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[server] Implement CGameMode functions
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1172
server/gamemodes.cpp
1172
server/gamemodes.cpp
File diff suppressed because it is too large
Load Diff
@ -25,6 +25,63 @@ public:
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int CallPublic(char* szFuncName);
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int OnPlayerConnect(cell playerid);
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int OnPlayerDisconnect(cell playerid, cell reason);
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int OnPlayerSpawn(cell playerid);
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int OnPlayerDeath(cell playerid, cell killerid, cell reason);
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int OnVehicleSpawn(cell vehicleid);
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int OnVehicleDeath(cell vehicleid, cell killerid);
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int OnPlayerText(cell playerid, unsigned char * szText);
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int OnPlayerCommandText(cell playerid, unsigned char * szCommandText);
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int OnPlayerInfoChange(cell playerid);
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int OnPlayerRequestClass(cell playerid, cell classid);
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int OnPlayerRequestSpawn(cell playerid);
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int OnPlayerEnterVehicle(cell playerid, cell vehicleid, cell ispassenger);
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int OnPlayerExitVehicle(cell playerid, cell vehicleid);
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int OnPlayerStateChange(cell playerid, cell newstate, cell oldstate);
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int OnPlayerEnterCheckpoint(cell playerid);
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int OnPlayerLeaveCheckpoint(cell playerid);
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int OnPlayerEnterRaceCheckpoint(cell playerid);
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int OnPlayerLeaveRaceCheckpoint(cell playerid);
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int OnRconCommand(char* szCommand);
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int OnObjectMoved(cell objectid);
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int OnPlayerObjectMoved(cell playerid, cell objectid);
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int OnPlayerPickedUpPickup(cell playerid, cell pickupid);
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int OnPlayerExitedMenu(cell playerid);
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int OnPlayerSelectedMenuRow(cell playerid, cell row);
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int OnVehicleRespray(cell playerid, cell vehicleid, cell color1, cell color2);
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int OnVehicleMod(cell playerid, cell vehicleid, cell componentid);
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int OnEnterExitModShop(cell playerid, cell enterexit, cell interiorid);
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int OnVehiclePaintjob(cell playerid, cell vehicleid, cell paintjobid);
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int OnPlayerInteriorChange(cell playerid, cell newid, cell oldid);
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int OnPlayerKeyStateChange(cell playerid, cell newkeys, cell oldkeys);
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int OnScriptCash(cell playerid, cell amount, cell type);
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int OnRconLoginAttempt(char *szIP, char *szPassword, cell success);
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int OnPlayerUpdate(cell playerid);
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int OnPlayerStreamIn(cell playerid, cell forplayerid);
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int OnPlayerStreamOut(cell playerid, cell forplayerid);
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int OnVehicleStreamIn(cell vehicleid, cell forplayerid);
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int OnVehicleStreamOut(cell vehicleid, cell forplayerid);
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int OnActorStreamIn(cell actorid, cell forplayerid);
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int OnActorStreamOut(cell actorid, cell forplayerid);
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int OnDialogResponse(cell playerid, cell dialogid, cell response, cell listitem, char *szInputText);
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int OnPlayerClickPlayer(cell playerid, cell clickedplayerid, cell source);
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int OnPlayerTakeDamage(cell playerid, cell issuerid, float amount, cell weaponid, cell bodypart);
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int OnPlayerGiveDamage(cell playerid, cell damagedid, float amount, cell weaponid, cell bodypart);
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int OnPlayerGiveDamageActor(cell playerid, cell damaged_actorid, float amount, cell weaponid, cell bodypart);
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int OnVehicleDamageStatusUpdate(cell vehicleid, cell playerid);
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int OnUnoccupiedVehicleUpdate(cell vehicleid, cell playerid, cell passenger_seat, int a5, PVECTOR vecNew, PVECTOR vecVel);
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int OnPlayerClickMap(cell playerid, float fX, float fY, float fZ);
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int OnPlayerEditAttachedObject(cell playerid, cell index, cell response, struc_64 *pInfo);
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int OnPlayerEditObject(cell playerid, cell playerobject, cell objectid, cell response, float fX, float fY, float fZ, float fRotX, float fRotY, float fRotZ);
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int OnPlayerSelectObject(cell playerid, cell type, cell objectid, cell modelid, float fX, float fY, float fZ);
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int OnPlayerClickTextDraw(cell playerid, cell clickedid);
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int OnPlayerClickPlayerTextDraw(cell playerid, cell playertextid);
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int OnClientCheckResponse(cell a2, cell a3, cell a4, cell a5); // unused
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int OnPlayerWeaponShot(cell playerid, cell weaponid, cell hittype, cell hitid, PVECTOR vecPos);
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int OnIncomingConnection(cell playerid, char *ip_address, cell port);
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int OnTrailerUpdate(cell playerid, cell vehicleid);
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int OnVehicleSirenStateChange(cell playerid, cell vehicleid, cell newstate);
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};
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//----------------------------------------------------------------------------------
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@ -71,6 +71,7 @@ public:
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void Init(BOOL bFirst);
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void ShutdownForGameModeRestart();
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CPlayerPool * GetPlayerPool() { return m_pPlayerPool; };
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RakServerInterface * GetRakServer() { return m_pRak; };
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void LoadAllFilterscripts();
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@ -1,3 +1,12 @@
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#include "main.h"
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//----------------------------------------------------
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void CPlayer::Say(unsigned char * szText, BYTE byteTextLen)
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{
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// TODO: CPlayer::Say
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}
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//----------------------------------------------------
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@ -9,6 +9,8 @@ private:
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public:
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void Say(unsigned char * szText, BYTE byteTextLength);
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};
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#endif
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@ -42,6 +42,18 @@ public:
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BOOL Delete(PLAYERID playerId, BYTE byteReason);
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// Retrieve a player
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CPlayer* GetAt(PLAYERID playerId) {
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if (playerId >= MAX_PLAYERS) { return NULL; }
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return m_pPlayers[playerId];
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};
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// Find out if the slot is inuse.
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BOOL GetSlotState(PLAYERID playerId) {
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if(playerId >= MAX_PLAYERS) { return FALSE; }
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return m_bPlayerSlotState[playerId];
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};
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void ResetPlayerScoresAndMoney() {
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memset(&m_iPlayerScore[0],0,sizeof(int) * MAX_PLAYERS);
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memset(&m_iPlayerMoney[0],0,sizeof(int) * MAX_PLAYERS);
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