Files
CounterStrikeSharp/managed/CounterStrikeSharp.API/Core/Model/CCSPlayerController.cs
2025-08-04 09:28:05 +10:00

356 lines
12 KiB
C#

using System;
using CounterStrikeSharp.API.Modules.Cvars;
using CounterStrikeSharp.API.Modules.Entities;
using CounterStrikeSharp.API.Modules.Entities.Constants;
using CounterStrikeSharp.API.Modules.Memory;
using CounterStrikeSharp.API.Modules.Utils;
using CounterStrikeSharp.API.ValveConstants.Protobuf;
namespace CounterStrikeSharp.API.Core;
public partial class CCSPlayerController
{
public int? UserId => NativeAPI.GetUseridFromIndex((int)Index);
public CsTeam Team => (CsTeam)TeamNum;
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public IntPtr GiveNamedItem(string item)
{
return GiveNamedItem<CEntityInstance>(item)?.Handle ?? IntPtr.Zero;
}
public T? GiveNamedItem<T>(string item) where T : CEntityInstance
{
Guard.IsValidEntity(this);
return PlayerPawn.Value?.ItemServices?.As<CCSPlayer_ItemServices>().GiveNamedItem<T>(item);
}
public IntPtr GiveNamedItem(CsItem item)
{
string? itemString = EnumUtils.GetEnumMemberAttributeValue(item);
if (string.IsNullOrWhiteSpace(itemString))
{
return IntPtr.Zero;
}
return GiveNamedItem(itemString);
}
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void PrintToConsole(string message)
{
Guard.IsValidEntity(this);
NativeAPI.PrintToConsole((int)Index, $"{message}\n\0");
}
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void PrintToChat(string message)
{
Guard.IsValidEntity(this);
NativeAPI.ClientPrint(this.Slot, (int)HudDestination.Chat, message);
}
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void PrintToCenter(string message)
{
Guard.IsValidEntity(this);
NativeAPI.ClientPrint(this.Slot, (int)HudDestination.Center, message);
}
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void PrintToCenterAlert(string message)
{
Guard.IsValidEntity(this);
NativeAPI.ClientPrint(this.Slot, (int)HudDestination.Alert, message);
}
public void PrintToCenterHtml(string message) => PrintToCenterHtml(message, 5);
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void PrintToCenterHtml(string message, int duration)
{
Guard.IsValidEntity(this);
var @event = new EventShowSurvivalRespawnStatus(true)
{
LocToken = message,
Duration = duration,
Userid = this
};
@event.FireEventToClient(this);
@event.Free();
}
/// <summary>
/// Drops the active player weapon on the ground.
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void DropActiveWeapon()
{
Guard.IsValidEntity(this);
var itemServices = PlayerPawn.Value?.ItemServices?.As<CCSPlayer_ItemServices>();
var activeWeapon = PlayerPawn.Value?.WeaponServices?.ActiveWeapon.Value;
if (activeWeapon == null || itemServices == null) return;
itemServices.DropActivePlayerWeapon(activeWeapon);
}
/// <summary>
/// Removes every weapon from the player.
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void RemoveWeapons()
{
Guard.IsValidEntity(this);
PlayerPawn.Value?.ItemServices?.As<CCSPlayer_ItemServices>().RemoveWeapons();
}
/// <summary>
/// Force player suicide
/// </summary>
/// <param name="explode"></param>
/// <param name="force"></param>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void CommitSuicide(bool explode, bool force)
{
Guard.IsValidEntity(this);
PlayerPawn.Value?.CommitSuicide(explode, force);
}
/// <summary>
/// Respawn player
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void Respawn()
{
Guard.IsValidEntity(this);
if (PlayerPawn.Value == null) return;
// The Call To Arms update appears to have invalidated the need for CCSPlayerPawn_Respawn.
SetPawn(PlayerPawn.Value);
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>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void SwitchTeam(CsTeam team)
{
Guard.IsValidEntity(this);
VirtualFunctions.SwitchTeam(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>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void ChangeTeam(CsTeam team)
{
Guard.IsValidEntity(this);
VirtualFunction.CreateVoid<IntPtr, CsTeam>(Handle, GameData.GetOffset("CCSPlayerController_ChangeTeam"))(Handle,
team);
}
/// <summary>
/// Get a ConVar value for given player
/// </summary>
/// <param name="conVar">Name of the convar to retrieve</param>
/// <returns>ConVar string value</returns>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public string GetConVarValue(string conVar)
{
Guard.IsValidEntity(this);
return NativeAPI.GetClientConvarValue(Slot, conVar);
}
public string GetConVarValue(ConVar? conVar)
{
if (conVar == null)
{
throw new Exception("Invalid convar passed to 'GetConVarValue'");
}
return GetConVarValue(conVar.Name);
}
/// <summary>
/// Sets a ConVar value on a fake client (bot).
/// </summary>
/// <param name="conVar">Console variable name</param>
/// <param name="value">String value to set</param>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
/// <exception cref="InvalidOperationException">Player is not a bot</exception>
public void SetFakeClientConVar(string conVar, string value)
{
Guard.IsValidEntity(this);
if (!IsBot) throw new InvalidOperationException("'SetFakeClientConVar' can only be called for fake clients (bots)");
NativeAPI.SetFakeClientConvarValue(Slot, conVar, value);
}
/// <summary>
/// <inheritdoc cref="SetFakeClientConVar(string,string)"/>
/// </summary>
/// <exception cref="ArgumentException"><paramref name="conVar"/> is <see langword="null"/></exception>
/// <inheritdoc cref="SetFakeClientConVar(string,string)" select="exception"/>
public void SetFakeClientConVar(ConVar conVar, string value)
{
if (conVar == null)
{
throw new ArgumentException("Invalid convar passed to 'SetFakeClientConVar'");
}
SetFakeClientConVar(conVar.Name, value);
}
/// <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];
/// <summary>
/// Issue the specified command to the specified client (mimics that client typing the command at the console).
/// Note: Only works for some commands, marked with the FCVAR_CLIENT_CAN_EXECUTE flag (not many).
/// </summary>
/// <param name="command"></param>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void ExecuteClientCommand(string command)
{
Guard.IsValidEntity(this);
NativeAPI.IssueClientCommand(Slot, command);
}
/// <summary>
/// Disconnects a player from the server with the specified reason.
/// </summary>
/// <param name="reason"></param>
public void Disconnect(NetworkDisconnectionReason reason)
{
NativeAPI.DisconnectClient(Slot, (int)reason);
}
/// <summary>
/// Issue the specified command directly from the server (mimics the server executing the command with the given player context).
/// <remarks>Works with server commands like `kill`, `explode`, `noclip`, etc. </remarks>
/// </summary>
/// <param name="command"></param>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void ExecuteClientCommandFromServer(string command)
{
Guard.IsValidEntity(this);
NativeAPI.IssueClientCommandFromServer(Slot, command);
}
/// <summary>
/// Overrides who a player can hear in voice chat.
/// </summary>
/// <param name="sender">Player talking in the voice chat</param>
/// <param name="override">Whether the talker should be heard</param>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public void SetListenOverride(CCSPlayerController sender, ListenOverride @override)
{
Guard.IsValidEntity(this);
NativeAPI.SetClientListening(Handle, sender.Handle, (Byte)@override);
}
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public ListenOverride GetListenOverride(CCSPlayerController sender)
{
Guard.IsValidEntity(this);
return NativeAPI.GetClientListening(Handle, sender.Handle);
}
public int Slot => (int)Index - 1;
/// <summary>
/// Returns the authorized SteamID of this user which has been validated with the SteamAPI.
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public SteamID? AuthorizedSteamID
{
get
{
Guard.IsValidEntity(this);
var authorizedSteamId = NativeAPI.GetPlayerAuthorizedSteamid(Slot);
if ((long)authorizedSteamId == -1) return null;
return (SteamID)authorizedSteamId;
}
}
/// <summary>
/// Returns the IP address (and possibly port) of this player.
/// <remarks>Returns 127.0.0.1 if the player is a bot.</remarks>
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public string? IpAddress
{
get
{
Guard.IsValidEntity(this);
var ipAddress = NativeAPI.GetPlayerIpAddress(Slot);
if (string.IsNullOrWhiteSpace(ipAddress)) return null;
return ipAddress;
}
}
/// <summary>
/// Determines how the player interacts with voice chat.
/// </summary>
/// <exception cref="InvalidOperationException">Entity is not valid</exception>
public VoiceFlags VoiceFlags
{
get
{
Guard.IsValidEntity(this);
return (VoiceFlags)NativeAPI.GetClientVoiceFlags(Handle);
}
set
{
Guard.IsValidEntity(this);
NativeAPI.SetClientVoiceFlags(Handle, (Byte)value);
}
}
[Obsolete(
"You are trying to call Teleport on a non-physical player. Maybe you mean Pawn? (See: https://docs.cssharp.dev/docs/guides/referencing-players.html#controllers--pawns)")]
public new void Teleport(Vector? position = null, QAngle? angles = null, Vector? velocity = null)
{
base.Teleport(position, angles, velocity);
}
public void ReplicateConVar(string conVar, string value)
{
NativeAPI.ReplicateConvar(Slot, conVar, value);
}
}