sm-plugins/VScripts/scripting/Vscripts_Core.sp

554 lines
16 KiB
SourcePawn

#pragma semicolon 1
#define PLUGIN_AUTHOR "Cloud Strife"
#define PLUGIN_VERSION "1.00"
#include <sourcemod>
#include <vscripts_moving_npc>
#include <dhooks>
#pragma newdecls required
public Plugin myinfo =
{
name = "Vscripts Core",
author = PLUGIN_AUTHOR,
description = "",
version = PLUGIN_VERSION,
url = "https://steamcommunity.com/id/cloudstrifeua/"
};
#define nullptr Address_Null
ArrayList g_aVscriptTimers = null;
bool g_bEventQueue = false;
Handle g_hGetModel = null, g_hGetModelType = null;
Handle g_hTemplateCreateInstace = null;
Address g_pModelInfo = nullptr;
int g_iSolidType, g_iOwnerEntity, g_iCollisionGroup;
int g_iUtlVectorSize = -1;
GlobalForward g_fwdTemplateCreateInstace;
enum modtype_t
{
mod_bad = 0,
mod_brush,
mod_sprite,
mod_studio
}
enum SolidType_t
{
SOLID_NONE = 0, // no solid model
SOLID_BSP = 1, // a BSP tree
SOLID_BBOX = 2, // an AABB
SOLID_OBB = 3, // an OBB (not implemented yet)
SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw
SOLID_CUSTOM = 5, // Always call into the entity for tests
SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that
SOLID_LAST,
}
enum Collision_Group_t
{
COLLISION_GROUP_NONE = 0,
COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff
COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers
COLLISION_GROUP_INTERACTIVE_DEBRIS, // Collides with everything except other interactive debris or debris
COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris
COLLISION_GROUP_PLAYER,
COLLISION_GROUP_BREAKABLE_GLASS,
COLLISION_GROUP_VEHICLE,
COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for
// TF2, this filters out other players and CBaseObjects
COLLISION_GROUP_NPC, // Generic NPC group
COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle
COLLISION_GROUP_WEAPON, // for any weapons that need collision detection
COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement
COLLISION_GROUP_PROJECTILE, // Projectiles!
COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors
COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with
COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group
COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code
COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player.
COLLISION_GROUP_NPC_SCRIPTED, // USed for NPCs in scripts that should not collide with each other
LAST_SHARED_COLLISION_GROUP
}
methodmap VscriptTimer < StringMap
{
public VscriptTimer(Handle plugin, float time, Function cb, any data)
{
StringMap myclass = new StringMap();
float trigger_time = GetGameTime() + time;
myclass.SetValue("m_fTriggerTime", trigger_time);
PrivateForward cb_fwd = new PrivateForward(ET_Ignore, Param_Any);
cb_fwd.AddFunction(plugin, cb);
myclass.SetValue("m_hCallback", cb_fwd);
myclass.SetValue("m_Data", data);
bool inserted = false;
for(int i = 0; i < g_aVscriptTimers.Length; ++i)
{
VscriptTimer cur = g_aVscriptTimers.Get(i);
float cur_t;
cur.GetValue("m_fTriggerTime", cur_t);
if(cur_t > trigger_time)
{
inserted = true;
g_aVscriptTimers.ShiftUp(i);
g_aVscriptTimers.Set(i, myclass);
break;
}
}
if(!inserted)
g_aVscriptTimers.Push(myclass);
return view_as<VscriptTimer>(myclass);
}
property float time
{
public get()
{
float t;
this.GetValue("m_fTriggerTime", t);
return t;
}
}
property any data
{
public get()
{
any data;
this.GetValue("m_Data", data);
return data;
}
}
public void Kill()
{
PrivateForward cb_fwd;
this.GetValue("m_hCallback", cb_fwd);
delete cb_fwd;
delete this;
}
public void Trigger()
{
PrivateForward cb_fwd;
this.GetValue("m_hCallback", cb_fwd);
any data = this.data;
delete this;
Call_StartForward(cb_fwd);
Call_PushCell(data);
Call_Finish();
delete cb_fwd;
}
}
public void OnGameFrame()
{
for(int i = 0; i < g_aVscriptTimers.Length; ++i)
{
VscriptTimer cur = g_aVscriptTimers.Get(i);
if(cur.time <= GetGameTime())
{
g_aVscriptTimers.Erase(i--);
cur.Trigger();
}
else break;
}
}
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max)
{
CreateNative("Vscripts_CreateTimer", Native_CreateTimer);
CreateNative("Vscripts_IsEventQueueLoaded", Native_IsEventQueueLoaded);
CreateNative("Vscripts_TraceFilterSimple", Native_TraceFilterSimple);
RegPluginLibrary("vscripts");
return APLRes_Success;
}
public any Native_CreateTimer(Handle plugin, int numParams)
{
float f = GetNativeCell(1);
new VscriptTimer(plugin, f, GetNativeFunction(2), GetNativeCell(3));
//new VscriptTimer(plugin, f, view_as<VscriptTimerCallback>(GetNativeFunction(2)), GetNativeCell(3));
return Plugin_Handled;
}
public int Native_IsEventQueueLoaded(Handle plugin, int numParams)
{
return g_bEventQueue;
}
public void OnAllPluginsLoaded()
{
g_bEventQueue = LibraryExists("Entity Events Queue");
}
//public void OnLibraryAdded(const char[] name)
//{
//if(StrEqual(name, "Entity Events Queue"))
//{
//g_bEventQueue = true;
//}
//}
public void OnLibraryRemoved(const char[] name)
{
if(StrEqual(name, "Entity Events Queue"))
{
g_bEventQueue = false;
}
}
public void OnPluginStart()
{
g_aVscriptTimers = new ArrayList();
Handle hGameData = LoadGameConfigFile("Vscripts_Core.games");
if(!hGameData)
SetFailState("Failed to load Vscripts_Core gamedata.");
StartPrepSDKCall(SDKCall_Entity);
if(!PrepSDKCall_SetFromConf(hGameData, SDKConf_Signature, "CBaseEntity::GetModel"))
{
delete hGameData;
SetFailState("PrepSDKCall_SetFromConf(hGameData, SDKConf_Signature, \"CBaseEntity::GetModel\") failed!");
}
PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
g_hGetModel = EndPrepSDKCall();
StartPrepSDKCall(SDKCall_Raw);
if(!PrepSDKCall_SetFromConf(hGameData, SDKConf_Signature, "CModelInfo::GetModelType"))
{
delete hGameData;
SetFailState("PrepSDKCall_SetFromConf(hGameData, SDKConf_Signature, \"CModelInfo::GetModelType\") failed!");
}
PrepSDKCall_SetReturnInfo(SDKType_PlainOldData, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
g_hGetModelType = EndPrepSDKCall();
g_pModelInfo = GameConfGetAddress(hGameData, "modelinfo");
if(!g_pModelInfo)
{
delete hGameData;
SetFailState("Couldn't load modelinfo address!");
}
g_iUtlVectorSize = GameConfGetOffset(hGameData, "CUtlVector::m_iSize");
if(g_iUtlVectorSize == -1)
{
delete hGameData;
SetFailState("Couldn't load CUtlVector::m_iSize offset!");
}
Address pCreateInstance = GameConfGetAddress(hGameData, "CPointTemplate::CreateInstance");
if(!pCreateInstance)
{
delete hGameData;
SetFailState("Couldn't load CPointTemplate::CreateInstance address!");
}
g_hTemplateCreateInstace = DHookCreateDetour(pCreateInstance, CallConv_THISCALL, ReturnType_Bool, ThisPointer_CBaseEntity);
DHookAddParam(g_hTemplateCreateInstace, HookParamType_VectorPtr);
DHookAddParam(g_hTemplateCreateInstace, HookParamType_VectorPtr);
DHookAddParam(g_hTemplateCreateInstace, HookParamType_ObjectPtr);
if(!DHookEnableDetour(g_hTemplateCreateInstace, true, CPointTemplate_CreateInstance))
{
delete hGameData;
SetFailState("Couldn't create detour on CPointTemplate::CreateInstance!");
}
delete hGameData;
g_fwdTemplateCreateInstace = new GlobalForward("Vscritps_OnTemplateInstanceCreated", ET_Ignore, Param_Cell, Param_Array, Param_Cell);
}
public MRESReturn CPointTemplate_CreateInstance(int entity, DHookReturn hReturn, DHookParam hParams)
{
if( view_as<bool>(DHookGetReturn(hReturn)) == false )
{
return MRES_Ignored;
}
int iSize = DHookGetParamObjectPtrVar(hParams, 3, g_iUtlVectorSize, ObjectValueType_Int);
Address pBegin = view_as<Address>(DHookGetParamObjectPtrVar(hParams, 3, 0, ObjectValueType_Int));
int[] createdEntities = new int[iSize];
for(int i = 0; i < iSize; ++i)
{
createdEntities[i] = GetEntityFromAddress(view_as<Address>(LoadFromAddress(pBegin + view_as<Address>(i*4), NumberType_Int32)));
}
Call_StartForward(g_fwdTemplateCreateInstace);
Call_PushCell(entity);
Call_PushArray(createdEntities, iSize);
Call_PushCell(iSize);
Call_Finish();
return MRES_Ignored;
}
public void OnMapStart()
{
g_iSolidType = FindDataMapInfo(0, "m_nSolidType");
g_iOwnerEntity = FindDataMapInfo(0, "m_hOwnerEntity");
g_iCollisionGroup = FindDataMapInfo(0, "m_CollisionGroup");
}
public modtype_t GetModelType(int entity)
{
Address pModel = view_as<Address>(SDKCall(g_hGetModel, entity));
return view_as<modtype_t>(SDKCall(g_hGetModelType, LoadFromAddress(g_pModelInfo, NumberType_Int32), pModel));
}
public bool StandardFilterRules(int entity, int contentsMask)
{
if(!IsValidEntity(entity))
return true;
SolidType_t solid = view_as<SolidType_t>(GetEntData(entity, g_iSolidType));
modtype_t model = GetModelType(entity);
if((model != mod_brush) || (solid != SOLID_BSP && solid != SOLID_VPHYSICS))
{
if((contentsMask & CONTENTS_MONSTER) == 0)
return false;
}
if(!(contentsMask & CONTENTS_WINDOW) && (GetEntityRenderMode(entity) != RENDER_NORMAL))
return false;
if(!(contentsMask & CONTENTS_MOVEABLE) && (GetEntityMoveType(entity) == MOVETYPE_PUSH))
return false;
return true;
}
public bool PassServerEntityFilter(int entity, int pass)
{
if(!IsValidEntity(pass) || !IsValidEntity(entity))
return true;
if(entity == pass)
return false;
int owner = GetEntDataEnt2(entity, g_iOwnerEntity);
if(owner == pass)
return false;
owner = GetEntDataEnt2(pass, g_iOwnerEntity);
if(owner == entity)
return false;
return true;
}
public bool GameRules_ShouldCollide(Collision_Group_t collisionGroup0, Collision_Group_t collisionGroup1)
{
if ( collisionGroup0 > collisionGroup1 )
{
// swap so that lowest is always first
Collision_Group_t tmp = collisionGroup0;
collisionGroup0 = collisionGroup1;
collisionGroup1 = tmp;
}
if ( (collisionGroup0 == COLLISION_GROUP_PLAYER || collisionGroup0 == COLLISION_GROUP_PLAYER_MOVEMENT) &&
collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
{
return false;
}
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS && collisionGroup1 == COLLISION_GROUP_PUSHAWAY )
{
// let debris and multiplayer objects collide
return true;
}
// --------------------------------------------------------------------------
// NOTE: All of this code assumes the collision groups have been sorted!!!!
// NOTE: Don't change their order without rewriting this code !!!
// --------------------------------------------------------------------------
// Don't bother if either is in a vehicle...
if (( collisionGroup0 == COLLISION_GROUP_IN_VEHICLE ) || ( collisionGroup1 == COLLISION_GROUP_IN_VEHICLE ))
return false;
if ( ( collisionGroup1 == COLLISION_GROUP_DOOR_BLOCKER ) && ( collisionGroup0 != COLLISION_GROUP_NPC ) )
return false;
if ( ( collisionGroup0 == COLLISION_GROUP_PLAYER ) && ( collisionGroup1 == COLLISION_GROUP_PASSABLE_DOOR ) )
return false;
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS || collisionGroup0 == COLLISION_GROUP_DEBRIS_TRIGGER )
{
// put exceptions here, right now this will only collide with COLLISION_GROUP_NONE
return false;
}
// Dissolving guys only collide with COLLISION_GROUP_NONE
if ( (collisionGroup0 == COLLISION_GROUP_DISSOLVING) || (collisionGroup1 == COLLISION_GROUP_DISSOLVING) )
{
if ( collisionGroup0 != COLLISION_GROUP_NONE )
return false;
}
// doesn't collide with other members of this group
// or debris, but that's handled above
if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && collisionGroup1 == COLLISION_GROUP_INTERACTIVE_DEBRIS )
return false;
// This change was breaking HL2DM
// Adrian: TEST! Interactive Debris doesn't collide with the player.
if ( collisionGroup0 == COLLISION_GROUP_INTERACTIVE_DEBRIS && ( collisionGroup1 == COLLISION_GROUP_PLAYER_MOVEMENT || collisionGroup1 == COLLISION_GROUP_PLAYER ) )
return false;
if ( collisionGroup0 == COLLISION_GROUP_BREAKABLE_GLASS && collisionGroup1 == COLLISION_GROUP_BREAKABLE_GLASS )
return false;
// interactive objects collide with everything except debris & interactive debris
if ( collisionGroup1 == COLLISION_GROUP_INTERACTIVE && collisionGroup0 != COLLISION_GROUP_NONE )
return false;
// Projectiles hit everything but debris, weapons, + other projectiles
if ( collisionGroup1 == COLLISION_GROUP_PROJECTILE )
{
if ( collisionGroup0 == COLLISION_GROUP_DEBRIS ||
collisionGroup0 == COLLISION_GROUP_WEAPON ||
collisionGroup0 == COLLISION_GROUP_PROJECTILE )
{
return false;
}
}
// Don't let vehicles collide with weapons
// Don't let players collide with weapons...
// Don't let NPCs collide with weapons
// Weapons are triggers, too, so they should still touch because of that
if ( collisionGroup1 == COLLISION_GROUP_WEAPON )
{
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE ||
collisionGroup0 == COLLISION_GROUP_PLAYER ||
collisionGroup0 == COLLISION_GROUP_NPC )
{
return false;
}
}
// collision with vehicle clip entity??
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE_CLIP || collisionGroup1 == COLLISION_GROUP_VEHICLE_CLIP )
{
// yes then if it's a vehicle, collide, otherwise no collision
// vehicle sorts lower than vehicle clip, so must be in 0
if ( collisionGroup0 == COLLISION_GROUP_VEHICLE )
return true;
// vehicle clip against non-vehicle, no collision
return false;
}
return true;
}
public bool ShouldCollide(int entity, Collision_Group_t collisionGroup, int contentsMask)
{
Collision_Group_t m_collisionGroup = view_as<Collision_Group_t>(GetEntData(entity, g_iCollisionGroup));
if(m_collisionGroup == COLLISION_GROUP_DEBRIS)
{
if(!(contentsMask & CONTENTS_DEBRIS))
return false;
}
return true;
}
public int Native_TraceFilterSimple(Handle plugin, int numParams)
{
int entity = GetNativeCell(1);
int contentsMask = GetNativeCell(2);
int ignore = GetNativeCell(3);
if(!IsValidEntity(entity))
return false;
if(!StandardFilterRules(entity, contentsMask))
return false;
if(ignore != -1)
{
if(!PassServerEntityFilter(entity, ignore))
return false;
}
if(!ShouldCollide(entity, COLLISION_GROUP_NONE, contentsMask))
return false;
if(!GameRules_ShouldCollide(COLLISION_GROUP_NONE, view_as<Collision_Group_t>(GetEntData(entity, g_iCollisionGroup))))
return false;
return true;
}
public void OnMapEnd()
{
for(int i = 0; i < g_aVscriptTimers.Length; ++i)
{
VscriptTimer cur = g_aVscriptTimers.Get(i);
cur.Kill();
}
g_aVscriptTimers.Clear();
}
//Copied from https://github.com/nosoop/stocksoup/blob/master/memory.inc
/**
* Retrieves an entity index from a raw entity handle address.
*
* Note that SourceMod's entity conversion routine is an implementation detail that may change.
*
* @param addr Address to a memory location.
* @return Entity index, or -1 if not valid.
*/
stock int LoadEntityHandleFromAddress(Address addr) {
return EntRefToEntIndex(LoadFromAddress(addr, NumberType_Int32) | (1 << 31));
}
/**
* Returns an entity index from its address by attempting to read the
* CBaseEntity::m_RefEHandle member. This assumes the address of a CBaseEntity is
* passed in.
*
* @param pEntity Address of an entity.
* @return Entity index, or -1 if not valid.
*/
stock int GetEntityFromAddress(Address pEntity) {
static int offs_RefEHandle;
if (offs_RefEHandle) {
return LoadEntityHandleFromAddress(pEntity + view_as<Address>(offs_RefEHandle));
}
// if we don't have it already, attempt to lookup offset based on SDK information
// CWorld is derived from CBaseEntity so it should have both offsets
int offs_angRotation = FindDataMapInfo(0, "m_angRotation"),
offs_vecViewOffset = FindDataMapInfo(0, "m_vecViewOffset");
if (offs_angRotation == -1) {
ThrowError("Could not find offset for ((CBaseEntity) CWorld)::m_angRotation");
} else if (offs_vecViewOffset == -1) {
ThrowError("Could not find offset for ((CBaseEntity) CWorld)::m_vecViewOffset");
} else if ((offs_angRotation + 0x0C) != (offs_vecViewOffset - 0x04)) {
char game[32];
GetGameFolderName(game, sizeof(game));
ThrowError("Could not confirm offset of CBaseEntity::m_RefEHandle "
... "(incorrect assumption for game '%s'?)", game);
}
// offset seems right, cache it for the next call
offs_RefEHandle = offs_angRotation + 0x0C;
return GetEntityFromAddress(pEntity);
}