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Another SSGM Question [message #271871] |
Mon, 09 July 2007 00:56 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
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General (4 Stars) |
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i hope this makes since i had the problem of mutiple people using commands Gamemodding aka RoShamBo help me out with this code
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class exampleChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
Commands->(do something)
}
else
{
//this player isn't a mod
}
};
now my problem is i have about 25 new commands and my question is
out of those 25 commands most of them will have to use a diffrenet txt file then he said above
now heres the question
do i have to have that same code like above for every single code i make?
or do i type that code one time then put my command sunder it?
likere heres example this is what i have now
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDISoldierChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_mg");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDISoldierChatCommand> GDIEngieCommandReg("!GDISoldier",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
class GDIShotGunnerChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_rk");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIShotGunnerChatCommand> GDIShotGunnerCommandReg("!GDIShotGunner",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
class GDIGernaderCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_rk");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIGernaderChatCommand> GDIGernaderCommandReg("!GDIGernader",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
class GDIEngieChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_en");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIEngieChatCommand> GDIEngieCommandReg("!GDIEngie",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
class GDIChainGunnerChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_mgo");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIChainGunnerChatCommand> GDIChainGunnerCommandReg("!GDIChainGunner",CHATTYPE_ALL,0,GAMEMODE_ALL);
or do i have to put it like this with the code above each command
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDISoldierChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_mg");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDISoldierChatCommand> GDIEngieCommandReg("!GDISoldier",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDIShotGunnerChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_rk");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIShotGunnerChatCommand> GDIShotGunnerCommandReg("!GDIShotGunner",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDIGernaderCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_rk");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIGernaderChatCommand> GDIGernaderCommandReg("!GDIGernader",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDIEngieChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_en");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIEngieChatCommand> GDIEngieCommandReg("!GDIEngie",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
bool Is_Mod(const char *Name)
{
fstream file("mods.txt", ios::in);
string tmp;
while(file >> tmp)
{
if(strcmp(Name, tmp.c_str()) == 0)
{
return 1;
}
}
return 0;
}
class GDIChainGunnerChatCommand : public ChatCommandClass {
void Triggered(int ID,const TokenClass &Text,int ChatType) {
if(Is_Mod(Get_Player_Name_By_ID(ID))
{
GameObject *obj = Get_GameObj_By_Player_Name(Text[0].c_str());
Commands->Set_Model(obj,"c_ag_gdi_mgo");
}
else
{
//You Do Not Have Permission To Do This Command
}
};
ChatCommandRegistrant<GDIChainGunnerChatCommand> GDIChainGunnerCommandReg("!GDIChainGunner",CHATTYPE_ALL,0,GAMEMODE_ALL);
//******************************************************************************
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