Cstrike: Refactor - Simplify forwards logic, fix and improve few things
- The logic around CS_OnBuy forward has been simplified. Since there is no way to have a consistent way to hook/block for all items, the new logic is to have as less as possible code, especially in blocking mode where we want to avoid to do extra stuffs (e.g blocking sound, event, etc). * All guns + shield -> CanBuyThis() * Nvgs and Fefuser only -> CanPlayerBuy() * The others items -> GiveNamedItem() + AddAccount() * Ammos -> -> BuyGunAmmo() + GiveNamedItem() + AddAccount() - Fixed missing buyzone check when alias from console are used (CS_OnBUy* were incorrectly fired). - Fixed an infinite loop when buying of ammos are blocked. Sorted by hooking BuyGunAmmo(). - Fixed blocking mode for some items. Some game behaviors were not blocked (e.g. weapon drop). - Fixed forwards being triggered even though errors were found. Detours are now a destroyed and associated variables resetted when necessary. Toggling forwards state is now based on detours state. - Moved things in its own functions (game functions to execute, class members retrieval) - Renamed CommandAliases -> ItemInfos (more generic)
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@ -55,11 +55,12 @@
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#define CSI_PRIAMMO 36 // Custom
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#define CSI_SECAMMO 37 // Custom
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#define CSI_MAX_COUNT 38
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#define CSI_LAST_WEAPON CSW_LAST_WEAPON
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#define CSI_ALL_WEAPONS CSW_ALL_WEAPONS
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#define CSI_ALL_WEAPONS CSW_ALL_WEAPONS
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#define CSI_ALL_PISTOLS CSW_ALL_PISTOLS
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#define CSI_ALL_SHOTGUNS CSW_ALL_SHOTGUNS
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#define CSI_ALL_SMGS CSW_ALL_SMGS
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#define CSI_ALL_SMGS CSW_ALL_SMGS
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#define CSI_ALL_RIFLES CSW_ALL_RIFLES
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#define CSI_ALL_SNIPERRIFLES CSW_ALL_SNIPERRIFLES
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#define CSI_ALL_MACHINEGUNS CSW_ALL_MACHINEGUNS
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@ -107,12 +108,12 @@
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#define CSW_ALL_WEAPONS (~(1 << CSW_VEST))
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#define CSW_ALL_PISTOLS (1 << CSW_P228 | 1 << CSW_ELITE | 1 << CSW_FIVESEVEN | 1 << CSW_USP | 1 << CSW_GLOCK18 | 1 << CSW_DEAGLE)
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#define CSW_ALL_SHOTGUNS (1 << CSW_M3 | 1 << CSW_XM1014))
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#define CSW_ALL_SMGS (1 << CSW_MAC10 | 1 << CSW_UMP45 | 1 << CSW_MP5NAVY | 1 << CSW_TMP | 1 << CSW_P90))
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#define CSW_ALL_RIFLES (1 << CSW_AUG | 1 << CSW_GALIL | 1 << CSW_FAMAS | 1 << CSW_M4A1 | 1 << CSW_AK47 | 1 << CSW_SG552))
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#define CSW_ALL_SNIPERRIFLES (1 << CSW_SCOUT | 1 << CSW_AWP | 1 << CSW_G3SG1 | 1 << CSW_SG550))
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#define CSW_ALL_MACHINEGUNS (1 << CSW_M249))
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#define CSW_ALL_GRENADES (1 << CSW_HEGRENADE | 1 << CSW_SMOKEGRENADE | 1 << CSW_FLASHBANG))
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#define CSW_ALL_SHOTGUNS (1 << CSW_M3 | 1 << CSW_XM1014)
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#define CSW_ALL_SMGS (1 << CSW_MAC10 | 1 << CSW_UMP45 | 1 << CSW_MP5NAVY | 1 << CSW_TMP | 1 << CSW_P90)
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#define CSW_ALL_RIFLES (1 << CSW_AUG | 1 << CSW_GALIL | 1 << CSW_FAMAS | 1 << CSW_M4A1 | 1 << CSW_AK47 | 1 << CSW_SG552)
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#define CSW_ALL_SNIPERRIFLES (1 << CSW_SCOUT | 1 << CSW_AWP | 1 << CSW_G3SG1 | 1 << CSW_SG550)
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#define CSW_ALL_MACHINEGUNS (1 << CSW_M249)
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#define CSW_ALL_GRENADES (1 << CSW_HEGRENADE | 1 << CSW_SMOKEGRENADE | 1 << CSW_FLASHBANG)
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#define CSW_ALL_ARMORS (1 << CSW_VEST | 1 << CSW_VESTHELM)
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#define CSW_ALL_GUNS (CSW_ALL_PISTOLS | CSW_ALL_SHOTGUNS | CSW_ALL_SMGS | CSW_ALL_RIFLES | CSW_ALL_SNIPERRIFLES | CSW_ALL_MACHINEGUNS)
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@ -349,6 +350,51 @@ enum CsWeaponInfo
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CS_WEAPONINFO_AMMO_TYPE = 5,
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};
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extern char WeaponNameList[MAX_WEAPONS][64];
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/**
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* Weapon default cost.
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*/
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enum WeaponCostType
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{
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AK47_PRICE = 2500,
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AWP_PRICE = 4750,
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DEAGLE_PRICE = 650,
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G3SG1_PRICE = 5000,
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SG550_PRICE = 4200,
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GLOCK18_PRICE = 400,
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M249_PRICE = 5750,
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M3_PRICE = 1700,
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M4A1_PRICE = 3100,
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AUG_PRICE = 3500,
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MP5NAVY_PRICE = 1500,
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P228_PRICE = 600,
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P90_PRICE = 2350,
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UMP45_PRICE = 1700,
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MAC10_PRICE = 1400,
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SCOUT_PRICE = 2750,
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SG552_PRICE = 3500,
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TMP_PRICE = 1250,
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USP_PRICE = 500,
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ELITE_PRICE = 800,
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FIVESEVEN_PRICE = 750,
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XM1014_PRICE = 3000,
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GALIL_PRICE = 2000,
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FAMAS_PRICE = 2250,
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SHIELDGUN_PRICE = 2200
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};
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/**
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* Equipment default cost.
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*/
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enum ItemCostType
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{
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ASSAULTSUIT_PRICE = 1000,
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FLASHBANG_PRICE = 200,
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HEGRENADE_PRICE = 300,
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SMOKEGRENADE_PRICE = 300,
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KEVLAR_PRICE = 650,
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HELMET_PRICE = 350,
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NVG_PRICE = 1250,
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DEFUSEKIT_PRICE = 200
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};
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#endif // CSTRIKE_DATA_H
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