Add cs_create_entity native
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@ -140,23 +140,23 @@
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#define CS_CLICMD_OFFS_BOTARGS 22
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#endif
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/**
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* CS_OnBuy forward
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*/
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#if defined(__linux__)
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#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb"
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#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc"
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#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib"
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#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb" // CS_OnBuy forward
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#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc" // CS_OnBuy forward
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#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib" // CS_OnBuy forward
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#define CS_IDENT_CREATENAMEDENTITY "_Z19CREATE_NAMED_ENTITYj" // cs_create_entity
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#define CS_IDENT_HIDDEN_STATE false
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#elif defined(__APPLE__)
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#define CS_IDENT_GIVENSHIELD "_ZN11CBasePlayer10GiveShieldEb"
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#define CS_IDENT_GIVENAMEDITEM "_ZN11CBasePlayer13GiveNamedItemEPKc"
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#define CS_IDENT_ADDACCOUNT "_ZN11CBasePlayer10AddAccountEib"
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#define CS_IDENT_CREATENAMEDENTITY "_Z19CREATE_NAMED_ENTITYj"
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#define CS_IDENT_HIDDEN_STATE true
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#elif defined(WIN32)
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#define CS_IDENT_GIVENSHIELD "\\x56\\x8B\\x2A\\x57\\x33\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\xB0"
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#define CS_IDENT_GIVENAMEDITEM "\\x8B\\x2A\\x2A\\x2A\\x56\\x57\\x8B\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\x2B"
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#define CS_IDENT_ADDACCOUNT "\\x8B\\x2A\\x2A\\x2A\\x56\\x8B\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\x03"
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#define CS_IDENT_CREATENAMEDENTITY "\\x56\\x57\\x8B\\x2A\\x2A\\x2A\\x57\\xFF\\x2A\\x2A\\x2A\\x2A\\x2A\\x8B"
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#define CS_IDENT_HIDDEN_STATE false
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#endif
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@ -349,4 +349,6 @@ typedef enum
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} Menu;
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typedef edict_t* (*CreateNamedEntityFunc)(string_t);
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#endif // CSTRIKE_DATA_H
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@ -1707,6 +1707,28 @@ static cell AMX_NATIVE_CALL cs_set_c4_defusing(AMX* amx, cell* params)
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return 1;
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}
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extern CreateNamedEntityFunc CS_CreateNamedEntity;
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// cs_create_entity(const classname[])
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static cell AMX_NATIVE_CALL cs_create_entity(AMX* amx, cell* params)
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{
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if (CS_CreateNamedEntity > 0)
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{
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int len;
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int iszClass = ALLOC_STRING(MF_GetAmxString(amx, params[1], 0, &len));
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edict_t *pEnt = CS_CreateNamedEntity(iszClass);
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if (!FNullEnt(pEnt))
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{
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return ENTINDEX(pEnt);
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}
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}
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return 0;
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}
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#else
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static cell AMX_NATIVE_CALL not_on_64(AMX* amx, cell* params)
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@ -1791,6 +1813,7 @@ AMX_NATIVE_INFO CstrikeNatives[] = {
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{"cs_set_c4_explode_time", cs_set_c4_explode_time},
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{"cs_get_c4_defusing", cs_get_c4_defusing},
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{"cs_set_c4_defusing", cs_set_c4_defusing},
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{"cs_create_entity", cs_create_entity },
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{NULL, NULL}
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};
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@ -13,6 +13,7 @@
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#include "amxxmodule.h"
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#include "CstrikeUtils.h"
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#include "CstrikeDatas.h"
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extern AMX_NATIVE_INFO CstrikeNatives[];
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@ -25,6 +26,7 @@ void ShutdownHacks();
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void ToggleDetour_ClientCommands(bool enable);
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void ToggleDetour_BuyCommands(bool enable);
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CreateNamedEntityFunc CS_CreateNamedEntity = NULL;
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int AmxxCheckGame(const char *game)
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{
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@ -39,7 +41,11 @@ int AmxxCheckGame(const char *game)
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void OnAmxxAttach()
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{
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MF_AddNatives(CstrikeNatives);
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InitializeHacks();
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// cs_create_entity().
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CS_CreateNamedEntity = reinterpret_cast<CreateNamedEntityFunc>(UTIL_FindAddressFromEntry(CS_IDENT_CREATENAMEDENTITY, CS_IDENT_HIDDEN_STATE));
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}
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void OnPluginsLoaded()
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@ -350,6 +350,22 @@ native bool:cs_get_c4_defusing(c4index);
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native cs_set_c4_defusing(c4index, bool:defusing);
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/**
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* Creates an entity.
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*
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* @note Similar as create_entity() native from engine module, with the difference that in Counter-Strike
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* to improve lookup performance on entities, the classname is hashed and saved in a global list.
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* This means for classname, game uses a custom function which checks that list instead of calling pfnFindEntityByString.
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* You would want to use this native if you want having custom entities to be known by the game.
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* E.g. By creating a "weaponbox" entity, this will be automatically deleted by game on map restart.
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* With engine version, you would have to remove it manually.
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*
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* @param classname Entity class name
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*
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* @return Index of the created entity, 0 otherwise.
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*/
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native cs_create_entity(const classname[]);
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/**
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* Called when CS internally fires a command to a player. It does this for a few
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* functions, most notably rebuy/autobuy functionality. This is also used to pass
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