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