Files
CounterStrikeSharp/managed/CounterStrikeSharp.API/Core/Model/CCSPlayerController.cs
2023-11-29 21:45:31 +10:00

150 lines
4.7 KiB
C#

using System;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Memory;
using CounterStrikeSharp.API.Modules.Utils;
namespace CounterStrikeSharp.API.Core;
public partial class CCSPlayerController
{
public int? UserId
{
get
{
return NativeAPI.GetUseridFromIndex((int)this.Index);
}
}
public IntPtr GiveNamedItem(string item)
{
if (!PlayerPawn.IsValid) return 0;
if (!PlayerPawn.Value.IsValid) return 0;
if (PlayerPawn.Value.ItemServices == null) return 0;
return VirtualFunctions.GiveNamedItem(PlayerPawn.Value.ItemServices.Handle, item, 0, 0, 0, 0);
}
public IntPtr GiveNamedItem(CsItem item)
{
string? itemString = EnumUtils.GetEnumMemberAttributeValue(item);
if (string.IsNullOrWhiteSpace(itemString))
{
return IntPtr.Zero;
}
return this.GiveNamedItem(itemString);
}
public void PrintToConsole(string message)
{
NativeAPI.PrintToConsole((int)Index, $"{message}\n\0");
}
public void PrintToChat(string message)
{
VirtualFunctions.ClientPrint(this.Handle, HudDestination.Chat, message, 0, 0, 0, 0);
}
public void PrintToCenter(string message)
{
VirtualFunctions.ClientPrint(this.Handle, HudDestination.Center, message, 0, 0, 0, 0);
}
public void PrintToCenterHtml(string message)
{
var @event = new EventShowSurvivalRespawnStatus(true)
{
LocToken = message,
Duration = 5,
Userid = this
};
@event.FireEventToClient(this);
}
/// <summary>
/// Drops the active player weapon on the ground.
/// </summary>
public void DropActiveWeapon()
{
if (!PlayerPawn.IsValid) return;
if (!PlayerPawn.Value.IsValid) return;
if (PlayerPawn.Value.ItemServices == null) return;
if (PlayerPawn.Value.WeaponServices == null) return;
if (!PlayerPawn.Value.WeaponServices.ActiveWeapon.IsValid) return;
CCSPlayer_ItemServices itemServices = new CCSPlayer_ItemServices(PlayerPawn.Value.ItemServices.Handle);
CCSPlayer_WeaponServices weponServices = new CCSPlayer_WeaponServices(PlayerPawn.Value.WeaponServices.Handle);
itemServices.DropActivePlayerWeapon(weponServices.ActiveWeapon.Value);
}
/// <summary>
/// Removes every weapon from the player.
/// </summary>
public void RemoveWeapons()
{
if (!PlayerPawn.IsValid) return;
if (!PlayerPawn.Value.IsValid) return;
if (PlayerPawn.Value.ItemServices == null) return;
CCSPlayer_ItemServices itemServices = new CCSPlayer_ItemServices(PlayerPawn.Value.ItemServices.Handle);
itemServices.RemoveWeapons();
}
/// <summary>
/// Force player suicide
/// </summary>
/// <param name="explode"></param>
/// <param name="force"></param>
public void CommitSuicide(bool explode, bool force)
{
if (!PlayerPawn.IsValid) return;
if (!PlayerPawn.Value.IsValid) return;
PlayerPawn.Value.CommitSuicide(explode, force);
}
/// <summary>
/// Respawn player
/// </summary>
public void Respawn()
{
if (!PlayerPawn.IsValid) return;
if (!PlayerPawn.Value.IsValid) return;
VirtualFunctions.CCSPlayerPawn_Respawn(PlayerPawn.Value.Handle);
VirtualFunction.CreateVoid<IntPtr>(Handle, GameData.GetOffset("CCSPlayerController_Respawn"))(Handle);
}
public bool IsBot => ((PlayerFlags)Flags).HasFlag(PlayerFlags.FL_FAKECLIENT);
/// <summary>
/// Forcibly switches the team of the player, the player will remain alive and keep their weapons.
/// </summary>
/// <param name="team">The team to switch to</param>
public void SwitchTeam(CsTeam team)
{
VirtualFunctions.SwitchTeam(this.Handle, (byte)team);
}
/// <summary>
/// Switches the team of the player, has the same effect as the "jointeam" console command.
/// <remarks>
/// This follows gamemode rules, so this will usually cause a player suicide/loss of weapons.
/// </remarks>
/// </summary>
/// <param name="team">The team to change to</param>
public void ChangeTeam(CsTeam team)
{
VirtualFunction.CreateVoid<IntPtr, CsTeam>(Handle, GameData.GetOffset("CCSPlayerController_ChangeTeam"))(Handle,
team);
}
/// <summary>
/// Gets the active pawns button state. Will work even if the player is dead or observing.
/// </summary>
public PlayerButtons Buttons => (PlayerButtons)Pawn.Value.MovementServices!.Buttons.ButtonStates[0];
public void ExecuteClientCommand(string command) => NativeAPI.IssueClientCommand(Slot, command);
public int Slot => (int)Index - 1;
}