Files
csgo2_tiny_server_plugin_sy…/csgo2/events.cpp
2023-10-09 00:18:43 +08:00

194 lines
8.2 KiB
C++

#include "events.h"
namespace events {
auto OnPlayerHurtEvent(IGameEvent* event) -> void {
/*
auto luaCall_onPlayerHurt(int userid, int attacker, int health, int armor,
const char* weapon, int dmg_health, int dmg_armor,
int hitgroup) -> void
*/
UnkGameEventStruct_t userIdNameParams{"userid"};
UnkGameEventStruct_t attackerNameParams{"attacker"};
UnkGameEventStruct_t healthNameParams{0};
UnkGameEventStruct_t armorNameParams{0};
UnkGameEventStruct_t weaponNameParams{0};
UnkGameEventStruct_t dmg_healthNameParams{0};
UnkGameEventStruct_t dmg_armorNameParams{0};
UnkGameEventStruct_t hitgroupNameParams{0};
static const auto healthStr = "health";
static const auto armorStr = "armor";
static const auto weaponStr = "weapon";
static const auto dmg_healthStr = "dmg_health";
static const auto dmg_armorStr = "dmg_armor";
static const auto hitgroupStr = "hitgroup";
healthNameParams.m_Unk = Offset::FnServerHashFunction(
healthStr, sizeof healthStr, SERVER_HASH_FUCNTION_KEY);
healthNameParams.m_Key = healthStr;
armorNameParams.m_Unk = Offset::FnServerHashFunction(
armorStr, sizeof armorStr, SERVER_HASH_FUCNTION_KEY);
armorNameParams.m_Key = armorStr;
weaponNameParams.m_Unk = Offset::FnServerHashFunction(
weaponStr, sizeof weaponStr, SERVER_HASH_FUCNTION_KEY);
weaponNameParams.m_Key = weaponStr;
dmg_healthNameParams.m_Unk = Offset::FnServerHashFunction(
dmg_healthStr, sizeof dmg_healthStr, SERVER_HASH_FUCNTION_KEY);
dmg_healthNameParams.m_Key = dmg_healthStr;
dmg_armorNameParams.m_Unk = Offset::FnServerHashFunction(
dmg_armorStr, sizeof dmg_armorStr, SERVER_HASH_FUCNTION_KEY);
dmg_armorNameParams.m_Key = dmg_armorStr;
hitgroupNameParams.m_Unk = Offset::FnServerHashFunction(
hitgroupStr, sizeof hitgroupStr, SERVER_HASH_FUCNTION_KEY);
hitgroupNameParams.m_Key = hitgroupStr;
const auto victimPawn = reinterpret_cast<CCSPlayerPawn*>(
event->GetPlayerPawn(&userIdNameParams));
const auto attackerPawn = reinterpret_cast<CCSPlayerPawn*>(
event->GetPlayerPawn(&attackerNameParams));
if (victimPawn == nullptr || attackerPawn == nullptr) {
return;
}
if (victimPawn->IsBasePlayerController() == false ||
attackerPawn->IsBasePlayerController() == false) {
return;
}
const auto victim = victimPawn->GetPlayerController();
const auto attacker = attackerPawn->GetPlayerController();
if (victim == nullptr || attacker == nullptr) {
return;
}
const auto victimIndex = victim->GetRefEHandle().GetEntryIndex();
const auto attackerIndex = attacker->GetRefEHandle().GetEntryIndex();
auto health = event->GetInt(&healthNameParams);
auto armor = event->GetInt(&armorNameParams);
auto weapon = event->GetString(&weaponNameParams);
auto dmg_health = event->GetInt(&dmg_healthNameParams);
auto dmg_armor = event->GetInt(&dmg_armorNameParams);
auto hitgroup = event->GetInt(&hitgroupNameParams);
ScriptCallBacks::luaCall_onPlayerHurt(victimIndex, attackerIndex, health,
armor, weapon, dmg_health, dmg_armor,
hitgroup);
}
auto OnRoundEndEvent(IGameEvent* event) -> void {
/*
"winner" "byte" // winner team/user i
"reason" "byte" // reson why team won
"message" "string" // end round message
*/
UnkGameEventStruct_t winnerNameParams{0};
UnkGameEventStruct_t reasonNameParams{0};
UnkGameEventStruct_t messageNameParams{0};
static const auto winnerStr = "winner";
static const auto reasonStr = "reason";
static const auto messageStr = "message";
winnerNameParams.m_Unk = Offset::FnServerHashFunction(
winnerStr, sizeof winnerStr, SERVER_HASH_FUCNTION_KEY);
winnerNameParams.m_Key = winnerStr;
reasonNameParams.m_Unk = Offset::FnServerHashFunction(
reasonStr, sizeof reasonStr, SERVER_HASH_FUCNTION_KEY);
reasonNameParams.m_Key = reasonStr;
messageNameParams.m_Unk = Offset::FnServerHashFunction(
messageStr, sizeof messageStr, SERVER_HASH_FUCNTION_KEY);
messageNameParams.m_Key = messageStr;
const auto message = event->GetString(&messageNameParams);
const auto winner = event->GetInt(&winnerNameParams);
const auto reason = event->GetInt(&reasonNameParams);
ScriptCallBacks::luaCall_onRoundEnd(winner, reason, message);
}
auto OnRoundStartEvent(IGameEvent* event) -> void {
UnkGameEventStruct_t timelimitNameParams{0};
static const auto timelimitStr = "timelimit";
timelimitNameParams.m_Unk = Offset::FnServerHashFunction(
timelimitStr, sizeof timelimitStr, SERVER_HASH_FUCNTION_KEY);
timelimitNameParams.m_Key = timelimitStr;
const auto timelimit = event->GetInt(&timelimitNameParams);
ScriptCallBacks::luaCall_onRoundStart(timelimit);
}
auto OnPlayerSpawnEvent(IGameEvent* event) -> void {
UnkGameEventStruct_t userIdNameParams{"userid"};
const auto playerPawn = reinterpret_cast<CCSPlayerPawn*>(
event->GetPlayerPawn(&userIdNameParams));
if (playerPawn == nullptr) {
return;
}
const auto player = playerPawn->GetPlayerController();
if (player == nullptr) {
return;
}
const auto playerIndex = player->GetRefEHandle().GetEntryIndex();
ScriptCallBacks::luaCall_onPlayerSpawn(playerIndex);
}
auto OnPlayerDeathEvent(IGameEvent* event) -> void {
UnkGameEventStruct_t userIdNameParams{"userid"};
UnkGameEventStruct_t attackerNameParams{"attacker"};
UnkGameEventStruct_t headshotNameParams{0};
static const auto headShotStr = "headshot";
headshotNameParams.m_Unk = Offset::FnServerHashFunction(
headShotStr, sizeof headShotStr, SERVER_HASH_FUCNTION_KEY);
headshotNameParams.m_Key = headShotStr;
const auto victimPawn = reinterpret_cast<CCSPlayerPawn*>(
event->GetPlayerPawn(&userIdNameParams));
const auto attackerPawn = reinterpret_cast<CCSPlayerPawn*>(
event->GetPlayerPawn(&attackerNameParams));
const auto isHeadShot = event->GetBool(&headshotNameParams);
if (victimPawn == nullptr || attackerPawn == nullptr) {
return;
}
if (victimPawn->IsBasePlayerController() == false ||
attackerPawn->IsBasePlayerController() == false) {
return;
}
const auto victim = victimPawn->GetPlayerController();
const auto attacker = attackerPawn->GetPlayerController();
if (victim == nullptr || attacker == nullptr) {
return;
}
const auto victimIndex = victim->GetRefEHandle().GetEntryIndex();
const auto attackerIndex = attacker->GetRefEHandle().GetEntryIndex();
ScriptCallBacks::luaCall_onPlayerDeath(victimIndex, attackerIndex,
isHeadShot);
// printf("player[%p] %s kill[%p] %llu\n", attacker,
// &attacker->m_iszPlayerName(), victim, &victim->m_steamID());
}
auto OnPlayerChat(CCSPlayerController* player, std::string message) -> bool {
auto [procesChatSuccess, chatType, chatCtx] =
SdkTools::ProcessChatString(message);
if (procesChatSuccess == false) {
return false;
}
return ScriptCallBacks::luaCall_onPlayerSpeak(
player->GetRefEHandle().GetEntryIndex(), chatType, chatCtx);
}
auto OnPlayerConnect(int slot, const char* pszName, uint64_t xuid,
const char* pszNetworkID, const char* pszAddress,
bool bFakePlayer) -> void {
const auto PlayerIndex = PlayerSlot_to_EntityIndex(slot);
ScriptCallBacks::luaCall_onPlayerConnect(PlayerIndex, slot, pszName, xuid,
pszNetworkID, pszAddress,
bFakePlayer);
}
auto OnPlayerDisconnect(int slot, const char* pszName, uint64_t xuid,
const char* pszNetworkID, const char* pszAddress,
bool bFakePlayer) -> void {
const auto PlayerIndex = PlayerSlot_to_EntityIndex(slot);
ScriptCallBacks::luaCall_onPlayerDisconnect(PlayerIndex, slot, pszName,
xuid, pszNetworkID, pszAddress,
bFakePlayer);
}
} // namespace events