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@@ -12,6 +12,16 @@ struct _luaApi_WeaponInfo {
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int weaponType;
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};
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namespace ScriptApis {
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auto TimerCallBack(_GameTimer* timer) -> void {
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LOG("excute timer: %d %d m_bRepeat: %d\n", timer->m_iLuaCallBackFn, timer->m_iParamIndex, timer->m_bRepeat);
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lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iLuaCallBackFn);
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lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
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lua_pcall(timer->m_luaVm, 1, 0, 0);
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if (timer->m_bRepeat == false) {
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luaL_unref(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iLuaCallBackFn);
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luaL_unref(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
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}
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>Ҫ<EFBFBD>Լ<EFBFBD>push<73><68>stack<63><6B>
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auto luaApi_ListenToGameEvent(lua_State* luaVm) -> int {
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const auto eventName = lua_tostring(luaVm, 1);
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@@ -99,6 +109,7 @@ auto luaApi_RespawnPlayer(lua_State* luaVm) -> int {
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
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playerPawn->m_bRespawning(false);
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} while (false);
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lua_pop(luaVm, 1);
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@@ -256,9 +267,128 @@ auto luaApi_GetPlayerCurrentWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
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: (itemStaticData->IsWeapon() ? _luaApi_WeaponType::kGun
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: _luaApi_WeaponType::kOther));
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} while (false);
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return info;
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}
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auto luaApi_CreateTimer(lua_State* luaVm) -> int {
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// param: time:float, callback:function, params:lua_table
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const auto time = lua_tonumber(luaVm, 1);
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const auto repeat = lua_toboolean(luaVm, 2);
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const auto preserveMapChange = lua_toboolean(luaVm, 3);
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auto timerHandle = 0;
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do {
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const auto params = lua_gettable(luaVm, 4);
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const auto callback = luaL_ref(luaVm, LUA_REGISTRYINDEX);
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LOG("luaApi_CreateTimer: params: %d callback: %d \n", params, callback);
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timerHandle = GameTimer::AddTimer(new _GameTimer{
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.m_flTime = (float)time,
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.m_bRepeat = (bool)repeat,
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.m_bPreserveMapChange = (bool)preserveMapChange,
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.m_luaVm = luaVm,
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.m_iParamIndex = params,
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.m_iLuaCallBackFn = callback
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});
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} while (false);
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lua_pop(luaVm, 5);
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lua_pushinteger(luaVm, timerHandle);
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return 1;
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}
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auto luaApi_CheckPlayerIsAlive(lua_State* luaVm) -> int {
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// param: playerIndex:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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auto isAlive = false;
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CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
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do {
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if (EntitySystem == nullptr || playerIndex == 0) {
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break;
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}
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auto player = EntitySystem->GetBaseEntity(playerIndex);
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if (player == nullptr) {
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break;
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}
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if (player->IsBasePlayerController() == false) {
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break;
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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isAlive = playerController->m_bPawnIsAlive();
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} while (false);
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lua_pop(luaVm, 1);
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lua_pushboolean(luaVm, isAlive);
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return 1;
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}
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auto luaApi_GetPlayerTeam(lua_State* luaVm) -> int {
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// param: playerIndex:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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auto team = 0;
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CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
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do {
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if (EntitySystem == nullptr || playerIndex == 0) {
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break;
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}
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auto player = EntitySystem->GetBaseEntity(playerIndex);
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if (player == nullptr) {
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break;
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}
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if (player->IsBasePlayerController() == false) {
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break;
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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team = playerController->m_iTeamNum();
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} while (false);
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lua_pop(luaVm, 1);
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lua_pushinteger(luaVm, team);
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return 1;
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}
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auto luaApi_SetPlayerTeam(lua_State* luaVm) -> int {
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// param: playerIndex:int, team:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto team = lua_tointeger(luaVm, 2);
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auto isSuccess = false;
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CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
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do {
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if (EntitySystem == nullptr || playerIndex == 0) {
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break;
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}
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auto player = EntitySystem->GetBaseEntity(playerIndex);
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if (player == nullptr) {
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break;
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}
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if (player->IsBasePlayerController() == false) {
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break;
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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playerController->m_iTeamNum() = team;
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isSuccess = true;
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} while (false);
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lua_pop(luaVm, 2);
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lua_pushboolean(luaVm, isSuccess);
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return 1;
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}
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auto luaApi_CheckPlayerIsInServer(lua_State* luaVm) -> int {
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// param: playerIndex:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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auto isInServer = false;
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CGameEntitySystem* EntitySystem = CGameEntitySystem::GetInstance();
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do {
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if (EntitySystem == nullptr || playerIndex == 0) {
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break;
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}
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auto player = EntitySystem->GetBaseEntity(playerIndex);
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if (player == nullptr) {
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break;
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}
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if (player->IsBasePlayerController() == false) {
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break;
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}
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isInServer = true;
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} while (false);
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lua_pop(luaVm, 1);
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lua_pushboolean(luaVm, isInServer);
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return 1;
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}
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auto initFunciton(lua_State* luaVm) -> void {
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lua_register(luaVm, "ListenToGameEvent", luaApi_ListenToGameEvent);
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lua_register(luaVm, "luaApi_SetPlayerCurrentWeaponAmmo",
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@@ -270,7 +400,12 @@ auto initFunciton(lua_State* luaVm) -> void {
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lua_register(luaVm, "luaApi_SetPlayerArmorValue",
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luaApi_SetPlayerArmorValue);
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lua_register(luaVm, "luaApi_RespawnPlayer", luaApi_RespawnPlayer);
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lua_register(luaVm, "luaApi_CreateTimer", luaApi_CreateTimer);
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lua_register(luaVm, "luaApi_CheckPlayerIsAlive", luaApi_CheckPlayerIsAlive);
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lua_register(luaVm, "luaApi_GetPlayerTeam", luaApi_GetPlayerTeam);
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lua_register(luaVm, "luaApi_SetPlayerTeam", luaApi_SetPlayerTeam);
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lua_register(luaVm, "luaApi_CheckPlayerIsInServer",
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luaApi_CheckPlayerIsInServer);
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// <20>Ҳ<EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD>
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luabridge::getGlobalNamespace(luaVm)
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.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
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