mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
Added some features to the API
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d71dda542d
commit
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@ -100,19 +100,6 @@ NOXREF void set_suicide_frame(entvars_t *pev)
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pev->nextthink = -1;
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}
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void TeamChangeUpdate(CBasePlayer *player, int team_id)
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{
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MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
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WRITE_BYTE(player->entindex());
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WRITE_STRING(GetTeamName(team_id));
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MESSAGE_END();
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if (team_id != UNASSIGNED)
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{
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player->SetScoreboardAttributes();
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}
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}
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void BlinkAccount(CBasePlayer *player, int numBlinks)
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgBlinkAcct, NULL, player->pev);
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@ -1650,7 +1637,9 @@ BOOL __API_HOOK(HandleMenu_ChooseTeam)(CBasePlayer *player, int slot)
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player->RemoveAllItems(TRUE);
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player->m_bHasC4 = false;
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#ifdef REGAMEDLL_FIXES
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if (player->m_iTeam != SPECTATOR)
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#endif
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{
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// notify other clients of player joined to team spectator
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UTIL_LogPrintf("\"%s<%i><%s><%s>\" joined team \"SPECTATOR\"\n", STRING(player->pev->netname),
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@ -1684,16 +1673,18 @@ BOOL __API_HOOK(HandleMenu_ChooseTeam)(CBasePlayer *player, int slot)
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TheBots->OnEvent(EVENT_PLAYER_CHANGED_TEAM, player);
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}
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TeamChangeUpdate(player, player->m_iTeam);
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player->TeamChangeUpdate();
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(player);
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player->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
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#ifndef REGAMEDLL_FIXES
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// TODO: it was already sent in StartObserver
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MESSAGE_BEGIN(MSG_ALL, gmsgSpectator);
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WRITE_BYTE(ENTINDEX(player->edict()));
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WRITE_BYTE(1);
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MESSAGE_END();
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#endif
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// do we have fadetoblack on? (need to fade their screen back in)
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if (fadetoblack.value)
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{
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@ -1719,12 +1710,10 @@ BOOL __API_HOOK(HandleMenu_ChooseTeam)(CBasePlayer *player, int slot)
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// If the code gets this far, the team is not TEAM_UNASSIGNED
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// Player is switching to a new team (It is possible to switch to the
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// same team just to choose a new appearance)
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if (CSGameRules()->TeamFull(team))
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{
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// The specified team is full
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// attempt to kick a bot to make room for this player
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bool madeRoom = false;
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if (cv_bot_auto_vacate.value > 0 && !player->IsBot())
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{
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@ -1834,7 +1823,6 @@ BOOL __API_HOOK(HandleMenu_ChooseTeam)(CBasePlayer *player, int slot)
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// Show the appropriate Choose Appearance menu
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// This must come before ClientKill() for CheckWinConditions() to function properly
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if (player->pev->deadflag == DEAD_NO)
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{
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ClientKill(player->edict());
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@ -1850,7 +1838,7 @@ BOOL __API_HOOK(HandleMenu_ChooseTeam)(CBasePlayer *player, int slot)
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TheBots->OnEvent(EVENT_PLAYER_CHANGED_TEAM, player);
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}
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TeamChangeUpdate(player, player->m_iTeam);
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player->TeamChangeUpdate();
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szOldTeam = GetTeam(oldTeam);
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szNewTeam = GetTeam(team);
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@ -114,7 +114,6 @@ extern unsigned short g_iShadowSprite;
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int CMD_ARGC_();
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const char *CMD_ARGV_(int i);
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void set_suicide_frame(entvars_t *pev);
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void TeamChangeUpdate(CBasePlayer *player, int team_id);
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void BlinkAccount(CBasePlayer *player, int numBlinks = 2);
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BOOL ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason);
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void ClientDisconnect(edict_t *pEntity);
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@ -9309,3 +9309,16 @@ void CBasePlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, boo
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}
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#endif
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}
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void CBasePlayer::TeamChangeUpdate()
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{
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MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
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WRITE_BYTE(entindex());
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WRITE_STRING(GetTeamName(m_iTeam));
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MESSAGE_END();
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if (m_iTeam != UNASSIGNED)
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{
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SetScoreboardAttributes();
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}
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}
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@ -594,6 +594,7 @@ public:
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edict_t *EntSelectSpawnPoint();
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void SetScoreAttrib(CBasePlayer *dest);
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void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
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void TeamChangeUpdate();
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#ifdef REGAMEDLL_ADD
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CCSPlayer *CSPlayer() const;
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@ -83,6 +83,9 @@ public:
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virtual bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
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virtual bool SwitchWeapon(CBasePlayerItem *pWeapon);
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virtual void SwitchTeam();
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virtual bool JoinTeam(TeamName team);
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virtual void StartObserver(Vector& vecPosition, Vector& vecViewAngle);
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virtual void TeamChangeUpdate();
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CBasePlayer *BasePlayer() const;
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public:
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@ -36,6 +36,95 @@ Vector CCSEntity::FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vec
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return m_pContainingEntity->FireBullets3(vecSrc, vecDirShooting, vecSpread, flDistance, iPenetration, iBulletType, iDamage, flRangeModifier, pevAttacker, bPistol, shared_rand);
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};
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bool CCSPlayer::JoinTeam(TeamName team)
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{
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CBasePlayer *pPlayer = BasePlayer();
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switch (team)
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{
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case SPECTATOR:
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{
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// are we already a spectator?
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if (pPlayer->m_iTeam == SPECTATOR)
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return false;
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pPlayer->RemoveAllItems(TRUE);
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pPlayer->m_bHasC4 = false;
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pPlayer->m_iTeam = SPECTATOR;
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pPlayer->m_iJoiningState = JOINED;
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pPlayer->m_pIntroCamera = NULL;
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pPlayer->m_bTeamChanged = true;
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pPlayer->TeamChangeUpdate();
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(pPlayer);
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pPlayer->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
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// do we have fadetoblack on? (need to fade their screen back in)
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if (fadetoblack.value)
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{
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UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 0.001, 0, 0, FFADE_IN);
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}
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return true;
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}
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case CT:
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case TERRORIST:
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{
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if (pPlayer->m_iTeam == SPECTATOR)
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{
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// If they're switching into spectator, setup spectator properties..
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pPlayer->m_bNotKilled = true;
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pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE;
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pPlayer->m_iTeamKills = 0;
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pPlayer->pev->solid = SOLID_NOT;
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pPlayer->pev->movetype = MOVETYPE_NOCLIP;
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pPlayer->pev->effects = EF_NODRAW;
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pPlayer->pev->effects |= EF_NOINTERP;
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pPlayer->pev->takedamage = DAMAGE_NO;
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pPlayer->pev->deadflag = DEAD_DEAD;
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pPlayer->pev->velocity = g_vecZero;
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pPlayer->pev->punchangle = g_vecZero;
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pPlayer->m_bHasNightVision = false;
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pPlayer->m_iHostagesKilled = 0;
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pPlayer->m_fDeadTime = 0;
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pPlayer->has_disconnected = false;
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pPlayer->m_iJoiningState = GETINTOGAME;
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pPlayer->SendItemStatus();
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SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1);
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SET_MODEL(ENT(pPlayer->pev), "models/player.mdl");
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}
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break;
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}
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}
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if (pPlayer->pev->deadflag == DEAD_NO)
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{
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ClientKill(pPlayer->edict());
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pPlayer->pev->frags++;
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}
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MESSAGE_BEGIN(MSG_BROADCAST, gmsgScoreInfo);
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WRITE_BYTE(ENTINDEX(pPlayer->edict()));
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WRITE_SHORT(int(pPlayer->pev->frags));
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WRITE_SHORT(pPlayer->m_iDeaths);
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WRITE_SHORT(0);
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WRITE_SHORT(0);
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MESSAGE_END();
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// Switch their actual team...
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pPlayer->m_bTeamChanged = true;
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pPlayer->m_iTeam = team;
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pPlayer->TeamChangeUpdate();
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return true;
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}
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bool CCSPlayer::RemovePlayerItem(const char* pszItemName)
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{
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CBasePlayer *pPlayer = BasePlayer();
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@ -89,3 +178,5 @@ void CCSPlayer::Observer_SetMode(int iMode) { BasePlayer()->Observer_SetMode(iMo
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bool CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot) { return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot); }
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bool CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon) { return BasePlayer()->SwitchWeapon(pWeapon) != FALSE; }
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void CCSPlayer::SwitchTeam() { BasePlayer()->SwitchTeam(); }
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void CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle) { BasePlayer()->StartObserver(vecPosition, vecViewAngle); }
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void CCSPlayer::TeamChangeUpdate() { BasePlayer()->TeamChangeUpdate(); }
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