update sdk, fix weapon drop bug, update gamevent struct from hl2sdk

This commit is contained in:
Huoji's
2023-10-11 03:58:34 +08:00
parent 2f654c5d92
commit 79bc2cf89d
11 changed files with 266 additions and 156 deletions

View File

@@ -9,87 +9,168 @@ class CUtlString;
class IToolGameEventAPI {
virtual void unk001(void*) = 0;
};
struct UnkGameEventStruct_t {
UnkGameEventStruct_t(const char* keyName) {
m_Unk = 0;
m_Key = keyName;
static auto MurmurHash2(const void* key, int len, uint32 seed) -> uint32_t
{
#define LittleDWord( val ) ( val )
// 'm' and 'r' are mixing constants generated offline.
// They're not really 'magic', they just happen to work well.
const uint32 m = 0x5bd1e995;
const int r = 24;
// Initialize the hash to a 'random' value
uint32 h = seed ^ len;
// Mix 4 bytes at a time into the hash
const unsigned char* data = (const unsigned char*)key;
while (len >= 4)
{
uint32 k = LittleDWord(*(uint32*)data);
k *= m;
k ^= k >> r;
k *= m;
h *= m;
h ^= k;
data += 4;
len -= 4;
}
uint64_t m_Unk;
const char* m_Key;
// Handle the last few bytes of the input array
switch (len)
{
case 3: h ^= data[2] << 16;
case 2: h ^= data[1] << 8;
case 1: h ^= data[0];
h *= m;
};
// Do a few final mixes of the hash to ensure the last few
// bytes are well-incorporated.
h ^= h >> 13;
h *= m;
h ^= h >> 15;
return h;
}
struct GameEventKeySymbol_t {
GameEventKeySymbol_t(const char* keyName) {
if (keyName != nullptr) {
m_nHashCode = MurmurHash2(keyName, strlen(keyName), 0x31415926);
m_pszKeyName = keyName;
}
}
uint64_t m_nHashCode;
const char* m_pszKeyName;
};
class IGameEvent {
class IHandleEntity
{
virtual void Schema_DynamicBinding(void**) = 0;
public:
virtual ~IHandleEntity() = 0;
virtual const CEntityHandle GetRefEHandle() const = 0;
};
class IGameEvent{
public:
// 0
virtual ~IGameEvent(){};
virtual ~IGameEvent() {};
virtual const char* GetName() const = 0; // get event name
virtual int GetID() const = 0;
virtual bool IsReliable() const = 0; // if event handled reliable
virtual bool IsLocal() const = 0; // if event is never networked
virtual bool IsEmpty(
const char* keyName = NULL) = 0; // check if data field exists
virtual bool IsEmpty(const GameEventKeySymbol_t
& keySymbol) = 0; // check if data field exists
// Data access index 6
virtual bool GetBool(UnkGameEventStruct_t* keyName = NULL,
// Data access
virtual bool GetBool(const GameEventKeySymbol_t& keySymbol,
bool defaultValue = false) = 0;
virtual int GetInt(UnkGameEventStruct_t* keyName = NULL,
virtual int GetInt(const GameEventKeySymbol_t& keySymbol,
int defaultValue = 0) = 0;
virtual uint64_t GetUint64(UnkGameEventStruct_t* keyName = NULL,
uint64_t defaultValue = 0) = 0;
virtual float GetFloat(UnkGameEventStruct_t* keyName = NULL,
virtual uint64 GetUint64(const GameEventKeySymbol_t& keySymbol,
uint64 defaultValue = 0) = 0;
virtual float GetFloat(const GameEventKeySymbol_t& keySymbol,
float defaultValue = 0.0f) = 0;
virtual const char* GetString(UnkGameEventStruct_t* keyName = NULL,
virtual const char* GetString(const GameEventKeySymbol_t& keySymbol,
const char* defaultValue = "") = 0;
virtual void* GetPtr(const char* keyName = NULL,
void* defaultValue = NULL) = 0;
virtual void* GetPtr(const GameEventKeySymbol_t& keySymbol) = 0;
/* These function prototypes and names are very speculative and might be
* incorrect */
virtual CEntityHandle GetEHandle(UnkGameEventStruct_t* keyName,
CEntityHandle defaultValue) = 0;
virtual CEntityHandle GetStrictEHandle(UnkGameEventStruct_t* keyName,
CEntityHandle defaultValue) = 0;
virtual CEntityHandle GetEHandle2(UnkGameEventStruct_t* keyName,
CEntityHandle defaultValue) = 0;
virtual CEntityHandle GetEHandle(
const GameEventKeySymbol_t& keySymbol,
CEntityHandle defaultValue = CEntityHandle()) = 0;
virtual CPlayerSlot* GetPlayerSlot(
UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CBasePlayer* GetPlayer(UnkGameEventStruct_t* keyName = NULL) = 0;
// Returns the entity instance, mostly used for _pawn keys, might return 0
// if used on any other key (even on a controller).
virtual IHandleEntity* GetEntity(
const GameEventKeySymbol_t& keySymbol,
IHandleEntity* fallbackInstance = NULL) = 0;
virtual CEntityIndex GetEntityIndex(
const GameEventKeySymbol_t& keySymbol,
CEntityIndex defaultValue = CEntityIndex(-1)) = 0;
virtual void* GetPlayerPawn(UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CEntityHandle GetPlayerControllerEHandle(
UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CEntityHandle GetPlayerControllerEHandle2(
UnkGameEventStruct_t* keyName = NULL) = 0;
/* ============================================================ */
virtual CPlayerSlot GetPlayerSlot(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual void SetBool(const char* keyName, bool value) = 0;
virtual void SetInt(const char* keyName, int value) = 0;
virtual void SetUint64(const char* keyName, uint64_t value) = 0;
virtual void SetFloat(const char* keyName, float value) = 0;
virtual void SetString(const char* keyName, const char* value) = 0;
virtual void SetPtr(const char* keyName, void* value) = 0;
virtual IHandleEntity* GetPlayerController(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual IHandleEntity* GetPlayerPawn(
const GameEventKeySymbol_t& keySymbol) = 0;
/* These function prototypes and names are very speculative and might be
* incorrect */
virtual void SetEHandleStrict(const char* keyName,
CEntityHandle handle) = 0;
virtual void SetEHandle(const char* keyName, CEntityHandle handle) = 0;
// Returns the EHandle for the _pawn entity.
virtual CEntityHandle GetPawnEHandle(
const GameEventKeySymbol_t& keySymbol) = 0;
// Returns the CEntityIndex for the _pawn entity.
virtual CEntityIndex GetPawnEntityIndex(
const GameEventKeySymbol_t& keySymbol) = 0;
virtual void SetBool(const GameEventKeySymbol_t& keySymbol, bool value) = 0;
virtual void SetInt(const GameEventKeySymbol_t& keySymbol, int value) = 0;
virtual void SetUint64(const GameEventKeySymbol_t& keySymbol,
uint64 value) = 0;
virtual void SetFloat(const GameEventKeySymbol_t& keySymbol,
float value) = 0;
virtual void SetString(const GameEventKeySymbol_t& keySymbol,
const char* value) = 0;
virtual void SetPtr(const GameEventKeySymbol_t& keySymbol, void* value) = 0;
virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
CEntityIndex value) = 0;
virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
IHandleEntity* value) = 0;
// Also sets the _pawn key
virtual void SetPlayerSlot(const char* keyName, CPlayerSlot value) = 0;
virtual void SetPlayer(const char* keyName, CBasePlayer* value) = 0;
/* ============================================================ */
virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
CPlayerSlot value) = 0;
// Also sets the _pawn key (Expects pawn entity to be passed)
virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
IHandleEntity* pawn) = 0;
virtual bool HasKey(const char* keyName) = 0;
// Expects pawn entity to be passed, will set the controller entity as a
// controllerKeyName and pawn entity as a pawnKeyName.
virtual void SetPlayerRaw(const GameEventKeySymbol_t& controllerKeySymbol,
const GameEventKeySymbol_t& pawnKeySymbol,
IHandleEntity* pawn) = 0;
virtual bool HasKey(const GameEventKeySymbol_t& keySymbol) = 0;
// Something script vm related
virtual void unk001() = 0;
// virtual KeyValues* GetDataKeys() const = 0;
// Not based on keyvalues anymore as it seems like
virtual void* GetDataKeys() const = 0;
};
class IGameEventListener2 {
public:
virtual ~IGameEventListener2(void){};