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@@ -43,7 +43,7 @@ These features are the core of the platform and work pretty well/have a low risk
- [Read the docs](https://docs.cssharp.dev/): Getting started guide, hello world plugin example
- [Issue tracker](https://github.com/roflmuffin/CounterStrikeSharp/issues): Raise any issues here
- [Builds](https://github.com/roflmuffin/CounterStrikeSharp/actions): Download latest unstable dev snapshot
- [Install Docs](https://docs.cssharp.dev/guides/getting-started/): Installation instructions
- [Install Docs](https://docs.cssharp.dev/docs/guides/getting-started.html): Installation instructions
- [Example Plugin](managed/TestPlugin/TestPlugin.cs): Test plugin with basic functionality
## Examples
@@ -91,8 +91,8 @@ public class HelloWorldPlugin : BasePlugin
## Credits
A lot of code has been borrowed from SourceMod as well as Source.Python, two pioneering source engine plugin frameworks which this project lends a lot of its credit to.
I've also used the scripting context & native system that is implemented in FiveM for GTA5. Also shoutout to the [CS2Fixes](https://github.com/Source2ZE/CS2Fixes) project for providing good reverse-engineering information so shortly after CS2 release.
A lot of code has been borrowed from [SourceMod](https://github.com/alliedmodders/sourcemod) as well as [Source.Python](https://github.com/Source-Python-Dev-Team/Source.Python), two pioneering source engine plugin frameworks which this project lends a lot of its credit to.
I've also used the scripting context & native system that is implemented in [FiveM](https://github.com/citizenfx/fivem) for GTA5. Also shoutout to the [CS2Fixes](https://github.com/Source2ZE/CS2Fixes) project for providing good reverse-engineering information so shortly after CS2 release.
## How to Build

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@@ -5,31 +5,52 @@ description: How to get started installing & using CounterStrikeSharp.
# Getting Started
How to get started installing & using CounterStrikeSharp.
In this guide you will learn how to install CounterStrikeSharp onto your vanilla Counter-Strike 2 server. `CounterStrikeSharp` uses `Metamod:Source` as its main way of communicating with the game server, so both frameworks will need to be installed.
If you're more of a visual person, here is a <a href="https://www.youtube.com/watch?v=FlsKzStHJuY" target="_blank">Youtube video</a> that covers everything.
## Prerequisites
- <a href="https://www.sourcemm.net/downloads.php/?branch=master" target="_blank">Metamod: Source 2.X Dev Build</a>
- <a href="https://github.com/roflmuffin/CounterStrikeSharp/releases" target="_blank">CounterStrikeSharp With Runtime</a>
## Installing Metamod
`CounterStrikeSharp` uses `Metamod:Source` as its main way of communicating with the game server. To install it, you can follow the detailed instructions found <a href="https://cs2.poggu.me/metamod/installation/" target="_blank">here</a>.
1. Extract Metamod and copy the `/addons/` directory to `/game/csgo/`.
2. Inside `/game/csgo/`, locate `gameinfo.gi`.
3. Create a new line underneath `Game_LowViolence csgo_lv` and add `Game csgo/addons/metamod`.
4. Restart your game server.
Your `gameinfo.gi` should look like <a href="images/gameinfogi-example.png" target="_blank">this</a>. Type `meta list` in your server console to see if Metamod is loaded.
## Installing CounterStrikeSharp
Download the latest release of CounterStrikeSharp from <a href="https://github.com/roflmuffin/CounterStrikeSharp/releases/latest" target="_blank">GitHub releases pages</a>.
1. Extract CounterStrikeSharp and copy the `/addons/` directory to `/game/csgo/`.
2. Restart your game server.
Running the command `meta list` in the console should show 1 plugin loaded 🎉
```shell
meta list
Listing 1 plugin:
[01] CounterStrikeSharp (0.1.0) by Roflmuffin
```
> [!CAUTION]
> If this is your first time installing, you will need to download the `with-runtime` version. This includes a copy of the .NET runtime, which is required to run the plugin.
> Depending on the os you might also either need to install `libicu` / `icu-libs` / `libicu-dev` using your package manager for .NET to run or setting `DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=true` in your servers environment variables. You can find more infos about that <a href="https://github.com/dotnet/runtime/blob/main/docs/design/features/globalization-invariant-mode.md#enabling-the-invariant-mode" target="_blank">here</a>
>
> Subsequent upgrades will not require the runtime, unless a version bump of the .NET runtime is required (i.e. from 7.0.x to 8.0.x). We will inform you when this occurs.
> For Windows servers, you must have <a href="https://aka.ms/vs/17/release/vc_redist.x64.exe" target="_blank">Visual Studio Redistributables</a> installed otherwise CounterStrikeSharp will not work.
> [!CAUTION]
> For Windows users, you must ensure that you have installed **Visual Studio Redistributables**.
> If not, you can download it here: <a href="https://aka.ms/vs/17/release/vc_redist.x64.exe" target="_blank">Download</a>
> > This link will download VC Redistributable directly.
>
> You must install it before starting the server, otherwise CSS will not work!
## Upgrading CounterStrikeSharp
To upgrade CounterStrikeSharp you simply need to download the latest release and copy it to your server, the same as the original installation.
Extract the `addons` folder to the `/csgo/` directory of the dedicated server. The contents of your addons folder should contain both the `counterstrikesharp` folder and the `metamod` folder as seen below.
CounterStrikeSharp is designed in a way where your configuration files will not be overwritten if you do this. As CounterStrikeSharp is already installed, you may download the non `with-runtime` build, but you will need to ensure your .NET runtime is up-to-date yourself.
## Troubleshooting
- If this is your first time installing, you **MUST** download the `with-runtime` version. This includes a copy of the .NET runtime, which is required to run the plugin.
- Depending on your OS you might also either need to install `libicu` / `icu-libs` / `libicu-dev` using your package manager for .NET to run.
- If you get `Unknown Command` when typing `meta list` into your console, double-check the folders are copied over correctly and that your `gameinfo.gi` file is correctly modified.
Your folder structure should look like this:
```shell
<server_path>/game/csgo/addons > tree -L 2
@@ -49,15 +70,3 @@ addons
├── metamod.vdf
└── metamod_x64.vdf
```
## Start the Server
Launch your CS2 dedicated server as normal. If everything is working correctly, you should see a message in the console that says `CSSharp: CounterStrikeSharp.API Loaded Successfully.`.
Running the command `meta list` in the console should show 1 plugin loaded 🎉
```shell
meta list
Listing 1 plugin:
[01] CounterStrikeSharp (0.1.0) by Roflmuffin
```

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@@ -494,7 +494,7 @@ namespace CounterStrikeSharp.API.Modules.Admin
var callerData = GetPlayerAdminData(caller.AuthorizedSteamID);
if (callerData == null) return false;
var targetData = GetPlayerAdminData(caller.AuthorizedSteamID);
var targetData = GetPlayerAdminData(target.AuthorizedSteamID);
if (targetData == null) return true;
return callerData.Immunity >= targetData.Immunity;
@@ -514,7 +514,7 @@ namespace CounterStrikeSharp.API.Modules.Admin
var callerData = GetPlayerAdminData(caller);
if (callerData == null) return false;
var targetData = GetPlayerAdminData(caller);
var targetData = GetPlayerAdminData(target);
if (targetData == null) return true;
return callerData.Immunity >= targetData.Immunity;

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@@ -76,6 +76,11 @@ namespace CounterStrikeSharp.API
}
public static bool RemoveItemByDesignerName(this CCSPlayerController player, string designerName)
{
return RemoveItemByDesignerName(player, designerName, false);
}
public static bool RemoveItemByDesignerName(this CCSPlayerController player, string designerName, bool shouldRemoveEntity)
{
CHandle<CBasePlayerWeapon>? item = null;
if (player.PlayerPawn.Value == null || player.PlayerPawn.Value.WeaponServices == null) return false;
@@ -90,9 +95,15 @@ namespace CounterStrikeSharp.API
item = weapon;
}
if(item != null && item.Value != null)
if (item != null && item.Value != null)
{
player.PlayerPawn.Value.RemovePlayerItem(item.Value);
if (shouldRemoveEntity)
{
item.Value.Remove();
}
return true;
}