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https://github.com/s1lentq/ReGameDLL_CS.git
synced 2025-01-13 23:28:04 +03:00
CreateWeaponBox: Remove constantly vector arguments
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73f5d6d473
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@ -568,8 +568,8 @@ typedef IHookChainClassImpl<void, CBasePlayer, const char *> CReGameHook_CBasePl
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typedef IHookChainRegistryClassImpl<void, CBasePlayer, const char *> CReGameHookRegistry_CBasePlayer_DropIdlePlayer;
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// CreateWeaponBox hook
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typedef IHookChainImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> CReGameHook_CreateWeaponBox;
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typedef IHookChainRegistryImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> CReGameHookRegistry_CreateWeaponBox;
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typedef IHookChainImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> CReGameHook_CreateWeaponBox;
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typedef IHookChainRegistryImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> CReGameHookRegistry_CreateWeaponBox;
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class CReGameHookchains: public IReGameHookchains {
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public:
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@ -1266,9 +1266,9 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva
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return bTookDamage;
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}
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LINK_HOOK_CHAIN(CWeaponBox *, CreateWeaponBox, (CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo), pItem, pPlayerOwner, modelName, origin, angles, velocity, lifeTime, packAmmo)
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LINK_HOOK_CHAIN(CWeaponBox *, CreateWeaponBox, (CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo), pItem, pPlayerOwner, modelName, origin, angles, velocity, lifeTime, packAmmo)
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CWeaponBox *EXT_FUNC __API_HOOK(CreateWeaponBox)(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo)
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CWeaponBox *EXT_FUNC __API_HOOK(CreateWeaponBox)(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo)
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{
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// create a box to pack the stuff into.
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", origin, angles, ENT(pPlayerOwner->pev));
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@ -1309,12 +1309,16 @@ void PackPlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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const char *modelName = GetCSModelName(pItem->m_iId);
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if (modelName)
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{
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Vector vecOrigin = pPlayer->pev->origin;
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Vector vecAngles = pPlayer->pev->angles;
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Vector vecVelocity = pPlayer->pev->velocity * 0.75f;
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// create a box to pack the stuff into
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CreateWeaponBox(pItem, pPlayer,
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modelName,
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pPlayer->pev->origin,
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pPlayer->pev->angles,
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pPlayer->pev->velocity * 0.75f,
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vecOrigin,
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vecAngles,
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vecVelocity,
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CGameRules::GetItemKillDelay(), packAmmo
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);
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}
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@ -1353,12 +1357,15 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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vecAngles.x = 0.0f;
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vecAngles.y += 45.0f;
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Vector vecOrigin = pPlayer->pev->origin + dir;
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Vector vecVelocity = pPlayer->pev->velocity * 0.75f;
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// create a box to pack the stuff into.
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CreateWeaponBox(pItem, pPlayer,
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modelName,
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pPlayer->pev->origin + dir,
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vecOrigin,
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vecAngles,
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pPlayer->pev->velocity * 0.75f,
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vecVelocity,
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CGameRules::GetItemKillDelay(),
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packAmmo);
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}
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@ -7852,7 +7859,19 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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}
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const char *modelname = GetCSModelName(pWeapon->m_iId);
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CWeaponBox *pWeaponBox = CreateWeaponBox(pWeapon, this, modelname, pev->origin + gpGlobals->v_forward * 10, pev->angles, gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100, CGameRules::GetItemKillDelay(), false);
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Vector vecOrigin = pev->origin + gpGlobals->v_forward * 10;
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Vector vecAngles = pev->angles;
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Vector vecVelocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
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CWeaponBox *pWeaponBox = CreateWeaponBox(pWeapon, this,
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modelname,
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vecOrigin,
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vecAngles,
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vecVelocity,
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CGameRules::GetItemKillDelay(),
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false);
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if (!pWeaponBox)
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{
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return nullptr;
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@ -887,8 +887,8 @@ public:
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#endif
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};
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CWeaponBox *CreateWeaponBox(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo);
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CWeaponBox *CreateWeaponBox_OrigFunc(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo);
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CWeaponBox *CreateWeaponBox(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo);
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CWeaponBox *CreateWeaponBox_OrigFunc(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, Vector &origin, Vector &angles, Vector &velocity, float lifeTime, bool packAmmo);
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class CWShield: public CBaseEntity
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{
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@ -465,8 +465,8 @@ typedef IHookChainClass<void, CBasePlayer, const char *> IReGameHook_CBasePlayer
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typedef IHookChainRegistryClass<void, CBasePlayer, const char *> IReGameHookRegistry_CBasePlayer_DropIdlePlayer;
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// CreateWeaponBox hook
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typedef IHookChain<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> IReGameHook_CreateWeaponBox;
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typedef IHookChainRegistry<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> IReGameHookRegistry_CreateWeaponBox;
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typedef IHookChain<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> IReGameHook_CreateWeaponBox;
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typedef IHookChainRegistry<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> IReGameHookRegistry_CreateWeaponBox;
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class IReGameHookchains {
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public:
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