amxmodx/amxmodx/CvarManager.cpp

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
#include "CvarManager.h"
#include "amxmodx.h"
#include <CDetour/detours.h>
#include <auto-string.h>
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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#include <resdk/mod_rehlds_api.h>
CvarManager g_CvarManager;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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void (*Cvar_DirectSet_Actual)(struct cvar_s* var, const char *value) = nullptr;
void Cvar_DirectSet_Custom(struct cvar_s *var, const char *value, IRehldsHook_Cvar_DirectSet *chain = nullptr)
{
CvarInfo* info = nullptr;
if (!var || !value // Sanity checks against bogus pointers.
|| strcmp(var->string, value) == 0 // Make sure old and new values are different to not trigger callbacks.
|| !g_CvarManager.CacheLookup(var->name, &info)) // No data in cache, nothing to do.
{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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chain ? chain->callNext(var, value) : Cvar_DirectSet_Actual(var, value);
return;
}
if (info->bound.hasMin || info->bound.hasMax) // cvar_s doesn't have min/max mechanism, so we check things here.
{
float fvalue = atof(value);
bool oob = false;
if (info->bound.hasMin && fvalue < info->bound.minVal)
{
oob = true;
fvalue = info->bound.minVal;
}
else if (info->bound.hasMax && fvalue > info->bound.maxVal)
{
oob = true;
fvalue = info->bound.maxVal;
}
if (oob) // Found value out of bound, set new value and block original call.
{
CVAR_SET_FLOAT(var->name, fvalue);
return;
}
}
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ke::AString oldValue; // We save old value since it will be likely changed after original function called.
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if (!info->hooks.empty())
{
oldValue = var->string;
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}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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chain ? chain->callNext(var, value) : Cvar_DirectSet_Actual(var, value);
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if (!info->binds.empty())
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{
for (size_t i = 0; i < info->binds.length(); ++i)
{
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CvarBind* bind = info->binds[i];
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switch (bind->type)
{
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case CvarBind::CvarType_Int:
{
*bind->varAddress = atoi(var->string);
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break;
}
case CvarBind::CvarType_Float:
{
float fvalue = atof(var->string);
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*bind->varAddress = amx_ftoc(fvalue);
break;
}
case CvarBind::CvarType_String:
{
set_amxstring_simple(bind->varAddress, var->string, bind->varLength);
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break;
}
}
}
}
if (!info->hooks.empty())
{
for (size_t i = 0; i < info->hooks.length(); ++i)
{
CvarHook* hook = info->hooks[i];
if (hook->forward->state == AutoForward::FSTATE_OK) // Our callback can be enable/disabled by natives.
{
executeForwards(hook->forward->id, reinterpret_cast<cvar_t*>(var), oldValue.chars(), var->string);
}
}
}
}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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void Cvar_DirectSet(struct cvar_s *var, const char *value)
{
Cvar_DirectSet_Custom(var, value);
}
void Cvar_DirectSet_RH(IRehldsHook_Cvar_DirectSet *chain, cvar_t *var, const char *value)
{
Cvar_DirectSet_Custom(var, value, chain);
}
CvarManager::CvarManager() : m_AmxmodxCvars(0), m_HookDetour(nullptr), m_ReHookEnabled(false)
{
}
CvarManager::~CvarManager()
{
OnAmxxShutdown();
}
void CvarManager::CreateCvarHook(void)
{
// void PF_Cvar_DirectSet(struct cvar_s *var, const char *value) // = pfnCvar_DirectSet
// {
// Cvar_DirectSet(var, value); // <- We want to hook this.
// }
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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if (!RehldsHookchains)
{
void *functionAddress = nullptr;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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if (CommonConfig && CommonConfig->GetMemSig("Cvar_DirectSet", &functionAddress) && functionAddress)
{
// Disabled by default.
m_HookDetour = DETOUR_CREATE_STATIC_FIXED(Cvar_DirectSet, functionAddress);
}
else
{
AMXXLOG_Log("Binding/Hooking cvars have been disabled - %s.", RehldsApi ? "update ReHLDS" : "check your gamedata files");
}
}
}
void CvarManager::EnableHook()
{
if (RehldsHookchains)
{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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if (!m_ReHookEnabled)
{
RehldsHookchains->Cvar_DirectSet()->registerHook(Cvar_DirectSet_RH);
m_ReHookEnabled = true;
}
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}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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else if (m_HookDetour)
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{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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m_HookDetour->EnableDetour();
}
}
void CvarManager::DisableHook()
{
if (RehldsHookchains)
{
if (m_ReHookEnabled)
{
RehldsHookchains->Cvar_DirectSet()->unregisterHook(Cvar_DirectSet_RH);
m_ReHookEnabled = false;
}
}
else if (m_HookDetour)
{
m_HookDetour->DisableDetour();
}
}
void CvarManager::DestroyHook()
{
DisableHook();
if (m_HookDetour)
{
m_HookDetour->Destroy();
}
}
CvarInfo* CvarManager::CreateCvar(const char* name, const char* value, const char* plugin, int pluginId, int flags,
const char* helpText)
{
cvar_t* var = nullptr;
CvarInfo* info = nullptr;
if (!CacheLookup(name, &info))
{
// Not cached - Is cvar already exist?
var = CVAR_GET_POINTER(name);
// Whether it exists, we need to prepare a new entry.
info = new CvarInfo(name, helpText, plugin, pluginId);
if (var)
{
// Cvar already exists. Just copy.
// "string" will be set after. "value" and "next" are automatically set.
info->var = var;
info->defaultval = var->string;
info->amxmodx = false;
}
else
{
// Registers a new cvar.
static cvar_t cvar_reg_helper;
// "string" will be set after. "value" and "next" are automatically set.
cvar_reg_helper.name = info->name.chars();
cvar_reg_helper.string = "";
cvar_reg_helper.flags = flags;
// Adds cvar to global list.
CVAR_REGISTER(&cvar_reg_helper);
// Registering can fail if name is already a registered command.
var = CVAR_GET_POINTER(name);
// If so, we can't go further.
if (!var)
{
delete info;
return nullptr;
}
// If ok, we got a valid pointer, we can copy.
info->var = var;
info->defaultval = value;
info->amxmodx = true;
// Keeps track count of cvars registered by AMXX.
++m_AmxmodxCvars;
}
// Add a new entry in the caches.
m_Cvars.append(info);
m_Cache.insert(name, info);
// Make sure that whether an existing or new cvar is set to the given value.
CVAR_DIRECTSET(var, value);
}
else if (info->pluginId == -1)
{
// In situation where a plugin has been modified/recompiled
// or new added plugins, and a change map occurs. We want to keep data up to date.
info->bound.hasMin = false;
info->bound.minVal = 0;
info->bound.hasMax = false;
info->bound.maxVal = 0;
info->defaultval = value;
info->description = helpText;
info->pluginId = pluginId;
}
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// Detour is disabled on map change.
// Don't enable it unless there are things to do.
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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if ((info->bound.hasMin || info->bound.hasMax))
{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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EnableHook();
}
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return info;
}
CvarInfo* CvarManager::FindCvar(const char* name)
{
cvar_t* var = nullptr;
CvarInfo* info = nullptr;
// Do we have already cvar in cache?
if (CacheLookup(name, &info))
{
return info;
}
// Cvar doesn't exist.
if (!(var = CVAR_GET_POINTER(name)))
{
return nullptr;
}
// Create a new entry.
info = new CvarInfo(name);
info->var = var;
// Add entry in the caches.
m_Cvars.append(info);
m_Cache.insert(name, info);
return info;
}
CvarInfo* CvarManager::FindCvar(size_t index)
{
// Used by get_plugins_cvar native.
// For compatibility, only cvars registered by AMXX are concerned.
size_t iter_id = 0;
for (CvarsList::iterator iter = m_Cvars.begin(); iter != m_Cvars.end(); iter++)
{
if (iter->amxmodx && iter_id++ == index)
{
return *(iter);
}
}
return nullptr;
}
bool CvarManager::CacheLookup(const char* name, CvarInfo** info)
{
return m_Cache.retrieve(name, info);
}
AutoForward* CvarManager::HookCvarChange(cvar_t* var, AMX* amx, cell param, const char** callback)
{
CvarInfo* info = nullptr;
// A cvar is guaranteed to be in cache if pointer is got from
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// get_cvar_pointer and register_cvar natives. Though it might be
// provided by another way. If by any chance we run in such
// situation, we create a new entry right now.
if (!CacheLookup(var->name, &info))
{
// Create a new entry.
info = new CvarInfo(var->name);
info->var = var;
// Add entry in the caches.
m_Cvars.append(info);
m_Cache.insert(info->name.chars(), info);
}
int length;
*callback = get_amxstring(amx, param, 0, length);
int forwardId = registerSPForwardByName(amx, *callback, FP_CELL, FP_STRING, FP_STRING, FP_DONE);
// Invalid callback, it could be: not a public function, wrongly named, or simply missing.
if (forwardId == -1)
{
return nullptr;
}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
// Hook is disabled on map change.
EnableHook();
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AutoForward* forward = new AutoForward(forwardId, *callback);
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info->hooks.append(new CvarHook(g_plugins.findPlugin(amx)->getId(), forward));
return forward;
}
bool CvarManager::BindCvar(CvarInfo* info, CvarBind::CvarType type, AMX* amx, cell varofs, size_t varlen)
{
if (varofs > amx->hlw) // If variable address is not inside global area, we can't bind it.
{
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LogError(amx, AMX_ERR_NATIVE, "Cvars can only be bound to global variables");
return false;
}
int pluginId = g_plugins.findPluginFast(amx)->getId();
cell* address = get_amxaddr(amx, varofs);
// To avoid unexpected behavior, probably better to error such situations.
for (size_t i = 0; i < info->binds.length(); ++i)
{
CvarBind* bind = info->binds[i];
if (bind->pluginId == pluginId)
{
if (bind->varAddress == address)
{
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LogError(amx, AMX_ERR_NATIVE, "A global variable can not be bound to multiple Cvars");
return false;
}
}
}
CvarBind* bind = new CvarBind(pluginId, type, get_amxaddr(amx, varofs), varlen);
info->binds.append(bind);
// Update right away variable with current cvar value.
switch (type)
{
case CvarBind::CvarType_Int:
*bind->varAddress = atoi(info->var->string);
break;
case CvarBind::CvarType_Float:
*bind->varAddress = amx_ftoc(info->var->value);
break;
case CvarBind::CvarType_String:
set_amxstring_simple(bind->varAddress, info->var->string, bind->varLength);
break;
}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
// Hook is disabled on map change.
EnableHook();
return true;
}
void CvarManager::SetCvarMin(CvarInfo* info, bool set, float value, int pluginId)
{
info->bound.hasMin = set;
info->bound.minPluginId = pluginId;
if (set)
{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
// Hook is disabled on map change.
EnableHook();
info->bound.minVal = value;
// Current value is already in the allowed range.
if (info->var->value >= value)
{
return;
}
// Update if needed.
CVAR_SET_FLOAT(info->var->name, value);
}
}
void CvarManager::SetCvarMax(CvarInfo* info, bool set, float value, int pluginId)
{
info->bound.hasMax = set;
info->bound.maxPluginId = pluginId;
if (set)
{
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
// Hook is disabled on map change.
EnableHook();
info->bound.maxVal = value;
// Current value is already in the allowed range.
if (info->var->value <= value)
{
return;
}
// Update if needed.
CVAR_SET_FLOAT(info->var->name, value);
}
}
size_t CvarManager::GetRegCvarsCount()
{
return m_AmxmodxCvars;
}
2015-07-19 19:11:34 +00:00
CvarsList* CvarManager::GetCvarsList()
{
return &m_Cvars;
}
ke::AutoString convertFlagsToString(int flags)
{
ke::AutoString flagsName;
if (flags > 0)
{
if (flags & FCVAR_ARCHIVE) flagsName = flagsName + "FCVAR_ARCHIVE ";
if (flags & FCVAR_USERINFO) flagsName = flagsName + "FCVAR_USERINFO ";
if (flags & FCVAR_SERVER) flagsName = flagsName + "FCVAR_SERVER ";
if (flags & FCVAR_EXTDLL) flagsName = flagsName + "FCVAR_EXTDLL ";
if (flags & FCVAR_CLIENTDLL) flagsName = flagsName + "FCVAR_CLIENTDLL ";
if (flags & FCVAR_PROTECTED) flagsName = flagsName + "FCVAR_PROTECTED ";
if (flags & FCVAR_SPONLY) flagsName = flagsName + "FCVAR_SPONLY ";
if (flags & FCVAR_PRINTABLEONLY) flagsName = flagsName + "FCVAR_PRINTABLEONLY ";
if (flags & FCVAR_UNLOGGED) flagsName = flagsName + "FCVAR_UNLOGGED ";
if (flags & FCVAR_NOEXTRAWHITEPACE) flagsName = flagsName + "FCVAR_NOEXTRAWHITEPACE ";
}
if (!flagsName.length())
{
flagsName = "-";
}
return flagsName;
}
void CvarManager::OnConsoleCommand()
{
size_t index = 0;
size_t indexToSearch = 0;
ke::AString partialName;
int argcount = CMD_ARGC();
// amxx cvars [partial plugin name] [index from listing]
// E.g.:
// amxx cvars test <- list all cvars from plugin name starting by "test"
// amxx cvars 2 <- show informations about cvar in position 2 from "amxx cvars" list
// amxx cvars test 2 <- show informations about cvar in position 2 from "amxx cvars test" list
if (argcount > 2)
{
const char* argument = CMD_ARGV(2);
2015-01-29 20:44:53 +00:00
indexToSearch = atoi(argument); // amxx cvars 2
if (!indexToSearch)
{
partialName = argument; // amxx cvars test
if (argcount > 3) // amxx cvars test 2
{
indexToSearch = atoi(CMD_ARGV(3));
}
}
}
if (!indexToSearch)
{
print_srvconsole("\nManaged cvars:\n");
print_srvconsole(" %-24.23s %-24.23s %-18.17s %-8.7s %-8.7s %-8.7s\n", "NAME", "VALUE", "PLUGIN", "HOOKED", "MIN", "MAX");
print_srvconsole(" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \n");
}
for (CvarsList::iterator iter = m_Cvars.begin(); iter != m_Cvars.end(); iter++)
{
CvarInfo* ci = (*iter);
2015-01-29 20:44:53 +00:00
// List any cvars having a status either created, hooked or bound by a plugin.
bool in_list = ci->amxmodx || !ci->binds.empty() || !ci->hooks.empty() || ci->bound.hasMin || ci->bound.hasMax;
if (in_list && (!partialName.length() || strncmp(ci->plugin.chars(), partialName.chars(), partialName.length()) == 0))
{
if (!indexToSearch)
{
print_srvconsole(" [%3d] %-24.23s %-24.23s %-18.17s %-8.7s ", ++index, ci->name.chars(), ci->var->string,
ci->plugin.length() ? ci->plugin.chars() : "-",
ci->hooks.empty() ? "no" : "yes");
(ci->bound.hasMin) ? print_srvconsole("%-8.2f ", ci->bound.minVal) : print_srvconsole("%-8.7s ", "-");
(ci->bound.hasMax) ? print_srvconsole("%-8.2f ", ci->bound.maxVal) : print_srvconsole("%-8.7s ", "-");
print_srvconsole("\n");
}
2015-01-29 20:44:53 +00:00
else
{
if (++index != indexToSearch)
{
continue;
}
print_srvconsole("\nCvar details :\n\n");
print_srvconsole(" Cvar name : %s\n", ci->var->name);
print_srvconsole(" Value : %s\n", ci->var->string);
print_srvconsole(" Def. value : %s\n", ci->defaultval.chars());
print_srvconsole(" Description : %s\n", ci->description.chars());
print_srvconsole(" Flags : %s\n\n", convertFlagsToString(ci->var->flags).ptr());
print_srvconsole(" %-12s %-26.25s %s\n", "STATUS", "PLUGIN", "INFOS");
print_srvconsole(" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\n");
2015-01-29 20:44:53 +00:00
if (ci->amxmodx)
{
print_srvconsole(" Registered %-26.25s %s\n", ci->plugin.chars(), "-");
}
if (ci->bound.hasMin)
{
2015-01-29 20:44:53 +00:00
print_srvconsole(" Min value %-26.25s %f\n", g_plugins.findPlugin(ci->bound.minPluginId)->getName(), ci->bound.minVal);
}
if (ci->bound.hasMax)
{
2015-01-29 20:44:53 +00:00
print_srvconsole(" Max value %-26.25s %f\n", g_plugins.findPlugin(ci->bound.maxPluginId)->getName(), ci->bound.maxVal);
}
if (!ci->binds.empty())
{
for (size_t i = 0; i < ci->binds.length(); ++i)
{
2015-01-29 20:44:53 +00:00
print_srvconsole(" Bound %-26.25s %s\n", g_plugins.findPlugin(ci->binds[i]->pluginId)->getName(), "-");
}
}
if (!ci->hooks.empty())
{
for (size_t i = 0; i < ci->hooks.length(); ++i)
{
CvarHook* hook = ci->hooks[i];
print_srvconsole(" Hooked %-26.25s %s (%s)\n", g_plugins.findPlugin(hook->pluginId)->getName(),
2015-01-29 20:44:53 +00:00
hook->forward->callback.chars(),
hook->forward->state == AutoForward::FSTATE_OK ? "active" : "inactive");
}
}
break;
}
}
}
}
void CvarManager::OnPluginUnloaded()
{
// Clear only plugin hooks list.
for (CvarsList::iterator cvar = m_Cvars.begin(); cvar != m_Cvars.end(); cvar++)
{
2015-01-24 20:28:43 +00:00
for (size_t i = 0; i < (*cvar)->binds.length(); ++i)
{
delete (*cvar)->binds[i];
}
for (size_t i = 0; i < (*cvar)->hooks.length(); ++i)
{
delete (*cvar)->hooks[i];
}
if ((*cvar)->amxmodx) // Mark registered cvars so we can refresh default datas at next map.
{
(*cvar)->pluginId = -1;
}
2015-01-24 20:28:43 +00:00
(*cvar)->binds.clear();
(*cvar)->hooks.clear();
}
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
// There is no point to enable hook if at next map change
// no plugins hook cvars.
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
DisableHook();
}
void CvarManager::OnAmxxShutdown()
{
// Free everything.
CvarsList::iterator iter = m_Cvars.begin();
while (iter != m_Cvars.end())
{
CvarInfo* cvar = (*iter);
for (size_t i = 0; i < cvar->binds.length(); ++i)
2015-01-24 20:28:43 +00:00
{
delete cvar->binds[i];
2015-01-24 20:28:43 +00:00
}
for (size_t i = 0; i < cvar->hooks.length(); ++i)
{
delete cvar->hooks[i];
}
iter = m_Cvars.erase(iter);
delete cvar;
}
m_Cache.clear();
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
DestroyHook();
}