Add cs_create_entity native

This commit is contained in:
Arkshine 2015-01-14 09:28:40 +01:00
parent 5ca0e5617d
commit 2446ff49f2
4 changed files with 53 additions and 6 deletions

View File

@ -140,23 +140,23 @@
#define CS_CLICMD_OFFS_BOTARGS 22
#endif
/**
* CS_OnBuy forward
*/
#if defined(__linux__)
#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb"
#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc"
#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib"
#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb" // CS_OnBuy forward
#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc" // CS_OnBuy forward
#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib" // CS_OnBuy forward
#define CS_IDENT_CREATENAMEDENTITY "_Z19CREATE_NAMED_ENTITYj" // cs_create_entity
#define CS_IDENT_HIDDEN_STATE false
#elif defined(__APPLE__)
#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb"
#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc"
#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib"
#define CS_IDENT_CREATENAMEDENTITY "_Z19CREATE_NAMED_ENTITYj"
#define CS_IDENT_HIDDEN_STATE true
#elif defined(WIN32)
#define CS_IDENT_GIVENSHIELD "\\x56\\x8B\\x2A\\x57\\x33\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\xB0"
#define CS_IDENT_GIVENAMEDITEM "\\x8B\\x2A\\x2A\\x2A\\x56\\x57\\x8B\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\x2B"
#define CS_IDENT_ADDACCOUNT "\\x8B\\x2A\\x2A\\x2A\\x56\\x8B\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\x03"
#define CS_IDENT_CREATENAMEDENTITY "\\x56\\x57\\x8B\\x2A\\x2A\\x2A\\x57\\xFF\\x2A\\x2A\\x2A\\x2A\\x2A\\x8B"
#define CS_IDENT_HIDDEN_STATE false
#endif
@ -349,4 +349,6 @@ typedef enum
} Menu;
typedef edict_t* (*CreateNamedEntityFunc)(string_t);
#endif // CSTRIKE_DATA_H

View File

@ -1707,6 +1707,28 @@ static cell AMX_NATIVE_CALL cs_set_c4_defusing(AMX* amx, cell* params)
return 1;
}
extern CreateNamedEntityFunc CS_CreateNamedEntity;
// cs_create_entity(const classname[])
static cell AMX_NATIVE_CALL cs_create_entity(AMX* amx, cell* params)
{
if (CS_CreateNamedEntity > 0)
{
int len;
int iszClass = ALLOC_STRING(MF_GetAmxString(amx, params[1], 0, &len));
edict_t *pEnt = CS_CreateNamedEntity(iszClass);
if (!FNullEnt(pEnt))
{
return ENTINDEX(pEnt);
}
}
return 0;
}
#else
static cell AMX_NATIVE_CALL not_on_64(AMX* amx, cell* params)
@ -1791,6 +1813,7 @@ AMX_NATIVE_INFO CstrikeNatives[] = {
{"cs_set_c4_explode_time", cs_set_c4_explode_time},
{"cs_get_c4_defusing", cs_get_c4_defusing},
{"cs_set_c4_defusing", cs_set_c4_defusing},
{"cs_create_entity", cs_create_entity },
{NULL, NULL}
};

View File

@ -13,6 +13,7 @@
#include "amxxmodule.h"
#include "CstrikeUtils.h"
#include "CstrikeDatas.h"
extern AMX_NATIVE_INFO CstrikeNatives[];
@ -25,6 +26,7 @@ void ShutdownHacks();
void ToggleDetour_ClientCommands(bool enable);
void ToggleDetour_BuyCommands(bool enable);
CreateNamedEntityFunc CS_CreateNamedEntity = NULL;
int AmxxCheckGame(const char *game)
{
@ -39,7 +41,11 @@ int AmxxCheckGame(const char *game)
void OnAmxxAttach()
{
MF_AddNatives(CstrikeNatives);
InitializeHacks();
// cs_create_entity().
CS_CreateNamedEntity = reinterpret_cast<CreateNamedEntityFunc>(UTIL_FindAddressFromEntry(CS_IDENT_CREATENAMEDENTITY, CS_IDENT_HIDDEN_STATE));
}
void OnPluginsLoaded()

View File

@ -350,6 +350,22 @@ native bool:cs_get_c4_defusing(c4index);
native cs_set_c4_defusing(c4index, bool:defusing);
/**
* Creates an entity.
*
* @note Similar as create_entity() native from engine module, with the difference that in Counter-Strike
* to improve lookup performance on entities, the classname is hashed and saved in a global list.
* This means for classname, game uses a custom function which checks that list instead of calling pfnFindEntityByString.
* You would want to use this native if you want having custom entities to be known by the game.
* E.g. By creating a "weaponbox" entity, this will be automatically deleted by game on map restart.
* With engine version, you would have to remove it manually.
*
* @param classname Entity class name
*
* @return Index of the created entity, 0 otherwise.
*/
native cs_create_entity(const classname[]);
/**
* Called when CS internally fires a command to a player. It does this for a few
* functions, most notably rebuy/autobuy functionality. This is also used to pass