYPE> (dest), string);
}
void ServerCommand (const char *format, ...)
{
// this function asks the engine to execute a server command
va_list ap;
static char string[1024];
// concatenate all the arguments in one string
va_start (ap, format);
vsprintf (string, format, ap);
va_end (ap);
SERVER_COMMAND (const_cast <char *> (FormatBuffer ("%s\n", string))); // execute command
}
const char *GetMapName (void)
{
// this function gets the map name and store it in the map_name global string variable.
static char mapName[256];
strcpy (mapName, const_cast <const char *> (g_pGlobals->pStringBase + static_cast <int> (g_pGlobals->mapname)));
return &mapName[0]; // and return a pointer to it
}
bool OpenConfig (const char *fileName, char *errorIfNotExists, File *outFile, bool languageDependant)
{
if (outFile->IsValid ())
outFile->Close ();
if (languageDependant)
{
extern ConVar yb_language;
if (strcmp (fileName, "lang.cfg") == 0 && strcmp (yb_language.GetString (), "en") == 0)
return false;
const char *languageDependantConfigFile = FormatBuffer ("%s/addons/yapb/config/language/%s_%s", GetModName (), yb_language.GetString (), fileName);
// check is file is exists for this language
if (TryFileOpen (languageDependantConfigFile))
outFile->Open (languageDependantConfigFile, "rt");
else
outFile->Open (FormatBuffer ("%s/addons/yapb/config/language/en_%s", GetModName (), fileName), "rt");
}
else
outFile->Open (FormatBuffer ("%s/addons/yapb/config/%s", GetModName (), fileName), "rt");
if (!outFile->IsValid ())
{
AddLogEntry (true, LL_ERROR, errorIfNotExists);
return false;
}
return true;
}
const char *GetWaypointDir (void)
{
return FormatBuffer ("%s/addons/yapb/wptdefault/", GetModName ());
}
void RegisterCommand (char *command, void funcPtr (void))
{
// this function tells the engine that a new server command is being declared, in addition
// to the standard ones, whose name is command_name. The engine is thus supposed to be aware
// that for every "command_name" server command it receives, it should call the function
// pointed to by "function" in order to handle it.
if (IsNullString (command) || funcPtr == NULL)
return; // reliability check
REG_SVR_COMMAND (command, funcPtr); // ask the engine to register this new command
}
void CheckWelcomeMessage (void)
{
// the purpose of this function, is to send quick welcome message, to the listenserver entity.
static bool isReceived = false;
static float receiveTime = 0.0;
if (isReceived || !yb_listenserver_welcome.GetBool ())
return;
Array <String> sentences;
// add default messages
sentences.Push ("hello user,communication is acquired");
sentences.Push ("your presence is acknowledged");
sentences.Push ("high man, your in command now");
sentences.Push ("blast your hostile for good");
sentences.Push ("high man, kill some idiot here");
sentences.Push ("is there a doctor in the area");
sentences.Push ("warning, experimental materials detected");
sentences.Push ("high amigo, shoot some but");
sentences.Push ("attention, hours of work software, detected");
sentences.Push ("time for some bad ass explosion");
sentences.Push ("bad ass son of a breach device activated");
sentences.Push ("high, do not question this great service");
sentences.Push ("engine is operative, hello and goodbye");
sentences.Push ("high amigo, your administration has been great last day");
sentences.Push ("attention, expect experimental armed hostile presence");
sentences.Push ("warning, medical attention required");
if (IsAlive (g_hostEntity) && !isReceived && receiveTime < 1.0 && (g_numWaypoints > 0 ? g_isCommencing : true))
receiveTime = GetWorldTime () + 4.0; // receive welcome message in four seconds after game has commencing
if (receiveTime > 0.0 && receiveTime < GetWorldTime () && !isReceived && (g_numWaypoints > 0 ? g_isCommencing : true))
{
ServerCommand ("speak \"%s\"", const_cast <char *> (sentences.GetRandomElement ().GetBuffer ()));
ChartPrint ("----- YaPB v%s (Build: %u), {%s}, (c) 2015, by %s -----", PRODUCT_VERSION, GenerateBuildNumber (), PRODUCT_DATE, PRODUCT_AUTHOR);
HudMessage (g_hostEntity, true, Vector (Random.Long (33, 255), Random.Long (33, 255), Random.Long (33, 255)), "\nServer is running YaPB v%s (Build: %u)\nDeveloped by %s\n\n%s", PRODUCT_VERSION, GenerateBuildNumber (), PRODUCT_AUTHOR, g_waypoint->GetInfo ());
receiveTime = 0.0;
isReceived = true;
}
}
void DetectCSVersion (void)
{
byte *detection = NULL;
const char *const infoBuffer = "Game Registered: CS %s (0x%d)";
// switch version returned by dll loader
switch (g_gameVersion)
{
// counter-strike 1.x, WON ofcourse
case CSV_OLD:
ServerPrint (infoBuffer, "1.x (WON)", sizeof (Bot));
break;
// counter-strike 1.6 or higher (plus detects for non-steam versions of 1.5)
case CSV_STEAM:
detection = (*g_engfuncs.pfnLoadFileForMe) ("events/galil.sc", NULL);
if (detection != NULL)
{
ServerPrint (infoBuffer, "1.6 (Steam)", sizeof (Bot));
g_gameVersion = CSV_STEAM; // just to be sure
}
else if (detection == NULL)
{
ServerPrint (infoBuffer, " <= 1.5 (WON)", sizeof (Bot));
g_gameVersion = CSV_OLD; // reset it to WON
}
// if we have loaded the file free it
if (detection != NULL)
(*g_engfuncs.pfnFreeFile) (detection);
break;
// counter-strike cz
case CSV_CZERO:
ServerPrint (infoBuffer, "CZ (Steam)", sizeof (Bot));
break;
}
}
void PlaySound (edict_t *ent, const char *name)
{
// TODO: make this obsolete
EMIT_SOUND_DYN2 (ent, CHAN_WEAPON, name, 1.0, ATTN_NORM, 0, 100);
return;
}
float GetWaveLength (const char *fileName)
{
WavHeader waveHdr;
memset (&waveHdr, 0, sizeof (waveHdr));
extern ConVar yb_chatter_path;
File fp (FormatBuffer ("%s/%s/%s.wav", GetModName (), yb_chatter_path.GetString (), fileName), "rb");
// we're got valid handle?
if (!fp.IsValid ())
return 0;
if (fp.Read (&waveHdr, sizeof (WavHeader)) == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong or unsupported format", fileName);
return 0;
}
if (strncmp (waveHdr.chunkID, "WAVE", 4) != 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has wrong wave chunk id", fileName);
return 0;
}
fp.Close ();
if (waveHdr.dataChunkLength == 0)
{
AddLogEntry (true, LL_ERROR, "Wave File %s - has zero length!", fileName);
return 0;
}
char ch[32];
sprintf (ch, "0.%u", static_cast <unsigned int> (waveHdr.dataChunkLength));
float secondLength = static_cast <float> (waveHdr.dataChunkLength / waveHdr.bytesPerSecond);
float milliSecondLength = atof (ch);
return (secondLength == 0.0 ? milliSecondLength : secondLength);
}
void AddLogEntry (bool outputToConsole, int logLevel, const char *format, ...)
{
// this function logs a message to the message log file root directory.
va_list ap;
char buffer[512] = {0, }, levelString[32] = {0, }, logLine[1024] = {0, };
va_start (ap, format);
vsprintf (buffer, g_localizer->TranslateInput (format), ap);
va_end (ap);
switch (logLevel)
{
case LL_DEFAULT:
strcpy (levelString, "Log: ");
break;
case LL_WARNING:
strcpy (levelString, "Warning: ");
break;
case LL_ERROR:
strcpy (levelString, "Error: ");
break;
case LL_FATAL:
strcpy (levelString, "Critical: ");
break;
}
if (outputToConsole)
ServerPrint ("%s%s", levelString, buffer);
// now check if logging disabled
if (!(logLevel & LL_IGNORE))
{
extern ConVar yb_debug;
if (logLevel == LL_DEFAULT && yb_debug.GetInt () < 3)
return; // no log, default logging is disabled
if (logLevel == LL_WARNING && yb_debug.GetInt () < 2)
return; // no log, warning logging is disabled
if (logLevel == LL_ERROR && yb_debug.GetInt () < 1)
return; // no log, error logging is disabled
}
// open file in a standard stream
File fp ("yapb.txt", "at");
// check if we got a valid handle
if (!fp.IsValid ())
return;
time_t tickTime = time (&tickTime);
tm *time = localtime (&tickTime);
sprintf (logLine, "[%02d:%02d:%02d] %s%s", time->tm_hour, time->tm_min, time->tm_sec, levelString, buffer);
fp.Printf ("%s\n", logLine);
fp.Close ();
if (logLevel == LL_FATAL)
{
#if defined (PLATFORM_WIN32)
MessageBoxA (GetActiveWindow (), buffer, "YaPB Error", MB_ICONSTOP);
#else
printf ("%s", buffer);
#endif
FreeLibraryMemory ();
#if defined (PLATFORM_WIN32)
_exit (1);
#else
exit (1);
#endif
}
}
char *Localizer::TranslateInput (const char *input)
{
if (IsDedicatedServer ())
return const_cast <char *> (&input[0]);
static char string[1024];
const char *ptr = input + strlen (input) - 1;
while (ptr > input && *ptr == '\n')
ptr--;
if (ptr != input)
ptr++;
strncpy (string, input, 1024);
strtrim (string);
IterateArray (m_langTab, i)
{
if (strcmp (string, m_langTab[i].original) == 0)
{
strncpy (string, m_langTab[i].translated, 1024);
if (ptr != input)
strncat (string, ptr, 1024 - 1 - strlen (string));
return &string[0];
}
}
return const_cast <char *> (&input[0]); // nothing found
}
bool FindNearestPlayer (void **pvHolder, edict_t *to, float searchDistance, bool sameTeam, bool needBot, bool isAlive, bool needDrawn)
{
// this function finds nearest to to, player with set of parameters, like his
// team, live status, search distance etc. if needBot is true, then pvHolder, will
// be filled with bot pointer, else with edict pointer(!).
edict_t *survive = NULL; // pointer to temporaly & survive entity
float nearestPlayer = 4096.0; // nearest player
int toTeam = GetTeam (to);
for (int i = 0; i < GetMaxClients (); i++)
{
edict_t *ent = g_clients[i].ent;
if (!(g_clients[i].flags & CF_USED) || ent == to)
continue;
if ((sameTeam && g_clients[i].team != toTeam) || (isAlive && !(g_clients[i].flags & CF_ALIVE)) || (needBot && !IsValidBot (ent)) || (needDrawn && (ent->v.effects & EF_NODRAW)))
continue; // filter players with parameters
float distance = (ent->v.origin - to->v.origin).GetLengthSquared ();
if (distance < nearestPlayer)
{
nearestPlayer = distance;
survive = ent;
}
}
if (IsEntityNull (survive))
return false; // nothing found
// fill the holder
if (needBot)
*pvHolder = reinterpret_cast <void *> (g_botManager->GetBot (survive));
else
*pvHolder = reinterpret_cast <void *> (survive);
return true;
}
void SoundAttachToThreat (edict_t *ent, const char *sample, float volume)
{
// this function called by the sound hooking code (in emit_sound) enters the played sound into
// the array associated with the entity
if (IsEntityNull (ent) || IsNullString (sample))
return; // reliability check
Vector origin = GetEntityOrigin (ent);
int index = IndexOfEntity (ent) - 1;
if (index < 0 || index >= GetMaxClients ())
{
float nearestDistance = FLT_MAX;
// loop through all players
for (int i = 0; i < GetMaxClients (); i++)
{
if (!(g_clients[i].flags & CF_USED) || !(g_clients[i].flags & CF_ALIVE))
continue;
float distance = (g_clients[i].ent->v.origin - origin).GetLengthSquared ();
// now find nearest player
if (distance < nearestDistance)
{
index = i;
nearestDistance = distance;
}
}
}
if (strncmp ("player/bhit_flesh", sample, 17) == 0 || strncmp ("player/headshot", sample, 15) == 0)
{
// hit/fall sound?
g_clients[index].hearingDistance = 768.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 0.5;
g_clients[index].maxTimeSoundLasting = 0.5;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("items/gunpickup", sample, 15) == 0)
{
// weapon pickup?
g_clients[index].hearingDistance = 768.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 0.5;
g_clients[index].maxTimeSoundLasting = 0.5;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("weapons/zoom", sample, 12) == 0)
{
// sniper zooming?
g_clients[index].hearingDistance = 512.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 0.1;
g_clients[index].maxTimeSoundLasting = 0.1;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("items/9mmclip", sample, 13) == 0)
{
// ammo pickup?
g_clients[index].hearingDistance = 512.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 0.1;
g_clients[index].maxTimeSoundLasting = 0.1;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("hostage/hos", sample, 11) == 0)
{
// CT used hostage?
g_clients[index].hearingDistance = 1024.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 5.0;
g_clients[index].maxTimeSoundLasting = 0.5;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("debris/bustmetal", sample, 16) == 0 || strncmp ("debris/bustglass", sample, 16) == 0)
{
// broke something?
g_clients[index].hearingDistance = 1024.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 2.0;
g_clients[index].maxTimeSoundLasting = 2.0;
g_clients[index].soundPosition = origin;
}
else if (strncmp ("doors/doormove", sample, 14) == 0)
{
// someone opened a door
g_clients[index].hearingDistance = 1024.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 3.0;
g_clients[index].maxTimeSoundLasting = 3.0;
g_clients[index].soundPosition = origin;
}
#if 0
else if (strncmp ("weapons/reload", sample, 14) == 0)
{
// reloading ?
g_clients[index].hearingDistance = 512.0 * volume;
g_clients[index].timeSoundLasting = GetWorldTime () + 0.5;
g_clients[index].maxTimeSoundLasting = 0.5;
g_clients[index].soundPosition = origin;
}
#endif
}
void SoundSimulateUpdate (int playerIndex)
{
// this function tries to simulate playing of sounds to let the bots hear sounds which aren't
// captured through server sound hooking
InternalAssert (playerIndex >= 0);
InternalAssert (playerIndex < GetMaxClients ());
if (playerIndex < 0 || playerIndex >= GetMaxClients ())
return; // reliability check
edict_t *player = g_clients[playerIndex].ent;
float velocity = player->v.velocity.GetLength2D ();
float hearDistance = 0.0;
float timeSound = 0.0;
float timeMaxSound = 0.5;
if (player->v.oldbuttons & IN_ATTACK) // pressed attack button?
{
hearDistance = 3072.0;
timeSound = GetWorldTime () + 0.3;
timeMaxSound = 0.3;
}
else if (player->v.oldbuttons & IN_USE) // pressed used button?
{
hearDistance = 512.0;
timeSound = GetWorldTime () + 0.5;
timeMaxSound = 0.5;
}
else if (player->v.oldbuttons & IN_RELOAD) // pressed reload button?
{
hearDistance = 512.0;
timeSound = GetWorldTime () + 0.5;
timeMaxSound = 0.5;
}
else if (player->v.movetype == MOVETYPE_FLY) // uses ladder?
{
if (fabs (player->v.velocity.z) > 50.0)
{
hearDistance = 1024.0;
timeSound = GetWorldTime () + 0.3;
timeMaxSound = 0.3;
}
}
else
{
extern ConVar mp_footsteps;
if (mp_footsteps.GetBool ())
{
// moves fast enough?
hearDistance = 1280.0 * (velocity / 240);
timeSound = GetWorldTime () + 0.3;
timeMaxSound = 0.3;
}
}
if (hearDistance <= 0.0)
return; // didn't issue sound?
// some sound already associated
if (g_clients[playerIndex].timeSoundLasting > GetWorldTime ())
{
// new sound louder (bigger range) than old one ?
if (g_clients[playerIndex].maxTimeSoundLasting <= 0.0)
g_clients[playerIndex].maxTimeSoundLasting = 0.5;
if (g_clients[playerIndex].hearingDistance * (g_clients[playerIndex].timeSoundLasting - GetWorldTime ()) / g_clients[playerIndex].maxTimeSoundLasting <= hearDistance)
{
// override it with new
g_clients[playerIndex].hearingDistance = hearDistance;
g_clients[playerIndex].timeSoundLasting = timeSound;
g_clients[playerIndex].maxTimeSoundLasting = timeMaxSound;
g_clients[playerIndex].soundPosition = player->v.origin;
}
}
else
{
// just remember it
g_clients[playerIndex].hearingDistance = hearDistance;
g_clients[playerIndex].timeSoundLasting = timeSound;
g_clients[playerIndex].maxTimeSoundLasting = timeMaxSound;
g_clients[playerIndex].soundPosition = player->v.origin;
}
}
uint16 GenerateBuildNumber (void)
{
// this function generates build number from the compiler date macros
// get compiling date using compiler macros
const char *date = __DATE__;
// array of the month names
const char *months[12] = {"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"};
// array of the month days
byte monthDays[12] = {31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31};
int day = 0; // day of the year
int year = 0; // year
int i = 0;
// go through all monthes, and calculate, days since year start
for (i = 0; i < 11; i++)
{
if (strncmp (&date[0], months[i], 3) == 0)
break; // found current month break
day += monthDays[i]; // add month days
}
day += atoi (&date[4]) - 1; // finally calculate day
year = atoi (&date[7]) - 2000; // get years since year 2000
uint16 buildNumber = day + static_cast <int> ((year - 1) * 365.25);
// if the year is a leap year?
if ((year % 4) == 0 && i > 1)
buildNumber += 1; // add one year more
return buildNumber - 1114;
}
int GetWeaponReturn (bool needString, const char *weaponAlias, int weaponIndex)
{
// this function returning weapon id from the weapon alias and vice versa.
// structure definition for weapon tab
struct WeaponTab_t
{
Weapon weaponIndex; // weapon id
const char *alias; // weapon alias
};
// weapon enumeration
WeaponTab_t weaponTab[] =
{
{WEAPON_USP, "usp"}, // HK USP .45 Tactical
{WEAPON_GLOCK, "glock"}, // Glock18 Select Fire
{WEAPON_DEAGLE, "deagle"}, // Desert Eagle .50AE
{WEAPON_P228, "p228"}, // SIG P228
{WEAPON_ELITE, "elite"}, // Dual Beretta 96G Elite
{WEAPON_FIVESEVEN, "fn57"}, // FN Five-Seven
{WEAPON_M3, "m3"}, // Benelli M3 Super90
{WEAPON_XM1014, "xm1014"}, // Benelli XM1014
{WEAPON_MP5, "mp5"}, // HK MP5-Navy
{WEAPON_TMP, "tmp"}, // Steyr Tactical Machine Pistol
{WEAPON_P90, "p90"}, // FN P90
{WEAPON_MAC10, "mac10"}, // Ingram MAC-10
{WEAPON_UMP45, "ump45"}, // HK UMP45
{WEAPON_AK47, "ak47"}, // Automat Kalashnikov AK-47
{WEAPON_GALIL, "galil"}, // IMI Galil
{WEAPON_FAMAS, "famas"}, // GIAT FAMAS
{WEAPON_SG552, "sg552"}, // Sig SG-552 Commando
{WEAPON_M4A1, "m4a1"}, // Colt M4A1 Carbine
{WEAPON_AUG, "aug"}, // Steyr Aug
{WEAPON_SCOUT, "scout"}, // Steyr Scout
{WEAPON_AWP, "awp"}, // AI Arctic Warfare/Magnum
{WEAPON_G3SG1, "g3sg1"}, // HK G3/SG-1 Sniper Rifle
{WEAPON_SG550, "sg550"}, // Sig SG-550 Sniper
{WEAPON_M249, "m249"}, // FN M249 Para
{WEAPON_FLASHBANG, "flash"}, // Concussion Grenade
{WEAPON_EXPLOSIVE, "hegren"}, // High-Explosive Grenade
{WEAPON_SMOKE, "sgren"}, // Smoke Grenade
{WEAPON_ARMOR, "vest"}, // Kevlar Vest
{WEAPON_ARMORHELM, "vesthelm"}, // Kevlar Vest and Helmet
{WEAPON_DEFUSER, "defuser"}, // Defuser Kit
{WEAPON_SHIELD, "shield"}, // Tactical Shield
};
// if we need to return the string, find by weapon id
if (needString && weaponIndex != -1)
{
for (int i = 0; i < ARRAYSIZE_HLSDK (weaponTab); i++)
{
if (weaponTab[i].weaponIndex == weaponIndex) // is weapon id found?
return MAKE_STRING (weaponTab[i].alias);
}
return MAKE_STRING ("(none)"); // return none
}
// else search weapon by name and return weapon id
for (int i = 0; i < ARRAYSIZE_HLSDK (weaponTab); i++)
{
if (strncmp (weaponTab[i].alias, weaponAlias, strlen (weaponTab[i].alias)) == 0)
return weaponTab[i].weaponIndex;
}
return -1; // no weapon was found return -1
}