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https://github.com/VCMP-SqMod/SqMod.git
synced 2025-04-29 23:57:13 +02:00
Implement a new event to receive notifications when a player money has changed.
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parent
16f35cbef6
commit
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@ -426,6 +426,7 @@ protected:
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Function mOnWorld;
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Function mOnWorld;
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Function mOnTeam;
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Function mOnTeam;
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Function mOnSkin;
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Function mOnSkin;
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Function mOnMoney;
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};
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};
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/* --------------------------------------------------------------------------------------------
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/* --------------------------------------------------------------------------------------------
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@ -1000,6 +1001,7 @@ public:
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void EmitPlayerWorld(Int32 player_id, Int32 old_world, Int32 new_world, bool secondary);
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void EmitPlayerWorld(Int32 player_id, Int32 old_world, Int32 new_world, bool secondary);
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void EmitPlayerTeam(Int32 player_id, Int32 old_team, Int32 new_team);
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void EmitPlayerTeam(Int32 player_id, Int32 old_team, Int32 new_team);
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void EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin);
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void EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin);
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void EmitPlayerMoney(Int32 player_id, Int32 old_money, Int32 new_money);
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void EmitVehicleColour(Int32 vehicle_id, Int32 changed);
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void EmitVehicleColour(Int32 vehicle_id, Int32 changed);
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void EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health);
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void EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health);
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void EmitVehiclePosition(Int32 vehicle_id);
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void EmitVehiclePosition(Int32 vehicle_id);
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@ -1141,6 +1143,7 @@ private:
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Function mOnPlayerWorld;
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Function mOnPlayerWorld;
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Function mOnPlayerTeam;
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Function mOnPlayerTeam;
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Function mOnPlayerSkin;
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Function mOnPlayerSkin;
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Function mOnPlayerMoney;
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Function mOnVehicleColour;
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Function mOnVehicleColour;
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Function mOnVehicleHealth;
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Function mOnVehicleHealth;
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Function mOnVehiclePosition;
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Function mOnVehiclePosition;
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@ -757,6 +757,14 @@ void Core::EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin)
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Emit(mOnPlayerSkin, _player.mObj, old_skin, new_skin);
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Emit(mOnPlayerSkin, _player.mObj, old_skin, new_skin);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void Core::EmitPlayerMoney(Int32 player_id, Int32 old_money, Int32 new_money)
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{
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PlayerInst & _player = m_Players.at(player_id);
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Emit(_player.mOnMoney, old_money, new_money);
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Emit(mOnPlayerMoney, _player.mObj, old_money, new_money);
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void Core::EmitVehicleColour(Int32 vehicle_id, Int32 changed)
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void Core::EmitVehicleColour(Int32 vehicle_id, Int32 changed)
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{
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{
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@ -231,6 +231,7 @@ void Core::ResetFunc(PlayerInst & inst)
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inst.mOnWorld.ReleaseGently();
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inst.mOnWorld.ReleaseGently();
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inst.mOnTeam.ReleaseGently();
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inst.mOnTeam.ReleaseGently();
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inst.mOnSkin.ReleaseGently();
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inst.mOnSkin.ReleaseGently();
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inst.mOnMoney.ReleaseGently();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -349,6 +350,7 @@ void Core::ResetFunc()
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Core::Get().mOnPlayerWorld.ReleaseGently();
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Core::Get().mOnPlayerWorld.ReleaseGently();
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Core::Get().mOnPlayerTeam.ReleaseGently();
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Core::Get().mOnPlayerTeam.ReleaseGently();
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Core::Get().mOnPlayerSkin.ReleaseGently();
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Core::Get().mOnPlayerSkin.ReleaseGently();
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Core::Get().mOnPlayerMoney.ReleaseGently();
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Core::Get().mOnVehicleColour.ReleaseGently();
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Core::Get().mOnVehicleColour.ReleaseGently();
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Core::Get().mOnVehicleHealth.ReleaseGently();
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Core::Get().mOnVehicleHealth.ReleaseGently();
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Core::Get().mOnVehiclePosition.ReleaseGently();
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Core::Get().mOnVehiclePosition.ReleaseGently();
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@ -459,6 +461,7 @@ Function & Core::GetEvent(Int32 evid)
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case EVT_PLAYERWORLD: return mOnPlayerWorld;
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case EVT_PLAYERWORLD: return mOnPlayerWorld;
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case EVT_PLAYERTEAM: return mOnPlayerTeam;
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case EVT_PLAYERTEAM: return mOnPlayerTeam;
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case EVT_PLAYERSKIN: return mOnPlayerSkin;
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case EVT_PLAYERSKIN: return mOnPlayerSkin;
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case EVT_PLAYERMONEY: return mOnPlayerMoney;
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case EVT_VEHICLECOLOUR: return mOnVehicleColour;
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case EVT_VEHICLECOLOUR: return mOnVehicleColour;
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case EVT_VEHICLEHEALTH: return mOnVehicleHealth;
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case EVT_VEHICLEHEALTH: return mOnVehicleHealth;
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case EVT_VEHICLEPOSITION: return mOnVehiclePosition;
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case EVT_VEHICLEPOSITION: return mOnVehiclePosition;
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@ -619,6 +622,7 @@ Function & Core::GetPlayerEvent(Int32 id, Int32 evid)
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case EVT_PLAYERWORLD: return inst.mOnWorld;
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case EVT_PLAYERWORLD: return inst.mOnWorld;
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case EVT_PLAYERTEAM: return inst.mOnTeam;
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case EVT_PLAYERTEAM: return inst.mOnTeam;
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case EVT_PLAYERSKIN: return inst.mOnSkin;
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case EVT_PLAYERSKIN: return inst.mOnSkin;
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case EVT_PLAYERMONEY: return inst.mOnMoney;
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default: return NullFunction();
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default: return NullFunction();
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}
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}
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}
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}
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@ -649,21 +649,46 @@ Int32 CPlayer::GetMoney() const
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void CPlayer::SetMoney(Int32 amount) const
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void CPlayer::SetMoney(Int32 amount)
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{
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{
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// Validate the managed identifier
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// Validate the managed identifier
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Validate();
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Validate();
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// Perform the requested operation
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// Grab the current value for this property
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const Int32 current = _Func->GetPlayerMoney(m_ID);
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// Don't even bother if it's the same value
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if (current == amount)
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{
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return;
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}
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// Avoid property unwind from a recursive call
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_Func->SetPlayerMoney(m_ID, amount);
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_Func->SetPlayerMoney(m_ID, amount);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
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// Now forward the event call
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Core::Get().EmitPlayerMoney(m_ID, current, amount);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void CPlayer::GiveMoney(Int32 amount) const
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void CPlayer::GiveMoney(Int32 amount)
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{
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{
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// Validate the managed identifier
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// Validate the managed identifier
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Validate();
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Validate();
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// Perform the requested operation
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// Grab the current value for this property
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const Int32 current = _Func->GetPlayerMoney(m_ID);
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// Avoid property unwind from a recursive call
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_Func->GivePlayerMoney(m_ID, amount);
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_Func->GivePlayerMoney(m_ID, amount);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
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// Now forward the event call
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Core::Get().EmitPlayerMoney(m_ID, current, current + amount);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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@ -18,6 +18,7 @@ enum PlayerCircularLocks
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PCL_EMIT_PLAYER_WORLD = (3 << 0),
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PCL_EMIT_PLAYER_WORLD = (3 << 0),
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PCL_EMIT_PLAYER_TEAM = (4 << 0),
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PCL_EMIT_PLAYER_TEAM = (4 << 0),
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PCL_EMIT_PLAYER_SKIN = (5 << 0),
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PCL_EMIT_PLAYER_SKIN = (5 << 0),
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PCL_EMIT_PLAYER_MONEY = (6 << 0),
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};
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};
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/* ------------------------------------------------------------------------------------------------
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/* ------------------------------------------------------------------------------------------------
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@ -422,12 +423,12 @@ public:
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/* --------------------------------------------------------------------------------------------
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/* --------------------------------------------------------------------------------------------
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* Modify the money amount of the managed player entity.
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* Modify the money amount of the managed player entity.
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*/
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*/
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void SetMoney(Int32 amount) const;
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void SetMoney(Int32 amount);
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/* --------------------------------------------------------------------------------------------
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/* --------------------------------------------------------------------------------------------
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* Give a certain amount of money to the managed player entity.
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* Give a certain amount of money to the managed player entity.
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*/
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*/
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void GiveMoney(Int32 amount) const;
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void GiveMoney(Int32 amount);
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/* --------------------------------------------------------------------------------------------
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/* --------------------------------------------------------------------------------------------
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* Retrieve the score of the managed player entity.
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* Retrieve the score of the managed player entity.
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@ -380,6 +380,7 @@ enum EventType
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EVT_PLAYERWORLD,
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EVT_PLAYERWORLD,
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EVT_PLAYERTEAM,
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EVT_PLAYERTEAM,
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EVT_PLAYERSKIN,
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EVT_PLAYERSKIN,
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EVT_PLAYERMONEY,
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EVT_VEHICLECOLOUR,
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EVT_VEHICLECOLOUR,
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EVT_VEHICLEHEALTH,
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EVT_VEHICLEHEALTH,
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EVT_VEHICLEPOSITION,
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EVT_VEHICLEPOSITION,
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