Files
csgo2_tiny_server_plugin_sy…/csgo2/sdk/gameevent/IGameEvent.h
2023-10-01 02:28:13 +08:00

152 lines
6.1 KiB
C++

#pragma once
#include "../sdk.h"
#include "../player/playerslot.h"
#include "../player/player.h"
#include "../handle/basehandle.h"
#include "../interfaces/interfaces.h"
class CMsgSource1LegacyGameEvent;
class CUtlString;
class IToolGameEventAPI
{
virtual void unk001(void*) = 0;
};
struct UnkGameEventStruct_t {
UnkGameEventStruct_t(const char* keyName) {
m_Unk = 0;
m_Key = keyName;
}
uint64_t m_Unk;
const char* m_Key;
};
class IGameEvent
{
public:
virtual ~IGameEvent() {};
virtual const char* GetName() const = 0; // get event name
virtual int GetID() const = 0;
virtual bool IsReliable() const = 0; // if event handled reliable
virtual bool IsLocal() const = 0; // if event is never networked
virtual bool IsEmpty(const char* keyName = NULL) = 0; // check if data field exists
// Data access
virtual bool GetBool(const char* keyName = NULL, bool defaultValue = false) = 0;
virtual int GetInt(const char* keyName = NULL, int defaultValue = 0) = 0;
virtual uint64_t GetUint64(const char* keyName = NULL, uint64_t defaultValue = 0) = 0;
virtual float GetFloat(const char* keyName = NULL, float defaultValue = 0.0f) = 0;
virtual const char* GetString(const char* keyName = NULL, const char* defaultValue = "") = 0;
virtual void* GetPtr(const char* keyName = NULL, void* defaultValue = NULL) = 0;
/* These function prototypes and names are very speculative and might be incorrect */
virtual CEntityHandle GetEHandle(UnkGameEventStruct_t* keyName, CEntityHandle defaultValue) = 0;
virtual CEntityHandle GetStrictEHandle(UnkGameEventStruct_t* keyName, CEntityHandle defaultValue) = 0;
virtual CEntityHandle GetEHandle2(UnkGameEventStruct_t* keyName, CEntityHandle defaultValue) = 0;
virtual CPlayerSlot* GetPlayerSlot(UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CBasePlayer* GetPlayer(UnkGameEventStruct_t* keyName = NULL) = 0;
virtual void* GetPlayerPawn(UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CEntityHandle GetPlayerControllerEHandle(UnkGameEventStruct_t* keyName = NULL) = 0;
virtual CEntityHandle GetPlayerControllerEHandle2(UnkGameEventStruct_t* keyName = NULL) = 0;
/* ============================================================ */
virtual void SetBool(const char* keyName, bool value) = 0;
virtual void SetInt(const char* keyName, int value) = 0;
virtual void SetUint64(const char* keyName, uint64_t value) = 0;
virtual void SetFloat(const char* keyName, float value) = 0;
virtual void SetString(const char* keyName, const char* value) = 0;
virtual void SetPtr(const char* keyName, void* value) = 0;
/* These function prototypes and names are very speculative and might be incorrect */
virtual void SetEHandleStrict(const char* keyName, CEntityHandle handle) = 0;
virtual void SetEHandle(const char* keyName, CEntityHandle handle) = 0;
// Also sets the _pawn key
virtual void SetPlayerSlot(const char* keyName, CPlayerSlot value) = 0;
virtual void SetPlayer(const char* keyName, CBasePlayer* value) = 0;
/* ============================================================ */
virtual bool HasKey(const char* keyName) = 0;
// Something script vm related
virtual void unk001() = 0;
//virtual KeyValues* GetDataKeys() const = 0;
};
class IGameEventListener2
{
public:
virtual ~IGameEventListener2(void) {};
// FireEvent is called by EventManager if event just occured
// KeyValue memory will be freed by manager if not needed anymore
virtual void FireGameEvent(IGameEvent* event) = 0;
};
class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI
{
public:
virtual ~IGameEventManager2(void) {};
// load game event descriptions from a file eg "resource\gameevents.res"
virtual int LoadEventsFromFile(const char* filename, bool bSearchAll) = 0;
// removes all and anything
virtual void Reset() = 0;
// adds a listener for a particular event
virtual bool AddListener(IGameEventListener2* listener, const char* name, bool bServerSide) = 0;
// returns true if this listener is listens to given event
virtual bool FindListener(IGameEventListener2* listener, const char* name) = 0;
// removes a listener
virtual void RemoveListener(IGameEventListener2* listener) = 0;
// create an event by name, but doesn't fire it. returns NULL is event is not
// known or no listener is registered for it. bForce forces the creation even if no listener is active
virtual IGameEvent* CreateEvent(const char* name, bool bForce = false, int* pCookie = NULL) = 0;
// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0;
// fires an event for the local client only, should be used only by client code
virtual bool FireEventClientSide(IGameEvent* event) = 0;
// create a new copy of this event, must be free later
virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0;
// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
virtual void FreeEvent(IGameEvent* event) = 0;
// write/read event to/from bitbuffer
virtual bool SerializeEvent(IGameEvent* event, CMsgSource1LegacyGameEvent* ev) = 0;
virtual IGameEvent* UnserializeEvent(const CMsgSource1LegacyGameEvent& ev) = 0; // create new KeyValues, must be deleted
virtual int LookupEventId(const char* name) = 0;
virtual void PrintEventToString(IGameEvent* event, CUtlString& out) = 0;
virtual bool HasEventDescriptor(const char* name) = 0;
};
class CGameEventManager : public IGameEventManager2
{
public: // IGameEventManager functions
virtual ~CGameEventManager() = 0;
virtual int LoadEventsFromFile(const char* filename) = 0;
virtual void Reset() = 0;
virtual bool AddListener(IGameEventListener2* listener, const char* name, bool bServerSide) = 0;
virtual bool FindListener(IGameEventListener2* listener, const char* name) = 0;
virtual void RemoveListener(IGameEventListener2* listener) = 0;
virtual IGameEvent* CreateEvent(const char* name, bool bForce = false) = 0;
virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0;
virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0;
virtual bool FireEventClientSide(IGameEvent* event) = 0;
};