增加loader
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@@ -24,8 +24,8 @@ auto RunTickCallBack(_GameTickRunTime* timer) -> void {
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luaL_unref(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
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}
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auto TimerCallBack(_GameTimer* timer) -> void {
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LOG("excute timer: %d %d m_bRepeat: %d\n", timer->m_iLuaCallBackFn,
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timer->m_iParamIndex, timer->m_bRepeat);
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// LOG("excute timer: %d %d m_bRepeat: %d\n", timer->m_iLuaCallBackFn,
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// timer->m_iParamIndex, timer->m_bRepeat);
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lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iLuaCallBackFn);
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lua_rawgeti(timer->m_luaVm, LUA_REGISTRYINDEX, timer->m_iParamIndex);
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lua_pcall(timer->m_luaVm, 1, 0, 0);
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@@ -231,7 +231,9 @@ auto luaApi_GetPlayerWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
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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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//LOG("luaApi_GetPlayerWeaponInfo: %s %s %s %d \n", info.weaponName.c_str(), info.weaponBaseName.c_str(), checkWeaponName, weaponIndex);
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// LOG("luaApi_GetPlayerWeaponInfo: %s %s %s %d \n",
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// info.weaponName.c_str(), info.weaponBaseName.c_str(),
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// checkWeaponName, weaponIndex);
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} while (false);
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});
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return info;
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@@ -399,6 +401,9 @@ auto luaApi_GivePlayerWeapon(lua_State* luaVm) -> int {
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const auto weaponName = lua_tostring(luaVm, 2);
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auto isSuccess = false;
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ExcutePlayerAction(playerIndex, [&](CCSPlayerController* playerController) {
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if (playerController->m_bPawnIsAlive() == false) {
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return;
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}
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isSuccess =
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GameWeapons::ParseWeaponCommand(playerController, weaponName);
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});
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@@ -430,7 +435,8 @@ auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
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continue;
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}
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const auto activeWeapon = handle->Get<CBasePlayerWeapon>();
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const auto attributeManager = activeWeapon->m_AttributeManager();
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const auto attributeManager =
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activeWeapon->m_AttributeManager();
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if (activeWeapon == nullptr) {
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break;
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}
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@@ -448,7 +454,8 @@ auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
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if (checkWeaponName == nullptr || strlen(checkWeaponName) < 1) {
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break;
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}
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//printf("weapon name: %s \n", itemStaticData->GetSimpleWeaponName());
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// printf("weapon name: %s \n",
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// itemStaticData->GetSimpleWeaponName());
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const auto weaponIndex =
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weapon->GetRefEHandle().GetEntryIndex();
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