mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
222 lines
5.9 KiB
C++
222 lines
5.9 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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const char *g_TutorStateStrings[] =
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{
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"#Cstrike_TutorState_Undefined", // TUTORSTATE_UNDEFINED
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"#Cstrike_TutorState_Looking_For_Hostage", // TUTORSTATE_LOOKING_FOR_HOSTAGE
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"#Cstrike_TutorState_Escorting_Hostage", // TUTORSTATE_ESCORTING_HOSTAGE
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"#Cstrike_TutorState_Following_Hostage_Escort", // TUTORSTATE_FOLLOWING_HOSTAGE_ESCORT
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"#Cstrike_TutorState_Moving_To_Bombsite", // TUTORSTATE_MOVING_TO_BOMBSITE,
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"#Cstrike_TutorState_Looking_For_Bomb_Carrier", // TUTORSTATE_LOOKING_FOR_BOMB_CARRIER
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"#Cstrike_TutorState_Guarding_Loose_Bomb", // TUTORSTATE_GUARDING_LOOSE_BOMB
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"#Cstrike_TutorState_Defusing_Bomb", // TUTORSTATE_DEFUSING_BOMB
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"#Cstrike_TutorState_Guarding_Hostage", // TUTORSTATE_GUARDING_HOSTAGE
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"#Cstrike_TutorState_Moving_To_Intercept_Enemy", // TUTORSTATE_MOVING_TO_INTERCEPT_ENEMY
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"#Cstrike_TutorState_Looking_For_Hostage_Escort", // TUTORSTATE_LOOKING_FOR_HOSTAGE_ESCORT
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"#Cstrike_TutorState_Attacking_Hostage_Escort", // TUTORSTATE_ATTACKING_HOSTAGE_ESCORT
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"#Cstrike_TutorState_Escorting_Bomb_Carrier", // TUTORSTATE_ESCORTING_BOMB_CARRIER
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"#Cstrike_TutorState_Moving_To_Bomb_Site", // TUTORSTATE_MOVING_TO_BOMB_SITE
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"#Cstrike_TutorState_Planting_Bomb", // TUTORSTATE_PLANTING_BOMB
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"#Cstrike_TutorState_Guarding_Bomb", // TUTORSTATE_GUARDING_BOMB
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"#Cstrike_TutorState_Looking_For_Loose_Bomb", // TUTORSTATE_LOOKING_FOR_LOOSE_BOMB
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"#Cstrike_TutorState_Running_Away_From_Ticking_Bomb", // TUTORSTATE_RUNNING_AWAY_FROM_TICKING_BOMB
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"#Cstrike_TutorState_Buy_Time", // TUTORSTATE_BUYTIME
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"#Cstrike_TutorState_Waiting_For_Start" // TUTORSTATE_WAITING_FOR_START
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};
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#endif
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CCSTutorStateSystem::CCSTutorStateSystem()
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{
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m_currentState = new CCSTutorUndefinedState;
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}
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CCSTutorStateSystem::~CCSTutorStateSystem()
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{
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if (m_currentState)
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{
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delete m_currentState;
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m_currentState = nullptr;
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}
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}
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bool CCSTutorStateSystem::UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (!m_currentState)
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{
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m_currentState = new CCSTutorUndefinedState;
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}
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if (m_currentState)
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{
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TutorStateType nextStateType = m_currentState->CheckForStateTransition(event, entity, other);
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if (nextStateType != TUTORSTATE_UNDEFINED)
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{
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delete m_currentState;
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m_currentState = ConstructNewState(nextStateType);
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return true;
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}
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}
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return false;
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}
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const char *CCSTutorStateSystem::GetCurrentStateString()
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{
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if (m_currentState)
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{
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return m_currentState->GetStateString();
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}
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return nullptr;
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}
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CBaseTutorState *CCSTutorStateSystem::ConstructNewState(TutorStateType stateType)
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{
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switch (stateType)
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{
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case TUTORSTATE_BUYTIME: return new CCSTutorBuyMenuState;
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case TUTORSTATE_WAITING_FOR_START: return new CCSTutorWaitingForStartState;
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case TUTORSTATE_UNDEFINED: return new CCSTutorUndefinedState;
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}
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return nullptr;
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}
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CCSTutorUndefinedState::CCSTutorUndefinedState()
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{
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m_type = TUTORSTATE_UNDEFINED;
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}
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CCSTutorUndefinedState::~CCSTutorUndefinedState()
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{
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;
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}
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TutorStateType CCSTutorUndefinedState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (event == EVENT_PLAYER_SPAWNED)
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{
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return HandlePlayerSpawned(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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TutorStateType CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
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if (pLocalPlayer)
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{
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(entity);
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if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorUndefinedState::GetStateString()
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{
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return nullptr;
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}
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CCSTutorWaitingForStartState::CCSTutorWaitingForStartState()
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{
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m_type = TUTORSTATE_WAITING_FOR_START;
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}
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CCSTutorWaitingForStartState::~CCSTutorWaitingForStartState()
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{
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;
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}
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TutorStateType CCSTutorWaitingForStartState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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switch (event)
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{
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case EVENT_PLAYER_SPAWNED:
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return HandlePlayerSpawned(entity, other);
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case EVENT_BUY_TIME_START:
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return HandleBuyTimeStart(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorWaitingForStartState::GetStateString()
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{
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#ifdef REGAMEDLL_FIXES
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if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
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{
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return nullptr;
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}
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#endif
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return g_TutorStateStrings[m_type];
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}
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TutorStateType CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
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if (pLocalPlayer)
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{
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(entity);
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if (pPlayer && pPlayer->IsPlayer() && pPlayer == pLocalPlayer)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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}
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return TUTORSTATE_UNDEFINED;
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}
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TutorStateType CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTORSTATE_BUYTIME;
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}
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CCSTutorBuyMenuState::CCSTutorBuyMenuState()
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{
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m_type = TUTORSTATE_BUYTIME;
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}
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CCSTutorBuyMenuState::~CCSTutorBuyMenuState()
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{
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;
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}
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TutorStateType CCSTutorBuyMenuState::CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (event == EVENT_ROUND_START)
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{
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return HandleRoundStart(entity, other);
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}
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return TUTORSTATE_UNDEFINED;
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}
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const char *CCSTutorBuyMenuState::GetStateString()
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{
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#ifdef REGAMEDLL_FIXES
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if (m_type < TUTORSTATE_UNDEFINED || m_type > TUTORSTATE_WAITING_FOR_START)
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{
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return nullptr;
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}
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#endif
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return g_TutorStateStrings[m_type];
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}
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TutorStateType CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTORSTATE_WAITING_FOR_START;
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}
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