mirror of
https://github.com/roflmuffin/CounterStrikeSharp.git
synced 2025-12-07 08:26:34 -08:00
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4 Commits
| Author | SHA1 | Date | |
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db63fdc00c | ||
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57747f2e1c | ||
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66b5f77a2d | ||
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8dbcb6d531 |
@@ -18,6 +18,7 @@ SET(SOURCE_FILES
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src/mm_plugin.h
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libraries/hl2sdk-cs2/tier1/convar.cpp
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libraries/hl2sdk-cs2/tier1/generichash.cpp
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libraries/hl2sdk-cs2/entity2/entityidentity.cpp
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libraries/hl2sdk-cs2/entity2/entitysystem.cpp
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libraries/dotnet/hostfxr.h
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libraries/dotnet/coreclr_delegates.h
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@@ -113,6 +113,13 @@
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"linux": "\\x48\\x85\\xFF\\x74\\x4B\\x55\\x48\\x89\\xE5\\x41\\x56"
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}
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},
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"CEntityInstance_AcceptInput": {
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"signatures": {
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"library": "server",
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"windows": "\\x48\\x89\\x5C\\x24\\x10\\x48\\x89\\x74\\x24\\x18\\x57\\x48\\x83\\xEC\\x40\\x49\\x8B\\xF0",
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"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x49\\x89\\xFF\\x41\\x56\\x48\\x8D\\x7D\\xC0"
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}
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},
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"LegacyGameEventListener": {
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"signatures": {
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"library": "server",
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Submodule libraries/hl2sdk-cs2 updated: 9363452257...2f9dd2e61a
@@ -14,8 +14,11 @@ set(CMAKE_CONFIGURATION_TYPES "Debug;Release" CACHE STRING
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# TODO: Use C++20 instead.
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set(CMAKE_CXX_STANDARD 17)
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Set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
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Set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fPIC")
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if (LINUX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fPIC")
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endif()
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set(CMAKE_STATIC_LIBRARY_PREFIX "")
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set(SOURCESDK_DIR ${CMAKE_CURRENT_SOURCE_DIR}/libraries/hl2sdk-cs2)
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@@ -51,8 +54,4 @@ include_directories(
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libraries
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)
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include(${CMAKE_CURRENT_LIST_DIR}/metamod/configure_metamod.cmake)
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if (LINUX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
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endif()
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include(${CMAKE_CURRENT_LIST_DIR}/metamod/configure_metamod.cmake)
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@@ -312,6 +312,16 @@ namespace CounterStrikeSharp.API.Core
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}
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}
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public static int GetMaxClients(){
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lock (ScriptContext.GlobalScriptContext.Lock) {
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ScriptContext.GlobalScriptContext.Reset();
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ScriptContext.GlobalScriptContext.SetIdentifier(0x5DF2E20D);
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ScriptContext.GlobalScriptContext.Invoke();
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ScriptContext.GlobalScriptContext.CheckErrors();
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return (int)ScriptContext.GlobalScriptContext.GetResult(typeof(int));
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}
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}
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public static void IssueServerCommand(string command){
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lock (ScriptContext.GlobalScriptContext.Lock) {
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ScriptContext.GlobalScriptContext.Reset();
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@@ -58,6 +58,24 @@ public partial class CEntityInstance : IEquatable<CEntityInstance>
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{
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return !Equals(left, right);
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}
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/// <summary>
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/// Calls a named input method on an entity.
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/// <example>
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/// <code>
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/// entity.AcceptInput("Break");
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/// </code>
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/// </example>
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/// </summary>
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/// <param name="inputName">Input action name</param>
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/// <param name="activator">Entity which initiated the action, <see langword="null"/> for no entity</param>
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/// <param name="caller">Entity that is sending the event, <see langword="null"/> for no entity</param>
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/// <param name="value">String variant value to send with the event</param>
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/// <param name="outputId">Unknown, defaults to 0</param>
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public void AcceptInput(string inputName, CEntityInstance? activator = null, CEntityInstance? caller = null, string value = "", int outputId = 0)
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{
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VirtualFunctions.AcceptInput(Handle, inputName, activator?.Handle ?? IntPtr.Zero, caller?.Handle ?? IntPtr.Zero, value, 0);
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}
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}
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public partial class CEntityIdentity
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@@ -76,8 +76,7 @@ namespace CounterStrikeSharp.API.Modules.Events
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SetInt(name, i);
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break;
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case var _ when value is CCSPlayerController player:
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// When I was testing this, the code seems to expect a slot, even though it is called index
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SetEntityIndex(name, (int)player.Index - 1);
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NativeAPI.SetEventPlayerController(Handle, name, player.Handle);
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break;
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case var _ when value is string s:
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SetString(name, s);
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@@ -80,4 +80,7 @@ public static class VirtualFunctions
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public static MemoryFunctionVoid<IntPtr, IntPtr> RemovePlayerItemFunc =
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new(GameData.GetSignature("CBasePlayerPawn_RemovePlayerItem"));
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public static Action<IntPtr, IntPtr> RemovePlayerItemVirtual = RemovePlayerItemFunc.Invoke;
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public static MemoryFunctionVoid<IntPtr, string, IntPtr, IntPtr, string, int> AcceptInputFunc = new(GameData.GetSignature("CEntityInstance_AcceptInput"));
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public static Action<IntPtr, string, IntPtr, IntPtr, string, int> AcceptInput = AcceptInputFunc.Invoke;
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}
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@@ -75,7 +75,7 @@ namespace CounterStrikeSharp.API
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public static string GameDirectory => NativeAPI.GetGameDirectory();
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public static int MaxPlayers => NativeAPI.GetCommandParamValue("-maxplayers", DataType.DATA_TYPE_INT, 64);
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public static int MaxPlayers => NativeAPI.GetMaxClients();
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public static bool IsMapValid(string mapName) => NativeAPI.IsMapValid(mapName);
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@@ -136,9 +136,9 @@ namespace CounterStrikeSharp.API
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{
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List<CCSPlayerController> players = new();
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for (int i = 1; i <= Server.MaxPlayers; i++)
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for (int i = 0; i <= Server.MaxPlayers; i++)
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{
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var controller = GetPlayerFromIndex(i);
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var controller = GetPlayerFromSlot(i);
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if (!controller.IsValid || controller.UserId == -1)
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continue;
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@@ -83,8 +83,6 @@ namespace TestPlugin
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Logger.LogInformation(
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$"Test Plugin has been loaded, and the hot reload flag was {hotReload}, path is {ModulePath}");
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Logger.LogWarning($"Max Players: {Server.MaxPlayers}");
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VirtualFunctions.SwitchTeamFunc.Hook(hook =>
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{
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Logger.LogInformation("Switch team func called");
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@@ -503,6 +501,17 @@ namespace TestPlugin
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player.Respawn();
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}
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[ConsoleCommand("css_break", "Breaks the breakable entities")]
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public void OnBreakCommand(CCSPlayerController? player, CommandInfo command)
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{
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var entities = Utilities.FindAllEntitiesByDesignerName<CBreakable>("prop_dynamic")
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.Concat(Utilities.FindAllEntitiesByDesignerName<CBreakable>("func_breakable"));
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foreach (var entity in entities)
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{
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entity.AcceptInput("Break");
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}
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}
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[ConsoleCommand("cssharp_attribute", "This is a custom attribute event")]
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public void OnCommand(CCSPlayerController? player, CommandInfo command)
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{
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@@ -25,9 +25,6 @@
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#include "entitysystem.h"
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#include "scripting/callback_manager.h"
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// variant.h depends on ivscript.h, lets not include the whole thing
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DECLARE_POINTER_HANDLE(HSCRIPT);
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#include <variant.h>
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namespace counterstrikesharp {
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@@ -31,9 +31,13 @@
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#include "entity2/entitysystem.h"
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#include "interfaces/cs2_interfaces.h"
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counterstrikesharp::GlobalClass* counterstrikesharp::GlobalClass::head = nullptr;
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CGameEntitySystem *GameEntitySystem()
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{
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return counterstrikesharp::globals::entitySystem;
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}
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// TODO: Workaround for windows, we __MUST__ have COUNTERSTRIKESHARP_API to handle it.
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// like on windows it should be `extern "C" __declspec(dllexport)`, on linux it should be anything else.
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DLL_EXPORT void InvokeNative(counterstrikesharp::fxNativeContext& context)
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@@ -30,6 +30,7 @@
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#include "core/memory.h"
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#include "core/log.h"
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#include "core/function.h"
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#include "core/managers/player_manager.h"
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#include "core/managers/server_manager.h"
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// clang-format on
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@@ -74,6 +75,17 @@ float GetGameFrameTime(ScriptContext& script_context)
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double GetEngineTime(ScriptContext& script_context) { return Plat_FloatTime(); }
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int GetMaxClients(ScriptContext& script_context)
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{
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auto globalVars = globals::getGlobalVars();
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if (globalVars == nullptr) {
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script_context.ThrowNativeError("Global Variables not initialized yet.");
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return -1;
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}
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return globalVars->maxClients;
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}
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void ServerCommand(ScriptContext& script_context)
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{
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auto command = script_context.GetArgument<const char*>(0);
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@@ -294,6 +306,7 @@ REGISTER_NATIVES(engine, {
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ScriptEngine::RegisterNativeHandler("GET_CURRENT_TIME", GetCurrentTime);
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ScriptEngine::RegisterNativeHandler("GET_GAMEFRAME_TIME", GetGameFrameTime);
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ScriptEngine::RegisterNativeHandler("GET_ENGINE_TIME", GetEngineTime);
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ScriptEngine::RegisterNativeHandler("GET_MAX_CLIENTS", GetMaxClients);
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ScriptEngine::RegisterNativeHandler("ISSUE_SERVER_COMMAND", ServerCommand);
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ScriptEngine::RegisterNativeHandler("PRECACHE_MODEL", PrecacheModel);
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ScriptEngine::RegisterNativeHandler("PRECACHE_SOUND", PrecacheSound);
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@@ -6,6 +6,7 @@ GET_CURRENT_TIME: -> float
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GET_TICK_COUNT: -> int
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GET_GAME_FRAME_TIME: -> float
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GET_ENGINE_TIME: -> double
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GET_MAX_CLIENTS: -> int
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ISSUE_SERVER_COMMAND: command:string -> void
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PRECACHE_MODEL: name:string -> void
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PRECACHE_SOUND: name:string, preload:bool -> bool
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