mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
48ec89893a
Added project build mp.dll/cs.so work final the reverse-engineering for CS 1.6
573 lines
12 KiB
C++
573 lines
12 KiB
C++
#include "precompiled.h"
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/* <e2209> ../cstrike/dlls/items.cpp:46 */
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LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
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/* <e173b> ../cstrike/dlls/items.cpp:48 */
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void CWorldItem::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "type"))
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{
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m_iType = Q_atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue(pkvd);
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}
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/* <e163a> ../cstrike/dlls/items.cpp:59 */
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void CWorldItem::__MAKE_VHOOK(Spawn)(void)
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{
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CBaseEntity *pEntity = NULL;
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switch (m_iType)
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{
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case 41: // ITEM_HEALTHKIT
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break;
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case 42: // ITEM_ANTIDOTE
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pEntity = CBaseEntity::Create("item_antidote", pev->origin, pev->angles);
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break;
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case 43: // ITEM_SECURITY
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pEntity = CBaseEntity::Create("item_security", pev->origin, pev->angles);
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break;
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case 44: // ITEM_BATTERY
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pEntity = CBaseEntity::Create("item_battery", pev->origin, pev->angles);
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break;
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case 45: // ITEM_SUIT
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pEntity = CBaseEntity::Create("item_suit", pev->origin, pev->angles);
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break;
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}
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if (pEntity != NULL)
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{
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pEntity->pev->target = pev->target;
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pEntity->pev->targetname = pev->targetname;
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pEntity->pev->spawnflags = pev->spawnflags;
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}
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REMOVE_ENTITY(edict());
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}
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/* <e15a6> ../cstrike/dlls/items.cpp:94 */
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void CItem::__MAKE_VHOOK(Spawn)(void)
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{
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pev->movetype = MOVETYPE_TOSS;
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pev->solid = SOLID_TRIGGER;
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UTIL_SetOrigin(pev, pev->origin);
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UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
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SetTouch(&CItem::ItemTouch);
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if (!DROP_TO_FLOOR(ENT(pev)))
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{
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UTIL_Remove(this);
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return;
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}
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}
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/* <e16d4> ../cstrike/dlls/items.cpp:112 */
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void CItem::ItemTouch(CBaseEntity *pOther)
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{
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if (!pOther->IsPlayer() || pOther->pev->deadflag != DEAD_NO)
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return;
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CBasePlayer *pPlayer = (CBasePlayer *)pOther;
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if (!g_pGameRules->CanHaveItem(pPlayer, this))
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return;
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if (MyTouch(pPlayer))
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{
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SUB_UseTargets(pOther, USE_TOGGLE, 0);
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SetTouch(NULL);
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g_pGameRules->PlayerGotItem(pPlayer, this);
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if (g_pGameRules->ItemShouldRespawn(this) == GR_ITEM_RESPAWN_YES)
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Respawn();
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else
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UTIL_Remove(this);
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}
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else if (gEvilImpulse101)
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UTIL_Remove(this);
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}
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/* <e1566> ../cstrike/dlls/items.cpp:154 */
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CBaseEntity *CItem::__MAKE_VHOOK(Respawn)(void)
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{
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SetTouch(NULL);
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pev->effects |= EF_NODRAW;
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// blip to whereever you should respawn.
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UTIL_SetOrigin(pev, g_pGameRules->VecItemRespawnSpot(this));
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SetThink(&CItem::Materialize);
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pev->nextthink = g_pGameRules->FlItemRespawnTime(this);
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return this;
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}
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/* <e1509> ../cstrike/dlls/items.cpp:166 */
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void CItem::Materialize(void)
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{
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if (pev->effects & EF_NODRAW)
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{
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// changing from invisible state to visible.
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
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pev->effects &= ~EF_NODRAW;
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pev->effects |= EF_MUZZLEFLASH;
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}
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SetTouch(&CItem::ItemTouch);
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}
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/* <e2158> ../cstrike/dlls/items.cpp:190 */
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void CItemSuit::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
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CItem::Spawn();
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}
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/* <e13a2> ../cstrike/dlls/items.cpp:196 */
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void CItemSuit::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_kevlar.mdl");
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PRECACHE_SOUND("items/tr_kevlar.wav");
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}
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/* <e1b04> ../cstrike/dlls/items.cpp:201 */
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BOOL CItemSuit::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
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return FALSE;
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EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/tr_kevlar.wav", VOL_NORM, ATTN_NORM);
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pPlayer->pev->weapons |= (1 << WEAPON_SUIT);
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pPlayer->m_iHideHUD &= ~(HIDEHUD_HEALTH | HIDEHUD_MONEY);
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return TRUE;
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}
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/* <e22d3> ../cstrike/dlls/items.cpp:216 */
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LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
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/* <e20a7> ../cstrike/dlls/items.cpp:221 */
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void CItemBattery::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_battery.mdl");
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CItem::Spawn();
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}
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/* <e13c9> ../cstrike/dlls/items.cpp:227 */
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void CItemBattery::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_battery.mdl");
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PRECACHE_SOUND("items/gunpickup2.wav");
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}
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/* <e1a20> ../cstrike/dlls/items.cpp:232 */
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BOOL CItemBattery::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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if (pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY && (pPlayer->pev->weapons & (1 << WEAPON_SUIT)))
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{
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int pct;
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char szcharge[64];
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pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
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pPlayer->pev->armorvalue = Q_min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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// Suit reports new power level
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// For some reason this wasn't working in release build -- round it.
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pct = (int)((float)(pPlayer->pev->armorvalue * 100.0) * (1.0 / MAX_NORMAL_BATTERY) + 0.5);
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pct = (pct / 5);
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if (pct > 0)
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pct--;
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Q_sprintf(szcharge,"!HEV_%1dP", pct);
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pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
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return TRUE;
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}
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return FALSE;
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}
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/* <e239d> ../cstrike/dlls/items.cpp:266 */
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LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
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/* <e1ff5> ../cstrike/dlls/items.cpp:271 */
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void CItemAntidote::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_antidote.mdl");
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CItem::Spawn();
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}
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/* <e13f0> ../cstrike/dlls/items.cpp:277 */
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void CItemAntidote::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_antidote.mdl");
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}
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/* <e1530> ../cstrike/dlls/items.cpp:281 */
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BOOL CItemAntidote::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN);
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pPlayer->m_rgItems[ ITEM_ANTIDOTE ] += 1;
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return TRUE;
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}
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/* <e246a> ../cstrike/dlls/items.cpp:290 */
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LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);
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/* <e1f43> ../cstrike/dlls/items.cpp:295 */
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void CItemSecurity::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_security.mdl");
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CItem::Spawn();
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}
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/* <e1416> ../cstrike/dlls/items.cpp:301 */
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void CItemSecurity::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_security.mdl");
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}
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/* <e143c> ../cstrike/dlls/items.cpp:305 */
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BOOL CItemSecurity::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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pPlayer->m_rgItems[ ITEM_SECURITY ] += 1;
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return TRUE;
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}
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/* <e2537> ../cstrike/dlls/items.cpp:312 */
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LINK_ENTITY_TO_CLASS(item_security, CItemSecurity);
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/* <e1e91> ../cstrike/dlls/items.cpp:316 */
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void CItemLongJump::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_longjump.mdl");
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CItem::Spawn();
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}
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/* <e1471> ../cstrike/dlls/items.cpp:322 */
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void CItemLongJump::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_longjump.mdl");
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}
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/* <e17e9> ../cstrike/dlls/items.cpp:326 */
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BOOL CItemLongJump::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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if (pPlayer->m_fLongJump)
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return FALSE;
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if (pPlayer->pev->weapons & (1 << WEAPON_SUIT))
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{
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// player now has longjump module
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pPlayer->m_fLongJump = TRUE;
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SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "1");
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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// Play the longjump sound UNDONE: Kelly? correct sound?
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EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A1");
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return TRUE;
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}
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return FALSE;
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}
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/* <e2604> ../cstrike/dlls/items.cpp:350 */
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LINK_ENTITY_TO_CLASS(item_longjump, CItemLongJump);
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/* <e1ddf> ../cstrike/dlls/items.cpp:354 */
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void CItemKevlar::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_kevlar.mdl");
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CItem::Spawn();
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}
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/* <e1497> ../cstrike/dlls/items.cpp:360 */
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void CItemKevlar::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_kevlar.mdl");
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}
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/* <e1b9d> ../cstrike/dlls/items.cpp:364 */
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BOOL CItemKevlar::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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if (pPlayer->m_iKevlar == ARMOR_TYPE_EMPTY)
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pPlayer->m_iKevlar = ARMOR_TYPE_KEVLAR;
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pPlayer->pev->armorvalue = 100;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev);
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WRITE_BYTE(0);
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MESSAGE_END();
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if (TheTutor != NULL)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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/* <e26d1> ../cstrike/dlls/items.cpp:390 */
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LINK_ENTITY_TO_CLASS(item_kevlar, CItemKevlar);
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/* <e1d2d> ../cstrike/dlls/items.cpp:395 */
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void CItemAssaultSuit::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_assault.mdl");
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CItem::Spawn();
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}
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/* <e14bd> ../cstrike/dlls/items.cpp:401 */
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void CItemAssaultSuit::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_assault.mdl");
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}
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/* <e1942> ../cstrike/dlls/items.cpp:405 */
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BOOL CItemAssaultSuit::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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pPlayer->m_iKevlar = ARMOR_TYPE_HELMET;
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pPlayer->pev->armorvalue = 100;
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "items/ammopickup2.wav", VOL_NORM, ATTN_NORM);
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev);
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WRITE_BYTE(1);
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MESSAGE_END();
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if (TheTutor != NULL)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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/* <e279e> ../cstrike/dlls/items.cpp:429 */
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LINK_ENTITY_TO_CLASS(item_assaultsuit, CItemAssaultSuit);
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/* <e1c7b> ../cstrike/dlls/items.cpp:434 */
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void CItemThighPack::__MAKE_VHOOK(Spawn)(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_thighpack.mdl");
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CItem::Spawn();
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}
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/* <e14e3> ../cstrike/dlls/items.cpp:440 */
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void CItemThighPack::__MAKE_VHOOK(Precache)(void)
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{
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PRECACHE_MODEL("models/w_thighpack.mdl");
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}
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/* <e1873> ../cstrike/dlls/items.cpp:444 */
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BOOL CItemThighPack::__MAKE_VHOOK(MyTouch)(CBasePlayer *pPlayer)
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{
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if (pPlayer->m_iTeam != CT || pPlayer->m_bHasDefuser)
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return FALSE;
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pPlayer->m_bHasDefuser = true;
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pPlayer->pev->body = 1;
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ClientPrint(pPlayer->pev, HUD_PRINTCENTER, "#Got_defuser");
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev);
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WRITE_BYTE(STATUSICON_SHOW);
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WRITE_STRING("defuser");
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WRITE_BYTE(0);
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WRITE_BYTE(160);
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WRITE_BYTE(0);
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MESSAGE_END();
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SendItemStatus(pPlayer);
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EMIT_SOUND(pPlayer->edict(), CHAN_VOICE, "items/kevlar.wav", VOL_NORM, ATTN_NORM);
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if (TheTutor != NULL)
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{
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TheTutor->OnEvent(EVENT_PLAYER_BOUGHT_SOMETHING, pPlayer);
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}
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return TRUE;
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}
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/* <e286b> ../cstrike/dlls/items.cpp:474 */
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LINK_ENTITY_TO_CLASS(item_thighpack, CItemThighPack);
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#ifdef HOOK_GAMEDLL
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void CItem::Spawn(void)
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{
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Spawn_();
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}
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CBaseEntity *CItem::Respawn(void)
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{
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return Respawn_();
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}
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void CWorldItem::Spawn(void)
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{
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Spawn_();
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}
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void CWorldItem::KeyValue(KeyValueData *pkvd)
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{
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KeyValue_(pkvd);
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}
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void CItemSuit::Spawn(void)
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{
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Spawn_();
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}
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void CItemSuit::Precache(void)
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{
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Precache_();
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}
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BOOL CItemSuit::MyTouch(CBasePlayer *pPlayer)
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{
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return MyTouch_(pPlayer);
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}
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void CItemBattery::Spawn(void)
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{
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Spawn_();
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}
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void CItemBattery::Precache(void)
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{
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Precache_();
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}
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BOOL CItemBattery::MyTouch(CBasePlayer *pPlayer)
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{
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return MyTouch_(pPlayer);
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}
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void CItemAntidote::Spawn(void)
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{
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Spawn_();
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}
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void CItemAntidote::Precache(void)
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{
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Precache_();
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}
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BOOL CItemAntidote::MyTouch(CBasePlayer *pPlayer)
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{
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return MyTouch_(pPlayer);
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}
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void CItemSecurity::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CItemSecurity::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
BOOL CItemSecurity::MyTouch(CBasePlayer *pPlayer)
|
|
{
|
|
return MyTouch_(pPlayer);
|
|
}
|
|
|
|
void CItemLongJump::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CItemLongJump::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
BOOL CItemLongJump::MyTouch(CBasePlayer *pPlayer)
|
|
{
|
|
return MyTouch_(pPlayer);
|
|
}
|
|
|
|
void CItemKevlar::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CItemKevlar::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
BOOL CItemKevlar::MyTouch(CBasePlayer *pPlayer)
|
|
{
|
|
return MyTouch_(pPlayer);
|
|
}
|
|
|
|
void CItemAssaultSuit::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CItemAssaultSuit::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
BOOL CItemAssaultSuit::MyTouch(CBasePlayer *pPlayer)
|
|
{
|
|
return MyTouch_(pPlayer);
|
|
}
|
|
|
|
void CItemThighPack::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CItemThighPack::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
BOOL CItemThighPack::MyTouch(CBasePlayer *pPlayer)
|
|
{
|
|
return MyTouch_(pPlayer);
|
|
}
|
|
|
|
#endif // HOOK_GAMEDLL
|