1
This commit is contained in:
@@ -34,6 +34,25 @@ auto TimerCallBack(_GameTimer* timer) -> void {
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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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auto ExcutePlayerAction(int playerIndex,
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std::function<void(CCSPlayerController*)> function)
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-> void {
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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function(playerController);
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} while (false);
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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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@@ -69,30 +88,17 @@ auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto playerAmmoNum = lua_tointeger(luaVm, 2);
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const auto playerReserveAmmoNum = lua_tointeger(luaVm, 3);
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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const auto weaponServices = playerController->m_hPawn()
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.Get<CCSPlayerPawn>()
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->m_pWeaponServices();
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if (weaponServices == nullptr) {
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break;
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return;
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}
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const auto activeWeapon =
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weaponServices->m_hActiveWeapon().Get<CBasePlayerWeapon>();
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if (activeWeapon == nullptr) {
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break;
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return;
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}
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if (playerAmmoNum != -1) {
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activeWeapon->m_iClip1(playerAmmoNum);
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@@ -100,77 +106,41 @@ auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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if (playerReserveAmmoNum != -1) {
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activeWeapon->m_pReserveAmmo(playerReserveAmmoNum);
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}
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} while (false);
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});
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lua_pop(luaVm, 3);
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return 0;
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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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CGameEntitySystem* EntitySystem = global::EntitySystem;
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do {
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if (EntitySystem == nullptr || playerIndex == 0) {
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break;
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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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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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auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
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LOG("respawn player: %llx \n", playerPawn);
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Offset::FnRespawnPlayer(playerPawn);
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// playerPawn->ForceRespawnPlayer();
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} while (false);
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lua_pop(luaVm, 1);
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});
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return 0;
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}
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auto luaApi_SetPlayerArmorValue(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto playerArmorValue = lua_tointeger(luaVm, 2);
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
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playerPawn->m_ArmorValue(playerArmorValue);
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} while (false);
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});
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lua_pop(luaVm, 2);
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return 0;
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}
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auto luaApi_GetPlayerArmorValue(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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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
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playerArmorValue = playerPawn->m_ArmorValue();
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} while (false);
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});
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lua_pop(luaVm, 1);
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lua_pushinteger(luaVm, playerArmorValue);
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return 1;
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@@ -178,23 +148,10 @@ auto luaApi_GetPlayerArmorValue(lua_State* luaVm) -> int {
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auto luaApi_GetPlayerHealth(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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int playerHealth = 0;
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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auto playerPawn = playerController->m_hPawn().Get<CCSPlayerPawn>();
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playerHealth = playerPawn->m_iHealth();
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} while (false);
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});
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lua_pop(luaVm, 1);
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lua_pushinteger(luaVm, playerHealth);
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return 1;
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@@ -202,24 +159,9 @@ auto luaApi_GetPlayerHealth(lua_State* luaVm) -> int {
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auto luaApi_SetPlayerHealth(lua_State* luaVm) -> int {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto playerHealth = lua_tointeger(luaVm, 2);
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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LOG("luaApi_SetPlayerHealth :2 \n");
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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playerController->m_hPawn().Get()->m_iHealth(playerHealth);
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} while (false);
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});
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lua_pop(luaVm, 2);
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return 0;
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}
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@@ -227,141 +169,125 @@ auto luaApi_GetPlayerWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto weaponIndex = lua_tointeger(luaVm, 2);
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_luaApi_WeaponInfo info{0};
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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const auto weaponServices = playerController->m_hPawn()
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.Get<CCSPlayerPawn>()
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->m_pWeaponServices();
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if (weaponServices == nullptr) {
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break;
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}
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const auto weapons = weaponServices->m_hMyWeapons();
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// Create a new table on the Lua stack
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lua_newtable(luaVm);
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int index = 1; // Lua tables start at index 1
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CBasePlayerWeapon* activeWeapon = nullptr;
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for (CHandle* handle = weapons.begin(); handle < weapons.end();
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++handle) {
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const auto weapon = handle->Get();
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if (weapon == nullptr) {
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continue;
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do {
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if (weaponServices == nullptr) {
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break;
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}
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const auto weaponIndex = weapon->GetRefEHandle().GetEntryIndex();
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if (weaponIndex != weaponIndex) {
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continue;
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const auto weapons = weaponServices->m_hMyWeapons();
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// Create a new table on the Lua stack
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lua_newtable(luaVm);
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int index = 1; // Lua tables start at index 1
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CBasePlayerWeapon* activeWeapon = nullptr;
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for (CHandle* handle = weapons.begin(); handle < weapons.end();
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++handle) {
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const auto weapon = handle->Get();
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if (weapon == nullptr) {
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continue;
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}
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const auto weaponIndex =
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weapon->GetRefEHandle().GetEntryIndex();
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if (weaponIndex != weaponIndex) {
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continue;
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}
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activeWeapon = handle->Get<CBasePlayerWeapon>();
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}
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activeWeapon = handle->Get<CBasePlayerWeapon>();
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}
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if (activeWeapon == nullptr) {
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break;
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}
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const auto attributeManager = activeWeapon->m_AttributeManager();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto itemView = attributeManager->m_Item();
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if (itemView == nullptr) {
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break;
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}
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const auto itemStaticData = itemView->GetStaticData();
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if (itemView == nullptr) {
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break;
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}
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const char* checkWeaponName = Offset::InterFaces::ILocalize->FindSafe(
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itemStaticData->m_pszItemBaseName);
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if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
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break;
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}
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info.isSuccess = true;
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info.Ammo = activeWeapon->m_iClip1();
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info.ReserveAmmo = activeWeapon->m_pReserveAmmo();
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info.weaponName = itemStaticData->GetSimpleWeaponName();
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info.weaponBaseName = itemStaticData->m_pszItemBaseName;
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info.weaponType = static_cast<int>(
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itemStaticData->IsKnife(false)
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? _luaApi_WeaponType::kKnife
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: (itemStaticData->IsWeapon() ? _luaApi_WeaponType::kGun
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: _luaApi_WeaponType::kOther));
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info.weaponIndex = weaponIndex;
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} while (false);
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if (activeWeapon == nullptr) {
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break;
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}
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const auto attributeManager = activeWeapon->m_AttributeManager();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto itemView = attributeManager->m_Item();
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if (itemView == nullptr) {
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break;
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}
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const auto itemStaticData = itemView->GetStaticData();
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if (itemView == nullptr) {
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break;
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}
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const char* checkWeaponName =
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Offset::InterFaces::ILocalize->FindSafe(
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itemStaticData->m_pszItemBaseName);
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if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
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break;
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}
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info.isSuccess = true;
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info.Ammo = activeWeapon->m_iClip1();
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info.ReserveAmmo = activeWeapon->m_pReserveAmmo();
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info.weaponName = itemStaticData->GetSimpleWeaponName();
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info.weaponBaseName = itemStaticData->m_pszItemBaseName;
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info.weaponType =
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static_cast<int>(itemStaticData->IsKnife(false)
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? _luaApi_WeaponType::kKnife
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: (itemStaticData->IsWeapon()
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? _luaApi_WeaponType::kGun
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: _luaApi_WeaponType::kOther));
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info.weaponIndex = weaponIndex;
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} while (false);
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});
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return info;
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}
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auto luaApi_GetPlayerCurrentWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
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// param: playerIndex:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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_luaApi_WeaponInfo info{0};
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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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do {
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const auto weaponServices = playerController->m_hPawn()
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.Get<CCSPlayerPawn>()
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->m_pWeaponServices();
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if (weaponServices == nullptr) {
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break;
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}
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const auto activeWeapon =
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weaponServices->m_hActiveWeapon().Get<CBasePlayerWeapon>();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto attributeManager = activeWeapon->m_AttributeManager();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto itemView = attributeManager->m_Item();
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if (itemView == nullptr) {
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break;
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}
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const auto itemStaticData = itemView->GetStaticData();
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if (itemView == nullptr) {
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break;
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}
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const char* checkWeaponName =
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Offset::InterFaces::ILocalize->FindSafe(
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itemStaticData->m_pszItemBaseName);
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if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
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break;
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}
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info.isSuccess = true;
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info.Ammo = activeWeapon->m_iClip1();
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info.ReserveAmmo = activeWeapon->m_pReserveAmmo();
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info.weaponName = itemStaticData->GetSimpleWeaponName();
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info.weaponBaseName = itemStaticData->m_pszItemBaseName;
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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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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const auto weaponServices = playerController->m_hPawn()
|
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.Get<CCSPlayerPawn>()
|
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->m_pWeaponServices();
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if (weaponServices == nullptr) {
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break;
|
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}
|
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const auto activeWeapon =
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weaponServices->m_hActiveWeapon().Get<CBasePlayerWeapon>();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto attributeManager = activeWeapon->m_AttributeManager();
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if (activeWeapon == nullptr) {
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break;
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}
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const auto itemView = attributeManager->m_Item();
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if (itemView == nullptr) {
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break;
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}
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const auto itemStaticData = itemView->GetStaticData();
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if (itemView == nullptr) {
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break;
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}
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const char* checkWeaponName = Offset::InterFaces::ILocalize->FindSafe(
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itemStaticData->m_pszItemBaseName);
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if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
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break;
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}
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info.isSuccess = true;
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info.Ammo = activeWeapon->m_iClip1();
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info.ReserveAmmo = activeWeapon->m_pReserveAmmo();
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info.weaponName = itemStaticData->GetSimpleWeaponName();
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info.weaponBaseName = itemStaticData->m_pszItemBaseName;
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info.weaponType =
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static_cast<int>(itemStaticData->IsKnife(false)
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? _luaApi_WeaponType::kKnife
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: (itemStaticData->IsWeapon()
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? _luaApi_WeaponType::kGun
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: _luaApi_WeaponType::kOther));
|
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info.weaponIndex = weaponServices->m_hActiveWeapon()
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.Get()
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->GetRefEHandle()
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.GetEntryIndex();
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} while (false);
|
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});
|
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info.weaponType = static_cast<int>(
|
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itemStaticData->IsKnife(false)
|
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? _luaApi_WeaponType::kKnife
|
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: (itemStaticData->IsWeapon() ? _luaApi_WeaponType::kGun
|
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: _luaApi_WeaponType::kOther));
|
||||
info.weaponIndex = weaponServices->m_hActiveWeapon()
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.Get()
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||||
->GetRefEHandle()
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||||
.GetEntryIndex();
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} while (false);
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return info;
|
||||
}
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auto luaApi_CreateTickRunFunction(lua_State* luaVm) -> int {
|
||||
@@ -422,22 +348,9 @@ auto luaApi_CheckPlayerIsAlive(lua_State* luaVm) -> int {
|
||||
// param: playerIndex:int
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
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||||
auto isAlive = false;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
isAlive = playerController->m_bPawnIsAlive();
|
||||
} while (false);
|
||||
});
|
||||
lua_pop(luaVm, 1);
|
||||
lua_pushboolean(luaVm, isAlive);
|
||||
return 1;
|
||||
@@ -446,22 +359,9 @@ auto luaApi_GetPlayerTeam(lua_State* luaVm) -> int {
|
||||
// param: playerIndex:int
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
auto team = 0;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
team = playerController->m_iTeamNum();
|
||||
} while (false);
|
||||
});
|
||||
lua_pop(luaVm, 1);
|
||||
lua_pushinteger(luaVm, team);
|
||||
return 1;
|
||||
@@ -471,23 +371,10 @@ auto luaApi_SetPlayerTeam(lua_State* luaVm) -> int {
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
const auto team = lua_tointeger(luaVm, 2);
|
||||
auto isSuccess = false;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
playerController->m_iTeamNum(team);
|
||||
isSuccess = true;
|
||||
} while (false);
|
||||
});
|
||||
lua_pop(luaVm, 2);
|
||||
lua_pushboolean(luaVm, isSuccess);
|
||||
return 1;
|
||||
@@ -496,21 +383,10 @@ auto luaApi_CheckPlayerIsInServer(lua_State* luaVm) -> int {
|
||||
// param: playerIndex:int
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
auto isInServer = false;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
isInServer = true;
|
||||
} while (false);
|
||||
});
|
||||
|
||||
lua_pop(luaVm, 1);
|
||||
lua_pushboolean(luaVm, isInServer);
|
||||
return 1;
|
||||
@@ -520,23 +396,10 @@ auto luaApi_GivePlayerWeapon(lua_State* luaVm) -> int {
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
const auto weaponName = lua_tostring(luaVm, 2);
|
||||
auto isSuccess = false;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
isSuccess =
|
||||
GameWeapons::ParseWeaponCommand(playerController, weaponName);
|
||||
} while (false);
|
||||
});
|
||||
lua_pop(luaVm, 2);
|
||||
lua_pushboolean(luaVm, isSuccess);
|
||||
return 1;
|
||||
@@ -545,58 +408,46 @@ auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
|
||||
// param: playerIndex:int
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
auto isSuccess = false;
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
const auto weaponServices = playerController->m_hPawn()
|
||||
.Get<CCSPlayerPawn>()
|
||||
->m_pWeaponServices();
|
||||
if (weaponServices == nullptr) {
|
||||
break;
|
||||
}
|
||||
const auto weapons = weaponServices->m_hMyWeapons();
|
||||
|
||||
// Create a new table on the Lua stack
|
||||
lua_newtable(luaVm);
|
||||
|
||||
int index = 1; // Lua tables start at index 1
|
||||
for (CHandle* handle = weapons.begin(); handle < weapons.end();
|
||||
++handle) {
|
||||
const auto weapon = handle->Get();
|
||||
if (weapon == nullptr) {
|
||||
continue;
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
do {
|
||||
const auto weaponServices = playerController->m_hPawn()
|
||||
.Get<CCSPlayerPawn>()
|
||||
->m_pWeaponServices();
|
||||
if (weaponServices == nullptr) {
|
||||
break;
|
||||
}
|
||||
const auto weaponIndex = weapon->GetRefEHandle().GetEntryIndex();
|
||||
const auto weapons = weaponServices->m_hMyWeapons();
|
||||
|
||||
// Push the index and then the value onto the stack
|
||||
lua_pushinteger(luaVm, index++);
|
||||
lua_pushinteger(luaVm, weaponIndex);
|
||||
// Create a new table on the Lua stack
|
||||
lua_newtable(luaVm);
|
||||
|
||||
// The table is now below the key-value pair in the stack,
|
||||
// so we use -3 to indicate its position
|
||||
lua_settable(luaVm, -3);
|
||||
}
|
||||
isSuccess = true;
|
||||
} while (false);
|
||||
int index = 1; // Lua tables start at index 1
|
||||
for (CHandle* handle = weapons.begin(); handle < weapons.end();
|
||||
++handle) {
|
||||
const auto weapon = handle->Get();
|
||||
if (weapon == nullptr) {
|
||||
continue;
|
||||
}
|
||||
const auto weaponIndex =
|
||||
weapon->GetRefEHandle().GetEntryIndex();
|
||||
|
||||
// Push the index and then the value onto the stack
|
||||
lua_pushinteger(luaVm, index++);
|
||||
lua_pushinteger(luaVm, weaponIndex);
|
||||
|
||||
// The table is now below the key-value pair in the stack,
|
||||
// so we use -3 to indicate its position
|
||||
lua_settable(luaVm, -3);
|
||||
}
|
||||
isSuccess = true;
|
||||
} while (false);
|
||||
});
|
||||
|
||||
if (!isSuccess) {
|
||||
// If unsuccessful, remove the table from the stack
|
||||
lua_pop(luaVm, 1);
|
||||
// And push false instead
|
||||
lua_pushboolean(luaVm, isSuccess);
|
||||
}
|
||||
|
||||
lua_pushboolean(luaVm, isSuccess);
|
||||
// Return the number of results (either the table or false)
|
||||
return 1;
|
||||
}
|
||||
@@ -605,46 +456,37 @@ auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
|
||||
const auto playerIndex = lua_tointeger(luaVm, 1);
|
||||
const auto weaponIndex = lua_tointeger(luaVm, 2);
|
||||
auto isSuccess = false;
|
||||
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
|
||||
do {
|
||||
const auto weaponServices = playerController->m_hPawn()
|
||||
.Get<CCSPlayerPawn>()
|
||||
->m_pWeaponServices();
|
||||
if (weaponServices == nullptr) {
|
||||
break;
|
||||
}
|
||||
const auto weapons = weaponServices->m_hMyWeapons();
|
||||
CBasePlayerWeapon* activeWeapon = 0;
|
||||
for (CHandle* handle = weapons.begin(); handle < weapons.end();
|
||||
++handle) {
|
||||
if (handle->GetEntryIndex() != weaponIndex) {
|
||||
continue;
|
||||
}
|
||||
const auto weapon = handle->Get<CBasePlayerWeapon>();
|
||||
if (weapon == nullptr) {
|
||||
continue;
|
||||
}
|
||||
activeWeapon = weapon;
|
||||
}
|
||||
if (activeWeapon == nullptr) {
|
||||
break;
|
||||
}
|
||||
weaponServices->RemoveWeapon(activeWeapon);
|
||||
Offset::FnEntityRemove(global::EntitySystem, activeWeapon, nullptr,
|
||||
-1);
|
||||
isSuccess = true;
|
||||
} while (false);
|
||||
});
|
||||
|
||||
CGameEntitySystem* EntitySystem = global::EntitySystem;
|
||||
do {
|
||||
if (EntitySystem == nullptr || playerIndex == 0) {
|
||||
break;
|
||||
}
|
||||
auto player = EntitySystem->GetBaseEntity(playerIndex);
|
||||
if (player == nullptr) {
|
||||
break;
|
||||
}
|
||||
if (player->IsBasePlayerController() == false) {
|
||||
break;
|
||||
}
|
||||
auto playerController = reinterpret_cast<CCSPlayerController*>(player);
|
||||
const auto weaponServices = playerController->m_hPawn()
|
||||
.Get<CCSPlayerPawn>()
|
||||
->m_pWeaponServices();
|
||||
if (weaponServices == nullptr) {
|
||||
break;
|
||||
}
|
||||
const auto weapons = weaponServices->m_hMyWeapons();
|
||||
CBasePlayerWeapon* activeWeapon = 0;
|
||||
for (CHandle* handle = weapons.begin(); handle < weapons.end();
|
||||
++handle) {
|
||||
if (handle->GetEntryIndex() != weaponIndex) {
|
||||
continue;
|
||||
}
|
||||
const auto weapon = handle->Get<CBasePlayerWeapon>();
|
||||
if (weapon == nullptr) {
|
||||
continue;
|
||||
}
|
||||
activeWeapon = weapon;
|
||||
}
|
||||
if (activeWeapon == nullptr) {
|
||||
break;
|
||||
}
|
||||
weaponServices->RemoveWeapon(activeWeapon);
|
||||
Offset::FnEntityRemove(global::EntitySystem, activeWeapon, nullptr, -1);
|
||||
isSuccess = true;
|
||||
} while (false);
|
||||
lua_pop(luaVm, 2);
|
||||
lua_pushboolean(luaVm, isSuccess);
|
||||
return 1;
|
||||
|
||||
Reference in New Issue
Block a user