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grenade_launcher.pwn
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grenade_launcher.pwn
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#include <a_samp>
#define FILTERSCRIPT
#include <streamer>
#include <projectile>
// Your grenade launcher configuration
#define GRENADE_SPEED \
40.0
#define GRENADE_OBJECT \
342
#define MAX_PLAYER_GRENADES \
100
//
// Don't change these
#define MAX_GRENADES \
(MAX_PLAYERS * MAX_PLAYER_GRENADES)
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
//
new grenadesObject[MAX_GRENADES];
new grenadesCount;
new PlayerText:ptxtGrenades[MAX_PLAYERS];
new bool:playerHasM4[MAX_PLAYERS];
new playerGrenadesCount[MAX_PLAYERS];
public OnFilterScriptInit()
{
CA_Init();
return 1;
}
public OnPlayerConnect(playerid)
{
ptxtGrenades[playerid] = CreatePlayerTextDraw(playerid, 629.000000, 421.000000, "Grenades left: 5");
PlayerTextDrawAlignment(playerid, ptxtGrenades[playerid], 3);
PlayerTextDrawBackgroundColor(playerid, ptxtGrenades[playerid], 255);
PlayerTextDrawFont(playerid, ptxtGrenades[playerid], 1);
PlayerTextDrawLetterSize(playerid, ptxtGrenades[playerid], 0.400000, 2.000000);
PlayerTextDrawColor(playerid, ptxtGrenades[playerid], -1);
PlayerTextDrawSetOutline(playerid, ptxtGrenades[playerid], 1);
PlayerTextDrawSetProportional(playerid, ptxtGrenades[playerid], 1);
PlayerTextDrawSetSelectable(playerid, ptxtGrenades[playerid], 0);
return 1;
}
public OnPlayerUpdate(playerid)
{
if (!playerHasM4[playerid])
{
new w,
a;
GetPlayerWeaponData(playerid, 5, w, a);
if (w == 31)
{
playerHasM4[playerid] = true;
playerGrenadesCount[playerid] = MAX_PLAYER_GRENADES;
GameTextForPlayer(playerid, "~y~Press \"~k~~SNEAK_ABOUT~\" to shoot a grenade from launcher", 5000, 3);
}
}
if (GetPlayerWeapon(playerid) == 31)
{
new string[64];
format(string, sizeof(string), "Grenades left: %i", playerGrenadesCount[playerid]);
PlayerTextDrawSetString(playerid, ptxtGrenades[playerid], string);
PlayerTextDrawShow(playerid, ptxtGrenades[playerid]);
}
else
{
PlayerTextDrawHide(playerid, ptxtGrenades[playerid]);
}
return 1;
}
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if (weaponid == 31)
{
if (GetPlayerAmmo(playerid) == 0)
{
playerHasM4[playerid] = false;
}
}
return 1;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
if (PRESSED(KEY_WALK) && (newkeys & 128/*KEY_AIM*/))
{
if (GetPlayerWeapon(playerid) == 31)
{
if (playerGrenadesCount[playerid] == 0)
{
GameTextForPlayer(playerid, "~r~No M4 Grenades left", 3000, 3);
return 1;
}
if (grenadesCount == MAX_GRENADES)
{
GameTextForPlayer(playerid, "~r~Couldn't launch grenade~n~~r~Try again, launcher might be stuck!", 5000, 3);
return 1;
}
new Float:fPX,
Float:fPY,
Float:fPZ;
GetPlayerCameraPos(playerid, fPX, fPY, fPZ);
new Float:fVX,
Float:fVY,
Float:fVZ;
GetPlayerCameraFrontVector(playerid, fVX, fVY, fVZ);
const Float:fScale = 5.0;
new Float:object_x = fPX + floatmul(fVX, fScale);
new Float:object_y = fPY + floatmul(fVY, fScale);
new Float:object_z = fPZ + floatmul(fVZ, fScale);
new proj = CreateProjectile(object_x, object_y, object_z, GRENADE_SPEED * fVX, GRENADE_SPEED * fVY, (GRENADE_SPEED * fVZ) + 5.0, .air_resistance = 1.0, .spherecol_radius = 0.010, .gravity = 15.0);
if (proj == INVALID_PROJECTILE_ID)
{
GameTextForPlayer(playerid, "~r~Couldn't launch grenade~n~~r~Try again, launcher might be stuck!", 5000, 3);
return 1;
}
new obj = CreateDynamicObject(GRENADE_OBJECT, object_x, object_y, object_z + 0.5, 0, 0, 0);
if (obj == INVALID_OBJECT_ID)
{
DestroyProjectile(proj);
GameTextForPlayer(playerid, "~r~Couldn't launch grenade~n~~r~Try again, launcher might be stuck!", 5000, 3);
return 1;
}
grenadesObject[grenadesCount++] = obj;
Streamer_SetIntData(STREAMER_TYPE_OBJECT, obj, E_STREAMER_EXTRA_ID, proj);
for (new i, j = GetPlayerPoolSize(); i <= j; i++)
{
Streamer_UpdateEx(i, object_x, object_y, object_z, .type = STREAMER_TYPE_OBJECT);
}
playerGrenadesCount[playerid]--;
}
}
return 1;
}
public OnProjectileUpdate(projid)
{
new Float:x,
Float:y,
Float:z;
for (new i; i < grenadesCount; i++)
{
if (Streamer_GetIntData(STREAMER_TYPE_OBJECT, grenadesObject[i], E_STREAMER_EXTRA_ID) == projid)
{
GetProjectilePos(projid, x, y, z);
SetDynamicObjectPos(grenadesObject[i], x, y, z);
GetProjectileRot(projid, x, y, z);
SetDynamicObjectRot(grenadesObject[i], x, y, z);
break;
}
}
return 1;
}
public OnProjectileCollide(projid, type, Float:x, Float:y, Float:z, extraid)
{
for (new i; i < grenadesCount; i++)
{
if (Streamer_GetIntData(STREAMER_TYPE_OBJECT, grenadesObject[i], E_STREAMER_EXTRA_ID) == projid)
{
if (type == PROJECTILE_COLLIDE_PLAYER)
{
GameTextForPlayer(extraid, "~r~You were hit by a grenade launcher!", 3000, 3);
}
CreateExplosion(x, y, z, 2, 10.0);
DestroyProjectile(projid);
DestroyDynamicObject(grenadesObject[i]);
for (new a = i, b = --grenadesCount; a < b; a++)
{
grenadesObject[a] = grenadesObject[a + 1];
Streamer_SetIntData(STREAMER_TYPE_OBJECT, grenadesObject[a], E_STREAMER_EXTRA_ID, Streamer_GetIntData(STREAMER_TYPE_OBJECT, grenadesObject[a + 1], E_STREAMER_EXTRA_ID));
}
break;
}
}
return 1;
}