#include "events.h" #include "native_sdk/entity/cbaseplayercontroller.h" #include "player.h" #include "player_manager.h" namespace events { auto OnPlayerDeathEvent(IGameEvent* event) -> void { UnkGameEventStruct_t userIdNameParams{ "userid" }; UnkGameEventStruct_t attackerNameParams{ "attacker" }; const auto victim = reinterpret_cast(event->GetPlayerPawn(&userIdNameParams)); const auto attacker = reinterpret_cast(event->GetPlayerPawn(&attackerNameParams)); auto victimName = std::string(PlayerManager::GetPlayerNameByPlayerSlot(victim->GetRefEHandle().GetPlayerSlot())); auto attackerName = std::string(PlayerManager::GetPlayerNameByPlayerSlot(attacker->GetRefEHandle().GetPlayerSlot())); printf("player %s killed %s\n", victimName.c_str(), attackerName.c_str()); } auto OnPlayerChat(IGameEvent* event) -> void { UnkGameEventStruct_t userIdNameParams{ "userid" }; const auto chater = reinterpret_cast(event->GetPlayer(&userIdNameParams)); const auto text = event->GetString("text"); const auto chaterName = chater->m_iszPlayerName(); LOG("player: %s say: %s \n", chaterName, text); } }