Added more parameters to PlayerRunCommand forward (bug 5346, r=asherkin).

This commit is contained in:
Tony 2012-08-21 00:42:46 -04:00
parent cb3411481d
commit 74f49ec38f
3 changed files with 43 additions and 3 deletions

View File

@ -32,6 +32,8 @@
#include "hooks.h" #include "hooks.h"
#include "extension.h" #include "extension.h"
#define FEATURECAP_PLAYERRUNCMD_11PARAMS "SDKTools PlayerRunCmd 11Params"
CHookManager g_Hooks; CHookManager g_Hooks;
static bool PRCH_enabled = false; static bool PRCH_enabled = false;
static bool PRCH_used = false; static bool PRCH_used = false;
@ -53,8 +55,20 @@ void CHookManager::Initialize()
} }
plsys->AddPluginsListener(this); plsys->AddPluginsListener(this);
sharesys->AddCapabilityProvider(myself, this, FEATURECAP_PLAYERRUNCMD_11PARAMS);
m_usercmdsFwd = forwards->CreateForward("OnPlayerRunCmd", ET_Event, 6, NULL, Param_Cell, Param_CellByRef, Param_CellByRef, Param_Array, Param_Array, Param_CellByRef); m_usercmdsFwd = forwards->CreateForward("OnPlayerRunCmd", ET_Event, 11, NULL,
Param_Cell, // client
Param_CellByRef, // buttons
Param_CellByRef, // impulse
Param_Array, // Float:vel[3]
Param_Array, // Float:angles[3]
Param_CellByRef, // weapon
Param_CellByRef, // subtype
Param_CellByRef, // cmdnum
Param_CellByRef, // tickcount
Param_CellByRef, // seed
Param_Array); // mouse[2]
} }
void CHookManager::Shutdown() void CHookManager::Shutdown()
@ -62,6 +76,7 @@ void CHookManager::Shutdown()
forwards->ReleaseForward(m_usercmdsFwd); forwards->ReleaseForward(m_usercmdsFwd);
plsys->RemovePluginsListener(this); plsys->RemovePluginsListener(this);
sharesys->DropCapabilityProvider(myself, this, FEATURECAP_PLAYERRUNCMD_11PARAMS);
} }
void CHookManager::OnClientPutInServer(int client) void CHookManager::OnClientPutInServer(int client)
@ -151,6 +166,7 @@ void CHookManager::PlayerRunCmd(CUserCmd *ucmd, IMoveHelper *moveHelper)
cell_t impulse = ucmd->impulse; cell_t impulse = ucmd->impulse;
cell_t vel[3] = {sp_ftoc(ucmd->forwardmove), sp_ftoc(ucmd->sidemove), sp_ftoc(ucmd->upmove)}; cell_t vel[3] = {sp_ftoc(ucmd->forwardmove), sp_ftoc(ucmd->sidemove), sp_ftoc(ucmd->upmove)};
cell_t angles[3] = {sp_ftoc(ucmd->viewangles.x), sp_ftoc(ucmd->viewangles.y), sp_ftoc(ucmd->viewangles.z)}; cell_t angles[3] = {sp_ftoc(ucmd->viewangles.x), sp_ftoc(ucmd->viewangles.y), sp_ftoc(ucmd->viewangles.z)};
cell_t mouse[2] = {ucmd->mousedx, ucmd->mousedy};
m_usercmdsFwd->PushCell(client); m_usercmdsFwd->PushCell(client);
m_usercmdsFwd->PushCellByRef(&ucmd->buttons); m_usercmdsFwd->PushCellByRef(&ucmd->buttons);
@ -158,6 +174,11 @@ void CHookManager::PlayerRunCmd(CUserCmd *ucmd, IMoveHelper *moveHelper)
m_usercmdsFwd->PushArray(vel, 3, SM_PARAM_COPYBACK); m_usercmdsFwd->PushArray(vel, 3, SM_PARAM_COPYBACK);
m_usercmdsFwd->PushArray(angles, 3, SM_PARAM_COPYBACK); m_usercmdsFwd->PushArray(angles, 3, SM_PARAM_COPYBACK);
m_usercmdsFwd->PushCellByRef(&ucmd->weaponselect); m_usercmdsFwd->PushCellByRef(&ucmd->weaponselect);
m_usercmdsFwd->PushCellByRef(&ucmd->weaponsubtype);
m_usercmdsFwd->PushCellByRef(&ucmd->command_number);
m_usercmdsFwd->PushCellByRef(&ucmd->tick_count);
m_usercmdsFwd->PushCellByRef(&ucmd->random_seed);
m_usercmdsFwd->PushArray(mouse, 2, SM_PARAM_COPYBACK);
m_usercmdsFwd->Execute(&result); m_usercmdsFwd->Execute(&result);
ucmd->impulse = impulse; ucmd->impulse = impulse;
@ -167,6 +188,8 @@ void CHookManager::PlayerRunCmd(CUserCmd *ucmd, IMoveHelper *moveHelper)
ucmd->viewangles.x = sp_ctof(angles[0]); ucmd->viewangles.x = sp_ctof(angles[0]);
ucmd->viewangles.y = sp_ctof(angles[1]); ucmd->viewangles.y = sp_ctof(angles[1]);
ucmd->viewangles.z = sp_ctof(angles[2]); ucmd->viewangles.z = sp_ctof(angles[2]);
ucmd->mousedx = mouse[0];
ucmd->mousedy = mouse[1];
if (result == Pl_Handled) if (result == Pl_Handled)
@ -222,3 +245,8 @@ void CHookManager::OnPluginUnloaded(IPlugin *plugin)
PRCH_used = false; PRCH_used = false;
} }
FeatureStatus CHookManager::GetFeatureStatus(FeatureType type, const char *name)
{
return FeatureStatus_Available;
}

View File

@ -40,7 +40,7 @@
#include "usercmd.h" #include "usercmd.h"
#include "extension.h" #include "extension.h"
class CHookManager : IPluginsListener class CHookManager : IPluginsListener, IFeatureProvider
{ {
public: public:
CHookManager(); CHookManager();
@ -52,6 +52,8 @@ public:
public: //IPluginsListener public: //IPluginsListener
void OnPluginLoaded(IPlugin *plugin); void OnPluginLoaded(IPlugin *plugin);
void OnPluginUnloaded(IPlugin *plugin); void OnPluginUnloaded(IPlugin *plugin);
public: //IFeatureProvider
virtual FeatureStatus GetFeatureStatus(FeatureType type, const char *name);
private: private:
IForward *m_usercmdsFwd; IForward *m_usercmdsFwd;

View File

@ -35,6 +35,8 @@
#endif #endif
#define _sdktools_hooks_included #define _sdktools_hooks_included
#define FEATURECAP_PLAYERRUNCMD_11PARAMS "SDKTools PlayerRunCmd 11Params"
/** /**
* @brief Called when a clients movement buttons are being processed * @brief Called when a clients movement buttons are being processed
* *
@ -44,6 +46,14 @@
* @param vel Players desired velocity. * @param vel Players desired velocity.
* @param angles Players desired view angles. * @param angles Players desired view angles.
* @param weapon Entity index of the new weapon if player switches weapon, 0 otherwise. * @param weapon Entity index of the new weapon if player switches weapon, 0 otherwise.
* @param subtype Weapon subtype when selected from a menu.
* @param cmdnum Command number. Increments from the first command sent.
* @param tickcount Tick count. A client's prediction based on the server's GetGameTickCount value.
* @param seed Random seed. Used to determine weapon recoil, spread, and other predicted elements.
* @param mouse Mouse direction (x, y).
* @return Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise. * @return Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise.
*
* @note To see if all 11 params are avaliable, use FeatureType_Capability and
* FEATURECAP_PLAYERRUNCMD_11PARAMS.
*/ */
forward Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon); forward Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon, &subtype, &cmdnum, &tickcount, &seed, mouse[2]);