mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
parent
9461d03c7f
commit
73f5d6d473
@ -1,3 +1,3 @@
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majorVersion=5
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minorVersion=14
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minorVersion=15
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maintenanceVersion=0
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@ -168,6 +168,8 @@ GAMEHOOK_REGISTRY(CBasePlayerWeapon_DefaultReload);
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GAMEHOOK_REGISTRY(CBasePlayerWeapon_DefaultShotgunReload);
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GAMEHOOK_REGISTRY(CBasePlayer_DropIdlePlayer);
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GAMEHOOK_REGISTRY(CreateWeaponBox);
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int CReGameApi::GetMajorVersion() {
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return REGAMEDLL_API_VERSION_MAJOR;
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}
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@ -567,6 +567,10 @@ typedef IHookChainRegistryClassImpl<bool, CBasePlayerWeapon, int, int, float, fl
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typedef IHookChainClassImpl<void, CBasePlayer, const char *> CReGameHook_CBasePlayer_DropIdlePlayer;
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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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class CReGameHookchains: public IReGameHookchains {
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public:
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// CBasePlayer virtual
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@ -681,6 +685,7 @@ public:
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CReGameHookRegistry_CBasePlayerWeapon_DefaultReload m_CBasePlayerWeapon_DefaultReload;
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CReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload m_CBasePlayerWeapon_DefaultShotgunReload;
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CReGameHookRegistry_CBasePlayer_DropIdlePlayer m_CBasePlayer_DropIdlePlayer;
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CReGameHookRegistry_CreateWeaponBox m_CreateWeaponBox;
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public:
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virtual IReGameHookRegistry_CBasePlayer_Spawn *CBasePlayer_Spawn();
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@ -794,6 +799,7 @@ public:
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virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultReload *CBasePlayerWeapon_DefaultReload();
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virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload *CBasePlayerWeapon_DefaultShotgunReload();
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virtual IReGameHookRegistry_CBasePlayer_DropIdlePlayer *CBasePlayer_DropIdlePlayer();
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virtual IReGameHookRegistry_CreateWeaponBox *CreateWeaponBox();
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};
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extern CReGameHookchains g_ReGameHookchains;
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@ -1266,6 +1266,41 @@ 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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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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{
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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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if (pWeaponBox)
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{
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// don't let weaponbox tilt.
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->pev->velocity = velocity;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->pev->nextthink = gpGlobals->time + lifeTime;
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pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
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// pack the ammo
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bool exhaustibleAmmo = (pItem->iFlags() & ITEM_FLAG_EXHAUSTIBLE) == ITEM_FLAG_EXHAUSTIBLE;
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if (exhaustibleAmmo || packAmmo)
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{
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pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayerOwner->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
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if (exhaustibleAmmo)
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{
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pPlayerOwner->m_rgAmmo[pItem->PrimaryAmmoIndex()] = 0;
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}
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}
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pWeaponBox->SetModel(modelName);
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}
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return pWeaponBox;
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}
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void PackPlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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{
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if (!pItem)
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@ -1274,24 +1309,14 @@ 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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// create a box to pack the stuff into.
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pPlayer->pev->origin, pPlayer->pev->angles, ENT(pPlayer->pev));
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// don't let weaponbox tilt.
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
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pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
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// pack the ammo
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if (packAmmo)
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{
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pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
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}
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pWeaponBox->SetModel(modelName);
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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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CGameRules::GetItemKillDelay(), packAmmo
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);
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}
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}
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@ -1329,25 +1354,13 @@ void PackPlayerNade(CBasePlayer *pPlayer, CBasePlayerItem *pItem, bool packAmmo)
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vecAngles.y += 45.0f;
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// create a box to pack the stuff into.
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pPlayer->pev->origin + dir, vecAngles, ENT(pPlayer->pev));
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// don't let weaponbox tilt.
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->pev->velocity = pPlayer->pev->velocity * 0.75f;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
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pWeaponBox->PackWeapon(pItem); // now pack all of the items in the lists
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// pack the ammo
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if (packAmmo)
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{
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pWeaponBox->PackAmmo(MAKE_STRING(pItem->pszAmmo1()), pPlayer->m_rgAmmo[pItem->PrimaryAmmoIndex()]);
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}
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pWeaponBox->SetModel(modelName);
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CreateWeaponBox(pItem, pPlayer,
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modelName,
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pPlayer->pev->origin + dir,
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vecAngles,
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pPlayer->pev->velocity * 0.75f,
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CGameRules::GetItemKillDelay(),
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packAmmo);
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}
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}
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#endif
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@ -7838,13 +7851,12 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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}
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}
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CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create("weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict());
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pWeaponBox->pev->angles.x = 0;
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pWeaponBox->pev->angles.z = 0;
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pWeaponBox->SetThink(&CWeaponBox::Kill);
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pWeaponBox->pev->nextthink = gpGlobals->time + CGameRules::GetItemKillDelay();
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pWeaponBox->PackWeapon(pWeapon);
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pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
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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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if (!pWeaponBox)
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{
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return nullptr;
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}
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if (FClassnameIs(pWeapon->pev, "weapon_c4"))
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{
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@ -7860,27 +7872,6 @@ CBaseEntity *EXT_FUNC CBasePlayer::__API_HOOK(DropPlayerItem)(const char *pszIte
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}
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}
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if (pWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE)
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{
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int iAmmoIndex = GetAmmoIndex(pWeapon->pszAmmo1());
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if (iAmmoIndex != -1)
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{
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#ifdef REGAMEDLL_FIXES
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// why not pack the ammo more than one?
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pWeaponBox->PackAmmo(MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[iAmmoIndex]);
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#else
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pWeaponBox->PackAmmo(MAKE_STRING(pWeapon->pszAmmo1()), m_rgAmmo[iAmmoIndex] > 0);
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#endif
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m_rgAmmo[iAmmoIndex] = 0;
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}
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}
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const char *modelname = GetCSModelName(pWeapon->m_iId);
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if (modelname)
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{
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pWeaponBox->SetModel(modelname);
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}
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return pWeaponBox;
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}
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@ -887,6 +887,9 @@ 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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class CWShield: public CBaseEntity
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{
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public:
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@ -38,7 +38,7 @@
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#include <API/CSInterfaces.h>
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#define REGAMEDLL_API_VERSION_MAJOR 5
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#define REGAMEDLL_API_VERSION_MINOR 14
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#define REGAMEDLL_API_VERSION_MINOR 15
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// CBasePlayer::Spawn hook
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typedef IHookChainClass<void, class CBasePlayer> IReGameHook_CBasePlayer_Spawn;
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@ -464,6 +464,10 @@ typedef IHookChainRegistryClass<bool, class CBasePlayerWeapon, int, int, float,
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typedef IHookChainClass<void, CBasePlayer, const char *> IReGameHook_CBasePlayer_DropIdlePlayer;
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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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class IReGameHookchains {
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public:
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virtual ~IReGameHookchains() {}
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@ -579,6 +583,7 @@ public:
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virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultReload *CBasePlayerWeapon_DefaultReload() = 0;
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virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload *CBasePlayerWeapon_DefaultShotgunReload() = 0;
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virtual IReGameHookRegistry_CBasePlayer_DropIdlePlayer *CBasePlayer_DropIdlePlayer() = 0;
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virtual IReGameHookRegistry_CreateWeaponBox *CreateWeaponBox() = 0;
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};
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struct ReGameFuncs_t {
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