Compare commits

...

139 Commits
v48 ... v153

Author SHA1 Message Date
Dliix66
4f805b18e2 Added canUse virtual method (#282) 2024-01-22 10:23:02 +10:00
roflmuffin
e1f9b5635e chore: update API compatibility version to 151 2024-01-21 21:07:02 +10:00
Michael Wilson
59bff4f500 feat: add discord notify through GH actions 2024-01-21 12:35:49 +10:00
Daniel Wiesendorf
a2581d8e91 Log exception if plugin load fails using the load command (#265) 2024-01-21 12:01:27 +10:00
Ravid-A
e7d190a6f7 Change TerroristsPlanned to TerroristsPlanted in RoundEndReason (#216)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
Co-authored-by: B3none <24966460+B3none@users.noreply.github.com>
2024-01-21 12:01:27 +10:00
B3none
5513d5710a Menu system updates (#268)
Co-authored-by: Stimayk <51941742+Stimayk@users.noreply.github.com>
2024-01-21 12:01:27 +10:00
Michael Poutre
e5c223699c fix(Offsets/Win): CCSPlayer_ItemServices.RemoveWeapons() (#271) 2024-01-21 12:01:27 +10:00
ZoNiCaL
fa37c222d9 Admin manager improvements (#278)
Co-authored-by: B3none <24966460+B3none@users.noreply.github.com>
2024-01-21 12:01:27 +10:00
Michael Wilson
3b633fafc7 Create CODEOWNERS 2024-01-21 11:44:42 +10:00
Abner Santos
765c56a38a Fix css_plugins commands number of args check (#269) 2024-01-19 17:43:21 +00:00
B3none
204850fb55 Add casted property .Team to CCSPlayerController (#259)
Co-authored-by: Roflmuffin <shortguy014@gmail.com>
2024-01-15 15:49:05 +10:00
ZoNiCaL
bac31b9190 Purge disabled folder (#256) 2024-01-12 12:14:38 +10:00
B3none
289f95a6b7 Add DarkRed to ChatColors class to follow naming convention (#245) 2024-01-09 16:20:51 +10:00
roflmuffin
7b45a884d4 chore: remove schema::GetOffset warning message 2023-12-28 18:01:44 +10:00
Michael Wilson
6ea6d0a22d feat: add state changed and network state changed handler (#229) 2023-12-27 20:56:38 +10:00
roflmuffin
12523455c0 fix: bad max player count 2023-12-27 15:30:57 +10:00
Michael Wilson
db63fdc00c feat: add AcceptInput method to CEntityInstance (#228) 2023-12-27 14:32:37 +10:00
roflmuffin
57747f2e1c fix: update GetPlayers to use slot access 2023-12-27 14:00:11 +10:00
roflmuffin
66b5f77a2d feat: add GetMaxClients native, fixes #184 2023-12-27 13:40:06 +10:00
Michael Wilson
8dbcb6d531 chore: update hl2sdk (#227) 2023-12-27 13:26:59 +10:00
roflmuffin
2f0d34b271 chore: disable compat suppression file by default 2023-12-26 17:36:55 +10:00
roflmuffin
2a59544fbc feat: add ApiCompat checker to determine breaking API changes 2023-12-26 17:30:17 +10:00
pedrotski
f80f2ae949 Fix getting started image (#220) 2023-12-26 17:09:32 +10:00
roflmuffin
f68a0abc61 fix: ignore null designer names in FindAllEntitiesByDesignerName Fixes #212 2023-12-26 17:00:58 +10:00
Sürat ÜNLÜGÜN
a07dd9d7d4 Fix CanPlayerTarget Immu (#222) 2023-12-25 23:26:34 +10:00
B3none
d527038fba Added a parameter for people to optionally remove the entity when calling RemoveItemByDesignerName (#214) 2023-12-24 19:40:23 +10:00
pedrotski
ca85922270 Update Getting Started Guide (#217) 2023-12-24 10:02:41 +10:00
B3none
b837479f98 Added links to referenced projects in the credits for the README.md (#210) 2023-12-19 11:15:30 +10:00
Hackmastr
1e42f72655 Docs: Using DOTNET_SYSTEM_GLOBALIZATION_INVARIANT is no longer valid. (#209)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
2023-12-19 11:14:31 +10:00
Michael Wilson
1ad1828e30 feat: Add SchemaMember attribute to schema objects` (#208) 2023-12-17 13:12:26 +10:00
Charles_
563a5d7b3a feat: Added RemovePlayerItem() to CBasePlayerPawn. (#200)
Co-authored-by: roflmuffin <shortguy014@gmail.com>
2023-12-16 14:24:08 +10:00
Charlie Thomson
983b673b4c feat: Add OnClientVoice listener (#204)
Co-authored-by: roflmuffin <shortguy014@gmail.com>
2023-12-16 14:18:40 +10:00
Roflmuffin
74fd0e0832 fix: offsets for CBaseEntity derived classes
Also adds test commands to test plugin for future validation
2023-12-14 15:14:34 +10:00
Michael Wilson
44e3f2240c chore: license updates (#199) 2023-12-14 11:03:18 +10:00
BuSheeZy
8af219e7a8 CHANGE: visual adjustments (#198) 2023-12-14 10:44:48 +10:00
Poggu
bff04e7795 Add voice manager (ability to override voice chat / mute players) (#179)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
Co-authored-by: roflmuffin <shortguy014@gmail.com>
2023-12-12 17:46:45 +10:00
Michael Wilson
d495ac6230 chore: bump version 2023-12-12 10:55:55 +10:00
roflmuffin
f78abf0c81 fix: fallback to en language files for invariant mode 2023-12-12 10:51:38 +10:00
Charles_
bcacc42d0e feat: Added support for custom gamedata files. (#194) 2023-12-12 09:44:28 +10:00
HerrMagiic
8235d5e728 Update docs link in README.md (#193) 2023-12-11 23:11:03 +10:00
Michael Wilson
56739356d5 Plugin Translations (#146) 2023-12-11 16:19:50 +10:00
ZoNiCaL
aaba87551d Admin improvements round 2! (this time it's personal) (#143)
Co-authored-by: Roflmuffin <shortguy014@gmail.com>
2023-12-11 13:24:14 +10:00
Roflmuffin
a3466dd5d1 chore: cleanup null reference warnings in virtual funcs 2023-12-11 11:48:55 +10:00
johnoclockdk
c8604760f2 Update docs (#176) 2023-12-11 10:41:10 +10:00
Michael Wilson
d50a945317 feat: defers calls to HookEvent until after game loop mode init (#187) 2023-12-10 22:13:03 +10:00
Michael Wilson
55396e005c fix: discord links (#190) 2023-12-09 14:11:27 +10:00
Roflmuffin
98b2b01992 Merge branch 'FixSteamIdOnWindowsServer' into main 2023-12-08 12:34:52 +10:00
Roflmuffin
a537be89e4 tests: update tests, throw out of range exception <= 0 2023-12-08 12:32:46 +10:00
Roflmuffin
c07d5d2aa9 Merge remote-tracking branch 'origin/main' into FixSteamIdOnWindowsServer 2023-12-08 12:25:50 +10:00
Michael Wilson
1cc95555fe feat: add basic tests project with SteamID tests (#186) 2023-12-08 12:24:35 +10:00
Roflmuffin
378c28dfd0 chore: bump hl2sdk version 2023-12-08 12:22:54 +10:00
TheR00st3r
c7343c3b7a Fix SteamId on Windows Server #182 2023-12-07 21:19:07 +01:00
Michael Wilson
62f6b09f50 Add VData Access (#181) 2023-12-07 22:58:16 +10:00
Michael Wilson
2a15a8de71 Add Entity Output Hooks (#174)
Co-authored-by: Poggu <poggu@seznam.cz>
Co-authored-by: KillStr3aK <statser07@gmail.com>
Co-authored-by: Poggu <45881722+Poggicek@users.noreply.github.com>
2023-12-07 17:36:33 +10:00
laper32
1d6bee02cd docs: win32 related (#177)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
2023-12-07 17:35:04 +10:00
Daniel Saewitz
72e1f22e14 Fix svg colors/optimization (#175) 2023-12-06 07:39:10 +10:00
roflmuffin
a8a238bdee docx: update 404 page 2023-12-05 23:18:49 +10:00
roflmuffin
cec8ef3d30 docs: exclude system object inheritance 2023-12-05 23:17:31 +10:00
roflmuffin
c7384df396 docs: update docfx fonts to match old docs 2023-12-05 23:00:05 +10:00
BuSheeZy
84d4998a72 Replace documenation with docfx (#165) 2023-12-05 22:50:54 +10:00
roflmuffin
1b194318af chore: update hl2sdk, gitignore 2023-12-05 13:18:19 +10:00
Michael Wilson
22d0dd8200 fix: always run preworld update if tasks is empty (#172) 2023-12-05 12:57:58 +10:00
Poggu
7baf0a25e2 Prevent calling natives on non-main thread (#170)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
Co-authored-by: Roflmuffin <shortguy014@gmail.com>
2023-12-04 18:26:36 +10:00
Roflmuffin
9fdbb9500b fix: run deleted plugin handler in next world update 2023-12-04 18:14:27 +10:00
Roflmuffin
0ab3cf429a feat: add NextWorldUpdate helper to run on next pre world update
also runs hot reload in next world update
2023-12-04 17:43:52 +10:00
chte
1f9630b92d Enriched SteamID (#163)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
2023-12-03 19:50:53 +10:00
Roflmuffin
02bf2483d3 docs: add database (dapper) example plugin 2023-12-03 19:23:23 +10:00
Roflmuffin
cb181b6a49 docs: add database (dapper) example plugin 2023-12-03 19:23:02 +10:00
Nexd
cc21dca5a0 Exposing from ISource2Server and IVEngineServer2 (#159)
Co-authored-by: Michael Wilson <roflmuffin@users.noreply.github.com>
Co-authored-by: Roflmuffin <shortguy014@gmail.com>
2023-12-03 15:17:04 +10:00
Roflmuffin
5721d060ea feat: add overload for PrintToCenterHtml that accepts duration
closes #127
2023-12-03 14:18:10 +10:00
Roflmuffin
220521d571 fix: free callback property on game event unhook 2023-12-03 14:02:42 +10:00
Roflmuffin
5698b511e9 fix: use authorized Steam ID for admin system
also fix reference equality for SteamID
2023-12-03 13:34:11 +10:00
Roflmuffin
48c9d195ff feat: add IpAddress to CCSPlayerController 2023-12-03 13:11:06 +10:00
Roflmuffin
603827d331 fix: remove reference equality for CEntityInstance 2023-12-03 13:02:33 +10:00
roflmuffin
e557d54c32 fix: fires client authorize on map change (fixes #162)
Also adds `AuthorizedSteamID` property which is guaranteed to be valid with Steam API
2023-12-02 16:35:52 +10:00
Nexd
48d3ade5cf VirtualFunction & MemoryFunction rework to support arbitrary binary path (#158) 2023-12-02 15:41:01 +10:00
DRANIX
77b05e912e fix github actions xml warnings (#164) 2023-12-02 12:10:32 +10:00
Michael Wilson
1354b4972d docs: add some example plugins (#154) 2023-12-01 13:27:55 +10:00
johnoclockdk
8b5eb7e38d Update README.md (#153) 2023-11-30 17:08:09 +10:00
Roflmuffin
2dd62c44d3 docs: add missing core config doc 2023-11-30 16:07:28 +10:00
Roflmuffin
f811338ce4 feat: add option to disable plugin hot reload, closes #151
Also adds default values to unmanaged core config
2023-11-30 13:49:24 +10:00
Daniel Saewitz
194c340ae7 Improve plugin setup docs (#152) 2023-11-30 09:58:38 +10:00
Roflmuffin
6b0912d3cd hotfix: revert entity enumeration 2023-11-29 23:09:38 +10:00
Roflmuffin
2d3aa09aa4 hotfix: allow handles to be written to again 2023-11-29 22:35:54 +10:00
Roflmuffin
911084e71e feat: Add Schema Size Native 2023-11-29 21:50:57 +10:00
Roflmuffin
5b99206568 Merge remote-tracking branch 'origin/main' into feature/add-schema-class-size 2023-11-29 21:46:17 +10:00
Roflmuffin
4bfdf28beb Merge branch 'feature/entity-handle-overhaul' into feature/add-schema-class-size 2023-11-29 21:45:54 +10:00
Michael Wilson
9bcd0f7e92 Entity Handle Overhaul (#142) 2023-11-29 21:45:31 +10:00
Roflmuffin
11c6486ec5 chore: update test plugin version 2023-11-29 21:42:59 +10:00
Roflmuffin
ee69560a66 fix: bad style 2023-11-29 21:41:51 +10:00
Roflmuffin
d37e5e194a fix: use IntPtr.Zero instead of 0 2023-11-29 21:38:45 +10:00
Roflmuffin
c4740d1cc9 feat: add schema class size native, cast native objects to input argument 2023-11-29 21:06:55 +10:00
Roflmuffin
7e92f178fd feat: add Slot to player controller 2023-11-29 20:24:23 +10:00
Roflmuffin
107ca08132 Merge branch 'main' into feature/entity-handle-overhaul 2023-11-29 20:21:38 +10:00
Roflmuffin
8cda8d9a50 feat: wrap ExecuteClientCommand and add sound example 2023-11-29 20:10:45 +10:00
Roflmuffin
3d59a05de8 feat: remove native call from native entity instantiation 2023-11-29 20:03:49 +10:00
Roflmuffin
77b7040d6c feat: add GetAllEntities method, update implementation 2023-11-29 19:52:14 +10:00
Roflmuffin
75de9732ef feat: move entity system into managed code for perf 2023-11-29 19:43:46 +10:00
Roflmuffin
575c859ddb fix: add brute force fallback for enum member attribute, fixes #150 2023-11-29 17:25:31 +10:00
Nexd
e12a7cb17a fix: wildcard bytes for signatures (resolves #123 and related issues) (#148) 2023-11-28 23:57:26 +10:00
Roflmuffin
7c7f52a219 feat: update test plugin 2023-11-27 22:31:05 +10:00
Roflmuffin
cd593fb238 feat: add EntityIndex back to api compat, mark as obsolete 2023-11-27 21:44:43 +10:00
Roflmuffin
c5cc65be48 fix: remove expensive calls in bullet impact event 2023-11-27 21:24:18 +10:00
Roflmuffin
59928bbcc5 feat: add NativeEntity class 2023-11-27 20:35:38 +10:00
Roflmuffin
319b116c5f fix: bugs in config manager & plugin load, fixes #138 2023-11-27 11:42:34 +10:00
Michael Wilson
e0dc053d22 Config Example Parsing (#136) 2023-11-26 20:30:21 +10:00
Charles_
f2e0dac32d Feature: ProcessTargetString() & GetPlayerFromSteamId() (#121)
Co-authored-by: Roflmuffin <shortguy014@gmail.com>
2023-11-26 15:03:01 +10:00
Michael Wilson
4e8c18abc7 Implement Core & Plugin Service Collection (#129) 2023-11-26 14:15:58 +10:00
Roflmuffin
8d1891a3a8 Merge branch 'main' of github.com:roflmuffin/CounterStrikeSharp 2023-11-26 13:19:54 +10:00
Roflmuffin
6bc43444f7 feat: add trigger touch start and end hooks 2023-11-26 13:19:40 +10:00
miguno
f0c7869f4a Check if userid is valid before accessing its fields, and explain why (#133) 2023-11-26 10:03:20 +10:00
Robert
3e38ed3c77 feat: Added ability to GiveNamedItem using the new CsItem Enum (#105) 2023-11-25 10:40:49 +10:00
Roflmuffin
7e9e7c6665 fix: wrong chat colors 2023-11-24 21:21:03 +10:00
Roflmuffin
9a018f295b feat: add player pawn post think signature 2023-11-24 21:04:22 +10:00
Michael Wilson
8b725d435f Dynamic Hooks (#78) 2023-11-24 19:59:47 +10:00
Nexd
ea3596417a Add methods to respawn players (#114) 2023-11-24 15:19:27 +10:00
Abner Santos
123f41914e docs: Additional info admin module documentation (#116) 2023-11-23 10:44:02 +10:00
Hackmastr
8f69076405 Update TestPlugin.cs, (#115) 2023-11-23 09:03:30 +10:00
Michael Wilson
44a85d1201 chore: upgrade hl2sdk, add protoc generation (#112) 2023-11-22 21:54:03 +10:00
Roflmuffin
20f50289ee docs: update docs to use ILogger 2023-11-21 16:50:20 +10:00
Michael Wilson
bb5fb5de72 Managed Core Logging & Plugin Logging (#102) 2023-11-21 16:42:56 +10:00
Nexd
6147739cfa hotfix: new signatures (#107) 2023-11-21 12:49:42 +10:00
zonical
3ab5893f22 Remove required from flags in AdminData (#106) 2023-11-21 10:34:11 +10:00
Nexd
50ce09a7b3 feat: new virtual functions with wrapper methods (#87) 2023-11-20 08:52:07 +10:00
Roflmuffin
9c7944e6f1 Merge branch 'main' of github.com:roflmuffin/CounterStrikeSharp 2023-11-19 18:49:48 +10:00
Roflmuffin
bc71aa7739 feat: add FireEventToClient native 2023-11-19 18:49:36 +10:00
Snowy
16a1efc0cb docs: use nuget instead (#89) 2023-11-19 18:40:43 +10:00
Roflmuffin
8ae85cedf4 docs: add Admin Framework docs category 2023-11-19 14:23:30 +10:00
zonical
8e2234ff25 Admin Manager improvements (#74) 2023-11-19 14:18:40 +10:00
Roflmuffin
04e7ed682a fix: add command listener pre handlers 2023-11-19 09:51:20 +10:00
Roflmuffin
15e1260146 feat: update schema from 17.11.23 update 2023-11-19 09:44:15 +10:00
Roflmuffin
517607d962 fix: chat command config prefixes 2023-11-18 15:40:02 +10:00
Boink
0f72631eb0 Update CommitSuicide offset for 17-11-2023 update (#98) 2023-11-18 09:43:06 +10:00
Nexd
75fcf21fb7 feat: managed coreconfig implementation (#79) 2023-11-17 17:50:59 +10:00
Nexd
0ddf6bcdfa fix: new signature for CBaseModelEntity_SetModel (#84) 2023-11-15 15:18:03 +10:00
Roflmuffin
98661cd069 fix: public and silent triggers (finally) 2023-11-14 22:29:59 +10:00
Roflmuffin
86a5699b40 feat: re-add global command listener 2023-11-14 21:15:06 +10:00
Roflmuffin
414710d05c hotfix: wrap vfunc creation in try catch to prevent all vfuncs from erroring 2023-11-13 21:40:33 +10:00
Michael Wilson
b09c2b62c8 Improved Command Handling (#76) 2023-11-13 20:59:46 +10:00
315 changed files with 22031 additions and 12824 deletions

View File

@@ -3,7 +3,7 @@ name: Build & Publish
on:
push:
paths-ignore:
- 'docs/**'
- 'docfx/**'
branches: [ "main" ]
pull_request:
branches: [ "main" ]
@@ -117,7 +117,21 @@ jobs:
with:
dotnet-version: '7.0.x'
- run: |
- name: Install dependencies
run: dotnet restore managed/CounterStrikeSharp.sln
- name: Run tests
run: dotnet test --logger trx --results-directory "TestResults-${{ env.GITHUB_SHA_SHORT }}" managed/CounterStrikeSharp.API.Tests/CounterStrikeSharp.API.Tests.csproj
- name: Upload dotnet test results
uses: actions/upload-artifact@v3
with:
name: test-results-${{ env.GITHUB_SHA_SHORT }}
path: TestResults-${{ env.GITHUB_SHA_SHORT }}
if: ${{ always() }}
- name: Publish artifacts
run: |
dotnet publish -c Release /p:Version=1.0.${{ env.BUILD_NUMBER }} managed/CounterStrikeSharp.API
dotnet pack -c Release /p:Version=1.0.${{ env.BUILD_NUMBER }} managed/CounterStrikeSharp.API

15
.github/workflows/discord-notify.yml vendored Normal file
View File

@@ -0,0 +1,15 @@
name: Notify Discord on Release
on:
release:
types: [published]
jobs:
notify:
runs-on: ubuntu-latest
steps:
- name: Send Notification to Discord
uses: Ilshidur/action-discord@2.4.0
with:
args: "A new release of CS# has been tagged! View it here: ${{ github.event.release.html_url }}"
webhook: ${{ secrets.DISCORD_WEBHOOK }}

View File

@@ -1,42 +1,46 @@
name: Deploy to GitHub Pages
on:
# Trigger the workflow every time you push to the `main` branch
# Using a different branch name? Replace `main` with your branchs name
push:
paths:
- 'docs/**'
branches: [ main ]
branches:
- main
# Allows you to run this workflow manually from the Actions tab on GitHub.
workflow_dispatch:
# Allow this job to clone the repo and create a page deployment
permissions:
contents: read
pages: write
id-token: write
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout your repository using git
uses: actions/checkout@v3
- name: Install, build, and upload your site
uses: withastro/action@v1
with:
path: ./docs # The root location of your Astro project inside the repository. (optional)
node-version: 20 # The specific version of Node that should be used to build your site. Defaults to 18. (optional)
package-manager: pnpm@latest # The Node package manager that should be used to install dependencies and build your site. Automatically detected based on your lockfile. (optional)
concurrency:
group: "pages"
cancel-in-progress: false
deploy:
needs: build
runs-on: ubuntu-latest
jobs:
publish-docs:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Dotnet Setup
uses: actions/setup-dotnet@v3
with:
dotnet-version: 8.x
- run: dotnet tool update -g docfx
- run: docfx docfx/docfx.json
- name: Setup Pages
uses: actions/configure-pages@v3
- name: Upload artifact
uses: actions/upload-pages-artifact@v2
with:
path: "docfx/_site"
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
uses: actions/deploy-pages@v2

9
.gitignore vendored
View File

@@ -1,6 +1,6 @@
.ccls-cache/
.cmake/
cmake-build-debug/
cmake-build-debug*/
.kdev4/
.vscode/
generated/
@@ -548,4 +548,9 @@ $RECYCLE.BIN/
_NCrunch*
.idea/
.idea/
# docfx
docfx/_site/
docfx/api/
docfx/_exported_templates/

6
.gitmodules vendored
View File

@@ -17,3 +17,9 @@
[submodule "libraries/GameTracking-CS2"]
path = libraries/GameTracking-CS2
url = https://github.com/SteamDatabase/GameTracking-CS2
[submodule "libraries/DynoHook"]
path = libraries/DynoHook
url = git@github.com:qubka/DynoHook.git
[submodule "libraries/asmjit"]
path = libraries/asmjit
url = git@github.com:asmjit/asmjit.git

View File

@@ -22,6 +22,22 @@ saul/demofile-net, https://github.com/saul/demofile-net/blob/main/LICENSE:
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
neverlosecc/source2gen, https://github.com/neverlosecc/source2gen
source2gen - Source2 games SDK generator
Copyright 2023 neverlosecc
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
Source2ZE/CS2Fixes:
alliedmodders/sourcemod:
Source-Python-Dev-Team/Source.Python:

View File

@@ -8,7 +8,9 @@ include("makefiles/shared.cmake")
add_subdirectory(libraries/spdlog)
add_subdirectory(libraries/dyncall)
add_subdirectory(libraries/funchook)
add_subdirectory(libraries/DynoHook)
set_property(TARGET dynohook PROPERTY DYNO_ARCH_X86 64)
set_property(TARGET funchook-static PROPERTY POSITION_INDEPENDENT_CODE ON)
SET(SOURCE_FILES
@@ -16,6 +18,7 @@ SET(SOURCE_FILES
src/mm_plugin.h
libraries/hl2sdk-cs2/tier1/convar.cpp
libraries/hl2sdk-cs2/tier1/generichash.cpp
libraries/hl2sdk-cs2/entity2/entityidentity.cpp
libraries/hl2sdk-cs2/entity2/entitysystem.cpp
libraries/dotnet/hostfxr.h
libraries/dotnet/coreclr_delegates.h
@@ -29,6 +32,8 @@ SET(SOURCE_FILES
src/core/utils.h
src/core/globals.h
src/core/globals.cpp
src/core/coreconfig.h
src/core/coreconfig.cpp
src/core/gameconfig.h
src/core/gameconfig.cpp
src/core/log.h
@@ -71,22 +76,24 @@ SET(SOURCE_FILES
src/scripting/natives/natives_memory.cpp
src/scripting/natives/natives_schema.cpp
src/scripting/natives/natives_entities.cpp
src/scripting/natives/natives_voice.cpp
src/core/managers/entity_manager.cpp
src/core/managers/entity_manager.h
src/core/managers/chat_manager.cpp
src/core/managers/chat_manager.h
src/core/managers/client_command_manager.cpp
src/core/managers/client_command_manager.h
src/core/managers/server_manager.cpp
src/core/managers/server_manager.h
src/scripting/natives/natives_server.cpp
libraries/nlohmann/json.hpp
src/core/managers/voice_manager.cpp
src/core/managers/voice_manager.h
src/scripting/natives/natives_dynamichooks.cpp
)
if (LINUX)
# memoverride.cpp is not usable on CMake Windows, cuz CMake default link libraries (seems) always link ucrt.lib
set(SOURCE_FILES
set(SOURCE_FILES
${SOURCE_FILES}
libraries/hl2sdk-cs2/public/tier0/memoverride.cpp
)
@@ -96,16 +103,21 @@ set(PROTO_DIRS -I${CMAKE_CURRENT_SOURCE_DIR}/libraries/GameTracking-CS2/Protobuf
file(GLOB PROTOS "${CMAKE_CURRENT_SOURCE_DIR}/libraries/GameTracking-CS2/Protobufs/*.proto")
## Generate protobuf source & headers
#add_custom_command(
# OUTPUT protobuf_output_stamp
# COMMAND bash ${CMAKE_CURRENT_SOURCE_DIR}/src/protobuf/compile.sh
# COMMENT "Generating protobuf files using compile.sh script"
# WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/src/protobuf
# DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/src/protobuf/compile.sh
# VERBATIM
#)
#
#SET(SOURCE_FILES ${SOURCE_FILES} protobuf_output_stamp)
if (LINUX)
set(PROTOC_EXECUTABLE ${CMAKE_CURRENT_SOURCE_DIR}/libraries/hl2sdk-cs2/devtools/bin/linux/protoc)
elseif(WIN32)
set(PROTOC_EXECUTABLE ${CMAKE_CURRENT_SOURCE_DIR}/libraries/hl2sdk-cs2/devtools/bin/protoc.exe)
endif()
add_custom_command(
OUTPUT protobuf_output_stamp
COMMAND ${PROTOC_EXECUTABLE} --proto_path=thirdparty/protobuf-3.21.8/src --proto_path=common --cpp_out=common common/network_connection.proto
COMMENT "Generating protobuf file"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/libraries/hl2sdk-cs2
VERBATIM
)
SET(SOURCE_FILES ${SOURCE_FILES} protobuf_output_stamp)
# Sources
add_library(${PROJECT_NAME} SHARED ${SOURCE_FILES} ${NATIVES_SOURCES} ${CONVERSIONS_SOURCES} ${CONVERSIONS_HEADERS})

1
CODEOWNERS Normal file
View File

@@ -0,0 +1 @@
* @roflmuffin

View File

@@ -2,7 +2,7 @@
CounterStrikeSharp is a server side modding framework for Counter-Strike: Global Offensive. This project attempts to implement a .NET Core scripting layer on top of a Metamod Source Plugin, allowing developers to create plugins that interact with the game server in a modern language (C#) to facilitate the creation of maintainable and testable code.
[Come and join our Discord](https://discord.gg/X7r3PmuYKq)
[Come and join our Discord](https://discord.gg/eAZU3guKWU)
## History
@@ -11,18 +11,20 @@ This project is an ongoing migration of a previous project (titled [VSP.NET](htt
Due to the architectural changes of CS2, the plugin is being rebuilt on the ground up, to support Linux 64-bit, something which was previously impossible.
## Install
Download the latest build from [here](https://github.com/roflmuffin/CounterStrikeSharp/releases). (Download the with runtime version if this is your first time installing).
Detailed installation instructions can be found in the [docs](https://docs.cssharp.dev/guides/getting-started/).
Detailed installation instructions can be found in the [docs](https://docs.cssharp.dev/docs/guides/getting-started.html).
## What works?
_(Note, these were features in the previous VSP.NET project, but have not been implemented yet in this project)_
These features are the core of the platform and work pretty well/have a low risk of causing issues.
- [x] Console Commands, Server Commands (e.g. css_mycommand)
- [x] Chat Commands with `!` and `/` prefixes (e.g. !mycommand)
- [ ] **(In Progress)** Console Variables
- [x] Console Commands, Server Commands (e.g. css_mycommand)
- [x] Chat Commands with `!` and `/` prefixes (e.g. !mycommand)
- [ ] **(In Progress)** Console Variables
- [x] Game Event Handlers & Custom Events (e.g. player_death)
- [x] Basic event value get/set (string, bool, int32, float)
- [x] Complex event values get/set (ehandle, pawn, player controller)
@@ -33,14 +35,15 @@ These features are the core of the platform and work pretty well/have a low risk
- [x] OnMapStart
- [x] OnTick
- [x] Server Information (current map, game time, tick rate, model precaching)
- [x] Schema System Access (access player values like current weapon, money, location etc.)
- [x] Schema System Access (access player values like current weapon, money, location etc.)
## Links
- [Join the Discord](https://discord.gg/X7r3PmuYKq): Ask questions, provide suggestions
- [Join the Discord](https://discord.gg/eAZU3guKWU): Ask questions, provide suggestions
- [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
@@ -60,16 +63,20 @@ public class HelloWorldPlugin : BasePlugin
public override string ModuleVersion => "0.0.1";
public override string ModuleAuthor => "roflmuffin";
public override string ModuleDescription => "Simple hello world plugin";
public override void Load(bool hotReload)
{
Console.WriteLine("Hello World!");
Logger.LogInformation("Plugin loaded successfully!");
}
[GameEventHandler]
public HookResult OnPlayerConnect(EventPlayerConnect @event, GameEventInfo info)
{
// Userid will give you a reference to a CCSPlayerController class
Log($"Player {@event.Userid.PlayerName} has connected!");
Logger.LogInformation("Player {Name} has connected!", @event.Userid.PlayerName);
return HookResult.Continue;
}
@@ -77,15 +84,15 @@ public class HelloWorldPlugin : BasePlugin
[ConsoleCommand("issue_warning", "Issue warning to player")]
public void OnCommand(CCSPlayerController? player, CommandInfo command)
{
Log("You shouldn't be doing that!");
Logger.LogWarning("Player shouldn't be doing that");
}
}
```
## 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
@@ -121,3 +128,4 @@ Build
```bash
cmake --build . --config Debug
```

View File

@@ -1,6 +1,5 @@
{
"Erikj": {
"identity": "76561197960265731",
"#css/admin": {
"flags": [
"@css/reservation",
"@css/generic",
@@ -18,10 +17,7 @@
"@css/rcon",
"@css/cheats",
"@css/root"
]
},
"Another erikj": {
"identity": "STEAM_0:1:1",
"flags": ["@mycustomplugin/admin"]
],
"immunity": 100
}
}

View File

@@ -0,0 +1,9 @@
{
"example_command": {
"flags": [
"@css/custom-permission"
],
"check_type": "all",
"enabled": true
}
}

View File

@@ -0,0 +1,21 @@
{
"Erikj": {
"identity": "76561197960265731",
"immunity": 100,
"flags": [
"@css/custom-flag-1",
"@css/custom-flag-2"
],
"groups": [
"#css/admin"
],
"command_overrides": {
"css_plugins": true,
"css": false
}
},
"Another erikj": {
"identity": "STEAM_0:1:1",
"flags": ["@mycustomplugin/admin"]
}
}

View File

@@ -0,0 +1,7 @@
{
"PublicChatTrigger": [ "!" ],
"SilentChatTrigger": [ "/" ],
"FollowCS2ServerGuidelines": true,
"PluginHotReloadEnabled": true,
"ServerLanguage": "en"
}

View File

@@ -1,5 +0,0 @@
{
"PublicChatTrigger": "!",
"SilentChatTrigger": "/",
"FollowCS2ServerGuidelines": true
}

View File

@@ -26,6 +26,26 @@
"linux": 89
}
},
"CCSPlayerController_Respawn": {
"offsets": {
"windows": 242,
"linux": 244
}
},
"CCSPlayerPawn_Respawn": {
"signatures": {
"library": "server",
"windows": "\\x40\\x53\\x48\\x83\\xEC\\x20\\x8B\\x91\\x38\\x0B\\x00\\x00\\x48\\x8B\\xD9",
"linux": "\\x8B\\x8F\\x40\\x0E\\x00\\x00\\x83\\xF9\\xFF\\x0F\\x84\\xD9\\x01"
}
},
"CCSPlayerPawnBase_PostThink": {
"signatures": {
"library": "server",
"windows": "\\x48\\x8B\\xC4\\x48\\x89\\x48\\x08\\x55\\x53\\x56\\x57\\x41\\x56\\x48\\x8D\\xA8\\xD8\\xFE\\xFF\\xFF",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x49\\x89\\xFF\\x41\\x56\\x41\\x55\\x41\\x54\\x53\\x48\\x81\\xEC\\x2A\\x2A\\x2A\\x2A\\xE8\\x2A\\x2A\\x2A\\x2A\\x4C"
}
},
"GiveNamedItem": {
"signatures": {
"library": "server",
@@ -50,20 +70,122 @@
"CBaseModelEntity_SetModel": {
"signatures": {
"library": "server",
"windows": "\\x48\\x89\\x5C\\x24\\x2A\\x48\\x89\\x7C\\x24\\x2A\\x55\\x48\\x8B\\xEC\\x48\\x83\\xEC\\x50\\x48\\x8B\\xF9",
"linux": "\\x55\\x48\\x89\\xF2\\x48\\x89\\xE5\\x41\\x54\\x49\\x89\\xFC\\x48\\x8D\\x7D\\xE0\\x48\\x83\\xEC\\x18\\x48\\x8D\\x05\\xE5\\xD1\\xBF\\x00"
"windows": "\\x48\\x89\\x5C\\x24\\x10\\x48\\x89\\x7C\\x24\\x20\\x55\\x48\\x8B\\xEC\\x48\\x83\\xEC\\x50",
"linux": "\\x55\\x48\\x89\\xF2\\x48\\x89\\xE5\\x41\\x54\\x49\\x89\\xFC\\x48\\x8D\\x2A\\x2A\\x48\\x83\\x2A\\x2A\\x2A\\x8D\\x05\\x2A\\x2A\\x2A\\x00\\x48\\x8B\\x30\\x48\\x8B\\x06\\xFF\\x2A\\x2A\\x48\\x8B\\x45\\x2A\\x48\\x8D\\x2A\\x2A\\x4C\\x89\\x2A\\x48\\x89\\x45\\x2A\\x2A\\x68\\xFC"
}
},
"CCSPlayer_WeaponServices_CanUse": {
"signatures": {
"library": "server",
"windows": "\\x48\\x89\\x5C\\x24\\x10\\x48\\x89\\x6C\\x24\\x18\\x56\\x57\\x41\\x56\\x48\\x83\\xEC\\x30\\x80\\xB9\\xA8\\x00\\x00\\x00\\x00",
"linux": "\\x48\\x85\\xF6\\x0F\\x84\\x2A\\x2A\\x2A\\x2A\\x55\\x31\\xC9\\x48\\x89\\xE5\\x41\\x55\\x49\\x89\\xFD"
}
},
"CCSPlayer_ItemServices_DropActivePlayerWeapon": {
"offsets": {
"windows": 18,
"linux": 19
}
},
"CCSPlayer_ItemServices_RemoveWeapons": {
"offsets": {
"windows": 19,
"linux": 20
}
},
"CGameSceneNode_GetSkeletonInstance": {
"offsets": {
"windows": 8,
"linux": 8
}
},
"CCSGameRules_TerminateRound": {
"signatures": {
"library": "server",
"windows": "\\x48\\x8B\\xC4\\x4C\\x89\\x48\\x20\\x55\\x56",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x41\\x56\\x41\\x55\\x49\\x89\\xFD\\x41\\x54\\x53\\x48\\x81\\xEC\\xE8"
}
},
"UTIL_CreateEntityByName": {
"signatures": {
"library": "server",
"windows": "\\x48\\x83\\xEC\\x48\\xC6\\x44\\x24\\x30\\x00\\x4C\\x8B\\xC1",
"linux": "\\x48\\x8D\\x05\\x2A\\x2A\\x2A\\x2A\\x55\\x48\\x89\\xFA"
}
},
"CBaseEntity_DispatchSpawn": {
"signatures": {
"library": "server",
"windows": "\\x48\\x89\\x5C\\x24\\x10\\x57\\x48\\x83\\xEC\\x30\\x48\\x8B\\xDA\\x48\\x8B\\xF9\\x48\\x85\\xC9",
"linux": "\\x48\\x85\\xFF\\x74\\x4B\\x55\\x48\\x89\\xE5\\x41\\x56"
}
},
"CEntityInstance_AcceptInput": {
"signatures": {
"library": "server",
"windows": "\\x48\\x89\\x5C\\x24\\x10\\x48\\x89\\x74\\x24\\x18\\x57\\x48\\x83\\xEC\\x40\\x49\\x8B\\xF0",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x49\\x89\\xFF\\x41\\x56\\x48\\x8D\\x7D\\xC0"
}
},
"LegacyGameEventListener": {
"signatures": {
"library": "server",
"windows": "\\x48\\x8B\\x15\\x2A\\x2A\\x2A\\x2A\\x48\\x85\\xD2\\x74\\x2A\\x85\\xC9\\x74",
"linux": "\\x48\\x8B\\x05\\x2A\\x2A\\x2A\\x2A\\x48\\x85\\xC0\\x74\\x2A\\x83\\xFF\\x3F\\x76\\x2A\\x31\\xC0"
}
},
"CBasePlayerPawn_CommitSuicide": {
"offsets": {
"windows": 355,
"linux": 355
"windows": 357,
"linux": 357
}
},
"CBasePlayerPawn_RemovePlayerItem": {
"signatures": {
"library": "server",
"linux": "\\x55\\x48\\x89\\x2A\\x41\\x2A\\x49\\x89\\x2A\\x41\\x2A\\x49\\x89\\x2A\\xE8\\x2A\\x2A\\x2A\\x2A\\x49\\x39",
"windows": "\\x48\\x85\\xD2\\x0F\\x84\\x2A\\x2A\\x2A\\x2A\\x48\\x89\\x5C\\x24\\x08\\x57\\x48\\x83\\xEC\\x30\\x48\\x8B\\xDA"
}
},
"CBaseEntity_Teleport": {
"offsets": {
"windows": 148,
"linux": 147
"windows": 149,
"linux": 148
}
},
"CBaseEntity_TakeDamageOld": {
"signatures": {
"library": "server",
"windows": "\\x40\\x56\\x57\\x48\\x83\\xEC\\x58\\x48\\x8B\\x41\\x10",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x41\\x56\\x41\\x55\\x41\\x54\\x49\\x89\\xFC\\x53\\x48\\x83\\xEC\\x38\\x4C\\x8D\\x2D\\x2A\\x2A\\x2A\\x2A\\x49\\x8B\\x7D\\x00\\x48\\x85\\xFF\\x0F\\x84\\x2A\\x2A\\x2A\\x2A"
}
},
"CBaseTrigger_StartTouch": {
"signatures": {
"library": "server",
"windows": "\\x41\\x56\\x41\\x57\\x48\\x83\\xEC\\x58\\x48\\x8B\\x01",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x56\\x49\\x89\\xF6\\x41\\x55\\x49\\x89\\xFD\\x41\\x54\\x53\\xBB"
}
},
"CBaseTrigger_EndTouch": {
"signatures": {
"library": "server",
"windows": "\\x40\\x53\\x57\\x41\\x55\\x48\\x83\\xEC\\x40",
"linux": "\\x55\\xBA\\xFF\\xFF\\xFF\\xFF\\x48\\x89\\xE5\\x41\\x57\\x41\\x56\\x41\\x55\\x49"
}
},
"StateChanged": {
"signatures": {
"library": "server",
"windows": "\\x40\\x55\\x53\\x56\\x41\\x55\\x41\\x57\\x48\\x8D\\x6C\\x24\\xB0",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x41\\x56\\x41\\x55\\x41\\x54\\x53\\x89\\xD3"
}
},
"NetworkStateChanged": {
"signatures": {
"library": "server",
"windows": "\\x4C\\x8B\\xC9\\x48\\x8B\\x09\\x48\\x85\\xC9\\x74\\x2A\\x48\\x8B\\x41\\x10",
"linux": "\\x4C\\x8B\\x07\\x4D\\x85\\xC0\\x74\\x2A\\x49\\x8B\\x40\\x10"
}
},
"GameEntitySystem": {
@@ -77,5 +199,12 @@
"windows": 91,
"linux": 91
}
},
"CEntityIOOutput_FireOutputInternal": {
"signatures": {
"library": "server",
"windows": "\\x48\\x8B\\xC4\\x4C\\x89\\x48\\x20\\x55\\x57\\x41\\x54\\x41\\x56",
"linux": "\\x55\\x48\\x89\\xE5\\x41\\x57\\x41\\x56\\x41\\x55\\x41\\x54\\x53\\x48\\x83\\xEC\\x58\\x4C\\x8B\\x6F\\x08"
}
}
}

3
docfx/404.md Normal file
View File

@@ -0,0 +1,3 @@
# 404
We recently changed our docs. Your page may exist at a different location.

46
docfx/docfx.json Normal file
View File

@@ -0,0 +1,46 @@
{
"metadata": [
{
"src": [
{
"src": "../managed/CounterStrikeSharp.API",
"files": ["**/*.csproj"],
"exclude": ["**/bin/**", "**/obj/**"]
}
],
"filter": "filterConfig.yml",
"dest": "api",
"namespaceLayout": "nested"
}
],
"build": {
"content": [
{
"files": ["**/*.{md,yml}"],
"exclude": ["_site/**"]
}
],
"resource": [
{
"files": ["images/**"]
}
],
"output": "_site",
"template": ["default", "modern", "layouts/cssharp"],
"globalMetadata": {
"_appFaviconPath": "images/cssharp.svg",
"_appFooter": "<a href=\"https://docs.cssharp.dev\">docs.cssharp.dev</a>",
"_appLogoPath": "images/cssharp.svg",
"_appName": "CounterStrikeSharp",
"_appTitle": "CounterStrikeSharp",
"_disableNewTab": true,
"_enableNewTab": true,
"_enableSearch": true,
"pdf": false
},
"sitemap": {
"baseUrl": "https://docs.cssharp.dev",
"changefreq": "hourly"
}
}
}

View File

@@ -0,0 +1,51 @@
---
title: Admin Command Attributes
description: A guide on using the Admin Command Attributes in plugins.
---
# Admin Command Attributes
A guide on using the Admin Command Attributes in plugins.
## Assigning permissions to a Command
Assigning permissions to a Command is as easy as tagging the Command method (function callback) with either a `RequiresPermissions` or `RequiresPermissionsOr` attribute. The difference between the two attributes is that `RequiresPermissionsOr` needs only one permission to be present on the caller to be passed, while `RequiresPermissions` needs the caller to have all permissions listed. CounterStrikeSharp handles all of the permission checks behind the scenes for you.
```csharp
[RequiresPermissions("@css/slay", "@custom/permission")]
public void OnMyCommand(CCSPlayerController? caller, CommandInfo info)
{
...
}
```
```csharp
[RequiresPermissionsOr("@css/ban", "@custom/permission-2")]
public void OnMyOtherCommand(CCSPlayerController? caller, CommandInfo info)
{
...
}
```
You can even stack the attributes on top of each other, and all of them will be checked.
```csharp
// Requires (@css/cvar AND @custom/permission-1) AND either (@custom/permission-1 OR @custom/permission-2).
[RequiresPermissions("@css/cvar", "@custom/permission-1")]
[RequiresPermissionsOr("@css/ban", "@custom/permission-2")]
public void OnMyComplexCommand(CCSPlayerController? caller, CommandInfo info)
{
...
}
```
You can also check for groups using the same attributes.
```csharp
[RequiresPermissions("#css/simple-admin")]
public void OnMyGroupCommand(CCSPlayerController? caller, CommandInfo info)
{
...
}
```

View File

@@ -0,0 +1,46 @@
---
title: Defining Admin Groups
description: A guide on how to define admin groups for CounterStrikeSharp.
---
# Defining Admin Groups
A guide on how to define admin groups for CounterStrikeSharp.
## Adding Groups
Groups can be created to group a series of permissions together under one tag. They are defined in `configs/admin_groups.json`. The important things you need to declare is the name of the group and the permissions they have.
```json
"#css/simple-admin": {
"flags": [
"@css/generic",
"@css/reservation",
"@css/ban",
"@css/slay",
]
}
```
You can add admins to groups using the `groups` array in `configs/admins.json`
```json
{
"erikj": {
"identity": "76561198808392634",
"flags": ["@mycustomplugin/admin"],
"groups": ["#css/simple-admin"]
},
"Another erikj": {
"identity": "STEAM_0:1:1",
"flags": ["@mycustomplugin/admin"],
"groups": ["#css/simple-admin"]
}
}
```
> [!NOTE]
> All group names MUST start with a hashtag # character, otherwise CounterStrikeSharp won't recognize the group.
Admins can be assigned to multiple groups and they will inherit their flags. You can manually assign groups to players in code with `AdminManager.AddPlayerToGroup` and `AdminManager.RemovePlayerFromGroup`.

View File

@@ -0,0 +1,39 @@
---
title: Defining Admin Immunity
description: A guide on how to define immunity for admins for CounterStrikeSharp.
---
# Defining Admin Immunity
A guide on how to define immunity for admins for CounterStrikeSharp.
## Player Immunity
Admins can be assigned an immunity value, similar to SourceMod. If an admin or player with a lower immunity value targets another admin or player with a larger immunity value, then the command will fail. You can define an immunity value by adding the `immunity` key to each admin in `configs/admins.json`.
```json
{
"ZoNiCaL": {
"identity": "76561198808392634",
"flags": ["@css/changemap", "@css/generic"],
"immunity": 100
}
}
```
You can even assign an immunity value to groups. If an admin has a lower immunity value, the group's value will be used instead.
```json
"#css/simple-admin": {
"flags": [
"@css/generic",
"@css/reservation",
"@css/ban",
"@css/slay",
],
"immunity": 100
}
```
> [!NOTE]
> CounterStrikeSharp does not automatically handle immunity checking. It is up to individual plugins to handle immunity checks as they can implement different ways of targeting players. This can be done in code with `AdminManager.CanPlayerTarget`. You can also set a player's immunity in code with `AdminManager.SetPlayerImmunity`.

View File

@@ -1,46 +1,43 @@
---
title: Admin Framework
description: A guide on using the Admin Framework in plugins.
title: Defining Admins
description: A guide on how to define admins for CounterStrikeSharp.
---
# Defining Admins
A guide on how to define admins for CounterStrikeSharp.
## Admin Framework
CounterStrikeSharp has a basic framework which allows plugin developers to assign permissions to commands. When CSS is initialized, a list of admins are loaded from `configs/admins.json`.
## Adding Admins
Adding an Admin is as simple as creating a new entry in the `configs/admins.json` file. The important things you need to declare are the SteamID identifier and the permissions they have. CounterStrikeSharp will do all the heavy-lifting to decipher your SteamID. If you're familar with SourceMod, permission definitions are slightly different as they're defined by an array of strings instead of a string of characters.
Adding an Admin is as simple as creating a new entry in the `configs/admins.json` file. The important things you need to declare are the SteamID identifier and the permissions they have. CounterStrikeSharp will do all the heavy-lifting to decipher your SteamID. If you're familiar with SourceMod, permission definitions are slightly different as they're defined by an array of strings instead of a string of characters.
```json
{
"ZoNiCaL": {
"identity": "76561198808392634",
"flags": ["@css/changemap", "@css/generic"]
},
"another ZoNiCaL": {
"identity": "STEAM_0:1:1",
"flags": ["@css/generic"]
}
}
```
You can also manually assign permissions to players in code with `AddPlayerPermissions` and `RemovePlayerPermissions`. These changes are not saved to `configs/admins.json`.
You can also manually assign permissions to players in code with `AdminManager.AddPlayerPermissions` and `AdminManager.RemovePlayerPermissions`. These changes are not saved to `configs/admins.json`.
## Assigning permissions to a Command
Assigning permissions to a Command is as easy as tagging the Command method (function callback) with a `RequiresPermissions` attribute.
```csharp
[RequiresPermissions("@css/slay", "@custom/permission")]
public void OnMyCommand(CCSPlayerController? caller, CommandInfo info)
{
...
}
```
CounterStrikeSharp handles all of the permission checks behind the scenes for you.
> [!NOTE]
> All user permissions MUST start with an at-symbol @ character, otherwise CounterStrikeSharp will not recognize the permission.
### Standard Permissions
Because the flag system is just a list of strings associated with a user, there is no real list of letter based flags like there was previously in something like SourceMod. This means as a plugin author you can declare your own flags, scoped with an `@` symbol, like `@roflmuffin/guns`, which might be the permission to allow spawning of guns in a given command.
However there is a somewhat standardised list of flags that it is advised you use if you are adding functionality that aligns with their purpose, and these are based on the original SourceMod flags:
However there is a somewhat standardized list of flags that it is advised you use if you are adding functionality that aligns with their purpose, and these are based on the original SourceMod flags:
```shell
@css/reservation # Reserved slot access.
@@ -60,3 +57,6 @@ However there is a somewhat standardised list of flags that it is advised you us
@css/cheats # Change sv_cheats or use cheating commands.
@css/root # Magically enables all flags and ignores immunity values.
```
> [!NOTE]
> CounterStrikeSharp does not implement traditional admin command such as `!slay`, `!kick`, and `!ban`. It is up to individual plugins to implement these commands.

View File

@@ -0,0 +1,57 @@
---
title: Defining Command Overrides
description: A guide on how to define command overrides for CounterStrikeSharp.
---
# Defining Command Overrides
A guide on how to define command overrides for CounterStrikeSharp.
## Defining Admin and Group specific overrides
Command permissions can be overriden so specific admins or groups can execute the command, regardless of any permissions they may or may not have. You can define command overrides by adding the `command_overrides` key to each admin in `configs/admins.json` or group in `configs/admin_groups.json`. Command overrides can either be set to `true`, meaning the admin/group can execute the command, or `false`, meaning the admin/group cannot execute the command at all.
```json
{
"ZoNiCaL": {
"identity": "76561198808392634",
"flags": ["@css/changemap", "@css/generic"],
"immunity": 100,
"command_overrides": {
"example_command": true
}
}
}
```
```json
"#css/simple-admin": {
"flags": [
"@css/generic",
"@css/reservation",
"@css/ban",
"@css/slay",
],
"command_overrides": {
"example_command_2": false
}
}
```
You can set a command override for a player in code using `AdminManager.SetPlayerCommandOverride`.
## Replacing Command permissions
Command permissions can be entirely replaced. These are defined in `configs/admin_overrides.json`. The important things you need to declare are what commands are being changed and what their new flags are. Command overrides can be set to be enabled or disabled, and you can toggle them in code with `AdminManager.SetCommandOverrideState`. You can also specify whether the command override requires the caller to have all of the new permissions (similar to a `RequiresPermissions` attribute check) or only one or more permissions (similar to a `RequirePermissionsOr` attribute check). You cannot stack permission checks.
```json
"css": {
"flags": [
"@css/custom-permission"
],
"check_type": "all",
"enabled": true
}
```
You can check if a command has been overriden in code using `AdminManager.CommandIsOverriden`, and you can manipulate the command override permissions using `AdminManager.AddPermissionOverride` and `AdminManager.RemovePermissionOverride`.

View File

@@ -0,0 +1,14 @@
- name: Admin Command Attributes
href: admin-command-attributes.md
- name: Defining Admins
href: defining-admins.md
- name: Defining Command Overrides
href: defining-command-overrides.md
- name: Defining Admin Groups
href: defining-admin-groups.md
- name: Defining Admin Immunity
href: defining-admin-immunity.md

View File

@@ -3,6 +3,10 @@ title: Console Commands
description: How to add a new console command
---
# Console Commands
How to add a new console command
## Adding a Console Command
### Automatic registration

View File

@@ -3,6 +3,10 @@ title: Console Variables
description: How to read & write console variables (ConVars).
---
# Console Variables
How to read & write console variables (ConVars).
## Finding a ConVar
Use the `ConVar.Find` static method to find a reference to an existing ConVar (or `null`).

View File

@@ -3,22 +3,30 @@ title: Game Events
description: How to listen to Source 1 style game events.
---
# Game Events
How to listen to Source 1 style game events.
## Adding an Event Listener
### Automatic registration
CounterStrikeSharp will automatically register event listeners marked with a `GameEventHandler` attribute on the `BasePlugin` class. These listeners are automatically registered/deregistered for you on hot reload.
:::note
The first parameter type must be a subclass of the `GameEvent` class. The names are automatically generated from the [game event list](https://cs2.poggu.me/dumped-data/game-events).
:::
> [!NOTE]
> The first parameter type must be a subclass of the `GameEvent` class. The names are automatically generated from the [game event list](https://cs2.poggu.me/dumped-data/game-events).
```csharp
[GameEventHandler]
public HookResult OnPlayerConnect(EventPlayerConnect @event, GameEventInfo info)
{
// Userid will give you a reference to a CCSPlayerController class
Log($"Player {@event.Userid.PlayerName} has connected!");
// Userid will give you a reference to a CCSPlayerController class.
// Before accessing any of its fields, you must first check if the Userid
// handle is actually valid, otherwise you may run into runtime exceptions.
// See the documentation section on Referencing Players for details.
if (@event.Userid.IsValid) {
Logger.LogInformation("Player {Name} has connected!", @event.Userid.PlayerName);
}
return HookResult.Continue;
}
@@ -33,7 +41,7 @@ public override void Load(bool hotReload)
{
RegisterEventHandler<EventRoundStart>((@event, info) =>
{
Console.WriteLine($"Round has started with time limit of {@event.Timelimit}");
Logger.LogInformation("Round has started with time limit of {Timelimit}", @event.Timelimit);
return HookResult.Continue;
});

View File

@@ -3,6 +3,10 @@ title: Global Listeners
description: How to subscribe to CounterStrikeSharp global listeners.
---
# Global Listeners
How to subscribe to CounterStrikeSharp global listeners.
## Adding a Listener
Global listeners come in a variety of shapes so there is no automatic registration for these, they must be registered in the `OnLoad` of your plugin (or anywhere you have access to the plugin instance). You can find the full list of event listeners in the `Listeners` class as seen below.
@@ -22,7 +26,7 @@ public override void Load(bool hotReload)
projectile.SmokeColor.X = Random.Shared.NextSingle() * 255.0f;
projectile.SmokeColor.Y = Random.Shared.NextSingle() * 255.0f;
projectile.SmokeColor.Z = Random.Shared.NextSingle() * 255.0f;
Log($"Smoke grenade spawned with color {projectile.SmokeColor}");
Logger.LogInformation("Smoke grenade spawned with color {SmokeColor}", projectile.SmokeColor);
});
});
}

View File

@@ -0,0 +1,11 @@
- name: Console Commands
href: console-commands.md
- name: Console Variables
href: console-variables.md
- name: Game Events
href: game-events.md
- name: Global Listeners
href: global-listeners.md

View File

@@ -0,0 +1,73 @@
---
title: Dependency Injection
description: How to make use of dependency injection in CounterStrikeSharp
---
# Dependency Injection
How to make use of dependency injection in CounterStrikeSharp
`CounterStrikeSharp` uses a standard <a href="https://learn.microsoft.com/en-us/aspnet/core/fundamentals/dependency-injection?view=aspnetcore-8.0" target="_blank">`IServiceCollection`</a> to allow for dependency injection in plugins.
There are a handful of standard services that are predefined for you (`ILogger` for logging for instance), with more to come in the future. To add your own scoped & singleton services to the container, you can create a new class that implements the `IPluginServiceCollection<T>` interface for your plugin.
```csharp
public class TestPlugin : BasePlugin
{
// Plugin code...
}
public class TestPluginServiceCollection : IPluginServiceCollection<TestPlugin>
{
public void ConfigureServices(IServiceCollection serviceCollection)
{
serviceCollection.AddScoped<ExampleInjectedClass>();
serviceCollection.AddLogging(builder => ...);
}
}
```
CounterStrikeSharp will search your assembly for any implementations of `IPlugin` and then any implementations of `IPluginServiceCollection<T>` where `T` is your plugin. It will then configure the service provider and then request a singleton instance of your plugin before proceeding to the load step.
In this way, any dependencies that are listed in your plugin class constructor will automatically get injected at instantation time (before load).
### Example
```csharp
public class TestInjectedClass
{
private readonly ILogger<TestInjectedClass> _logger;
public TestInjectedClass(ILogger<TestInjectedClass> logger)
{
_logger = logger;
}
public void Hello()
{
_logger.LogInformation("Hello World from Test Injected Class");
}
}
public class TestPluginServiceCollection : IPluginServiceCollection<SamplePlugin>
{
public void ConfigureServices(IServiceCollection serviceCollection)
{
serviceCollection.AddScoped<TestInjectedClass>();
}
}
public class SamplePlugin : BasePlugin
{
private readonly TestInjectedClass _testInjectedClass;
public SamplePlugin(TestInjectedClass testInjectedClass)
{
_testInjectedClass = testInjectedClass;
}
public override void Load(bool hotReload)
{
_testInjectedClass.Hello();
}
}
```

View File

@@ -0,0 +1,72 @@
---
title: Getting Started
description: How to get started installing & using CounterStrikeSharp.
---
# Getting Started
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
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
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]
> 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.
## 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.
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
addons
├── counterstrikesharp
│ ├── api
│ ├── bin
│ ├── dotnet
│ ├── plugins
│ └── gamedata
├── metamod
│ ├── bin
│ ├── counterstrikesharp.vdf
│ ├── metaplugins.ini
│ └── README.txt
├── metamod.vdf
└── metamod_x64.vdf
```

View File

@@ -3,6 +3,10 @@ title: Hello World Plugin
description: How to write your first plugin for CounterStrikeSharp
---
# Hello World Plugin
How to write your first plugin for CounterStrikeSharp
## Creating a New Project
First, ensure you have the relevant .NET 7.0 SDK for your platform installed on your machine. You can find the links to the latest downloads on the <a href="https://dotnet.microsoft.com/en-us/download/dotnet/7.0" target="_blank"> official Microsoft download page</a>.
@@ -34,6 +38,12 @@ Use your IDE (Visual Studio/Rider) to add a reference to the `CounterStrikeSharp
</Project>
```
> [!TIP]
> Instead of manually adding a reference to `CounterStrikeSharp.Api.dll`, you can > install the NuGet package `CounterStrikeSharp.Api` using the following:
> ```shell
> dotnet add package CounterStrikeSharp.API
> ```
### Creating a Plugin File
Rename the default class file that came with your new project (by default it should be `Class1.cs`) to something more accurate, like `HelloWorldPlugin.cs`. Inside this file, we will insert the stub hello world plugin. Be sure to change the name and namespace so it matches your project name.
@@ -59,29 +69,27 @@ Now build your project using your ide or the `dotnet build` command. You should
### Installing your Plugin
Locate the `plugins` folder in your CS2 dedicated server (`/game/csgo/addons/counterstrikesharp/plugins`) and create a new folder with the exact same name as your output .dll file. In this example it would be `HelloWorldPlugin.dll`, so I will make a new folder called `HelloWorldPlugin`. Inside of this folder, copy and paste all of the `.dll` files _except_ the `CounterStrikeSharp.API.dll` file. Once completed, the folder should look as follows:
Locate the `plugins` folder in your CS2 dedicated server (`/game/csgo/addons/counterstrikesharp/plugins`) and create a new folder with the exact same name as your output .dll file. In this example it would be `HelloWorldPlugin.dll`, so I will make a new folder called `HelloWorldPlugin`. Inside of this folder, copy and paste the: `HelloWorldPlugin.deps.json`, `HelloWorldPlugin.dll`, and `HelloWorldPlugin.pdb` files. Once completed, the folder should look as follows:
```shell
.
└── SamplePlugin
├── McMaster.NETCore.Plugins.dll
├── Microsoft.DotNet.PlatformAbstractions.dll
── Microsoft.Extensions.DependencyModel.dll
├── SamplePlugin.deps.json
├── SamplePlugin.dll
└── SamplePlugin.pdb
└── HelloWorldPlugin
├── HelloWorldPlugin.deps.json
├── HelloWorldPlugin.dll
── HelloWorldPlugin.pdb
```
:::note
Note that some of these dependencies may change depending on the version of CounterStrikeSharp being used.
:::
> [!CAUTION]
> If you have installed external nuget packages for your plugin, you may need to include their respective `.dll`s. For example, if you utilize the `Stateless` C# library, include `stateless.dll` in your `HelloWorld` plugin directory.
> [!NOTE]
> Note that some of these dependencies may change depending on the version of CounterStrikeSharp being used.
### Start the Server
Now start your CS2 dedicated server. Just before the `CounterStrikeSharp.API Loaded Successfully.` message you should see your `Hello World!` console write that we called from the load function, neat!
:::note[Hot Reloading!]
By default, CounterStrikeSharp will automatically hot reload your plugin if you replace the .dll file in your plugin folder. When it does so, it will call the `Unload` and `Load` functions respectively, with the `hotReload` flag set to true.
It is worth noting that the framework will automatically deregister any event handlers or listeners for you automatically, so you can safely reregister these on load without checking this flag. However you may want to do some specific actions on a hot reload, which you can do in your `Load()` call by checking the flag!
:::
> [!NOTE]
> By default, CounterStrikeSharp will automatically hot reload your plugin if you replace the .dll file in your plugin folder. When it does so, it will call the `Unload` and `Load` functions respectively, with the `hotReload` flag set to true.
>
> It is worth noting that the framework will automatically deregister any event handlers or listeners for you automatically, so you can safely reregister these on load without checking this flag. However you may want to do some specific actions on a hot reload, which you can do in your `Load()` call by checking the flag!

View File

@@ -0,0 +1,8 @@
- name: Getting Started
href: getting-started.md
- name: Hello World Plugin
href: hello-world-plugin.md
- name: Dependency Injection
href: dependency-injection.md

View File

@@ -3,6 +3,10 @@ title: Core Configuration
description: Summary for core configuration values
---
# Core Configuration
Summary for core configuration values
## PublicChatTrigger
List of characters to use for public chat triggers.
@@ -21,6 +25,14 @@ Enabling this option will block plugins from using functionality that is known t
This option only has any effect on CS2. Note that this does NOT guarantee that you cannot
receive a ban.
:::note
Disable this option at your own risk.
:::
> [!NOTE]
> Disable this option at your own risk.
## PluginHotReloadEnabled
When enabled, plugins are automatically reloaded when their .dll file is updated.
## ServerLanguage
Configures the default language to use for server commands & messages. The format for the culture name based on RFC 4646 is `languagecode2-country`/`regioncode2`, where `languagecode2` is the two-letter language code and `country/regioncode2` is the two-letter subculture code. Examples include `ja-JP` for Japanese (Japan) and `en-US` for English (United States). Defaults to "en".

View File

@@ -3,6 +3,10 @@ title: Referencing Players
description: Difference between player slots, indexes, userids, controllers & pawns.
---
# Referencing Players
Difference between player slots, indexes, userids, controllers & pawns.
## Controllers & Pawns
All players in CS2 are split between a player controller & a player pawn. The player controller represents the player on the server, and the player pawn represents the players physical character in the game world. This means to edit a players health for example, you would need to edit their `PlayerPawn`'s health; but to check for a player's SteamID, you would check the `PlayerController`.
@@ -44,13 +48,12 @@ var player = Utilities.GetPlayerFromIndex(index);
var player = Utilities.GetPlayerFromSlot(slot);
```
:::note[Entity Safety]
Wherever possible, you should check the validity of any handle you are accessing before assuming it is safe to use.
```csharp
RegisterEventHandler<EventPlayerSpawn>((@event, info) =>
{
if (!@event.Userid.IsValid) return 0; // Checks that the PlayerController is valid
if (!@event.Userid.PlayerPawn.IsValid) return 0; // Checks that the value of the CHandle is pointing to a valid PlayerPawn.
}
```
:::
> [!NOTE]
> Wherever possible, you should check the validity of any handle you are accessing before assuming it is safe to use.
> ```csharp
> RegisterEventHandler<EventPlayerSpawn>((@event, info) =>
> {
> if (!@event.Userid.IsValid) return 0; // Checks that the PlayerController is valid
> if (!@event.Userid.PlayerPawn.IsValid) return 0; // Checks that the value of the CHandle is pointing to a valid PlayerPawn.
> }
> ```

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@@ -0,0 +1,5 @@
- name: Core Configuration
href: core-configuration.md
- name: Referencing Players
href: referencing-players.md

16
docfx/docs/toc.yml Normal file
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@@ -0,0 +1,16 @@
items:
- name: Guides
href: guides/toc.yml
expanded: true
- name: Features
href: features/toc.yml
expanded: true
- name: Admin Framework
href: admin-framework/toc.yml
expanded: true
- name: Reference
href: reference/toc.yml
expanded: true

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@@ -0,0 +1,5 @@
[!INCLUDE [HelloWorld](../../examples/HelloWorld/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/HelloWorld" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/HelloWorld/HelloWorldPlugin.cs)]

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@@ -0,0 +1,13 @@
# Warcraft Plugin
This Warcraft plugin is migrated from the previous VSP.NET project to give you an idea of the kind of power this scripting runtime is capable of.
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WarcraftPlugin" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
## Demonstrated
- Hook events
- Create commands
- Use third party libraries
- SQLite
- Entity manipulation

View File

@@ -0,0 +1,5 @@
[!INCLUDE [WithCommands](../../examples/WithCommands/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithCommands" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithCommands/WithCommandsPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithConfig](../../examples/WithConfig/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithConfig" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithConfig/WithConfigPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [Database](../../examples/WithDatabaseDapper/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithDatabaseDapper" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithDatabaseDapper/WithDatabaseDapperPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithDependencyInjection](../../examples/WithDependencyInjection/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithDependencyInjection" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithDependencyInjection/WithDependencyInjectionPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithEntityOutputHooks](../../examples/WithEntityOutputHooks/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithEntityOutputHooks" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithEntityOutputHooks/WithEntityOutputHooksPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithGameEventHandlers](../../examples/WithGameEventHandlers/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithGameEventHandlers" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithGameEventHandlers/WithGameEventHandlersPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithTranslations](../../examples/WithTranslations/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithTranslations" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithTranslations/WithTranslationsPlugin.cs)]

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@@ -0,0 +1,5 @@
[!INCLUDE [WithVoiceOverrides](../../examples/WithVoiceOverrides/README.md)]
<a href="https://github.com/roflmuffin/CounterStrikeSharp/tree/main/examples/WithVoiceOverrides" class="btn btn-secondary">View project on Github <i class="bi bi-github"></i></a>
[!code-csharp[](../../examples/WithVoiceOverrides/WithVoiceOverridesPlugin.cs)]

21
docfx/examples/toc.yml Normal file
View File

@@ -0,0 +1,21 @@
items:
- name: Hello World
href: HelloWorld.md
- name: Commands
href: WithCommands.md
- name: Config
href: WithConfig.md
- name: Dependency Injection
href: WithDependencyInjection.md
- name: Entity Output Hooks
href: WithEntityOutputHooks.md
- name: Game Event Handlers
href: WithGameEventHandlers.md
- name: Database (Dapper)
href: WithDatabase.md
- name: Translations
href: WithTranslations.md
- name: Voice Overrides
href: WithVoiceOverrides.md
- name: Warcraft Plugin
href: WarcraftPlugin.md

4
docfx/filterConfig.yml Normal file
View File

@@ -0,0 +1,4 @@
apiRules:
- exclude:
uidRegex: ^System\.Object
type: Type

1
docfx/images/cssharp.svg Normal file
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@@ -0,0 +1 @@
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24
docfx/index.md Normal file
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@@ -0,0 +1,24 @@
---
_layout: landing
uid: home
title: CounterStrikeSharp
_appTitle: ''
description: Write Counter-Strike 2 server plugins in C#.
---
<div class="row justify-content-md-center">
<div class="col-12 col-lg-10 col-xl-8 col-xxl-6">
<div class="text-center">
<img src="images/cssharp.svg" height="128" width="128">
<h1 class="h1">CounterStrikeSharp</h1>
<span>CounterStrikeSharp is a simpler way to write CS2 server plugins.</span>
<div>
<a href="docs/guides/getting-started.md" class="btn btn-primary btn-lg fw-bold my-5">Get Started <i class="bi bi-arrow-right"></a>
<a href="https://github.com/roflmuffin/CounterStrikeSharp/releases/latest" class="btn btn-secondary btn-lg fw-bold my-5">Download <i class="bi bi-download"></a>
</div>
</div>
[!code-csharp[](../examples/HelloWorld/HelloWorldPlugin.cs)]
</div>
</div>

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@@ -0,0 +1,152 @@
{{!Licensed to the .NET Foundation under one or more agreements. The .NET Foundation licenses this file to you under the MIT license.}}
{{!include(/^public/.*/)}}
{{!include(favicon.ico)}}
{{!include(logo.svg)}}
<!DOCTYPE html>
<html {{#_lang}}lang="{{_lang}}"{{/_lang}}>
<head>
<meta charset="utf-8">
{{#redirect_url}}
<meta http-equiv="refresh" content="0;URL='{{redirect_url}}'">
{{/redirect_url}}
{{^redirect_url}}
<title>{{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}}</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="title" content="{{#title}}{{title}}{{/title}}{{^title}}{{>partials/title}}{{/title}} {{#_appTitle}}| {{_appTitle}} {{/_appTitle}}">
{{#_description}}<meta name="description" content="{{_description}}">{{/_description}}
<link rel="icon" href="{{_rel}}{{{_appFaviconPath}}}{{^_appFaviconPath}}favicon.ico{{/_appFaviconPath}}">
<link rel="stylesheet" href="{{_rel}}public/docfx.min.css">
<link rel="stylesheet" href="{{_rel}}public/main.css">
<meta name="docfx:navrel" content="{{_navRel}}">
<meta name="docfx:tocrel" content="{{_tocRel}}">
{{#_noindex}}<meta name="searchOption" content="noindex">{{/_noindex}}
{{#_enableSearch}}<meta name="docfx:rel" content="{{_rel}}">{{/_enableSearch}}
{{#_disableNewTab}}<meta name="docfx:disablenewtab" content="true">{{/_disableNewTab}}
{{#_disableTocFilter}}<meta name="docfx:disabletocfilter" content="true">{{/_disableTocFilter}}
{{#docurl}}<meta name="docfx:docurl" content="{{docurl}}">{{/docurl}}
<meta name="loc:inThisArticle" content="{{__global.inThisArticle}}">
<meta name="loc:searchResultsCount" content="{{__global.searchResultsCount}}">
<meta name="loc:searchNoResults" content="{{__global.searchNoResults}}">
<meta name="loc:tocFilter" content="{{__global.tocFilter}}">
<meta name="loc:nextArticle" content="{{__global.nextArticle}}">
<meta name="loc:prevArticle" content="{{__global.prevArticle}}">
<meta name="loc:themeLight" content="{{__global.themeLight}}">
<meta name="loc:themeDark" content="{{__global.themeDark}}">
<meta name="loc:themeAuto" content="{{__global.themeAuto}}">
<meta name="loc:changeTheme" content="{{__global.changeTheme}}">
<meta name="loc:copy" content="{{__global.copy}}">
<meta name="loc:downloadPdf" content="{{__global.downloadPdf}}">
{{/redirect_url}}
<script data-goatcounter="https://cssharp.goatcounter.com/count" async src="//gc.zgo.at/count.js"></script>
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=DM+Sans:ital,opsz,wght@0,9..40,100;0,9..40,200;0,9..40,300;0,9..40,400;0,9..40,500;0,9..40,600;0,9..40,700;0,9..40,800;0,9..40,900;0,9..40,1000;1,9..40,100;1,9..40,200;1,9..40,300;1,9..40,400;1,9..40,500;1,9..40,600;1,9..40,700;1,9..40,800;1,9..40,900;1,9..40,1000&family=JetBrains+Mono:ital,wght@0,100;0,200;0,300;0,400;0,500;0,600;0,700;0,800;1,100;1,200;1,300;1,400;1,500;1,600;1,700;1,800&display=swap" rel="stylesheet">
</head>
{{^redirect_url}}
<script type="module" src="./{{_rel}}public/docfx.min.js"></script>
<script>
const theme = localStorage.getItem('theme') || 'auto'
document.documentElement.setAttribute('data-bs-theme', theme === 'auto' ? (window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light') : theme)
</script>
{{#_googleAnalyticsTagId}}
<script async src="https://www.googletagmanager.com/gtag/js?id={{_googleAnalyticsTagId}}"></script>
<script>
window.dataLayer = window.dataLayer || [];
function gtag() { dataLayer.push(arguments); }
gtag('js', new Date());
gtag('config', '{{_googleAnalyticsTagId}}');
</script>
{{/_googleAnalyticsTagId}}
<body class="tex2jax_ignore" data-layout="{{_layout}}{{layout}}" data-yaml-mime="{{yamlmime}}">
<header class="bg-body border-bottom">
<nav id="autocollapse" class="navbar navbar-expand-md" role="navigation">
<div class="container-xxl flex-nowrap">
<a class="navbar-brand" href="{{_appLogoUrl}}{{^_appLogoUrl}}{{_rel}}index.html{{/_appLogoUrl}}">
<img id="logo" class="svg" src="{{_rel}}{{{_appLogoPath}}}{{^_appLogoPath}}logo.svg{{/_appLogoPath}}" alt="{{_appName}}" >
{{_appName}}
</a>
<button class="btn btn-lg d-md-none border-0" type="button" data-bs-toggle="collapse" data-bs-target="#navpanel" aria-controls="navpanel" aria-expanded="false" aria-label="Toggle navigation">
<i class="bi bi-three-dots"></i>
</button>
<div class="collapse navbar-collapse" id="navpanel">
<div id="navbar">
{{#_enableSearch}}
<form class="search" role="search" id="search">
<i class="bi bi-search"></i>
<input class="form-control" id="search-query" type="search" disabled placeholder="{{__global.search}}" autocomplete="off" aria-label="Search">
</form>
{{/_enableSearch}}
</div>
</div>
</div>
</nav>
</header>
<main class="container-xxl">
<div class="toc-offcanvas">
<div class="offcanvas-md offcanvas-start" tabindex="-1" id="tocOffcanvas" aria-labelledby="tocOffcanvasLabel">
<div class="offcanvas-header">
<h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
<button type="button" class="btn-close" data-bs-dismiss="offcanvas" data-bs-target="#tocOffcanvas" aria-label="Close"></button>
</div>
<div class="offcanvas-body">
<nav class="toc" id="toc"></nav>
</div>
</div>
</div>
<div class="content">
<div class="actionbar">
<button class="btn btn-lg border-0 d-md-none" style="margin-top: -.65em; margin-left: -.8em"
type="button" data-bs-toggle="offcanvas" data-bs-target="#tocOffcanvas"
aria-controls="tocOffcanvas" aria-expanded="false" aria-label="Show table of contents">
<i class="bi bi-list"></i>
</button>
<nav id="breadcrumb"></nav>
</div>
<article data-uid="{{uid}}">
{{!body}}
</article>
{{^_disableContribution}}
<div class="contribution d-print-none">
{{#sourceurl}}
<a href="{{sourceurl}}" class="edit-link">{{__global.improveThisDoc}}</a>
{{/sourceurl}}
{{^sourceurl}}{{#docurl}}
<a href="{{docurl}}" class="edit-link">{{__global.improveThisDoc}}</a>
{{/docurl}}{{/sourceurl}}
</div>
{{/_disableContribution}}
{{^_disableNextArticle}}
<div class="next-article d-print-none border-top" id="nextArticle"></div>
{{/_disableNextArticle}}
</div>
<div class="affix">
<nav id="affix"></nav>
</div>
</main>
{{#_enableSearch}}
<div class="container-xxl search-results" id="search-results"></div>
{{/_enableSearch}}
<footer class="border-top text-secondary">
<div class="container-xxl">
<div class="flex-fill">
{{{_appFooter}}}{{^_appFooter}}<span>Made with <a href="https://dotnet.github.io/docfx">docfx</a></span>{{/_appFooter}}
</div>
</div>
</footer>
</body>
{{/redirect_url}}
</html>

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:root {
--bs-font-sans-serif: "DM Sans", system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", "Noto Sans", "Liberation Sans", Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
--bs-font-monospace: "Jetbrains Mono", SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace;
}

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@@ -0,0 +1,14 @@
export default {
iconLinks: [
{
icon: "github",
href: "https://github.com/roflmuffin/CounterStrikeSharp",
title: "GitHub",
},
{
icon: "discord",
href: "https://discord.gg/eAZU3guKWU",
title: "Discord",
},
],
};

6
docfx/toc.yml Normal file
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@@ -0,0 +1,6 @@
- name: Docs
href: docs/
- name: Examples
href: examples/
- name: API
href: api/

21
docs/.gitignore vendored
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@@ -1,21 +0,0 @@
# build output
dist/
# generated types
.astro/
# dependencies
node_modules/
# logs
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
# environment variables
.env
.env.production
# macOS-specific files
.DS_Store

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@@ -1,6 +0,0 @@
{
"trailingComma": "es5",
"tabWidth": 2,
"semi": true,
"singleQuote": true
}

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@@ -1,57 +0,0 @@
import { defineConfig } from 'astro/config';
import starlight from '@astrojs/starlight';
// https://astro.build/config
export default defineConfig({
integrations: [
starlight({
title: 'CounterStrikeSharp Docs',
customCss: [
'@fontsource/dm-sans/400.css',
'@fontsource/dm-sans/500.css',
'@fontsource/dm-sans/700.css',
'@fontsource/jetbrains-mono/400.css',
'@fontsource/jetbrains-mono/600.css',
'./src/styles/custom.css',
],
head: [
{
tag: 'script',
attrs: {
src: 'https://gc.zgo.at/count.js',
'data-goatcounter': 'https://cssharp.goatcounter.com/count',
async: true,
},
},
],
social: {
github: 'https://github.com/roflmuffin/CounterStrikeSharp',
},
sidebar: [
{
label: 'Guides',
autogenerate: { directory: 'guides' },
},
{
label: 'Features',
autogenerate: { directory: 'features' },
},
{
label: 'Reference',
autogenerate: { directory: 'reference' },
},
],
editLink: {
baseUrl:
'https://github.com/roflmuffin/CounterStrikeSharp/edit/main/docs/',
},
}),
],
base: '/',
site: 'https://docs.cssharp.dev',
markdown: {
shikiConfig: {
wrap: false,
},
},
});

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@@ -1,22 +0,0 @@
{
"name": "",
"type": "module",
"version": "0.0.1",
"scripts": {
"dev": "astro dev",
"start": "astro dev",
"build": "astro build",
"preview": "astro preview",
"astro": "astro"
},
"dependencies": {
"@astrojs/starlight": "^0.11.1",
"@fontsource/dm-sans": "^5.0.15",
"@fontsource/jetbrains-mono": "^5.0.15",
"astro": "^3.2.3",
"sharp": "^0.32.5"
},
"devDependencies": {
"prettier": "^3.0.3"
}
}

4118
docs/pnpm-lock.yaml generated

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@@ -1,7 +0,0 @@
import { defineCollection } from 'astro:content';
import { docsSchema, i18nSchema } from '@astrojs/starlight/schema';
export const collections = {
docs: defineCollection({ schema: docsSchema() }),
i18n: defineCollection({ type: 'data', schema: i18nSchema() }),
};

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@@ -1,54 +0,0 @@
---
title: Getting Started
description: How to get started installing & using CounterStrikeSharp.
---
# Installation
### 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>.
### Installing CounterStrikeSharp
Download the latest release of CounterStrikeSharp from <a href="https://github.com/roflmuffin/CounterStrikeSharp/actions/workflows/cmake-single-platform.yml" target="_blank">GitHub actions build pages</a> (just choose the latest development snapshot). **You may need to be logged into GitHub to gain access to the downloads**.
:::caution[.NET Runtime]
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.
:::
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.
```shell
<server_path>/game/csgo/addons > tree -L 2
addons
├── counterstrikesharp
│   ├── api
│   ├── bin
│   ├── dotnet
│   ├── plugins
│ └── gamedata
├── metamod
│   ├── bin
│   ├── counterstrikesharp.vdf
│   ├── metaplugins.ini
│   └── README.txt
├── 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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@@ -1,48 +0,0 @@
---
title: CounterStrikeSharp
description: Write Counter-Strike 2 server plugins in C#.
template: splash
hero:
tagline: <code class="csharp">CounterStrikeSharp</code> is a simpler way to write CS2 server plugins.
actions:
- text: Get started
link: ./guides/getting-started/
icon: right-arrow
variant: primary
- text: Browse source
link: https://github.com/roflmuffin/CounterStrikeSharp/
icon: github
---
```csharp
using CounterStrikeSharp.API.Core;
namespace HelloWorldPlugin;
public class HelloWorldPlugin : BasePlugin
{
public override string ModuleName => "Hello World Plugin";
public override string ModuleVersion => "0.0.1";
public override void Load(bool hotReload)
{
Console.WriteLine("Hello World!");
}
[GameEventHandler]
public HookResult OnPlayerConnect(EventPlayerConnect @event, GameEventInfo info)
{
// Userid will give you a reference to a CCSPlayerController class
Log($"Player {@event.Userid.PlayerName} has connected!");
return HookResult.Continue;
}
[ConsoleCommand("issue_warning", "Issue warning to player")]
public void OnCommand(CCSPlayerController? player, CommandInfo command)
{
Log("You shouldn't be doing that!");
}
}
```

2
docs/src/env.d.ts vendored
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@@ -1,2 +0,0 @@
/// <reference path="../.astro/types.d.ts" />
/// <reference types="astro/client" />

View File

@@ -1,19 +0,0 @@
:root {
--sl-font: 'DM Sans', serif;
--sl-font-mono: 'Jetbrains Mono', monospace;
}
.hero {
grid-template-columns: 1fr;
}
.hero .copy {
align-items: center;
}
.hero .actions {
justify-content: center;
}
.hero {
}

View File

@@ -1,3 +0,0 @@
{
"extends": "astro/tsconfigs/strict"
}

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@@ -0,0 +1,12 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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@@ -0,0 +1,24 @@
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using Microsoft.Extensions.Logging;
namespace HelloWorld;
[MinimumApiVersion(80)]
public class HelloWorldPlugin : BasePlugin
{
public override string ModuleName => "Example: Hello World";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A simple plugin that says hello world!";
public override void Load(bool hotReload)
{
Logger.LogInformation("Hello World! We are loading!");
}
public override void Unload(bool hotReload)
{
Logger.LogInformation("Hello World! We are unloading!");
}
}

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# Hello World
This is a minimal "Hello World" example that executes code on load & unload.

View File

@@ -73,7 +73,7 @@ namespace WarcraftPlugin
var victim = @event.Userid;
var headshot = @event.Headshot;
if (attacker.IsValid && victim.IsValid && (attacker.EntityIndex.Value.Value != victim.EntityIndex.Value.Value) && !attacker.IsBot)
if (attacker.IsValid && victim.IsValid && (attacker != victim) && !attacker.IsBot)
{
var weaponName = attacker.PlayerPawn.Value.WeaponServices.ActiveWeapon.Value.DesignerName;

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@@ -0,0 +1,4 @@
# With Commands
This is an example that shows how to register chat & console commands.
All commands that are prefixed with "css_" will automatically be registered as a chat command without the prefix. i.e. `css_ping` can be called with `!ping` or `/ping`.

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@@ -0,0 +1,12 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Admin;
using CounterStrikeSharp.API.Modules.Commands;
namespace WithCommands;
[MinimumApiVersion(80)]
public class WithCommandsPlugin : BasePlugin
{
public override string ModuleName => "Example: With Commands";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A simple plugin that registers some commands";
public override void Load(bool hotReload)
{
// All commands that are prefixed with "css_" will automatically be registered as a chat command without the prefix.
// i.e. `css_ping` can be called with `!ping` or `/ping`.
// Commands can be registered using the instance `AddCommand` method.
AddCommand("css_ping", "Responds to the caller with \"pong\"", (player, commandInfo) =>
{
// The player is null, then the command has been called by the server console.
if (player == null)
{
commandInfo.ReplyToCommand("pong server");
return;
}
commandInfo.ReplyToCommand("pong");
});
}
// Commands can also be registered using the `Command` attribute.
[ConsoleCommand("css_hello", "Responds to the caller with \"pong\"")]
// The `CommandHelper` attribute can be used to provide additional information about the command.
[CommandHelper(minArgs: 1, usage: "[name]", whoCanExecute: CommandUsage.CLIENT_AND_SERVER)]
[RequiresPermissions("@css/cvar")]
public void OnHelloCommand(CCSPlayerController? player, CommandInfo commandInfo)
{
// The first argument is the command name, in this case "css_hello".
commandInfo.GetArg(0); // css_hello
// The second argument is the first argument passed to the command, in this case "name".
// The `minArgs` helper parameter is used to ensure that the second argument is present.
var name = commandInfo.GetArg(1);
commandInfo.ReplyToCommand($"Hello {name}");
}
// Permissions can be added to commands using the `RequiresPermissions` attribute.
// See the admin documentation for more information on permissions.
[RequiresPermissions("@css/kick")]
[CommandHelper(minArgs: 1, usage: "[id]", whoCanExecute: CommandUsage.CLIENT_AND_SERVER)]
public void OnSpecialCommand(CCSPlayerController? player, CommandInfo commandInfo)
{
var id = commandInfo.GetArg(1);
Server.ExecuteCommand($"kick {id}");
}
}

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# With Config
This example shows how you can implement the `IPluginConfig` interface to allow for semi-automatic config parsing & loading.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using System.Text.Json.Serialization;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
namespace WithConfig;
public class SampleConfig : BasePluginConfig
{
[JsonPropertyName("ChatPrefix")] public string ChatPrefix { get; set; } = "My Cool Plugin";
[JsonPropertyName("ChatInterval")] public float ChatInterval { get; set; } = 60;
}
[MinimumApiVersion(80)]
public class WithConfigPlugin : BasePlugin, IPluginConfig<SampleConfig>
{
public override string ModuleName => "Example: With Config";
public override string ModuleVersion => "1.0.0";
public SampleConfig Config { get; set; }
public void OnConfigParsed(SampleConfig config)
{
// Do manual verification of the config and override any invalid values
if (config.ChatInterval > 60)
{
config.ChatInterval = 60;
}
if (config.ChatPrefix.Length > 25)
{
throw new Exception($"Invalid value has been set to config value 'ChatPrefix': {config.ChatPrefix}");
}
// Once we've validated the config, we can set it to the instance
Config = config;
}
}

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# With Database (Dapper)
Simple SQLite database example using Dapper library to track kills.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Dapper" Version="2.1.24" />
<PackageReference Include="Microsoft.Data.Sqlite" Version="7.0.14" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Commands;
using Dapper;
using Microsoft.Data.Sqlite;
using Microsoft.Extensions.Logging;
namespace WithDatabaseDapper;
[MinimumApiVersion(80)]
public class WithDatabaseDapperPlugin : BasePlugin
{
public override string ModuleName => "Example: With Database (Dapper)";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A plugin that reads and writes from the database.";
private SqliteConnection _connection = null!;
public override void Load(bool hotReload)
{
Logger.LogInformation("Loading database from {Path}", Path.Join(ModuleDirectory, "database.db"));
_connection = new SqliteConnection($"Data Source={Path.Join(ModuleDirectory, "database.db")}");
_connection.Open();
// Create the table if it doesn't exist
// Run in a separate thread to avoid blocking the main thread
Task.Run(async () =>
{
await _connection.ExecuteAsync(@"
CREATE TABLE IF NOT EXISTS `players` (
`steamid` UNSIGNED BIG INT NOT NULL,
`kills` INT NOT NULL DEFAULT 0,
PRIMARY KEY (`steamid`));");
});
}
[GameEventHandler]
public HookResult OnPlayerKilled(EventPlayerDeath @event, GameEventInfo info)
{
// Don't count suicides.
if (@event.Attacker == @event.Userid) return HookResult.Continue;
// Capture the steamid of the player as `@event` will not be available outside of this function.
var steamId = @event.Attacker.AuthorizedSteamID?.SteamId64;
if (steamId == null) return HookResult.Continue;
// Run in a separate thread to avoid blocking the main thread
Task.Run(async () =>
{
// insert or update the player's kills
await _connection.ExecuteAsync(@"
INSERT INTO `players` (`steamid`, `kills`) VALUES (@SteamId, 1)
ON CONFLICT(`steamid`) DO UPDATE SET `kills` = `kills` + 1;",
new
{
SteamId = steamId
});
});
return HookResult.Continue;
}
[ConsoleCommand("css_kills", "Get count of kills for a player")]
public void OnKillsCommand(CCSPlayerController? player, CommandInfo commandInfo)
{
if (player == null) return;
// Capture the SteamID of the player as `@event` will not be available outside of this function.
var steamId = player.AuthorizedSteamID.SteamId64;
// Run in a separate thread to avoid blocking the main thread
Task.Run(async () =>
{
var result = await _connection.QueryFirstOrDefaultAsync(@"SELECT `kills` FROM `players` WHERE `steamid` = @SteamId;",
new
{
SteamId = steamId
});
// Print the result to the player's chat. Note that this needs to be run on the game thread.
// So we use `Server.NextFrame` to run it on the next game tick.
Server.NextFrame(() => { player.PrintToChat($"Kills: {result?.kills ?? 0}"); });
});
}
}

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# With Dependency Injection
This example shows how can you implement the `IPluginServiceCollection` interface to register your services in a provided DI container.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
namespace WithDependencyInjection;
[MinimumApiVersion(80)]
public class WithDependencyInjectionPlugin : BasePlugin
{
public override string ModuleName => "Example: Dependency Injection";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "An example plugin that uses dependency injection.";
private readonly TestInjectedClass _testInjectedClass;
public WithDependencyInjectionPlugin(TestInjectedClass testInjectedClass)
{
_testInjectedClass = testInjectedClass;
}
public override void Load(bool hotReload)
{
_testInjectedClass.SayHello();
}
}
public class WithDependencyInjectionPluginServiceCollection : IPluginServiceCollection<WithDependencyInjectionPlugin>
{
public void ConfigureServices(IServiceCollection serviceCollection)
{
serviceCollection.AddSingleton<TestInjectedClass>();
}
}
public class TestInjectedClass
{
private readonly ILogger<TestInjectedClass> _logger;
public TestInjectedClass(ILogger<TestInjectedClass> logger)
{
_logger = logger;
}
public void SayHello()
{
_logger.LogInformation("Hello World from Test Injected Class");
}
}

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# With Entity Output Hooks
This example shows how to implement hooks for entity output, such as StartTouch, OnPickup etc.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using Microsoft.Extensions.Logging;
namespace WithEntityOutputHooks;
[MinimumApiVersion(80)]
public class WithEntityOutputHooksPlugin : BasePlugin
{
public override string ModuleName => "Example: With Entity Output Hooks";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A simple plugin that showcases entity output hooks";
public override void Load(bool hotReload)
{
HookEntityOutput("weapon_knife", "OnPlayerPickup", (CEntityIOOutput output, string name, CEntityInstance activator, CEntityInstance caller, CVariant value, float delay) =>
{
Logger.LogInformation("weapon_knife called OnPlayerPickup ({name}, {activator}, {caller}, {delay})", name, activator.DesignerName, caller.DesignerName, delay);
return HookResult.Continue;
});
}
// Output hooks can use wildcards to match multiple entities
[EntityOutputHook("*", "OnPlayerPickup")]
public HookResult OnPickup(CEntityIOOutput output, string name, CEntityInstance activator, CEntityInstance caller, CVariant value, float delay)
{
Logger.LogInformation("[EntityOutputHook Attribute] Called OnPlayerPickup ({name}, {activator}, {caller}, {delay})", name, activator.DesignerName, caller.DesignerName, delay);
return HookResult.Continue;
}
// Output hooks can use wildcards to match multiple output names
[EntityOutputHook("func_buyzone", "*")]
public HookResult OnTouchStart(CEntityIOOutput output, string name, CEntityInstance activator, CEntityInstance caller, CVariant value, float delay)
{
Logger.LogInformation("[EntityOutputHook Attribute] Buyzone called output ({name}, {activator}, {caller}, {delay})", name, activator.DesignerName, caller.DesignerName, delay);
return HookResult.Continue;
}
}

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# With Game Event Handlers
This is example shows how you can subscribe to legacy Source 1 game events.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using Microsoft.Extensions.Logging;
namespace WithGameEventHandlers;
[MinimumApiVersion(80)]
public class WithGameEventHandlersPlugin : BasePlugin
{
public override string ModuleName => "Example: With Game Event Handlers";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A simple plugin that subscribes to game events";
public override void Load(bool hotReload)
{
// Subscriptions can be added via the instance method
RegisterEventHandler<EventPlayerDeath>((@event, info) =>
{
// You can use `info.DontBroadcast` to set the dont broadcast flag on the event (in pre handlers)
// This will prevent the event from being broadcast to other clients.
// In this example we prevent kill-feed messages from being broadcast if it was not a headshot.
if (!@event.Headshot)
{
@event.Attacker.PrintToChat($"Skipping player_death broadcast");
info.DontBroadcast = true;
}
return HookResult.Continue;
}, HookMode.Pre);
}
// Subscriptions can be added via an attribute
[GameEventHandler]
public HookResult OnPlayerBlind(EventPlayerBlind @event, GameEventInfo info)
{
Logger.LogInformation("Player was just blinded for {Duration}", @event.BlindDuration);
return HookResult.Continue;
}
// The event name is inferred from the event type you pass to the first argument.
// e.g. EventRoundStart becomes "round_start"
// Note: You can use the `HookMode` enum to specify the hook mode
// If you do not specify a hook mode, it will default to `HookMode.Post`
[GameEventHandler(HookMode.Pre)]
public HookResult OnEventRoundStartPre(EventRoundStart @event, GameEventInfo info)
{
Logger.LogInformation("Round has started with Timelimit: {Timelimit}", @event.Timelimit);
return HookResult.Continue;
}
}

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# With Translations
This example shows how to use an `IStringLocalizer` and language `json` files to provide localization for your plugins.
## How to use
1. Add the `IStringLocalizer` to your services with dependency injection, or use the `Localizer` provided on the plugin instance.
2. Add a `lang` folder to your plugin, and add a `json` file for each language you want to support. The name of the file should be a locale code, like `en.json` or `fr.json` etc.
3. Ensure that the `lang` folder is shipped with your plugin, see the example `.csproj` file for an example to auto-copy to the output folder.
4. Use the `IStringLocalizer` to localize your strings.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
<ItemGroup>
<None Update="lang\**\*.*" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project>

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using System.Globalization;
using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Core.Translations;
using CounterStrikeSharp.API.Modules.Commands;
using Microsoft.Extensions.Logging;
namespace WithTranslations;
[MinimumApiVersion(80)]
public class WithTranslationsPlugin : BasePlugin
{
public override string ModuleName => "Example: With Translations";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A simple plugin that provides translations";
public override void Load(bool hotReload)
{
// A global `Localizer` is provided on the plugin instance.
// You can also use dependency injection to inject `IStringLocalizer` in your own services.
Logger.LogInformation("This message is in the server language: {Message}", Localizer["test.translation"]);
// IStringLocalizer can accept standard string format arguments.
// "This number has 2 decimal places {0:n2}" -> "This number has 2 decimal places 123.55"
Logger.LogInformation(Localizer["test.format", 123.551]);
// This message has colour codes
Server.PrintToChatAll(Localizer["test.colors"]);
// This message has colour codes and formatted values
Server.PrintToChatAll(Localizer["test.colors.withformat", 123.551]);
}
[ConsoleCommand("css_replylanguage", "Test Translations")]
public void OnCommandReplyLanguage(CCSPlayerController? player, CommandInfo command)
{
// Commands are executed in a players provided culture (or fallback to server culture).
// Players can configure their language using the `!lang` or `css_lang` command.
Logger.LogInformation("Current Culture is {Culture}", CultureInfo.CurrentCulture);
command.ReplyToCommand(Localizer["test.translation"]);
if (player != null)
{
// You can also get the players language using the `GetLanguage` extension method.
// This will always return a culture, defaulting to the server culture if the user has not configured it.
var language = player.GetLanguage();
}
}
}

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{
"test.translation": "This is the english (GB) translation"
}

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{
"test.translation": "This is the english translation",
"test.format": "This number has 2 decimal places {0:n2}",
"test.colors": "{orange}This{default} text has {green}green{default} text",
"test.colors.withformat": "{orange}{0:n2}{default}"
}

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{
"test.translation": "This is the french translation"
}

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# With Voice Overrides
Provides examples how to manipulate player voice flags & listening overrides to prevent certain players from hearing others.

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\managed\CounterStrikeSharp.API\CounterStrikeSharp.API.csproj" />
</ItemGroup>
</Project>

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using CounterStrikeSharp.API;
using CounterStrikeSharp.API.Core;
using CounterStrikeSharp.API.Core.Attributes;
using CounterStrikeSharp.API.Core.Attributes.Registration;
using CounterStrikeSharp.API.Modules.Commands;
using Microsoft.Extensions.Logging;
namespace WithVoiceOverrides;
[MinimumApiVersion(80)]
public class WithVoiceOverridesPlugin : BasePlugin
{
public override string ModuleName => "Example: With Voice Overrides";
public override string ModuleVersion => "1.0.0";
public override string ModuleAuthor => "CounterStrikeSharp & Contributors";
public override string ModuleDescription => "A plugin that manipulates voice flags";
[ConsoleCommand("css_hearall")]
public void OnHearAllCommand(CCSPlayerController? caller, CommandInfo command)
{
if (caller is null) return;
if (caller.VoiceFlags.HasFlag(VoiceFlags.ListenAll))
{
caller.VoiceFlags = VoiceFlags.Normal;
command.ReplyToCommand("Voice set back to default");
}
else
{
caller.VoiceFlags = VoiceFlags.ListenAll;
command.ReplyToCommand("Can hear both teams");
}
}
[ConsoleCommand("css_muteself")]
public void OnMuteSelfCommand(CCSPlayerController? caller, CommandInfo command)
{
if (caller is null) return;
if (caller.VoiceFlags.HasFlag(VoiceFlags.Muted))
{
caller.VoiceFlags = VoiceFlags.Normal;
command.ReplyToCommand("Unmuted yourself");
}
else
{
caller.VoiceFlags = VoiceFlags.Muted;
command.ReplyToCommand("Muted yourself");
}
}
[ConsoleCommand("css_muteothers")]
[CommandHelper(minArgs: 1, usage: "[target]")]
public void OnMuteOthersCommand(CCSPlayerController? caller, CommandInfo command)
{
if (caller is null) return;
var targetResult = command.GetArgTargetResult(1);
foreach (var player in targetResult.Players)
{
if (player == caller) continue;
var existingOverride = caller.GetListenOverride(player);
if (existingOverride == ListenOverride.Mute)
{
caller.SetListenOverride(player, ListenOverride.Default);
command.ReplyToCommand($"Now hearing {player.PlayerName}");
}
else
{
caller.SetListenOverride(player, ListenOverride.Mute);
command.ReplyToCommand($"Muted {player.PlayerName}");
}
}
}
}

1
libraries/DynoHook Submodule

Submodule libraries/DynoHook added at d7f8ebb059

1
libraries/asmjit Submodule

Submodule libraries/asmjit added at 0dd16b0a98

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