New natives: cs_get_user_weapon_entity and cs_get_user_weapon

This commit is contained in:
WPMGPRoSToTeMa 2016-01-06 23:10:31 +03:00
parent 0af2c0e4c1
commit b85b37192e
2 changed files with 63 additions and 0 deletions

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@ -1903,6 +1903,41 @@ static cell AMX_NATIVE_CALL cs_get_weapon_info(AMX* amx, cell* params)
return 0;
}
// native cs_get_user_weapon_entity(playerIndex);
static cell AMX_NATIVE_CALL cs_get_user_weapon_entity(AMX *amx, cell *params)
{
GET_OFFSET("CBasePlayer", m_pActiveItem);
int playerIndex = params[1];
CHECK_PLAYER(playerIndex);
edict_t *pPlayer = MF_GetPlayerEdict(playerIndex);
int weaponEntIndex = TypeConversion.cbase_to_id(get_pdata<void *>(pPlayer, m_pActiveItem));
return (weaponEntIndex != -1) ? weaponEntIndex : 0;
}
// native cs_get_user_weapon(playerIndex);
static cell AMX_NATIVE_CALL cs_get_user_weapon(AMX *amx, cell *params)
{
GET_OFFSET("CBasePlayer", m_pActiveItem);
GET_OFFSET("CBasePlayerItem", m_iId);
int playerIndex = params[1];
CHECK_PLAYER(playerIndex);
edict_t *pPlayer = MF_GetPlayerEdict(playerIndex);
edict_t *pWeapon = TypeConversion.cbase_to_edict(get_pdata<void *>(pPlayer, m_pActiveItem));
if (!FNullEnt(pWeapon))
{
return get_pdata<int>(pWeapon, m_iId);
}
return 0;
}
AMX_NATIVE_INFO CstrikeNatives[] =
{
@ -1972,5 +2007,7 @@ AMX_NATIVE_INFO CstrikeNatives[] =
{"cs_get_item_id", cs_get_item_id},
{"cs_get_translated_item_alias",cs_get_translated_item_alias},
{"cs_get_weapon_info", cs_get_weapon_info},
{"cs_get_user_weapon_entity", cs_get_user_weapon_entity},
{"cs_get_user_weapon", cs_get_user_weapon},
{nullptr, nullptr}
};

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@ -1085,6 +1085,32 @@ native bool:cs_get_translated_item_alias(const alias[], itemname[], maxlength);
*/
native any:cs_get_weapon_info(weapon_id, CsWeaponInfo:type);
/**
* Returns active weapon entity.
*
* @param playerIndex Player index
*
* @return Weapon entity index on success or 0 if there is no active weapon
* @error If the client index is not within the range of 1 to
* maxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_weapon_entity(playerIndex);
/**
* Returns weapon index of the active weapon.
*
* @note More reliable than get_user_weapon.
*
* @param playerIndex Player index
*
* @return Weapon index on success or 0 if there is no active weapon
* @error If the client index is not within the range of 1 to
* maxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_weapon(playerIndex);
/**
* Returns a weapon class id associated with a weapon id.
*