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@@ -972,11 +972,68 @@ auto luaApi_GetConVarObject(lua_State* luaVm) -> int {
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return 1;
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}
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auto luaApi_SetPlayerWeaponEffectStatus(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto status = lua_tointeger(luaVm, 2);
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auto playerSlot = EntityIndex_to_PlayerSlot(playerIndex);
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do
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{
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if (status >= static_cast<int>(_ExtendPlayerSetting_Weapon::kMax)
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|| status < static_cast<int>(_ExtendPlayerSetting_Weapon::kNone)) {
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break;
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}
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if (playerSlot == -1) {
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break;
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}
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auto player = ExtendPlayerManager::GetPlayerByPlayerSlot(playerSlot);
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if (player == nullptr) {
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break;
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}
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auto [isSuccess, playerSetting] = ExtendPlayerManager::GetPlayerSettingBySteamId(player->m_steamID());
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if (isSuccess == false) {
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LOG("can't get player setting, wtf bug?? \n");
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break;
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}
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ExtendPlayerManager::UpdatePlayerSettingBySteamId(player->m_steamID(), _ExtendPlayerSetting{
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.bloodSetting = playerSetting.bloodSetting,
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.weaponSetting = static_cast<_ExtendPlayerSetting_Weapon>(status)
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});
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auto luaApi_SetServerBloodStatus(lua_State* luaVm) -> int {
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// param: isEnableBoold:bool
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global::IsDisableBlood = !lua_toboolean(luaVm, 1);
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lua_pop(luaVm, 1);
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} while (false);
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lua_pop(luaVm, 2);
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return 0;
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}
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auto luaApi_SetPlayerBloodStatus(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto status = lua_tointeger(luaVm, 2);
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auto playerSlot = EntityIndex_to_PlayerSlot(playerIndex);
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do
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{
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if (status >= static_cast<int>(_ExtendPlayerSetting_Blood::kMax)
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|| status < static_cast<int>(_ExtendPlayerSetting_Blood::kNone)) {
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break;
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}
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if (playerSlot == -1) {
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break;
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}
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auto player = ExtendPlayerManager::GetPlayerByPlayerSlot(playerSlot);
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if (player == nullptr) {
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break;
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}
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auto [isSuccess, playerSetting] = ExtendPlayerManager::GetPlayerSettingBySteamId(player->m_steamID());
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if (isSuccess == false) {
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LOG("can't get player setting, wtf bug?? \n");
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break;
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}
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ExtendPlayerManager::UpdatePlayerSettingBySteamId(player->m_steamID(), _ExtendPlayerSetting {
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.bloodSetting = static_cast<_ExtendPlayerSetting_Blood>(status),
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.weaponSetting = playerSetting.weaponSetting
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});
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} while (false);
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lua_pop(luaVm, 2);
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return 0;
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}
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auto initFunciton(lua_State* luaVm) -> void {
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@@ -1038,8 +1095,8 @@ auto initFunciton(lua_State* luaVm) -> void {
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lua_register(luaVm, "luaApi_GetPlayerName", luaApi_GetPlayerName);
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lua_register(luaVm, "luaApi_SetPlayerNameSlient",
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luaApi_SetPlayerNameSlient);
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lua_register(luaVm, "luaApi_SetServerBloodStatus", luaApi_SetServerBloodStatus);
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//lua_register(luaVm, "luaApi_SetPlayerWeaponEffectStatus", luaApi_SetPlayerWeaponEffectStatus);
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lua_register(luaVm, "luaApi_SetPlayerBloodStatus", luaApi_SetPlayerBloodStatus);
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// lua_register(luaVm, "luaApi_TeleportPlayer", luaApi_TeleportPlayer);
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luabridge::getGlobalNamespace(luaVm)
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