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Add m_bCanShootOverride offset + update SDK (#160)

* Add m_bCanShootOverride offset + update SDK
This commit is contained in:
fl0werD 2020-05-14 12:51:33 +04:00 committed by GitHub
parent 1ef3c5a753
commit b79c822fef
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 42 additions and 5 deletions

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@ -1,3 +1,3 @@
majorVersion=5
minorVersion=12
minorVersion=13
maintenanceVersion=0

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@ -192,6 +192,7 @@
#define PLAYER_HOLDING_SHIELD (1<<3)
#define PLAYER_PREVENT_DUCK (1<<4)
#define PLAYER_PREVENT_CLIMB (1<<5) // The player can't climb ladder
#define PLAYER_PREVENT_JUMP (1<<6)
/**
* Instant damage values for use with the 3rd parameter of the "Damage" client

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@ -2541,7 +2541,8 @@ enum CBasePlayer_Members
m_iMapVote,
/*
* Description: -
* Description: The player can't shoot for freezetime period or during defuse bomb
* @note This member isn't flexible, you can't override it for other behavior, so for this purpose use m_bCanShootOverride
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
@ -4505,6 +4506,14 @@ enum CCSPlayer_Members
* Set params: set_member(index, member, value);
*/
m_iWeaponInfiniteIds,
/*
* Description: Forcing override for CBasePlayer::m_bCanShoot
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bCanShootOverride,
};
/**

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@ -31,9 +31,21 @@
#include <API/CSPlayerItem.h>
#include <API/CSPlayerWeapon.h>
enum WeaponInfiniteAmmoMode
{
WPNMODE_INFINITE_CLIP = 1,
WPNMODE_INFINITE_BPAMMO
};
class CCSPlayer: public CCSMonster {
public:
CCSPlayer() : m_bForceShowMenu(false), m_flRespawnPending(0), m_flSpawnProtectionEndTime(0)
CCSPlayer() :
m_bForceShowMenu(false),
m_flRespawnPending(0),
m_flSpawnProtectionEndTime(0),
m_iWeaponInfiniteAmmo(0),
m_iWeaponInfiniteIds(0),
m_bCanShootOverride(false)
{
m_szModel[0] = '\0';
}
@ -47,7 +59,7 @@ public:
virtual void GiveShield(bool bDeploy = true);
virtual void DropShield(bool bDeploy = true);
virtual void DropPlayerItem(const char *pszItemName);
virtual void RemoveShield();
virtual bool RemoveShield();
virtual void RemoveAllItems(bool bRemoveSuit);
virtual bool RemovePlayerItem(const char* pszItemName);
virtual void SetPlayerModel(bool bHasC4);
@ -84,6 +96,11 @@ public:
virtual void RemoveSpawnProtection();
virtual bool HintMessageEx(const char *pMessage, float duration = 6.0f, bool bDisplayIfPlayerDead = false, bool bOverride = false);
void Reset();
void OnSpawn();
void OnKilled();
CBasePlayer *BasePlayer() const;
public:
@ -95,6 +112,7 @@ public:
};
EProtectionState GetProtectionState() const;
bool CheckActivityInGame();
public:
char m_szModel[32];
@ -104,6 +122,7 @@ public:
Vector m_vecOldvAngle;
int m_iWeaponInfiniteAmmo;
int m_iWeaponInfiniteIds;
bool m_bCanShootOverride;
};
// Inlines

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@ -71,6 +71,7 @@ const int DEFAULT_FOV = 90; // the default field of view
#define PLAYER_HOLDING_SHIELD BIT(3)
#define PLAYER_PREVENT_DUCK BIT(4)
#define PLAYER_PREVENT_CLIMB BIT(5) // The player can't climb ladder
#define PLAYER_PREVENT_JUMP BIT(6)
#define MENU_KEY_1 BIT(0)
#define MENU_KEY_2 BIT(1)

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@ -38,7 +38,7 @@
#include <API/CSInterfaces.h>
#define REGAMEDLL_API_VERSION_MAJOR 5
#define REGAMEDLL_API_VERSION_MINOR 13
#define REGAMEDLL_API_VERSION_MINOR 16
// CBasePlayer::Spawn hook
typedef IHookChainClass<void, class CBasePlayer> IReGameHook_CBasePlayer_Spawn;
@ -464,6 +464,10 @@ typedef IHookChainRegistryClass<bool, class CBasePlayerWeapon, int, int, float,
typedef IHookChainClass<void, class CBasePlayer, const char *> IReGameHook_CBasePlayer_DropIdlePlayer;
typedef IHookChainRegistryClass<void, class CBasePlayer, const char *> IReGameHookRegistry_CBasePlayer_DropIdlePlayer;
// CreateWeaponBox hook
typedef IHookChain<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> IReGameHook_CreateWeaponBox;
typedef IHookChainRegistry<class CWeaponBox *, class CBasePlayerItem *, class CBasePlayer *, const char *, Vector &, Vector &, Vector &, float, bool> IReGameHookRegistry_CreateWeaponBox;
class IReGameHookchains {
public:
virtual ~IReGameHookchains() {}
@ -579,6 +583,7 @@ public:
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultReload *CBasePlayerWeapon_DefaultReload() = 0;
virtual IReGameHookRegistry_CBasePlayerWeapon_DefaultShotgunReload *CBasePlayerWeapon_DefaultShotgunReload() = 0;
virtual IReGameHookRegistry_CBasePlayer_DropIdlePlayer *CBasePlayer_DropIdlePlayer() = 0;
virtual IReGameHookRegistry_CreateWeaponBox *CreateWeaponBox() = 0;
};
struct ReGameFuncs_t {

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@ -745,6 +745,7 @@ member_t memberlist_csplayer[] = {
CSPL_MEMBERS(m_vecOldvAngle),
CSPL_MEMBERS(m_iWeaponInfiniteAmmo),
CSPL_MEMBERS(m_iWeaponInfiniteIds),
CSPL_MEMBERS(m_bCanShootOverride),
};
member_t memberlist_baseitem[] = {

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@ -743,6 +743,7 @@ enum CSPlayer_Members
m_vecOldvAngle,
m_iWeaponInfiniteAmmo,
m_iWeaponInfiniteIds,
m_bCanShootOverride,
};
enum CBasePlayerItem_Members