Use the same weapon drop function in CS:GO as in CS:S
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@@ -62,6 +62,11 @@ int CallPriceForward(int client, const char *weapon_name, int price);
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#define WEAPON_NIGHTVISION 33
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#endif
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#if SOURCE_ENGINE == SE_CSGO
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#define WEAPONDROP_GAMEDATA_NAME "CSWeaponDropBB"
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#else
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#define WEAPONDROP_GAMEDATA_NAME "CSWeaponDrop"
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#endif
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/**
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* @brief Sample implementation of the SDK Extension.
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* Note: Uncomment one of the pre-defined virtual functions in order to use it.
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@@ -158,20 +158,12 @@ DETOUR_DECL_MEMBER1(DetourTerminateRound, void, int, reason)
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#endif
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}
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#if SOURCE_ENGINE == SE_CSGO
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DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, Vector, vec, bool, unknown)
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#else
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DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, bool, bDropShield, bool, bThrowForward)
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#endif
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{
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if (g_pIgnoreCSWeaponDropDetour)
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{
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g_pIgnoreCSWeaponDropDetour = false;
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#if SOURCE_ENGINE == SE_CSGO
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DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, vec, unknown);
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#else
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DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, bDropShield, bThrowForward);
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#endif
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return;
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}
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@@ -186,11 +178,7 @@ DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, bool, bDrop
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if (result == Pl_Continue)
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{
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#if SOURCE_ENGINE == SE_CSGO
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DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, vec, unknown);
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#else
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DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, bDropShield, bThrowForward);
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#endif
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}
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return;
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@@ -269,7 +257,7 @@ bool CreateHandleBuyDetour()
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bool CreateCSWeaponDropDetour()
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{
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DCSWeaponDrop = DETOUR_CREATE_MEMBER(DetourCSWeaponDrop, "CSWeaponDrop");
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DCSWeaponDrop = DETOUR_CREATE_MEMBER(DetourCSWeaponDrop, WEAPONDROP_GAMEDATA_NAME);
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if (DCSWeaponDrop != NULL)
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{
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@@ -226,21 +226,7 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
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static ICallWrapper *pWrapper = NULL;
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if (!pWrapper)
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{
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#if SOURCE_ENGINE == SE_CSGO
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REGISTER_NATIVE_ADDR("CSWeaponDrop",
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PassInfo pass[3]; \
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pass[0].flags = PASSFLAG_BYVAL; \
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pass[0].type = PassType_Basic; \
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pass[0].size = sizeof(CBaseEntity *); \
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pass[1].flags = PASSFLAG_BYVAL; \
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pass[1].type = PassType_Basic; \
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pass[1].size = sizeof(Vector); \
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pass[2].flags = PASSFLAG_BYVAL; \
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pass[2].type = PassType_Basic; \
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pass[2].size = sizeof(bool); \
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pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 3))
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#else
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REGISTER_NATIVE_ADDR("CSWeaponDrop",
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REGISTER_NATIVE_ADDR(WEAPONDROP_GAMEDATA_NAME,
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PassInfo pass[3]; \
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pass[0].flags = PASSFLAG_BYVAL; \
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pass[0].type = PassType_Basic; \
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@@ -252,7 +238,6 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
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pass[2].type = PassType_Basic; \
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pass[2].size = sizeof(bool); \
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pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 3))
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#endif
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}
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CBaseEntity *pEntity;
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@@ -285,11 +270,7 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
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if (params[4] == 1 && g_pCSWeaponDropDetoured)
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g_pIgnoreCSWeaponDropDetour = true;
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#if SOURCE_ENGINE == SE_CSGO
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unsigned char vstk[sizeof(CBaseEntity *) * 2 + sizeof(bool) + sizeof(Vector)];
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#else
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unsigned char vstk[sizeof(CBaseEntity *) * 2 + sizeof(bool) * 2];
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#endif
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unsigned char *vptr = vstk;
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// <psychonic> first one is always false. second is true to toss, false to just drop
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@@ -297,15 +278,9 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
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vptr += sizeof(CBaseEntity *);
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*(CBaseEntity **)vptr = pWeapon;
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vptr += sizeof(CBaseEntity *);
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#if SOURCE_ENGINE == SE_CSGO
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*(Vector *)vptr = vec3_origin;
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vptr += sizeof(Vector);
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*(bool *)vptr = false;
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#else
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*(bool *)vptr = false;
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vptr += sizeof(bool);
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*(bool *)vptr = (params[3]) ? true : false;
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#endif
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pWrapper->Execute(vstk, NULL);
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