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@@ -9,7 +9,9 @@ struct _luaApi_WeaponInfo {
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int Ammo;
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int ReserveAmmo;
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std::string weaponName;
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std::string weaponBaseName;
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int weaponType;
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int weaponIndex;
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};
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namespace ScriptApis {
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auto RunTickCallBack(_GameTickRunTime* timer) -> void {
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@@ -87,22 +89,17 @@ auto luaApi_SetPlayerCurrentWeaponAmmo(lua_State* luaVm) -> int {
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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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weaponServices->RemoveWeapon(activeWeapon);
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Offset::FnEntityRemove(global::EntitySystem, activeWeapon, nullptr, -1);
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/*
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if (playerAmmoNum != -1) {
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activeWeapon->m_iClip1(playerAmmoNum);
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}
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if (playerReserveAmmoNum != -1) {
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activeWeapon->m_pReserveAmmo(playerReserveAmmoNum);
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}
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*/
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} while (false);
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lua_pop(luaVm, 3);
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return 0;
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@@ -195,7 +192,8 @@ auto luaApi_GetPlayerHealth(lua_State* luaVm) -> int {
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break;
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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playerHealth = playerController->m_iHealth();
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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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lua_pop(luaVm, 1);
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lua_pushinteger(luaVm, playerHealth);
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@@ -220,11 +218,88 @@ auto luaApi_SetPlayerHealth(lua_State* luaVm) -> int {
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break;
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}
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auto playerController = reinterpret_cast<CCSPlayerController*>(player);
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playerController->m_iHealth(playerHealth);
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playerController->m_hPawn().Get()->m_iHealth(playerHealth);
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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_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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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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}
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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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}
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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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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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@@ -275,11 +350,17 @@ auto luaApi_GetPlayerCurrentWeaponInfo(lua_State* luaVm) -> _luaApi_WeaponInfo {
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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 = 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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}
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@@ -460,10 +541,9 @@ auto luaApi_GivePlayerWeapon(lua_State* luaVm) -> int {
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lua_pushboolean(luaVm, isSuccess);
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return 1;
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}
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auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
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// param: playerIndex:int, itemClass:string
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auto luApi_GetPlayerAllWeaponIndex(lua_State* luaVm) -> int {
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// param: playerIndex:int
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const auto playerIndex = lua_tointeger(luaVm, 1);
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const auto weaponName = lua_tostring(luaVm, 2);
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auto isSuccess = false;
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CGameEntitySystem* EntitySystem = global::EntitySystem;
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@@ -479,7 +559,91 @@ auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
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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 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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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 = weapon->GetRefEHandle().GetEntryIndex();
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// Push the index and then the value onto the stack
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lua_pushinteger(luaVm, index++);
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lua_pushinteger(luaVm, weaponIndex);
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// The table is now below the key-value pair in the stack,
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// so we use -3 to indicate its position
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lua_settable(luaVm, -3);
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}
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isSuccess = true;
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} while (false);
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if (!isSuccess) {
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// If unsuccessful, remove the table from the stack
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lua_pop(luaVm, 1);
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// And push false instead
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lua_pushboolean(luaVm, isSuccess);
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}
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// Return the number of results (either the table or false)
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return 1;
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}
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auto luaApi_RemovePlayerWeapon(lua_State* luaVm) -> int {
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// param: playerIndex:int, itemClass:string
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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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auto isSuccess = false;
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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 weapons = weaponServices->m_hMyWeapons();
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CBasePlayerWeapon* activeWeapon = 0;
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for (CHandle* handle = weapons.begin(); handle < weapons.end();
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++handle) {
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if (handle->GetEntryIndex() != weaponIndex) {
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continue;
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}
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const auto weapon = handle->Get<CBasePlayerWeapon>();
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if (weapon == nullptr) {
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continue;
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}
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activeWeapon = weapon;
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}
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if (activeWeapon == nullptr) {
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break;
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}
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weaponServices->RemoveWeapon(activeWeapon);
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Offset::FnEntityRemove(global::EntitySystem, activeWeapon, nullptr, -1);
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isSuccess = true;
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} while (false);
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lua_pop(luaVm, 2);
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lua_pushboolean(luaVm, isSuccess);
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@@ -505,8 +669,9 @@ auto initFunciton(lua_State* luaVm) -> void {
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lua_register(luaVm, "luaApi_CheckPlayerIsInServer",
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luaApi_CheckPlayerIsInServer);
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lua_register(luaVm, "luaApi_GivePlayerWeapon", luaApi_GivePlayerWeapon);
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lua_register(luaVm, "luaApi_GivePlayerWeapon", luaApi_GivePlayerWeapon);
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// <20>Ҳ<EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD>
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lua_register(luaVm, "luApi_GetPlayerAllWeaponIndex",
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luApi_GetPlayerAllWeaponIndex);
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lua_register(luaVm, "luaApi_RemovePlayerWeapon", luaApi_RemovePlayerWeapon);
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luabridge::getGlobalNamespace(luaVm)
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.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
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.addConstructor<void (*)(void)>()
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@@ -514,7 +679,22 @@ auto initFunciton(lua_State* luaVm) -> void {
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.addData("Ammo", &_luaApi_WeaponInfo::Ammo)
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.addData("ReserveAmmo", &_luaApi_WeaponInfo::ReserveAmmo)
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.addData("weaponName", &_luaApi_WeaponInfo::weaponName)
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.addData("weaponBaseName", &_luaApi_WeaponInfo::weaponBaseName)
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.addData("weaponType", &_luaApi_WeaponInfo::weaponType)
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.addData("weaponIndex", &_luaApi_WeaponInfo::weaponIndex)
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.endClass()
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.addFunction("luaApi_GetPlayerWeaponInfo", &luaApi_GetPlayerWeaponInfo);
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// <20>Ҳ<EFBFBD>ϲ<EFBFBD><CFB2><EFBFBD><EFBFBD>
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luabridge::getGlobalNamespace(luaVm)
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.beginClass<_luaApi_WeaponInfo>("WeaponInfo")
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.addConstructor<void (*)(void)>()
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.addData("isSuccess", &_luaApi_WeaponInfo::isSuccess)
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.addData("Ammo", &_luaApi_WeaponInfo::Ammo)
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.addData("ReserveAmmo", &_luaApi_WeaponInfo::ReserveAmmo)
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.addData("weaponName", &_luaApi_WeaponInfo::weaponName)
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.addData("weaponBaseName", &_luaApi_WeaponInfo::weaponBaseName)
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.addData("weaponType", &_luaApi_WeaponInfo::weaponType)
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.addData("weaponIndex", &_luaApi_WeaponInfo::weaponIndex)
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.endClass()
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.addFunction("luaApi_GetPlayerCurrentWeaponInfo",
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&luaApi_GetPlayerCurrentWeaponInfo);
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