New natives: cs_get_user_weapon_entity and cs_get_user_weapon
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@ -1903,6 +1903,41 @@ static cell AMX_NATIVE_CALL cs_get_weapon_info(AMX* amx, cell* params)
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return 0;
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}
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// native cs_get_user_weapon_entity(playerIndex);
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static cell AMX_NATIVE_CALL cs_get_user_weapon_entity(AMX *amx, cell *params)
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{
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GET_OFFSET("CBasePlayer", m_pActiveItem);
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int playerIndex = params[1];
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CHECK_PLAYER(playerIndex);
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edict_t *pPlayer = MF_GetPlayerEdict(playerIndex);
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int weaponEntIndex = TypeConversion.cbase_to_id(get_pdata<void *>(pPlayer, m_pActiveItem));
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return (weaponEntIndex != -1) ? weaponEntIndex : 0;
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}
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// native cs_get_user_weapon(playerIndex);
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static cell AMX_NATIVE_CALL cs_get_user_weapon(AMX *amx, cell *params)
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{
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GET_OFFSET("CBasePlayer", m_pActiveItem);
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GET_OFFSET("CBasePlayerItem", m_iId);
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int playerIndex = params[1];
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CHECK_PLAYER(playerIndex);
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edict_t *pPlayer = MF_GetPlayerEdict(playerIndex);
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edict_t *pWeapon = TypeConversion.cbase_to_edict(get_pdata<void *>(pPlayer, m_pActiveItem));
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if (!FNullEnt(pWeapon))
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{
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return get_pdata<int>(pWeapon, m_iId);
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}
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return 0;
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}
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AMX_NATIVE_INFO CstrikeNatives[] =
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{
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@ -1972,5 +2007,7 @@ AMX_NATIVE_INFO CstrikeNatives[] =
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{"cs_get_item_id", cs_get_item_id},
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{"cs_get_translated_item_alias",cs_get_translated_item_alias},
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{"cs_get_weapon_info", cs_get_weapon_info},
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{"cs_get_user_weapon_entity", cs_get_user_weapon_entity},
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{"cs_get_user_weapon", cs_get_user_weapon},
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{nullptr, nullptr}
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};
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@ -1085,6 +1085,32 @@ native bool:cs_get_translated_item_alias(const alias[], itemname[], maxlength);
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*/
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native any:cs_get_weapon_info(weapon_id, CsWeaponInfo:type);
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/**
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* Returns active weapon entity.
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*
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* @param playerIndex Player index
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*
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* @return Weapon entity index on success or 0 if there is no active weapon
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* @error If the client index is not within the range of 1 to
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* maxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_weapon_entity(playerIndex);
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/**
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* Returns weapon index of the active weapon.
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*
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* @note More reliable than get_user_weapon.
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*
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* @param playerIndex Player index
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*
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* @return Weapon index on success or 0 if there is no active weapon
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* @error If the client index is not within the range of 1 to
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* maxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_weapon(playerIndex);
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/**
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* Returns a weapon class id associated with a weapon id.
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*
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