完全搞定除了皮肤

This commit is contained in:
Huoji's
2023-10-06 05:08:40 +08:00
parent 40fc60e481
commit 9232d1c390
30 changed files with 3076 additions and 852 deletions

View File

@@ -43,6 +43,7 @@ auto ExcutePlayerAction(int playerIndex,
break;
}
auto player = EntitySystem->GetBaseEntity(playerIndex);
if (player == nullptr) {
break;
}
@@ -119,7 +120,6 @@ auto luaApi_RespawnPlayer(lua_State* luaVm) -> int {
if (playerPawn == nullptr) {
return;
}
LOG("respawn player: %llx \n", playerPawn);
Offset::FnRespawnPlayer(playerPawn);
});
return 0;
@@ -190,12 +190,13 @@ auto luaApi_GetPlayerWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
if (weapon == nullptr) {
continue;
}
const auto weaponIndex =
const auto _weaponIndex =
weapon->GetRefEHandle().GetEntryIndex();
if (weaponIndex != weaponIndex) {
if (weaponIndex != _weaponIndex) {
continue;
}
activeWeapon = handle->Get<CBasePlayerWeapon>();
break;
}
if (activeWeapon == nullptr) {
break;
@@ -230,6 +231,7 @@ auto luaApi_GetPlayerWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
? _luaApi_WeaponType::kGun
: _luaApi_WeaponType::kOther));
info.weaponIndex = weaponIndex;
//LOG("luaApi_GetPlayerWeaponInfo: %s %s %s %d \n", info.weaponName.c_str(), info.weaponBaseName.c_str(), checkWeaponName, weaponIndex);
} while (false);
});
return info;
@@ -407,6 +409,65 @@ auto luaApi_GivePlayerWeapon(lua_State* luaVm) -> int {
auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
// param: playerIndex:int
const auto playerIndex = lua_tointeger(luaVm, 1);
// Create a new table on the Lua stack
lua_newtable(luaVm);
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();
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 activeWeapon = handle->Get<CBasePlayerWeapon>();
const auto attributeManager = activeWeapon->m_AttributeManager();
if (activeWeapon == nullptr) {
break;
}
const auto itemView = attributeManager->m_Item();
if (itemView == nullptr) {
break;
}
const auto itemStaticData = itemView->GetStaticData();
if (itemView == nullptr) {
break;
}
const char* checkWeaponName =
Offset::InterFaces::ILocalize->FindSafe(
itemStaticData->m_pszItemBaseName);
if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
break;
}
//printf("weapon name: %s \n", itemStaticData->GetSimpleWeaponName());
const auto weaponIndex =
weapon->GetRefEHandle().GetEntryIndex();
// Push the value onto the stack
lua_pushinteger(luaVm, weaponIndex);
// Set the table at index position
lua_rawseti(luaVm, -2, index++);
}
} while (false);
});
// Return the table regardless of success or failure
return 1;
}
auto luaApi_MakePlayerWeaponDrop(lua_State* luaVm) -> int {
// param: playerIndex:int, itemClass:string
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto weaponIndex = lua_tointeger(luaVm, 2);
auto isSuccess = false;
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
do {
@@ -417,38 +478,28 @@ auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
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
CBasePlayerWeapon* activeWeapon = 0;
for (CHandle* handle = weapons.begin(); handle < weapons.end();
++handle) {
const auto weapon = handle->Get();
if (weapon == nullptr) {
if (handle->GetEntryIndex() != weaponIndex) {
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);
const auto weapon = handle->Get<CBasePlayerWeapon>();
if (weapon == nullptr) {
break;
}
activeWeapon = weapon;
break;
}
if (activeWeapon == nullptr) {
break;
}
weaponServices->RemoveWeapon(activeWeapon);
isSuccess = true;
} while (false);
});
if (!isSuccess) {
// If unsuccessful, remove the table from the stack
lua_pop(luaVm, 1);
}
lua_pop(luaVm, 2);
lua_pushboolean(luaVm, isSuccess);
// Return the number of results (either the table or false)
return 1;
}
auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
@@ -476,6 +527,7 @@ auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
continue;
}
activeWeapon = weapon;
break;
}
if (activeWeapon == nullptr) {
break;
@@ -488,8 +540,35 @@ auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
});
lua_pop(luaVm, 2);
lua_pushboolean(luaVm, isSuccess);
return 1;
return 0;
}
auto luaApi_SendToPlayerChat(lua_State* luaVm) -> int {
// param: playerIndex:int, message:string
const auto playerIndex = lua_tointeger(luaVm, 1);
const auto hudType = lua_tointeger(luaVm, 2);
const auto message = lua_tostring(luaVm, 3);
if (hudType >= _HubType::kMax || hudType < _HubType::kNotify) {
lua_pop(luaVm, 3);
return 0;
}
ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
SdkTools::SentChatToClient(playerController,
static_cast<_HubType>(hudType), message);
});
lua_pop(luaVm, 3);
return 0;
}
auto luaApi_SentToAllPlayerChat(lua_State* luaVm) -> int {
// param: playerIndex:int, message:string
const auto message = lua_tostring(luaVm, 1);
const auto hudType = lua_tointeger(luaVm, 2);
if (hudType >= _HubType::kMax || hudType < _HubType::kNotify) {
lua_pop(luaVm, 3);
return 0;
}
SdkTools::SendConsoleChat(static_cast<_HubType>(hudType), message);
lua_pop(luaVm, 2);
return 0;
}
auto initFunciton(lua_State* luaVm) -> void {
lua_register(luaVm, "ListenToGameEvent", luaApi_ListenToGameEvent);
@@ -514,6 +593,12 @@ auto initFunciton(lua_State* luaVm) -> void {
lua_register(luaVm, "luApi_GetPlayerAllWeaponIndex",
luApi_GetPlayerAllWeaponIndex);
lua_register(luaVm, "luaApi_RemovePlayerWeapon", luaApi_RemovePlayerWeapon);
lua_register(luaVm, "luaApi_MakePlayerWeaponDrop",
luaApi_MakePlayerWeaponDrop);
lua_register(luaVm, "luaApi_SendToPlayerChat", luaApi_SendToPlayerChat);
lua_register(luaVm, "luaApi_SentToAllPlayerChat",
luaApi_SentToAllPlayerChat);
luabridge::getGlobalNamespace(luaVm)
.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
.addConstructor<void (*)(void)>()