63 lines
2.8 KiB
C++
63 lines
2.8 KiB
C++
#include "events.h"
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namespace events {
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auto OnPlayerDeathEvent(IGameEvent* event) -> void {
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UnkGameEventStruct_t userIdNameParams{"userid"};
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UnkGameEventStruct_t attackerNameParams{"attacker"};
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UnkGameEventStruct_t headshotNameParams{0};
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static const auto headShotStr = "headshot";
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headshotNameParams.m_Unk = Offset::FnServerHashFunction(
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headShotStr, sizeof headShotStr, SERVER_HASH_FUCNTION_KEY);
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headshotNameParams.m_Key = headShotStr;
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const auto victimPawn = reinterpret_cast<CCSPlayerPawn*>(
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event->GetPlayerPawn(&userIdNameParams));
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const auto attackerPawn = reinterpret_cast<CCSPlayerPawn*>(
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event->GetPlayerPawn(&attackerNameParams));
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const auto isHeadShot = event->GetBool(&headshotNameParams);
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if (victimPawn == nullptr || attackerPawn == nullptr) {
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return;
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}
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if (victimPawn->IsBasePlayerController() == false ||
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attackerPawn->IsBasePlayerController() == false) {
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return;
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}
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const auto victim = victimPawn->GetPlayerController();
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const auto attacker = attackerPawn->GetPlayerController();
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if (victim == nullptr || attacker == nullptr) {
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return;
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}
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const auto victimIndex = victim->GetRefEHandle().GetEntryIndex();
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const auto attackerIndex = attacker->GetRefEHandle().GetEntryIndex();
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ScriptCallBacks::luaCall_onPlayerDeath(victimIndex, attackerIndex, isHeadShot);
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// printf("player[%p] %s kill[%p] %llu\n", attacker,
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// &attacker->m_iszPlayerName(), victim, &victim->m_steamID());
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}
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auto OnPlayerChat(CCSPlayerController* player, std::string message) -> bool {
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auto [procesChatSuccess, chatType, chatCtx] =
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SdkTools::ProcessChatString(message);
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if (procesChatSuccess == false) {
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return false;
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}
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if (chatCtx.at(0) == '/' || chatCtx.at(0) == '!') {
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return true;
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}
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return false;
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}
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auto OnPlayerConnect(int slot, const char* pszName, uint64_t xuid,
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const char* pszNetworkID, const char* pszAddress,
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bool bFakePlayer) -> void {
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const auto PlayerIndex = PlayerSlot_to_EntityIndex(slot);
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ScriptCallBacks::luaCall_onPlayerConnect(PlayerIndex, slot, pszName, xuid,
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pszNetworkID, pszAddress,
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bFakePlayer);
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}
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auto OnPlayerDisconnect(int slot, const char* pszName, uint64_t xuid,
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const char* pszNetworkID, const char* pszAddress,
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bool bFakePlayer) -> void {
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const auto PlayerIndex = PlayerSlot_to_EntityIndex(slot);
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ScriptCallBacks::luaCall_onPlayerDisconnect(PlayerIndex, slot, pszName,
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xuid, pszNetworkID, pszAddress,
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bFakePlayer);
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}
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} // namespace events
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