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https://github.com/alliedmodders/amxmodx.git
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121 lines
3.6 KiB
C++
121 lines
3.6 KiB
C++
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/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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/* This holds the functions which determine which hooks I need forwareded */
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#include "sdk/amxxmodule.h"
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#include "ns.h"
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#include "utilfunctions.h"
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#include "GameManager.h"
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#include "CPlayer.h"
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void GameManager::HookPreThink(void)
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{
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// Only need to hook prethink if at least 1 plugins has any of these forwards:
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// client_spawn, client_changeteam, client_changeclass
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if (UTIL_CheckForPublic("client_spawn") ||
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UTIL_CheckForPublic("client_changeteam") ||
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UTIL_CheckForPublic("client_changeclass"))
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{
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g_pFunctionTable->pfnPlayerPreThink=PlayerPreThink;
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return;
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}
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g_pFunctionTable->pfnPlayerPreThink=NULL;
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};
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void GameManager::HookPostThink_Post(void)
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{
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int i=0;
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while (i++<gpGlobals->maxClients)
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{
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if (GET_PLAYER_I(i)->NeedPostThink_Post())
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{
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g_pFunctionTable_Post->pfnPlayerPostThink=PlayerPostThink_Post;
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return;
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}
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}
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g_pFunctionTable_Post->pfnPlayerPostThink=NULL;
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};
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void GameManager::HookPreThink_Post(void)
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{
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int i=1;
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while (i<gpGlobals->maxClients)
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{
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if (GET_PLAYER_I(i++)->NeedPreThink_Post())
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{
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g_pFunctionTable_Post->pfnPlayerPreThink=PlayerPreThink_Post;
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return;
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}
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}
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g_pFunctionTable_Post->pfnPlayerPreThink=NULL;
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};
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void GameManager::HookUpdateClientData(void)
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{
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int i=1;
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while (i<gpGlobals->maxClients)
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{
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if (GET_PLAYER_I(i++)->NeedUpdateClientData())
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{
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g_pFunctionTable->pfnUpdateClientData=UpdateClientData;
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return;
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}
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}
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g_pFunctionTable->pfnUpdateClientData=NULL;
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};
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void GameManager::HookLogs()
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{
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// These forwards only are needed in classic NS
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if (!IsCombat() && UTIL_CheckForPublic("client_built"))
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{
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// Only hook if this public exists (wasteful otherwise)
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m_BuiltForward = MF_RegisterForward("client_built", ET_IGNORE, FP_CELL, FP_CELL, FP_CELL, FP_CELL, FP_DONE);
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g_pengfuncsTable_Post->pfnAlertMessage=AlertMessage_Post;
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g_pengfuncsTable_Post->pfnCreateNamedEntity=CreateNamedEntity_Post;
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}
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else
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{
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// no need for these hooks in co
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g_pengfuncsTable_Post->pfnAlertMessage=NULL;
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g_pengfuncsTable_Post->pfnCreateNamedEntity=NULL;
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}
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};
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