mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-26 22:55:41 +03:00
parent
9461d03c7f
commit
73f5d6d473
@ -1,3 +1,3 @@
|
||||
majorVersion=5
|
||||
minorVersion=14
|
||||
minorVersion=15
|
||||
maintenanceVersion=0
|
||||
|
@ -168,6 +168,8 @@ GAMEHOOK_REGISTRY(CBasePlayerWeapon_DefaultReload);
|
||||
GAMEHOOK_REGISTRY(CBasePlayerWeapon_DefaultShotgunReload);
|
||||
GAMEHOOK_REGISTRY(CBasePlayer_DropIdlePlayer);
|
||||
|
||||
GAMEHOOK_REGISTRY(CreateWeaponBox);
|
||||
|
||||
int CReGameApi::GetMajorVersion() {
|
||||
return REGAMEDLL_API_VERSION_MAJOR;
|
||||
}
|
||||
|
@ -567,6 +567,10 @@ typedef IHookChainRegistryClassImpl<bool, CBasePlayerWeapon, int, int, float, fl
|
||||
typedef IHookChainClassImpl<void, CBasePlayer, const char *> CReGameHook_CBasePlayer_DropIdlePlayer;
|
||||
typedef IHookChainRegistryClassImpl<void, CBasePlayer, const char *> CReGameHookRegistry_CBasePlayer_DropIdlePlayer;
|
||||
|
||||
// CreateWeaponBox hook
|
||||
typedef IHookChainImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> CReGameHook_CreateWeaponBox;
|
||||
typedef IHookChainRegistryImpl<CWeaponBox *, CBasePlayerItem *, CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> CReGameHookRegistry_CreateWeaponBox;
|
||||
|
||||
class CReGameHookchains: public IReGameHookchains {
|
||||
public:
|
||||
// CBasePlayer virtual
|
||||
@ -681,6 +685,7 @@ public:
|
||||
CReGameHookRegistry_CBasePlayerWeapon_DefaultReload m_CBasePlayerWeapon_DefaultReload;
|
||||
CReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload m_CBasePlayerWeapon_DefaultShotgunReload;
|
||||
CReGameHookRegistry_CBasePlayer_DropIdlePlayer m_CBasePlayer_DropIdlePlayer;
|
||||
CReGameHookRegistry_CreateWeaponBox m_CreateWeaponBox;
|
||||
|
||||
public:
|
||||
virtual IReGameHookRegistry_CBasePlayer_Spawn *CBasePlayer_Spawn();
|
||||
@ -794,6 +799,7 @@ public:
|
||||
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultReload *CBasePlayerWeapon_DefaultReload();
|
||||
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload *CBasePlayerWeapon_DefaultShotgunReload();
|
||||
virtual IReGameHookRegistry_CBasePlayer_DropIdlePlayer *CBasePlayer_DropIdlePlayer();
|
||||
virtual IReGameHookRegistry_CreateWeaponBox *CreateWeaponBox();
|
||||
};
|
||||
|
||||
extern CReGameHookchains g_ReGameHookchains;
|
||||
|
@ -1266,6 +1266,41 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva
|
||||
return bTookDamage;
|
||||
}
|
||||
|
||||
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)
|
||||
|
||||
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)
|
||||
{
|
||||
// create a box to pack the stuff into.
|
||||
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", origin, angles, ENT(pPlayerOwner->pev));
|
||||
|
||||
if (pWeaponBox)
|
||||
{
|
||||
// don't let weaponbox tilt.
|
||||
pWeaponBox->pev->angles.x = 0;
|
||||
pWeaponBox->pev->angles.z = 0;
|
||||
pWeaponBox->pev->velocity = velocity;
|
||||
pWeaponBox->SetThink(&CWeaponBox::Kill);
|
||||
pWeaponBox->pev->nextthink = gpGlobals->time + lifeTime;
|
||||
pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
|
||||
|
||||
// pack the ammo
|
||||
bool exhaustibleAmmo = (pItem->iFlags() & ITEM_FLAG_EXHAUSTIBLE) == ITEM_FLAG_EXHAUSTIBLE;
|
||||
if (exhaustibleAmmo || packAmmo)
|
||||
{
|
||||
pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayerOwner->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
|
||||
|
||||
if (exhaustibleAmmo)
|
||||
{
|
||||
pPlayerOwner->m_rgAmmo[pItem->PrimaryAmmoIndex()] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
pWeaponBox->SetModel(modelName);
|
||||
}
|
||||
|
||||
return pWeaponBox;
|
||||
}
|
||||
|
||||
void PackPlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
|
||||
{
|
||||
if (!pItem)
|
||||
@ -1274,24 +1309,14 @@ void PackPlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
|
||||
const char *modelName = GetCSModelName(pItem->m_iId);
|
||||
if (modelName)
|
||||
{
|
||||
// create a box to pack the stuff into.
|
||||
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pPlayer->pev->origin, pPlayer->pev->angles, ENT(pPlayer->pev));
|
||||
|
||||
// don't let weaponbox tilt.
|
||||
pWeaponBox->pev->angles.x = 0;
|
||||
pWeaponBox->pev->angles.z = 0;
|
||||
pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
|
||||
pWeaponBox->SetThink(&CWeaponBox::Kill);
|
||||
pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
|
||||
pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
|
||||
|
||||
// pack the ammo
|
||||
if (packAmmo)
|
||||
{
|
||||
pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
|
||||
}
|
||||
|
||||
pWeaponBox->SetModel(modelName);
|
||||
// create a box to pack the stuff into
|
||||
CreateWeaponBox(pItem, pPlayer,
|
||||
modelName,
|
||||
pPlayer->pev->origin,
|
||||
pPlayer->pev->angles,
|
||||
pPlayer->pev->velocity * 0.75f,
|
||||
CGameRules::GetItemKillDelay(), packAmmo
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1329,25 +1354,13 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
|
||||
vecAngles.y += 45.0f;
|
||||
|
||||
// create a box to pack the stuff into.
|
||||
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pPlayer->pev->origin + dir, vecAngles, ENT(pPlayer->pev));
|
||||
|
||||
// don't let weaponbox tilt.
|
||||
pWeaponBox->pev->angles.x = 0;
|
||||
pWeaponBox->pev->angles.z = 0;
|
||||
|
||||
pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
|
||||
|
||||
pWeaponBox->SetThink(&CWeaponBox::Kill);
|
||||
pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
|
||||
pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
|
||||
|
||||
// pack the ammo
|
||||
if (packAmmo)
|
||||
{
|
||||
pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
|
||||
}
|
||||
|
||||
pWeaponBox->SetModel(modelName);
|
||||
CreateWeaponBox(pItem, pPlayer,
|
||||
modelName,
|
||||
pPlayer->pev->origin + dir,
|
||||
vecAngles,
|
||||
pPlayer->pev->velocity * 0.75f,
|
||||
CGameRules::GetItemKillDelay(),
|
||||
packAmmo);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@ -7838,13 +7851,12 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
|
||||
}
|
||||
}
|
||||
|
||||
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
|
||||
pWeaponBox->pev->angles.x = 0;
|
||||
pWeaponBox->pev->angles.z = 0;
|
||||
pWeaponBox->SetThink(&CWeaponBox::Kill);
|
||||
pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
|
||||
pWeaponBox->PackWeapon(pWeapon);
|
||||
pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
|
||||
const char *modelname = GetCSModelName(pWeapon->m_iId);
|
||||
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);
|
||||
if (!pWeaponBox)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (FClassnameIs(pWeapon->pev, "weapon_c4"))
|
||||
{
|
||||
@ -7860,27 +7872,6 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
|
||||
}
|
||||
}
|
||||
|
||||
if (pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE)
|
||||
{
|
||||
int iAmmoIndex = GetAmmoIndex(pWeapon->pszAmmo1());
|
||||
if (iAmmoIndex != -1)
|
||||
{
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
// why not pack the ammo more than one?
|
||||
pWeaponBox->PackAmmo(MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[iAmmoIndex]);
|
||||
#else
|
||||
pWeaponBox->PackAmmo(MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[iAmmoIndex] > 0);
|
||||
#endif
|
||||
m_rgAmmo[iAmmoIndex] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
const char *modelname = GetCSModelName(pWeapon->m_iId);
|
||||
if (modelname)
|
||||
{
|
||||
pWeaponBox->SetModel(modelname);
|
||||
}
|
||||
|
||||
return pWeaponBox;
|
||||
}
|
||||
|
||||
|
@ -887,6 +887,9 @@ public:
|
||||
#endif
|
||||
};
|
||||
|
||||
CWeaponBox *CreateWeaponBox(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo);
|
||||
CWeaponBox *CreateWeaponBox_OrigFunc(CBasePlayerItem *pItem, CBasePlayer *pPlayerOwner, const char *modelName, const Vector &origin, const Vector &angles, const Vector &velocity, float lifeTime, bool packAmmo);
|
||||
|
||||
class CWShield: public CBaseEntity
|
||||
{
|
||||
public:
|
||||
|
@ -38,7 +38,7 @@
|
||||
#include <API/CSInterfaces.h>
|
||||
|
||||
#define REGAMEDLL_API_VERSION_MAJOR 5
|
||||
#define REGAMEDLL_API_VERSION_MINOR 14
|
||||
#define REGAMEDLL_API_VERSION_MINOR 15
|
||||
|
||||
// CBasePlayer::Spawn hook
|
||||
typedef IHookChainClass<void, class CBasePlayer> IReGameHook_CBasePlayer_Spawn;
|
||||
@ -464,6 +464,10 @@ typedef IHookChainRegistryClass<bool, class CBasePlayerWeapon, int, int, float,
|
||||
typedef IHookChainClass<void, CBasePlayer, const char *> IReGameHook_CBasePlayer_DropIdlePlayer;
|
||||
typedef IHookChainRegistryClass<void, CBasePlayer, const char *> IReGameHookRegistry_CBasePlayer_DropIdlePlayer;
|
||||
|
||||
// CreateWeaponBox hook
|
||||
typedef IHookChain<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> IReGameHook_CreateWeaponBox;
|
||||
typedef IHookChainRegistry<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, const Vector &, const Vector &, const Vector &, float, bool> IReGameHookRegistry_CreateWeaponBox;
|
||||
|
||||
class IReGameHookchains {
|
||||
public:
|
||||
virtual ~IReGameHookchains() {}
|
||||
@ -579,6 +583,7 @@ public:
|
||||
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultReload *CBasePlayerWeapon_DefaultReload() = 0;
|
||||
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload *CBasePlayerWeapon_DefaultShotgunReload() = 0;
|
||||
virtual IReGameHookRegistry_CBasePlayer_DropIdlePlayer *CBasePlayer_DropIdlePlayer() = 0;
|
||||
virtual IReGameHookRegistry_CreateWeaponBox *CreateWeaponBox() = 0;
|
||||
};
|
||||
|
||||
struct ReGameFuncs_t {
|
||||
|
Loading…
Reference in New Issue
Block a user