API: CSPlayerWeapon integration + new members and functions (#850)

- Member name changed to m_iStateSecondaryAttack
- Member type changed to uint8_t which has same size of bool but allows more values than true or false (this wont break API compatibility)
- Moved logic inside HasSecondaryAttack to correctly alter function return based on m_iStateSecondaryAttack, which can be (0) no value / null (1) set (2) block
-Removed logic in CBasePlayerWeapon::Spawn that caches the return value of HasSecondaryAttack, as this can only be overridden when set, rather than always
* Improve API compatibility
This commit is contained in:
Francisco Muñoz 2023-08-23 10:27:35 -04:00 committed by GitHub
parent 942776783b
commit 53d26a7ea5
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 93 additions and 11 deletions

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@ -226,6 +226,7 @@ set(GAMEDLL_SRCS
"dlls/API/CSEntity.cpp"
"dlls/API/CSPlayer.cpp"
"dlls/API/CSPlayerItem.cpp"
"dlls/API/CSPlayerWeapon.cpp"
"dlls/addons/item_airbox.cpp"
"dlls/addons/point_command.cpp"
"dlls/addons/trigger_random.cpp"

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@ -0,0 +1,54 @@
/*
*
* 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.
*
*/
#include "precompiled.h"
EXT_FUNC BOOL CCSPlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal)
{
return BasePlayerWeapon()->DefaultDeploy(szViewModel, szWeaponModel, iAnim, szAnimExt, skiplocal);
}
EXT_FUNC int CCSPlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay)
{
return BasePlayerWeapon()->DefaultReload(iClipSize, iAnim, fDelay);
}
EXT_FUNC bool CCSPlayerWeapon::DefaultShotgunReload(int iAnim, int iStartAnim, float fDelay, float fStartDelay, const char *pszReloadSound1, const char *pszReloadSound2)
{
return BasePlayerWeapon()->DefaultShotgunReload(iAnim, iStartAnim, fDelay, fStartDelay, pszReloadSound1, pszReloadSound2);
}
EXT_FUNC void CCSPlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
{
BasePlayerWeapon()->KickBack(up_base, lateral_base, up_modifier, lateral_modifier, up_max, lateral_max, direction_change);
}
EXT_FUNC void CCSPlayerWeapon::SendWeaponAnim(int iAnim, int skiplocal)
{
BasePlayerWeapon()->SendWeaponAnim(iAnim, skiplocal);
}

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@ -814,18 +814,26 @@ BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
bool CBasePlayerWeapon::HasSecondaryAttack()
{
#ifdef REGAMEDLL_API
if (CSPlayerWeapon()->m_iStateSecondaryAttack != WEAPON_SECONDARY_ATTACK_NONE)
{
switch (CSPlayerWeapon()->m_iStateSecondaryAttack)
{
case WEAPON_SECONDARY_ATTACK_SET:
return true;
case WEAPON_SECONDARY_ATTACK_BLOCK:
return false;
default:
break;
}
}
#endif
if (m_pPlayer && m_pPlayer->HasShield())
{
return true;
}
#ifdef REGAMEDLL_API
if (CSPlayerWeapon()->m_bHasSecondaryAttack)
{
return true;
}
#endif
switch (m_iId)
{
case WEAPON_AK47:
@ -1195,8 +1203,6 @@ void CBasePlayerWeapon::Spawn()
if (GetItemInfo(&info)) {
CSPlayerItem()->SetItemInfo(&info);
}
CSPlayerWeapon()->m_bHasSecondaryAttack = HasSecondaryAttack();
#endif
}

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@ -46,6 +46,10 @@
<ClCompile Include="..\dlls\API\CSPlayerItem.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Tests|Win32'">
</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\dlls\API\CSPlayerWeapon.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Tests|Win32'">
</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\dlls\basemonster.cpp" />
<ClCompile Include="..\dlls\bmodels.cpp" />

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@ -540,6 +540,9 @@
<ClCompile Include="..\dlls\API\CSPlayerItem.cpp">
<Filter>dlls\API</Filter>
</ClCompile>
<ClCompile Include="..\dlls\API\CSPlayerWeapon.cpp">
<Filter>dlls\API</Filter>
</ClCompile>
<ClCompile Include="..\regamedll\public_amalgamation.cpp">
<Filter>regamedll</Filter>
</ClCompile>

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@ -28,19 +28,32 @@
#pragma once
enum SecondaryAtkState : uint8_t
{
WEAPON_SECONDARY_ATTACK_NONE = 0,
WEAPON_SECONDARY_ATTACK_SET,
WEAPON_SECONDARY_ATTACK_BLOCK
};
class CBasePlayerWeapon;
class CCSPlayerWeapon: public CCSPlayerItem
{
public:
CCSPlayerWeapon() :
m_bHasSecondaryAttack(false)
m_iStateSecondaryAttack(WEAPON_SECONDARY_ATTACK_NONE)
{
}
virtual BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0);
virtual int DefaultReload(int iClipSize, int iAnim, float fDelay);
virtual bool DefaultShotgunReload(int iAnim, int iStartAnim, float fDelay, float fStartDelay, const char *pszReloadSound1 = nullptr, const char *pszReloadSound2 = nullptr);
virtual void KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change);
virtual void SendWeaponAnim(int iAnim, int skiplocal = 0);
CBasePlayerWeapon *BasePlayerWeapon() const;
public:
bool m_bHasSecondaryAttack;
SecondaryAtkState m_iStateSecondaryAttack;
float m_flBaseDamage;
};
@ -49,3 +62,4 @@ inline CBasePlayerWeapon *CCSPlayerWeapon::BasePlayerWeapon() const
{
return reinterpret_cast<CBasePlayerWeapon *>(this->m_pContainingEntity);
}