区分死斗和正常respawn
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@@ -111,6 +111,7 @@ auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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lua_pop(luaVm, 3);
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return 0;
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}
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//
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auto luaApi_RespawnPlayer(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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int playerArmorValue = 0;
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@@ -120,7 +121,20 @@ auto luaApi_RespawnPlayer(lua_State* luaVm) -> int {
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if (playerPawn == nullptr) {
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return;
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}
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Offset::FnRespawnPlayer(playerPawn);
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Offset::InterFaces::CCSGameRulesInterFace->PlayerRespawn(playerPawn);
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});
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return 0;
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}
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auto luaApi_RespawnPlayerInDeathMatch(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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int playerArmorValue = 0;
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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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const auto playerPawn =
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playerController->m_hPawn().Get<CCSPlayerPawn>();
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if (playerPawn == nullptr) {
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return;
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}
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Offset::FnRespawnPlayerInDeathMatch(playerPawn);
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});
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return 0;
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}
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@@ -753,6 +767,7 @@ 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_RespawnPlayerInDeathMatch", luaApi_RespawnPlayerInDeathMatch);
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lua_register(luaVm, "luaApi_CreateTimer", luaApi_CreateTimer);
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lua_register(luaVm, "luaApi_CreateTickRunFunction",
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luaApi_CreateTickRunFunction);
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