Move dlls/ to modules/

This commit is contained in:
xPaw
2015-03-13 15:18:47 +02:00
parent 54c978addb
commit e09f434ed8
365 changed files with 2233 additions and 2233 deletions

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# vim: set sts=2 ts=8 sw=2 tw=99 et ft=python:
import os.path
binary = AMXX.Program(builder, 'WinCSX')
binary.compiler.includes += [
os.path.join(builder.currentSourcePath, 'resources'),
]
binary.compiler.defines += ['_MBCS']
binary.compiler.linkflags += [
'comctl32.lib',
]
binary.sources = [
'CRank.cpp',
'WinCSX.cpp',
'stdafx.cpp',
'resources/WinCSX.rc',
]
AMXX.csx_app = builder.Add(binary)

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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 "stdafx.h"
#include "CRank.h"
#include <stdio.h>
// *****************************************************
// class Stats
// *****************************************************
Stats::Stats(){
hits = shots = damage = hs = tks = kills = deaths = bDefusions = bDefused = bPlants = bExplosions = 0;
memset( bodyHits , 0 ,sizeof( bodyHits ) );
}
void Stats::commit(Stats* a){
hits += a->hits;
shots += a->shots;
damage += a->damage;
hs += a->hs;
tks += a->tks;
kills += a->kills;
deaths += a->deaths;
bDefusions += a->bDefusions;
bDefused += a->bDefused;
bPlants += a->bPlants;
bExplosions += a->bExplosions;
for(int i = 1; i < 8; ++i)
bodyHits[i] += a->bodyHits[i];
}
// *****************************************************
// class RankSystem
// *****************************************************
RankSystem::RankStats::RankStats( const char* uu, const char* nn, RankSystem* pp ) {
name = 0;
namelen = 0;
unique = 0;
uniquelen = 0;
score = 0;
parent = pp;
id = ++parent->rankNum;
next = prev = 0;
setName( nn );
setUnique( uu );
}
RankSystem::RankStats::~RankStats() {
delete[] name;
delete[] unique;
--parent->rankNum;
}
void RankSystem::RankStats::setName( const char* nn ) {
delete[] name;
namelen = (short)strlen(nn) + 1;
name = new char[namelen];
if ( name )
strcpy( name , nn );
else
namelen = 0;
}
void RankSystem::RankStats::setUnique( const char* nn ) {
delete[] unique;
uniquelen = (short)strlen(nn) + 1;
unique = new char[uniquelen];
if ( unique )
strcpy( unique , nn );
else
uniquelen = 0;
}
RankSystem::RankSystem() {
head = 0;
tail = 0;
rankNum = 0;
calc.code = 0;
}
RankSystem::~RankSystem() {
clear();
}
void RankSystem::put_before( RankStats* a, RankStats* ptr ){
a->next = ptr;
if ( ptr ){
a->prev = ptr->prev;
ptr->prev = a;
}
else{
a->prev = head;
head = a;
}
if ( a->prev ) a->prev->next = a;
else tail = a;
}
void RankSystem::put_after( RankStats* a, RankStats* ptr ) {
a->prev = ptr;
if ( ptr ){
a->next = ptr->next;
ptr->next = a;
}
else{
a->next = tail;
tail = a;
}
if ( a->next ) a->next->prev = a;
else head = a;
}
void RankSystem::unlink( RankStats* ptr ){
if (ptr->prev) ptr->prev->next = ptr->next;
else tail = ptr->next;
if (ptr->next) ptr->next->prev = ptr->prev;
else head = ptr->prev;
}
void RankSystem::clear(){
while( tail ){
head = tail->next;
delete tail;
tail = head;
}
}
/*
bool RankSystem::loadCalc(const char* filename, char* error)
{
if ((MF_LoadAmxScript(&calc.amx,&calc.code,filename,error,0)!=AMX_ERR_NONE)||
(MF_AmxAllot(&calc.amx, 8 , &calc.amxAddr1, &calc.physAddr1)!=AMX_ERR_NONE)||
(MF_AmxAllot(&calc.amx, 8 , &calc.amxAddr2, &calc.physAddr2)!=AMX_ERR_NONE)||
(MF_AmxFindPublic(&calc.amx,"get_score",&calc.func)!=AMX_ERR_NONE)){
//LOG_CONSOLE( PLID, "Couldn't load plugin (file \"%s\")",filename);
MF_UnloadAmxScript(&calc.amx, &calc.code);
return false;
}
return true;
}
void RankSystem::unloadCalc()
{
MF_UnloadAmxScript(&calc.amx , &calc.code);
}
*/
RankSystem::RankStats* RankSystem::findEntryInRank(const char* unique, const char* name )
{
RankStats* a = head;
while ( a )
{
if ( strcmp( a->getUnique(), unique ) == 0 )
return a;
a = a->prev;
}
a = new RankStats( unique ,name,this );
if ( a == 0 ) return 0;
put_after( a , 0 );
return a;
}
RankSystem::RankStats* RankSystem::findEntryInRankByUnique(const char* unique)
{
RankStats* a = head;
while ( a )
{
if ( strcmp( a->getUnique(), unique ) == 0 )
return a;
a = a->prev;
}
return NULL; // none found
}
RankSystem::RankStats* RankSystem::findEntryInRankByPos(int position)
{
RankStats* a = head;
while ( a )
{
if (a->getPosition() == position)
return a;
a = a->prev;
}
return NULL;
}
int RankSystem::updatePos( RankStats* rr , Stats* s )
{
RankStats* rrFirst = rr;
if (s != NULL)
rr->addStats( s );
if ( calc.code ) {
calc.physAddr1[0] = rr->kills;
calc.physAddr1[1] = rr->deaths;
calc.physAddr1[2] = rr->hs;
calc.physAddr1[3] = rr->tks;
calc.physAddr1[4] = rr->shots;
calc.physAddr1[5] = rr->hits;
calc.physAddr1[6] = rr->damage;
calc.physAddr1[7] = rr->bDefusions;
calc.physAddr1[8] = rr->bDefused;
calc.physAddr1[9] = rr->bPlants;
calc.physAddr1[10] = rr->bExplosions;
for(int i = 1; i < 8; ++i)
calc.physAddr2[i] = rr->bodyHits[i];
cell result = 0;
//int err;
//if ((err = MF_AmxExec(&calc.amx,&result, calc.func ,2,calc.amxAddr1,calc.amxAddr2 )) != AMX_ERR_NONE)
//LOG_CONSOLE( PLID, "Run time error %d on line %ld (plugin \"%s\")", err,calc.amx.curline,LOCALINFO("csstats_score"));
rr->score = result;
}
else rr->score = rr->kills - rr->deaths;
RankStats* aa = rr->next;
while ( aa && (aa->score <= rr->score) ) { // try to nominate
rr->goUp();
aa->goDown();
aa = aa->next; // go to next rank
}
if ( aa != rr->next )
{
unlink( rr );
put_before( rr, aa );
}
else
{
aa = rr->prev;
while ( aa && (aa->score > rr->score) ) { // go down
rr->goDown();
aa->goUp();
aa = aa->prev; // go to prev rank
}
if ( aa != rr->prev ){
unlink( rr );
put_after( rr, aa );
}
}
return rrFirst->getPosition();
}
bool RankSystem::loadRank( const char* filename )
{
FILE *bfp = fopen( filename , "rb" );
if ( !bfp ) {
return false;
}
short int i = 0;
fread(&i, 1 , sizeof(short int) , bfp);
if (i == RANK_VERSION)
{
Stats d;
char unique[64], name[64];
fread(&i , 1, sizeof(short int), bfp);
while( i )
{
fread(name , i,sizeof(char) , bfp);
fread(&i , 1, sizeof(short int), bfp);
fread(unique , i,sizeof(char) , bfp);
fread(&d.tks, 1,sizeof(int), bfp);
fread(&d.damage, 1,sizeof(int), bfp);
fread(&d.deaths, 1,sizeof(int), bfp);
fread(&d.kills, 1,sizeof(int), bfp);
fread(&d.shots, 1,sizeof(int), bfp);
fread(&d.hits, 1,sizeof(int), bfp);
fread(&d.hs, 1,sizeof(int), bfp);
fread(&d.bDefusions, 1,sizeof(int), bfp);
fread(&d.bDefused, 1,sizeof(int), bfp);
fread(&d.bPlants, 1,sizeof(int), bfp);
fread(&d.bExplosions, 1,sizeof(int), bfp);
fread(d.bodyHits, 1,sizeof(d.bodyHits), bfp);
fread(&i , 1, sizeof(short int), bfp);
RankSystem::RankStats* a = findEntryInRank( unique , name );
if ( a ) a->updatePosition( &d );
}
}
fclose(bfp);
return true;
}
void RankSystem::saveRank( const char* filename )
{
FILE *bfp = fopen(filename, "wb");
if ( !bfp ) return;
short int i = RANK_VERSION;
fwrite(&i, 1, sizeof(short int) , bfp);
RankSystem::iterator a = front();
while ( a )
{
if ( (*a).score != (1<<31) ) // score must be different than mincell
{
fwrite( &(*a).namelen , 1, sizeof(short int), bfp);
fwrite( (*a).name , (*a).namelen , sizeof(char) , bfp);
fwrite( &(*a).uniquelen , 1, sizeof(short int), bfp);
fwrite( (*a).unique , (*a).uniquelen , sizeof(char) , bfp);
fwrite( &(*a).tks, 1, sizeof(int), bfp);
fwrite( &(*a).damage, 1, sizeof(int), bfp);
fwrite( &(*a).deaths, 1, sizeof(int), bfp);
fwrite( &(*a).kills, 1, sizeof(int), bfp);
fwrite( &(*a).shots, 1, sizeof(int), bfp);
fwrite( &(*a).hits, 1, sizeof(int), bfp);
fwrite( &(*a).hs, 1, sizeof(int), bfp);
fwrite( &(*a).bDefusions, 1, sizeof(int), bfp);
fwrite( &(*a).bDefused, 1, sizeof(int), bfp);
fwrite( &(*a).bPlants, 1, sizeof(int), bfp);
fwrite( &(*a).bExplosions, 1, sizeof(int), bfp);
fwrite( (*a).bodyHits, 1, sizeof((*a).bodyHits), bfp);
}
--a;
}
i = 0;
fwrite( &i , 1, sizeof(short int), bfp); // null terminator
fclose(bfp);
}

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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
#ifndef CRANK_H
#define CRANK_H
#define RANK_VERSION 11
#include "stdafx.h"
#include "amxxmodule.h"
// *****************************************************
// class Stats
// *****************************************************
struct Stats {
int hits;
int shots;
int damage;
int hs;
int tks;
int kills;
int deaths;
int bodyHits[9]; ////////////////////
// SiDLuke start
int bPlants;
int bExplosions;
int bDefusions;
int bDefused;
// SiDLuke end :D
Stats();
void commit(Stats* a);
};
// *****************************************************
// class RankSystem
// *****************************************************
class RankSystem
{
public:
class RankStats;
friend class RankStats;
class iterator;
class RankStats : public Stats {
friend class RankSystem;
friend class iterator;
RankSystem* parent;
RankStats* next;
RankStats* prev;
char* unique;
short int uniquelen;
char* name;
short int namelen;
int score;
int id;
RankStats( const char* uu, const char* nn, RankSystem* pp );
~RankStats();
void setUnique( const char* nn );
inline void goDown() {++id;}
inline void goUp() {--id;}
inline void addStats(Stats* a) { commit( a ); }
public:
void setName( const char* nn );
inline const char* getName() const { return name ? name : ""; }
inline const char* getUnique() const { return unique ? unique : ""; }
inline int getPosition() const { return id; }
inline int updatePosition( Stats* points ) {
return parent->updatePos( this , points );
}
inline void MarkToDelete() {
this->score = (1<<31);
}
};
private:
RankStats* head;
RankStats* tail;
int rankNum;
struct scoreCalc{
AMX amx;
void* code;
int func;
cell amxAddr1;
cell amxAddr2;
cell *physAddr1;
cell *physAddr2;
} calc;
void put_before( RankStats* a, RankStats* ptr );
void put_after( RankStats* a, RankStats* ptr );
void unlink( RankStats* ptr );
int updatePos( RankStats* r , Stats* s );
public:
RankSystem();
~RankSystem();
void saveRank( const char* filename );
bool loadRank( const char* filename );
RankStats* findEntryInRank(const char* unique, const char* name );
RankStats* findEntryInRankByUnique(const char* unique);
RankStats* findEntryInRankByPos(int position);
//bool loadCalc(const char* filename, char* error);
inline int getRankNum( ) const { return rankNum; }
void clear();
//void unloadCalc();
class iterator {
RankStats* ptr;
public:
iterator(RankStats* a): ptr(a){}
inline iterator& operator--() { ptr = ptr->prev; return *this;}
inline iterator& operator++() { ptr = ptr->next; return *this; }
inline RankStats& operator*() { return *ptr;}
operator bool () { return (ptr != 0); }
};
inline iterator front() { return iterator(head); }
inline iterator begin() { return iterator(tail); }
};
#endif

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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 "stdafx.h"
#include "WinCSX.h"
#include <stdio.h>
#include "commctrl.h"
size_t UTIL_Format(char *buffer, size_t maxlength, const char *fmt, ...)
{
va_list ap;
va_start(ap, fmt);
size_t len = vsnprintf(buffer, maxlength, fmt, ap);
va_end(ap);
if (len >= maxlength)
{
buffer[maxlength - 1] = '\0';
return (maxlength - 1);
}
else
{
return len;
}
}
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, g_szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_WINCSX, g_szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
InitCommonControls();
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_WINCSX);
// Show the dialog box now.
DialogBox(hInst, (LPCTSTR)IDD_WINCSXBOX, g_hWnd, (DLGPROC)WinCSXBox);
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = 0; // CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_WINCSX);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCTSTR)IDC_WINCSX;
wcex.lpszClassName = g_szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
g_hWnd = CreateWindow(g_szWindowClass, g_szTitle, WS_DLGFRAME, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, NULL, NULL, hInstance, NULL); // WS_OVERLAPPED WS_MINIMIZE
if (!g_hWnd)
{
MessageBox(g_hWnd, "Failed to create main window!", "A caption", MB_OK);
return FALSE;
}
ShowWindow(g_hWnd, SW_SHOWMINNOACTIVE); // nCmdShow SW_SHOWNORMAL were rubbish. SW_SHOWMINNOACTIVE looks ok.
UpdateWindow(g_hWnd);
return TRUE;
}
bool LoadRankFromFile(HWND hDlg) {
if ( !g_rank.begin() )
{
if (!g_rank.loadRank(STATS_FILENAME)) {
MessageBox(hDlg, "File load failed! Make sure you have csstats.dat in the same directory as this executable. Exiting...", "Where IS that file of yours?", MB_OK);
PostQuitMessage(0);
return false;
}
}
return true;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void UpdateListBox(HWND hDlg) {
HWND listbox = GetDlgItem(hDlg, IDC_LIST);
// Clear first if there's anything in here already
SendMessage(listbox, LB_RESETCONTENT, NULL, NULL);
if (g_rank.front() == NULL) {
MessageBox(hDlg, "The stats file is empty", "Emptiness...", MB_OK);
return;
}
// This part copies the occurring authids into the lefthand listbox.
int index = 10, len = 0;
char tempbuffer[1024];
for (RankSystem::iterator b = g_rank.front(); b; --b) {
//if ((*b).getPosition() < 1) // umm... naaah!
//continue;
UTIL_Format(tempbuffer, sizeof(tempbuffer)-1, "%s", (*b).getName());
SendMessage( // returns LRESULT in lResult
listbox, // handle to destination control
LB_ADDSTRING, // message ID
0, // = (WPARAM) () wParam;
(LPARAM) tempbuffer // = (LPARAM) () lParam;
);
}
}
LRESULT InitWinCSXBox(HWND hDlg) {
// Load the stats
if (!LoadRankFromFile(hDlg))
return TRUE;
UpdateListBox(hDlg);
return TRUE;
}
void ClearStatsfields(HWND hDlg) {
SetDlgItemText(hDlg, IDC_EDIT_POSITION, "");
SetDlgItemText(hDlg, IDC_EDIT_NAME, "");
SetDlgItemText(hDlg, IDC_EDIT_AUTHID, "");
SetDlgItemText(hDlg, IDC_EDIT_FRAGS, "");
SetDlgItemText(hDlg, IDC_EDIT_DEATHS, "");
SetDlgItemText(hDlg, IDC_EDIT_HS, "");
SetDlgItemText(hDlg, IDC_EDIT_TKS, "");
SetDlgItemText(hDlg, IDC_EDIT_SHOTS, "");
SetDlgItemText(hDlg, IDC_EDIT_HITS, "");
SetDlgItemText(hDlg, IDC_EDIT_DAMAGE, "");
SetDlgItemText(hDlg, IDC_EDIT_PLANTS, "");
SetDlgItemText(hDlg, IDC_EDIT_EXPLOSIONS, "");
SetDlgItemText(hDlg, IDC_EDIT_DEFUSIONS, "");
SetDlgItemText(hDlg, IDC_EDIT_DEFUSED, "");
}
void ListboxItemSelected(HWND hDlg) {
HWND hwndList = GetDlgItem(hDlg, IDC_LIST); // Get the handle of the listbox
LRESULT nItem = SendMessage(hwndList, LB_GETCURSEL, 0, 0); // Get the item # that's selected. First item is prolly 0...
if (nItem == LB_ERR) {
// Error, reset the form items...
//MessageBox(hDlg, "Error: Couldn't find the selected record in the listbox!", "Oh fiddlesticks!", MB_OK);
ClearStatsfields(hDlg);
return;
}
// Retrieve complete stats record of this position. Position in listbox should be same as rank in our records!
RankSystem::RankStats* stats = g_rank.findEntryInRankByPos((int)nItem + 1);
if (stats == NULL) {
char msg[] = "Error: Couldn't find the record by position! (nItem = %d)";
sprintf(msg, msg, nItem);
MessageBox(hDlg, msg, "Oh fiddlesticks!", MB_OK);
ClearStatsfields(hDlg);
return;
}
// Copy data into form
SetDlgItemInt(hDlg, IDC_EDIT_POSITION, stats->getPosition(), 0);
SetDlgItemText(hDlg, IDC_EDIT_NAME, stats->getName());
SetDlgItemText(hDlg, IDC_EDIT_AUTHID, stats->getUnique());
SetDlgItemInt(hDlg, IDC_EDIT_FRAGS, stats->kills, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEATHS, stats->deaths, 0);
SetDlgItemInt(hDlg, IDC_EDIT_HS, stats->hs, 0);
SetDlgItemInt(hDlg, IDC_EDIT_TKS, stats->tks, 0);
SetDlgItemInt(hDlg, IDC_EDIT_SHOTS, stats->shots, 0);
SetDlgItemInt(hDlg, IDC_EDIT_HITS, stats->hits, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DAMAGE, stats->damage, 0);
SetDlgItemInt(hDlg, IDC_EDIT_PLANTS, stats->bPlants, 0);
SetDlgItemInt(hDlg, IDC_EDIT_EXPLOSIONS, stats->bExplosions, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEFUSIONS, stats->bDefusions, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEFUSED, stats->bDefused, 0);
}
void SaveChanges(HWND hDlg) {
BOOL success;
int position = GetDlgItemInt(hDlg, IDC_EDIT_POSITION, &success, false);
if (!success)
goto BadEnd;
char authid[32]; // "primary key"
GetDlgItemText(hDlg, IDC_EDIT_AUTHID, authid, sizeof(authid));
RankSystem::RankStats* entry = g_rank.findEntryInRankByUnique(authid);
if (!entry) {
char buffer[256];
sprintf(buffer, "Authid %s not found!", authid);
MessageBox(hDlg, buffer, "Update failed", MB_OK);
return;
}
char name[32];
GetDlgItemText(hDlg, IDC_EDIT_NAME, name, sizeof(name));
int frags = GetDlgItemInt(hDlg, IDC_EDIT_FRAGS, &success, false);
if (!success)
goto BadEnd;
int deaths = GetDlgItemInt(hDlg, IDC_EDIT_DEATHS, &success, false);
if (!success)
goto BadEnd;
int hs = GetDlgItemInt(hDlg, IDC_EDIT_HS, &success, false);
if (!success)
goto BadEnd;
int tks = GetDlgItemInt(hDlg, IDC_EDIT_TKS, &success, false);
if (!success)
goto BadEnd;
int shots = GetDlgItemInt(hDlg, IDC_EDIT_SHOTS, &success, false);
if (!success)
goto BadEnd;
int hits = GetDlgItemInt(hDlg, IDC_EDIT_HITS, &success, false);
if (!success)
goto BadEnd;
int damage = GetDlgItemInt(hDlg, IDC_EDIT_DAMAGE, &success, false);
if (!success)
goto BadEnd;
int plants = GetDlgItemInt(hDlg, IDC_EDIT_PLANTS, &success, false);
if (!success)
goto BadEnd;
int explosions = GetDlgItemInt(hDlg, IDC_EDIT_EXPLOSIONS, &success, false);
if (!success)
goto BadEnd;
int defusions = GetDlgItemInt(hDlg, IDC_EDIT_DEFUSIONS, &success, false);
if (!success)
goto BadEnd;
int defused = GetDlgItemInt(hDlg, IDC_EDIT_DEFUSED, &success, false);
if (!success)
goto BadEnd;
// Update stats in memory
entry->setName(name);
entry->kills = frags;
entry->deaths = deaths;
entry->hs = hs;
entry->tks = tks;
entry->shots = shots;
entry->hits = hits;
entry->damage = damage;
entry->bPlants = plants;
entry->bExplosions = explosions;
entry->bDefusions = defusions;
entry->bDefused = defused;
int newPosition = entry->updatePosition(NULL); // Updates rank (prolly just calculates "frags - deaths" and moves up/down in rank)
g_rank.saveRank(STATS_FILENAME); // Save changes to file
// Now update our listbox
UpdateListBox(hDlg);
char buffer[256];
UTIL_Format(buffer, sizeof(buffer)-1, "New rank of %s: %d", name, newPosition);
MessageBox(hDlg, buffer, "Update succeeded", MB_OK);
// In the listbox, we need to reselect the item we just updated. Use the new name.
HWND listbox = GetDlgItem(hDlg, IDC_LIST);
if (SendMessage(listbox, LB_SELECTSTRING, newPosition - 1, (LPARAM)name) == LB_ERR)
MessageBox(hDlg, "Error selecting item!", "Oh fiddlesticks!", MB_OK);
else {
// Update
ListboxItemSelected(hDlg);
}
return;
BadEnd:
MessageBox(hDlg, "Update failed", "Oh fiddlesticks!", MB_OK);
}
void ClearStats(HWND hDlg) {
if (MessageBox(hDlg, "Are you sure? If you continue the whole csstats.dat will be wiped out!", "Omg!", MB_OKCANCEL | MB_DEFBUTTON2 | MB_ICONWARNING) != IDOK)
return;
g_rank.clear();
g_rank.saveRank(STATS_FILENAME);
// Now update our listbox
UpdateListBox(hDlg);
// Update
ListboxItemSelected(hDlg);
}
void DeleteRecord(HWND hDlg) {
if (MessageBox(hDlg, "Are you sure?", "Omg!", MB_OKCANCEL | MB_DEFBUTTON2 | MB_ICONWARNING) != IDOK)
return;
BOOL success;
int position = GetDlgItemInt(hDlg, IDC_EDIT_POSITION, &success, false);
if (!success)
goto BadEnd;
char authid[32]; // "primary key"
GetDlgItemText(hDlg, IDC_EDIT_AUTHID, authid, sizeof(authid));
RankSystem::RankStats* entry = g_rank.findEntryInRankByUnique(authid);
if (!entry) {
char buffer[256];
sprintf(buffer, "Authid %s not found!", authid);
MessageBox(hDlg, buffer, "Update failed", MB_OK);
return;
}
// Mark this record to delete it.
entry->MarkToDelete();
// Save ranks from memory to disk.
g_rank.saveRank(STATS_FILENAME); // Save changes to file
// Clear memory.
g_rank.clear();
// Reload from disk into memory.
LoadRankFromFile(hDlg);
// Update list box.
UpdateListBox(hDlg);
MessageBox(hDlg, "Deleted record", "Delete succeeded", MB_OK);
return;
BadEnd:
MessageBox(hDlg, "Delete failed", "Oh fiddlesticks!", MB_OK);
return;
}
// Message handler for WinCSXBox.
LRESULT CALLBACK WinCSXBox(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return InitWinCSXBox(hDlg); // load all data from file and fill the listbox with the shit
case WM_COMMAND:
switch (LOWORD(wParam))
{
case IDOK:
case IDCANCEL:
EndDialog(hDlg, LOWORD(wParam));
PostQuitMessage(0);
return TRUE;
case IDC_LIST:
switch (HIWORD(wParam))
{
case LBN_SELCHANGE:
// Omg omg, a line in linebox was selected.
ListboxItemSelected(hDlg);
return TRUE;
}
break;
case IDC_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hDlg, (DLGPROC)AboutBox);
break;
case IDC_BUTTON_SAVECHANGES:
SaveChanges(hDlg);
break;
case IDC_BUTTON_CLEARSTATS:
ClearStats(hDlg);
break;
case IDC_BUTTON_DELETE:
DeleteRecord(hDlg);
//DialogBox(hInst, (LPCTSTR)IDD_DELETEBOX, hDlg, (DLGPROC)DeleteBox);
break;
}
break;
}
return FALSE;
}
// Message handler for AboutBox.
LRESULT CALLBACK AboutBox(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_COMMAND:
switch (LOWORD(wParam))
{
case IDOK:
case IDCANCEL:
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}

View File

@ -0,0 +1,34 @@
// 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
#pragma once
#include "resource.h"
#include "CRank.h"
// Constants
#define MAX_LOADSTRING 100
#define VERSION "0.2"
#define STATS_FILENAME "csstats.dat"
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR g_szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR g_szWindowClass[MAX_LOADSTRING]; // the main window class name
RankSystem g_rank;
HWND g_hWnd;
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK WinCSXBox(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK AboutBox(HWND, UINT, WPARAM, LPARAM);
bool LoadRankFromFile(HWND hDlg);

View File

@ -0,0 +1,486 @@
// 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
//
// Module Config
//
#ifndef __MODULECONFIG_H__
#define __MODULECONFIG_H__
// Module info
#define MODULE_NAME "CSX"
#define MODULE_VERSION "1.72"
#define MODULE_AUTHOR "AMX Mod X Dev Team"
#define MODULE_URL "http://www.amxmodx.org/"
#define MODULE_LOGTAG "CSX"
// If you want the module not to be reloaded on mapchange, remove / comment out the next line
#define MODULE_RELOAD_ON_MAPCHANGE
#ifdef __DATE__
#define MODULE_DATE __DATE__
#else // __DATE__
#define MODULE_DATE "Unknown"
#endif // __DATE__
// metamod plugin?
//#define USE_METAMOD
// use memory manager/tester?
// note that if you use this, you cannot construct/allocate
// anything before the module attached (OnAmxxAttach).
// be careful of default constructors using new/malloc!
// #define MEMORY_TEST
// Unless you use STL or exceptions, keep this commented.
// It allows you to compile without libstdc++.so as a dependency
// #define NO_ALLOC_OVERRIDES
// Uncomment this if you are using MSVC8 or greater and want to fix some of the compatibility issues yourself
// #define NO_MSVC8_AUTO_COMPAT
// - AMXX Init functions
// Also consider using FN_META_*
// AMXX query
//#define FN_AMXX_QUERY OnAmxxQuery
// AMXX attach
// Do native functions init here (MF_AddNatives)
//#define FN_AMXX_ATTACH OnAmxxAttach
// AMXX detach
//#define FN_AMXX_DETACH OnAmxxDetach
// All plugins loaded
// Do forward functions init here (MF_RegisterForward)
//#define FN_AMXX_PLUGINSLOADED OnPluginsLoaded
/**** METAMOD ****/
// If your module doesn't use metamod, you may close the file now :)
#ifdef USE_METAMOD
// ----
// Hook Functions
// Uncomment these to be called
// You can also change the function name
// - Metamod init functions
// Also consider using FN_AMXX_*
// Meta query
//#define FN_META_QUERY OnMetaQuery
// Meta attach
//#define FN_META_ATTACH OnMetaAttach
// Meta detach
//#define FN_META_DETACH OnMetaDetach
// (wd) are Will Day's notes
// - GetEntityAPI2 functions
// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
// #define FN_DispatchSpawn DispatchSpawn /* pfnSpawn() */
// #define FN_DispatchThink DispatchThink /* pfnThink() */
// #define FN_DispatchUse DispatchUse /* pfnUse() */
// #define FN_DispatchTouch DispatchTouch /* pfnTouch() */
// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
// #define FN_DispatchKeyValue DispatchKeyValue /* pfnKeyValue() */
// #define FN_DispatchSave DispatchSave /* pfnSave() */
// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
// #define FN_SaveWriteFields SaveWriteFields /* pfnSaveWriteFields() */
// #define FN_SaveReadFields SaveReadFields /* pfnSaveReadFields() */
// #define FN_SaveGlobalState SaveGlobalState /* pfnSaveGlobalState() */
// #define FN_RestoreGlobalState RestoreGlobalState /* pfnRestoreGlobalState() */
// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
// #define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
// #define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
// #define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
// #define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
// #define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
// #define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
// #define FN_StartFrame StartFrame /* pfnStartFrame() */
// #define FN_ParmsNewLevel ParmsNewLevel /* pfnParmsNewLevel() */
// #define FN_ParmsChangeLevel ParmsChangeLevel /* pfnParmsChangeLevel() */
// #define FN_GetGameDescription GetGameDescription /* pfnGetGameDescription() Returns string describing current .dll. E.g. "TeamFotrress 2" "Half-Life" */
// #define FN_PlayerCustomization PlayerCustomization /* pfnPlayerCustomization() Notifies .dll of new customization for player. */
// #define FN_SpectatorConnect SpectatorConnect /* pfnSpectatorConnect() Called when spectator joins server */
// #define FN_SpectatorDisconnect SpectatorDisconnect /* pfnSpectatorDisconnect() Called when spectator leaves the server */
// #define FN_SpectatorThink SpectatorThink /* pfnSpectatorThink() Called when spectator sends a command packet (usercmd_t) */
// #define FN_Sys_Error Sys_Error /* pfnSys_Error() Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint. SDK2 */
// #define FN_PM_Move PM_Move /* pfnPM_Move() (wd) SDK2 */
// #define FN_PM_Init PM_Init /* pfnPM_Init() Server version of player movement initialization; (wd) SDK2 */
// #define FN_PM_FindTextureType PM_FindTextureType /* pfnPM_FindTextureType() (wd) SDK2 */
// #define FN_SetupVisibility SetupVisibility /* pfnSetupVisibility() Set up PVS and PAS for networking for this client; (wd) SDK2 */
// #define FN_UpdateClientData UpdateClientData /* pfnUpdateClientData() Set up data sent only to specific client; (wd) SDK2 */
// #define FN_AddToFullPack AddToFullPack /* pfnAddToFullPack() (wd) SDK2 */
// #define FN_CreateBaseline CreateBaseline /* pfnCreateBaseline() Tweak entity baseline for network encoding allows setup of player baselines too.; (wd) SDK2 */
// #define FN_RegisterEncoders RegisterEncoders /* pfnRegisterEncoders() Callbacks for network encoding; (wd) SDK2 */
// #define FN_GetWeaponData GetWeaponData /* pfnGetWeaponData() (wd) SDK2 */
// #define FN_CmdStart CmdStart /* pfnCmdStart() (wd) SDK2 */
// #define FN_CmdEnd CmdEnd /* pfnCmdEnd() (wd) SDK2 */
// #define FN_ConnectionlessPacket ConnectionlessPacket /* pfnConnectionlessPacket() (wd) SDK2 */
// #define FN_GetHullBounds GetHullBounds /* pfnGetHullBounds() (wd) SDK2 */
// #define FN_CreateInstancedBaselines CreateInstancedBaselines /* pfnCreateInstancedBaselines() (wd) SDK2 */
// #define FN_InconsistentFile InconsistentFile /* pfnInconsistentFile() (wd) SDK2 */
// #define FN_AllowLagCompensation AllowLagCompensation /* pfnAllowLagCompensation() (wd) SDK2 */
// - GetEntityAPI2_Post functions
// #define FN_GameDLLInit_Post GameDLLInit_Post
// #define FN_DispatchSpawn_Post DispatchSpawn_Post
// #define FN_DispatchThink_Post DispatchThink_Post
// #define FN_DispatchUse_Post DispatchUse_Post
// #define FN_DispatchTouch_Post DispatchTouch_Post
// #define FN_DispatchBlocked_Post DispatchBlocked_Post
// #define FN_DispatchKeyValue_Post DispatchKeyValue_Post
// #define FN_DispatchSave_Post DispatchSave_Post
// #define FN_DispatchRestore_Post DispatchRestore_Post
// #define FN_DispatchObjectCollsionBox_Post DispatchObjectCollsionBox_Post
// #define FN_SaveWriteFields_Post SaveWriteFields_Post
// #define FN_SaveReadFields_Post SaveReadFields_Post
// #define FN_SaveGlobalState_Post SaveGlobalState_Post
// #define FN_RestoreGlobalState_Post RestoreGlobalState_Post
// #define FN_ResetGlobalState_Post ResetGlobalState_Post
// #define FN_ClientConnect_Post ClientConnect_Post
// #define FN_ClientDisconnect_Post ClientDisconnect_Post
// #define FN_ClientKill_Post ClientKill_Post
// #define FN_ClientPutInServer_Post ClientPutInServer_Post
// #define FN_ClientCommand_Post ClientCommand_Post
// #define FN_ClientUserInfoChanged_Post ClientUserInfoChanged_Post
// #define FN_ServerActivate_Post ServerActivate_Post
// #define FN_ServerDeactivate_Post ServerDeactivate_Post
// #define FN_PlayerPreThink_Post PlayerPreThink_Post
// #define FN_PlayerPostThink_Post PlayerPostThink_Post
// #define FN_StartFrame_Post StartFrame_Post
// #define FN_ParmsNewLevel_Post ParmsNewLevel_Post
// #define FN_ParmsChangeLevel_Post ParmsChangeLevel_Post
// #define FN_GetGameDescription_Post GetGameDescription_Post
// #define FN_PlayerCustomization_Post PlayerCustomization_Post
// #define FN_SpectatorConnect_Post SpectatorConnect_Post
// #define FN_SpectatorDisconnect_Post SpectatorDisconnect_Post
// #define FN_SpectatorThink_Post SpectatorThink_Post
// #define FN_Sys_Error_Post Sys_Error_Post
// #define FN_PM_Move_Post PM_Move_Post
// #define FN_PM_Init_Post PM_Init_Post
// #define FN_PM_FindTextureType_Post PM_FindTextureType_Post
// #define FN_SetupVisibility_Post SetupVisibility_Post
// #define FN_UpdateClientData_Post UpdateClientData_Post
// #define FN_AddToFullPack_Post AddToFullPack_Post
// #define FN_CreateBaseline_Post CreateBaseline_Post
// #define FN_RegisterEncoders_Post RegisterEncoders_Post
// #define FN_GetWeaponData_Post GetWeaponData_Post
// #define FN_CmdStart_Post CmdStart_Post
// #define FN_CmdEnd_Post CmdEnd_Post
// #define FN_ConnectionlessPacket_Post ConnectionlessPacket_Post
// #define FN_GetHullBounds_Post GetHullBounds_Post
// #define FN_CreateInstancedBaselines_Post CreateInstancedBaselines_Post
// #define FN_InconsistentFile_Post InconsistentFile_Post
// #define FN_AllowLagCompensation_Post AllowLagCompensation_Post
// - GetEngineAPI functions
// #define FN_PrecacheModel PrecacheModel
// #define FN_PrecacheSound PrecacheSound
// #define FN_SetModel SetModel
// #define FN_ModelIndex ModelIndex
// #define FN_ModelFrames ModelFrames
// #define FN_SetSize SetSize
// #define FN_ChangeLevel ChangeLevel
// #define FN_GetSpawnParms GetSpawnParms
// #define FN_SaveSpawnParms SaveSpawnParms
// #define FN_VecToYaw VecToYaw
// #define FN_VecToAngles VecToAngles
// #define FN_MoveToOrigin MoveToOrigin
// #define FN_ChangeYaw ChangeYaw
// #define FN_ChangePitch ChangePitch
// #define FN_FindEntityByString FindEntityByString
// #define FN_GetEntityIllum GetEntityIllum
// #define FN_FindEntityInSphere FindEntityInSphere
// #define FN_FindClientInPVS FindClientInPVS
// #define FN_EntitiesInPVS EntitiesInPVS
// #define FN_MakeVectors MakeVectors
// #define FN_AngleVectors AngleVectors
// #define FN_CreateEntity CreateEntity
// #define FN_RemoveEntity RemoveEntity
// #define FN_CreateNamedEntity CreateNamedEntity
// #define FN_MakeStatic MakeStatic
// #define FN_EntIsOnFloor EntIsOnFloor
// #define FN_DropToFloor DropToFloor
// #define FN_WalkMove WalkMove
// #define FN_SetOrigin SetOrigin
// #define FN_EmitSound EmitSound
// #define FN_EmitAmbientSound EmitAmbientSound
// #define FN_TraceLine TraceLine
// #define FN_TraceToss TraceToss
// #define FN_TraceMonsterHull TraceMonsterHull
// #define FN_TraceHull TraceHull
// #define FN_TraceModel TraceModel
// #define FN_TraceTexture TraceTexture
// #define FN_TraceSphere TraceSphere
// #define FN_GetAimVector GetAimVector
// #define FN_ServerCommand ServerCommand
// #define FN_ServerExecute ServerExecute
// #define FN_engClientCommand engClientCommand
// #define FN_ParticleEffect ParticleEffect
// #define FN_LightStyle LightStyle
// #define FN_DecalIndex DecalIndex
// #define FN_PointContents PointContents
// #define FN_MessageBegin MessageBegin
// #define FN_MessageEnd MessageEnd
// #define FN_WriteByte WriteByte
// #define FN_WriteChar WriteChar
// #define FN_WriteShort WriteShort
// #define FN_WriteLong WriteLong
// #define FN_WriteAngle WriteAngle
// #define FN_WriteCoord WriteCoord
// #define FN_WriteString WriteString
// #define FN_WriteEntity WriteEntity
// #define FN_CVarRegister CVarRegister
// #define FN_CVarGetFloat CVarGetFloat
// #define FN_CVarGetString CVarGetString
// #define FN_CVarSetFloat CVarSetFloat
// #define FN_CVarSetString CVarSetString
// #define FN_AlertMessage AlertMessage
// #define FN_EngineFprintf EngineFprintf
// #define FN_PvAllocEntPrivateData PvAllocEntPrivateData
// #define FN_PvEntPrivateData PvEntPrivateData
// #define FN_FreeEntPrivateData FreeEntPrivateData
// #define FN_SzFromIndex SzFromIndex
// #define FN_AllocString AllocString
// #define FN_GetVarsOfEnt GetVarsOfEnt
// #define FN_PEntityOfEntOffset PEntityOfEntOffset
// #define FN_EntOffsetOfPEntity EntOffsetOfPEntity
// #define FN_IndexOfEdict IndexOfEdict
// #define FN_PEntityOfEntIndex PEntityOfEntIndex
// #define FN_FindEntityByVars FindEntityByVars
// #define FN_GetModelPtr GetModelPtr
// #define FN_RegUserMsg RegUserMsg
// #define FN_AnimationAutomove AnimationAutomove
// #define FN_GetBonePosition GetBonePosition
// #define FN_FunctionFromName FunctionFromName
// #define FN_NameForFunction NameForFunction
// #define FN_ClientPrintf ClientPrintf
// #define FN_ServerPrint ServerPrint
// #define FN_Cmd_Args Cmd_Args
// #define FN_Cmd_Argv Cmd_Argv
// #define FN_Cmd_Argc Cmd_Argc
// #define FN_GetAttachment GetAttachment
// #define FN_CRC32_Init CRC32_Init
// #define FN_CRC32_ProcessBuffer CRC32_ProcessBuffer
// #define FN_CRC32_ProcessByte CRC32_ProcessByte
// #define FN_CRC32_Final CRC32_Final
// #define FN_RandomLong RandomLong
// #define FN_RandomFloat RandomFloat
// #define FN_SetView SetView
// #define FN_Time Time
// #define FN_CrosshairAngle CrosshairAngle
// #define FN_LoadFileForMe LoadFileForMe
// #define FN_FreeFile FreeFile
// #define FN_EndSection EndSection
// #define FN_CompareFileTime CompareFileTime
// #define FN_GetGameDir GetGameDir
// #define FN_Cvar_RegisterVariable Cvar_RegisterVariable
// #define FN_FadeClientVolume FadeClientVolume
// #define FN_SetClientMaxspeed SetClientMaxspeed
// #define FN_CreateFakeClient CreateFakeClient
// #define FN_RunPlayerMove RunPlayerMove
// #define FN_NumberOfEntities NumberOfEntities
// #define FN_GetInfoKeyBuffer GetInfoKeyBuffer
// #define FN_InfoKeyValue InfoKeyValue
// #define FN_SetKeyValue SetKeyValue
// #define FN_SetClientKeyValue SetClientKeyValue
// #define FN_IsMapValid IsMapValid
// #define FN_StaticDecal StaticDecal
// #define FN_PrecacheGeneric PrecacheGeneric
// #define FN_GetPlayerUserId GetPlayerUserId
// #define FN_BuildSoundMsg BuildSoundMsg
// #define FN_IsDedicatedServer IsDedicatedServer
// #define FN_CVarGetPointer CVarGetPointer
// #define FN_GetPlayerWONId GetPlayerWONId
// #define FN_Info_RemoveKey Info_RemoveKey
// #define FN_GetPhysicsKeyValue GetPhysicsKeyValue
// #define FN_SetPhysicsKeyValue SetPhysicsKeyValue
// #define FN_GetPhysicsInfoString GetPhysicsInfoString
// #define FN_PrecacheEvent PrecacheEvent
// #define FN_PlaybackEvent PlaybackEvent
// #define FN_SetFatPVS SetFatPVS
// #define FN_SetFatPAS SetFatPAS
// #define FN_CheckVisibility CheckVisibility
// #define FN_DeltaSetField DeltaSetField
// #define FN_DeltaUnsetField DeltaUnsetField
// #define FN_DeltaAddEncoder DeltaAddEncoder
// #define FN_GetCurrentPlayer GetCurrentPlayer
// #define FN_CanSkipPlayer CanSkipPlayer
// #define FN_DeltaFindField DeltaFindField
// #define FN_DeltaSetFieldByIndex DeltaSetFieldByIndex
// #define FN_DeltaUnsetFieldByIndex DeltaUnsetFieldByIndex
// #define FN_SetGroupMask SetGroupMask
// #define FN_engCreateInstancedBaseline engCreateInstancedBaseline
// #define FN_Cvar_DirectSet Cvar_DirectSet
// #define FN_ForceUnmodified ForceUnmodified
// #define FN_GetPlayerStats GetPlayerStats
// #define FN_AddServerCommand AddServerCommand
// #define FN_Voice_GetClientListening Voice_GetClientListening
// #define FN_Voice_SetClientListening Voice_SetClientListening
// #define FN_GetPlayerAuthId GetPlayerAuthId
// - GetEngineAPI_Post functions
// #define FN_PrecacheModel_Post PrecacheModel_Post
// #define FN_PrecacheSound_Post PrecacheSound_Post
// #define FN_SetModel_Post SetModel_Post
// #define FN_ModelIndex_Post ModelIndex_Post
// #define FN_ModelFrames_Post ModelFrames_Post
// #define FN_SetSize_Post SetSize_Post
// #define FN_ChangeLevel_Post ChangeLevel_Post
// #define FN_GetSpawnParms_Post GetSpawnParms_Post
// #define FN_SaveSpawnParms_Post SaveSpawnParms_Post
// #define FN_VecToYaw_Post VecToYaw_Post
// #define FN_VecToAngles_Post VecToAngles_Post
// #define FN_MoveToOrigin_Post MoveToOrigin_Post
// #define FN_ChangeYaw_Post ChangeYaw_Post
// #define FN_ChangePitch_Post ChangePitch_Post
// #define FN_FindEntityByString_Post FindEntityByString_Post
// #define FN_GetEntityIllum_Post GetEntityIllum_Post
// #define FN_FindEntityInSphere_Post FindEntityInSphere_Post
// #define FN_FindClientInPVS_Post FindClientInPVS_Post
// #define FN_EntitiesInPVS_Post EntitiesInPVS_Post
// #define FN_MakeVectors_Post MakeVectors_Post
// #define FN_AngleVectors_Post AngleVectors_Post
// #define FN_CreateEntity_Post CreateEntity_Post
// #define FN_RemoveEntity_Post RemoveEntity_Post
// #define FN_CreateNamedEntity_Post CreateNamedEntity_Post
// #define FN_MakeStatic_Post MakeStatic_Post
// #define FN_EntIsOnFloor_Post EntIsOnFloor_Post
// #define FN_DropToFloor_Post DropToFloor_Post
// #define FN_WalkMove_Post WalkMove_Post
// #define FN_SetOrigin_Post SetOrigin_Post
// #define FN_EmitSound_Post EmitSound_Post
// #define FN_EmitAmbientSound_Post EmitAmbientSound_Post
// #define FN_TraceLine_Post TraceLine_Post
// #define FN_TraceToss_Post TraceToss_Post
// #define FN_TraceMonsterHull_Post TraceMonsterHull_Post
// #define FN_TraceHull_Post TraceHull_Post
// #define FN_TraceModel_Post TraceModel_Post
// #define FN_TraceTexture_Post TraceTexture_Post
// #define FN_TraceSphere_Post TraceSphere_Post
// #define FN_GetAimVector_Post GetAimVector_Post
// #define FN_ServerCommand_Post ServerCommand_Post
// #define FN_ServerExecute_Post ServerExecute_Post
// #define FN_engClientCommand_Post engClientCommand_Post
// #define FN_ParticleEffect_Post ParticleEffect_Post
// #define FN_LightStyle_Post LightStyle_Post
// #define FN_DecalIndex_Post DecalIndex_Post
// #define FN_PointContents_Post PointContents_Post
// #define FN_MessageBegin_Post MessageBegin_Post
// #define FN_MessageEnd_Post MessageEnd_Post
// #define FN_WriteByte_Post WriteByte_Post
// #define FN_WriteChar_Post WriteChar_Post
// #define FN_WriteShort_Post WriteShort_Post
// #define FN_WriteLong_Post WriteLong_Post
// #define FN_WriteAngle_Post WriteAngle_Post
// #define FN_WriteCoord_Post WriteCoord_Post
// #define FN_WriteString_Post WriteString_Post
// #define FN_WriteEntity_Post WriteEntity_Post
// #define FN_CVarRegister_Post CVarRegister_Post
// #define FN_CVarGetFloat_Post CVarGetFloat_Post
// #define FN_CVarGetString_Post CVarGetString_Post
// #define FN_CVarSetFloat_Post CVarSetFloat_Post
// #define FN_CVarSetString_Post CVarSetString_Post
// #define FN_AlertMessage_Post AlertMessage_Post
// #define FN_EngineFprintf_Post EngineFprintf_Post
// #define FN_PvAllocEntPrivateData_Post PvAllocEntPrivateData_Post
// #define FN_PvEntPrivateData_Post PvEntPrivateData_Post
// #define FN_FreeEntPrivateData_Post FreeEntPrivateData_Post
// #define FN_SzFromIndex_Post SzFromIndex_Post
// #define FN_AllocString_Post AllocString_Post
// #define FN_GetVarsOfEnt_Post GetVarsOfEnt_Post
// #define FN_PEntityOfEntOffset_Post PEntityOfEntOffset_Post
// #define FN_EntOffsetOfPEntity_Post EntOffsetOfPEntity_Post
// #define FN_IndexOfEdict_Post IndexOfEdict_Post
// #define FN_PEntityOfEntIndex_Post PEntityOfEntIndex_Post
// #define FN_FindEntityByVars_Post FindEntityByVars_Post
// #define FN_GetModelPtr_Post GetModelPtr_Post
// #define FN_RegUserMsg_Post RegUserMsg_Post
// #define FN_AnimationAutomove_Post AnimationAutomove_Post
// #define FN_GetBonePosition_Post GetBonePosition_Post
// #define FN_FunctionFromName_Post FunctionFromName_Post
// #define FN_NameForFunction_Post NameForFunction_Post
// #define FN_ClientPrintf_Post ClientPrintf_Post
// #define FN_ServerPrint_Post ServerPrint_Post
// #define FN_Cmd_Args_Post Cmd_Args_Post
// #define FN_Cmd_Argv_Post Cmd_Argv_Post
// #define FN_Cmd_Argc_Post Cmd_Argc_Post
// #define FN_GetAttachment_Post GetAttachment_Post
// #define FN_CRC32_Init_Post CRC32_Init_Post
// #define FN_CRC32_ProcessBuffer_Post CRC32_ProcessBuffer_Post
// #define FN_CRC32_ProcessByte_Post CRC32_ProcessByte_Post
// #define FN_CRC32_Final_Post CRC32_Final_Post
// #define FN_RandomLong_Post RandomLong_Post
// #define FN_RandomFloat_Post RandomFloat_Post
// #define FN_SetView_Post SetView_Post
// #define FN_Time_Post Time_Post
// #define FN_CrosshairAngle_Post CrosshairAngle_Post
// #define FN_LoadFileForMe_Post LoadFileForMe_Post
// #define FN_FreeFile_Post FreeFile_Post
// #define FN_EndSection_Post EndSection_Post
// #define FN_CompareFileTime_Post CompareFileTime_Post
// #define FN_GetGameDir_Post GetGameDir_Post
// #define FN_Cvar_RegisterVariable_Post Cvar_RegisterVariable_Post
// #define FN_FadeClientVolume_Post FadeClientVolume_Post
// #define FN_SetClientMaxspeed_Post SetClientMaxspeed_Post
// #define FN_CreateFakeClient_Post CreateFakeClient_Post
// #define FN_RunPlayerMove_Post RunPlayerMove_Post
// #define FN_NumberOfEntities_Post NumberOfEntities_Post
// #define FN_GetInfoKeyBuffer_Post GetInfoKeyBuffer_Post
// #define FN_InfoKeyValue_Post InfoKeyValue_Post
// #define FN_SetKeyValue_Post SetKeyValue_Post
// #define FN_SetClientKeyValue_Post SetClientKeyValue_Post
// #define FN_IsMapValid_Post IsMapValid_Post
// #define FN_StaticDecal_Post StaticDecal_Post
// #define FN_PrecacheGeneric_Post PrecacheGeneric_Post
// #define FN_GetPlayerUserId_Post GetPlayerUserId_Post
// #define FN_BuildSoundMsg_Post BuildSoundMsg_Post
// #define FN_IsDedicatedServer_Post IsDedicatedServer_Post
// #define FN_CVarGetPointer_Post CVarGetPointer_Post
// #define FN_GetPlayerWONId_Post GetPlayerWONId_Post
// #define FN_Info_RemoveKey_Post Info_RemoveKey_Post
// #define FN_GetPhysicsKeyValue_Post GetPhysicsKeyValue_Post
// #define FN_SetPhysicsKeyValue_Post SetPhysicsKeyValue_Post
// #define FN_GetPhysicsInfoString_Post GetPhysicsInfoString_Post
// #define FN_PrecacheEvent_Post PrecacheEvent_Post
// #define FN_PlaybackEvent_Post PlaybackEvent_Post
// #define FN_SetFatPVS_Post SetFatPVS_Post
// #define FN_SetFatPAS_Post SetFatPAS_Post
// #define FN_CheckVisibility_Post CheckVisibility_Post
// #define FN_DeltaSetField_Post DeltaSetField_Post
// #define FN_DeltaUnsetField_Post DeltaUnsetField_Post
// #define FN_DeltaAddEncoder_Post DeltaAddEncoder_Post
// #define FN_GetCurrentPlayer_Post GetCurrentPlayer_Post
// #define FN_CanSkipPlayer_Post CanSkipPlayer_Post
// #define FN_DeltaFindField_Post DeltaFindField_Post
// #define FN_DeltaSetFieldByIndex_Post DeltaSetFieldByIndex_Post
// #define FN_DeltaUnsetFieldByIndex_Post DeltaUnsetFieldByIndex_Post
// #define FN_SetGroupMask_Post SetGroupMask_Post
// #define FN_engCreateInstancedBaseline_Post engCreateInstancedBaseline_Post
// #define FN_Cvar_DirectSet_Post Cvar_DirectSet_Post
// #define FN_ForceUnmodified_Post ForceUnmodified_Post
// #define FN_GetPlayerStats_Post GetPlayerStats_Post
// #define FN_AddServerCommand_Post AddServerCommand_Post
// #define FN_Voice_GetClientListening_Post Voice_GetClientListening_Post
// #define FN_Voice_SetClientListening_Post Voice_SetClientListening_Post
// #define FN_GetPlayerAuthId_Post GetPlayerAuthId_Post
// #define FN_OnFreeEntPrivateData OnFreeEntPrivateData
// #define FN_GameShutdown GameShutdown
// #define FN_ShouldCollide ShouldCollide
// #define FN_OnFreeEntPrivateData_Post OnFreeEntPrivateData_Post
// #define FN_GameShutdown_Post GameShutdown_Post
// #define FN_ShouldCollide_Post ShouldCollide_Post
#endif // USE_METAMOD
#endif // __MODULECONFIG_H__

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@ -0,0 +1,20 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "WinCSX", "WinCSX.vcxproj", "{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}.Debug|Win32.ActiveCfg = Debug|Win32
{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}.Debug|Win32.Build.0 = Debug|Win32
{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}.Release|Win32.ActiveCfg = Release|Win32
{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@ -0,0 +1,121 @@
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<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectConfiguration Include="Debug|Win32">
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</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}</ProjectGuid>
<RootNamespace>WinCSX</RootNamespace>
<Keyword>Win32Proj</Keyword>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v120_xp</PlatformToolset>
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<PlatformToolset>v120_xp</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
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<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.40219.1</_ProjectFileVersion>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
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<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\;..\..\..\..\..\public;..\..\..\..\..\public\sdk; ..\..\..\..\..\public\amtl\include;..\..\third_party;..\..\third_party\hashing;..\resources;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<AdditionalDependencies>comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)WinCSX.pdb</ProgramDatabaseFile>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
<IgnoreSpecificDefaultLibraries>LIBCMT;</IgnoreSpecificDefaultLibraries>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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</ClCompile>
<Link>
<AdditionalDependencies>comctl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
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<ItemGroup>
<ClCompile Include="..\stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
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<ClCompile Include="..\WinCSX.cpp" />
<ClCompile Include="..\CRank.cpp" />
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<ClInclude Include="..\stdafx.h" />
<ClInclude Include="..\WinCSX.h" />
<ClInclude Include="..\amxxmodule.h" />
<ClInclude Include="..\CRank.h" />
<ClInclude Include="..\moduleconfig.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\resources\small.ico" />
<None Include="..\resources\WinCSX.ico" />
</ItemGroup>
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<Manifest Include="..\resources\WinCSX.exe.manifest" />
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<ItemGroup>
<ResourceCompile Include="..\resources\WinCSX.rc" />
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<ImportGroup Label="ExtensionTargets">
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@ -0,0 +1,69 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx</Extensions>
</Filter>
<Filter Include="Dependencies">
<UniqueIdentifier>{a7386e98-0966-480d-a8eb-ff52d0de61a8}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\stdafx.cpp">
<Filter>Source Files</Filter>
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<ClCompile Include="..\WinCSX.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\CRank.cpp">
<Filter>Dependencies</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\resources\Resource.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\stdafx.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\WinCSX.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\amxxmodule.h">
<Filter>Dependencies</Filter>
</ClInclude>
<ClInclude Include="..\CRank.h">
<Filter>Dependencies</Filter>
</ClInclude>
<ClInclude Include="..\moduleconfig.h">
<Filter>Dependencies</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\resources\small.ico">
<Filter>Resource Files</Filter>
</None>
<None Include="..\resources\WinCSX.ico">
<Filter>Resource Files</Filter>
</None>
</ItemGroup>
<ItemGroup>
<Manifest Include="..\resources\WinCSX.exe.manifest">
<Filter>Resource Files</Filter>
</Manifest>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="..\resources\WinCSX.rc">
<Filter>Resource Files</Filter>
</ResourceCompile>
</ItemGroup>
</Project>

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@ -0,0 +1,57 @@
// 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
#define IDC_MYICON 2
#define IDM_VISUALSTYLES 1
#define IDD_WINCSX_DIALOG 102
#define IDS_APP_TITLE 103
#define IDD_WINCSXBOX 103
#define IDM_ABOUT 104
#define IDI_WINCSX 107
#define IDI_SMALL 108
#define IDC_WINCSX 109
#define IDR_MAINFRAME 128
#define IDD_ABOUTBOX 129
#define IDR_241 132
#define IDC_LIST 1010
#define IDC_BUTTON_ABOUT 1029
#define IDC_ABOUT 1029
#define IDC_BUTTON_SAVECHANGES 1030
#define IDC_BUTTON_CLEARSTATS 1031
#define IDC_BUTTON_DELETE 1032
#define IDC_EDIT_NAME 1100
#define IDC_EDIT_POSITION 1101
#define IDC_EDIT_AUTHID 1102
#define IDC_EDIT_DAMAGE 1103
#define IDC_EDIT_FRAGS 1104
#define IDC_EDIT_DEATHS 1105
#define IDC_EDIT_TKS 1106
#define IDC_EDIT_SHOTS 1107
#define IDC_EDIT_HITS 1108
#define IDC_EDIT_HS 1109
#define IDC_EDIT_PLANTS 1110
#define IDC_EDIT_EXPLOSIONS 1111
#define IDC_EDIT_DEFUSIONS 1112
#define IDC_EDIT_DEFUSED 1113
#define IDC_AUTHOR 1114
#define ID_HELP_DIALOG 32771
#define IDM_FILE_DIALOG 32773
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 1
#define _APS_NEXT_RESOURCE_VALUE 133
#define _APS_NEXT_COMMAND_VALUE 32775
#define _APS_NEXT_CONTROL_VALUE 1033
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<dependency>
<dependentAssembly>
<assemblyIdentity type="win32" name="Microsoft.Windows.Common-Controls" version="6.0.0.0" publicKeyToken="6595b64144ccf1df" language="*" processorArchitecture="x86" />
</dependentAssembly>
</dependency>
</assembly>

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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Neutral resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_NEU)
#ifdef _WIN32
LANGUAGE LANG_NEUTRAL, SUBLANG_NEUTRAL
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_WINCSX ICON "WinCSX.ico"
IDI_SMALL ICON "small.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_WINCSXBOX DIALOGEX 22, 17, 253, 204
STYLE DS_ABSALIGN | DS_SETFONT | DS_MODALFRAME | WS_POPUP | WS_CAPTION |
WS_SYSMENU
CAPTION "WinCSX"
FONT 8, "System", 0, 0, 0x0
BEGIN
DEFPUSHBUTTON "Close",IDOK,206,168,39,27,WS_GROUP
LISTBOX IDC_LIST,4,5,94,190,LBS_HASSTRINGS |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
EDITTEXT IDC_EDIT_NAME,109,18,87,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_POSITION,206,18,39,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_AUTHID,109,48,87,12,ES_AUTOHSCROLL |
ES_READONLY
EDITTEXT IDC_EDIT_DAMAGE,206,48,39,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_FRAGS,109,78,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEATHS,157,78,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_TKS,206,78,39,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_SHOTS,109,108,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_HITS,157,108,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_HS,206,108,39,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_PLANTS,109,138,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_EXPLOSIONS,157,137,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEFUSIONS,206,137,39,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEFUSED,109,168,40,12,ES_AUTOHSCROLL
LTEXT "Name (last used)",IDC_STATIC,109,5,56,8
LTEXT "Damage",IDC_STATIC,206,35,28,8
LTEXT "Frags",IDC_STATIC,109,65,20,8
LTEXT "Headshots",IDC_STATIC,206,95,36,8
LTEXT "Team kills",IDC_STATIC,206,65,35,8
LTEXT "Hits",IDC_STATIC,157,95,14,8
LTEXT "Shots",IDC_STATIC,109,95,20,8
LTEXT "Deaths",IDC_STATIC,157,65,24,8
LTEXT "Authid",IDC_STATIC,109,35,21,8
LTEXT "Position",IDC_STATIC,206,5,28,8
LTEXT "Plants",IDC_STATIC,109,125,22,8
LTEXT "Explosions",IDC_STATIC,157,125,38,8
LTEXT "Defused",IDC_STATIC,109,155,28,8
LTEXT "Defusions",IDC_STATIC,206,125,34,8
PUSHBUTTON "About",IDC_ABOUT,109,185,40,10
PUSHBUTTON "Save",IDC_BUTTON_SAVECHANGES,157,155,39,8
PUSHBUTTON "Clear stats",IDC_BUTTON_CLEARSTATS,157,168,39,27
PUSHBUTTON "Delete",IDC_BUTTON_DELETE,206,155,39,8
END
IDD_ABOUTBOX DIALOGEX 0, 0, 186, 95
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION |
WS_SYSMENU
CAPTION "About"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "OK",IDOK,109,68,50,14
LTEXT "WinCSX 0.4",IDC_STATIC,18,20,66,8
LTEXT "By JGHG",IDC_STATIC,18,28,66,8
LTEXT "2005",IDC_STATIC,18,36,66,8
LTEXT "http://www.amxmodx.org/",IDC_STATIC,18,44,88,8
END
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO
BEGIN
IDD_WINCSXBOX, DIALOG
BEGIN
LEFTMARGIN, 4
RIGHTMARGIN, 248
VERTGUIDE, 98
VERTGUIDE, 109
VERTGUIDE, 157
VERTGUIDE, 196
VERTGUIDE, 206
VERTGUIDE, 245
TOPMARGIN, 5
BOTTOMMARGIN, 195
HORZGUIDE, 18
HORZGUIDE, 35
HORZGUIDE, 48
HORZGUIDE, 65
HORZGUIDE, 78
HORZGUIDE, 95
HORZGUIDE, 108
HORZGUIDE, 125
HORZGUIDE, 137
HORZGUIDE, 155
HORZGUIDE, 163
HORZGUIDE, 168
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// 24
//
IDM_VISUALSTYLES 24 "WinCSX.exe.manifest"
/////////////////////////////////////////////////////////////////////////////
//
// String Table
//
STRINGTABLE
BEGIN
IDS_APP_TITLE "WinCSX"
IDC_WINCSX "WINCSX"
END
#endif // Neutral resources
/////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
// Swedish resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_SVE)
#ifdef _WIN32
LANGUAGE LANG_SWEDISH, SUBLANG_DEFAULT
#pragma code_page(1252)
#endif //_WIN32
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#define APSTUDIO_HIDDEN_SYMBOLS\r\n"
"#include ""windows.h""\r\n"
"#undef APSTUDIO_HIDDEN_SYMBOLS\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#endif // Swedish resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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// stdafx.cpp : source file that includes just the standard includes
// WinCSX.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

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// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
// C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
// TODO: reference additional headers your program requires here
//#include "CRank.h"
//#include "amx.h"