mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
215 lines
4.9 KiB
C++
215 lines
4.9 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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char *const g_TutorStateStrings[20] =
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{
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"#Cstrike_TutorState_Undefined",
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"#Cstrike_TutorState_Looking_For_Hostage",
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"#Cstrike_TutorState_Escorting_Hostage",
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"#Cstrike_TutorState_Following_Hostage_Escort",
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"#Cstrike_TutorState_Moving_To_Bombsite",
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"#Cstrike_TutorState_Looking_For_Bomb_Carrier",
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"#Cstrike_TutorState_Guarding_Loose_Bomb",
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"#Cstrike_TutorState_Defusing_Bomb",
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"#Cstrike_TutorState_Guarding_Hostage",
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"#Cstrike_TutorState_Moving_To_Intercept_Enemy",
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"#Cstrike_TutorState_Looking_For_Hostage_Escort",
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"#Cstrike_TutorState_Attacking_Hostage_Escort",
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"#Cstrike_TutorState_Escorting_Bomb_Carrier",
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"#Cstrike_TutorState_Moving_To_Bomb_Site",
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"#Cstrike_TutorState_Planting_Bomb",
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"#Cstrike_TutorState_Guarding_Bomb",
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"#Cstrike_TutorState_Looking_For_Loose_Bomb",
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"#Cstrike_TutorState_Running_Away_From_Ticking_Bomb",
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"#Cstrike_TutorState_Buy_Time",
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"#Cstrike_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 != NULL)
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{
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delete m_currentState;
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m_currentState = NULL;
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}
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}
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bool CCSTutorStateSystem::__MAKE_VHOOK(UpdateState)(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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if (m_currentState == NULL)
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{
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m_currentState = new CCSTutorUndefinedState;
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}
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if (m_currentState != NULL)
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{
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TutorStateType nextStateType = static_cast<TutorStateType>(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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char *CCSTutorStateSystem::__MAKE_VHOOK(GetCurrentStateString)()
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{
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if (m_currentState != NULL)
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{
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return m_currentState->GetStateString();
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}
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return NULL;
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}
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CBaseTutorState *CCSTutorStateSystem::__MAKE_VHOOK(ConstructNewState)(int 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 NULL;
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}
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CCSTutorUndefinedState::CCSTutorUndefinedState()
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{
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m_type = 0;
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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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int CCSTutorUndefinedState::__MAKE_VHOOK(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 0;
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}
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int CCSTutorUndefinedState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *localPlayer = UTIL_GetLocalPlayer();
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if (localPlayer != NULL)
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{
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CBasePlayer *player = static_cast<CBasePlayer *>(entity);
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if (player != NULL && player->IsPlayer() && player == localPlayer)
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{
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// flags
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return TUTOR_STATE_FLAG_1;
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}
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}
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return 0;
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}
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char *CCSTutorUndefinedState::__MAKE_VHOOK(GetStateString)()
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{
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return NULL;
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}
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CCSTutorWaitingForStartState::CCSTutorWaitingForStartState()
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{
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m_type = (TUTORMESSAGETYPE_ENEMY_DEATH | TUTORMESSAGETYPE_BUY);
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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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int CCSTutorWaitingForStartState::__MAKE_VHOOK(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 0;
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}
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char *CCSTutorWaitingForStartState::__MAKE_VHOOK(GetStateString)()
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{
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return g_TutorStateStrings[m_type];
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}
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int CCSTutorWaitingForStartState::HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other)
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{
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CBasePlayer *localPlayer = UTIL_GetLocalPlayer();
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if (localPlayer != NULL)
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{
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CBasePlayer *player = static_cast<CBasePlayer *>(entity);
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if (player != NULL && player->IsPlayer() && player == localPlayer)
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{
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// flags
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return TUTOR_STATE_FLAG_1;
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}
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}
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return 0;
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}
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int CCSTutorWaitingForStartState::HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTOR_STATE_FLAG_2;
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}
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CCSTutorBuyMenuState::CCSTutorBuyMenuState()
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{
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m_type = (TUTORMESSAGETYPE_DEFAULT | TUTORMESSAGETYPE_FRIEND_DEATH | TUTORMESSAGETYPE_BUY);
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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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int CCSTutorBuyMenuState::__MAKE_VHOOK(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 0;
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}
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char *CCSTutorBuyMenuState::__MAKE_VHOOK(GetStateString)()
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{
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return g_TutorStateStrings[m_type];
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}
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int CCSTutorBuyMenuState::HandleRoundStart(CBaseEntity *entity, CBaseEntity *other)
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{
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return TUTOR_STATE_FLAG_1;
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}
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