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Implement CBasePlayer::Observer_FindNextPlayer()
hook (#667)
* Implement Observer_FindNextPlayer hook Co-authored-by: Sergey Shorokhov <wopox1337@ya.ru>
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@ -198,6 +198,7 @@ GAMEHOOK_REGISTRY(CBaseEntity_FireBuckshots);
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GAMEHOOK_REGISTRY(CBaseEntity_FireBullets3);
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GAMEHOOK_REGISTRY(CBasePlayer_Observer_SetMode);
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GAMEHOOK_REGISTRY(CBasePlayer_Observer_FindNextPlayer);
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GAMEHOOK_REGISTRY(CBasePlayer_Pain);
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GAMEHOOK_REGISTRY(CBasePlayer_DeathSound);
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@ -625,6 +625,10 @@ typedef IHookChainRegistryClassImpl<Vector &, class CBaseEntity, Vector &, Vecto
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typedef IHookChainClassImpl<void, CBasePlayer, int> CReGameHook_CBasePlayer_Observer_SetMode;
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typedef IHookChainRegistryClassImpl<void, CBasePlayer, int> CReGameHookRegistry_CBasePlayer_Observer_SetMode;
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// CBasePlayer::Observer_FindNextPlayer hook
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typedef IHookChainClassImpl<void, CBasePlayer, bool, const char *> CReGameHook_CBasePlayer_Observer_FindNextPlayer;
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typedef IHookChainRegistryClassImpl<void, CBasePlayer, bool, const char *> CReGameHookRegistry_CBasePlayer_Observer_FindNextPlayer;
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// CBasePlayer::Pain hook
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typedef IHookChainClassImpl<void, CBasePlayer, int, bool> CReGameHook_CBasePlayer_Pain;
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typedef IHookChainRegistryClassImpl<void, CBasePlayer, int, bool> CReGameHookRegistry_CBasePlayer_Pain;
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@ -764,6 +768,7 @@ public:
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CReGameHookRegistry_CBaseEntity_FireBullets3 m_CBaseEntity_FireBullets3;
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CReGameHookRegistry_CBasePlayer_Observer_SetMode m_CBasePlayer_Observer_SetMode;
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CReGameHookRegistry_CBasePlayer_Observer_FindNextPlayer m_CBasePlayer_Observer_FindNextPlayer;
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CReGameHookRegistry_CBasePlayer_Pain m_CBasePlayer_Pain;
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CReGameHookRegistry_CBasePlayer_DeathSound m_CBasePlayer_DeathSound;
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@ -894,6 +899,7 @@ public:
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virtual IReGameHookRegistry_CBaseEntity_FireBullets3 *CBaseEntity_FireBullets3();
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virtual IReGameHookRegistry_CBasePlayer_Observer_SetMode *CBasePlayer_Observer_SetMode();
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virtual IReGameHookRegistry_CBasePlayer_Observer_FindNextPlayer *CBasePlayer_Observer_FindNextPlayer();
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virtual IReGameHookRegistry_CBasePlayer_Pain *CBasePlayer_Pain();
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virtual IReGameHookRegistry_CBasePlayer_DeathSound *CBasePlayer_DeathSound();
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@ -137,8 +137,10 @@ void UpdateClientEffects(CBasePlayer *pObserver, int oldMode)
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}
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}
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LINK_HOOK_CLASS_VOID_CHAIN(CBasePlayer, Observer_FindNextPlayer, (bool bReverse, const char *name), bReverse, name)
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// Find the next client in the game for this player to spectate
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void CBasePlayer::Observer_FindNextPlayer(bool bReverse, const char *name)
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void CBasePlayer::__API_HOOK(Observer_FindNextPlayer)(bool bReverse, const char *name)
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{
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int iStart;
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int iCurrent;
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@ -440,6 +440,7 @@ public:
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void UseEmpty_OrigFunc();
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void DropIdlePlayer_OrigFunc(const char *reason);
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void Observer_SetMode_OrigFunc(int iMode);
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EXT_FUNC void Observer_FindNextPlayer_OrigFunc(bool bReverse, const char* name = nullptr);
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void Pain_OrigFunc(int iLastHitGroup, bool bHasArmour);
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void DeathSound_OrigFunc();
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void JoiningThink_OrigFunc();
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@ -504,6 +504,10 @@ typedef IHookChainRegistryClass<Vector &, class CBaseEntity, Vector &, Vector &,
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typedef IHookChainClass<void, class CBasePlayer, int> IReGameHook_CBasePlayer_Observer_SetMode;
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typedef IHookChainRegistryClass<void, class CBasePlayer, int> IReGameHookRegistry_CBasePlayer_Observer_SetMode;
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// CBasePlayer::Observer_FindNextPlayer hook
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typedef IHookChainClass<void, class CBasePlayer, bool, const char *> IReGameHook_CBasePlayer_Observer_FindNextPlayer;
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typedef IHookChainRegistryClass<void, class CBasePlayer, bool, const char *> IReGameHookRegistry_CBasePlayer_Observer_FindNextPlayer;
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// CBasePlayer::Pain hook
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typedef IHookChainClass<void, class CBasePlayer, int, bool> IReGameHook_CBasePlayer_Pain;
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typedef IHookChainRegistryClass<void, class CBasePlayer, int, bool> IReGameHookRegistry_CBasePlayer_Pain;
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@ -644,6 +648,7 @@ public:
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virtual IReGameHookRegistry_CBaseEntity_FireBullets3 *CBaseEntity_FireBullets3() = 0;
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virtual IReGameHookRegistry_CBasePlayer_Observer_SetMode *CBasePlayer_Observer_SetMode() = 0;
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virtual IReGameHookRegistry_CBasePlayer_Observer_FindNextPlayer *CBasePlayer_Observer_FindNextPlayer() = 0;
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virtual IReGameHookRegistry_CBasePlayer_Pain *CBasePlayer_Pain() = 0;
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virtual IReGameHookRegistry_CBasePlayer_DeathSound *CBasePlayer_DeathSound() = 0;
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