* Fix AcceptEntityInput on 64 bit by using struct from SDK instead of pointer math. * Fix from Malifox. Not sure what it does but it is supposedly related to the AcceptEntityInput crash. * Fix episode1 and darkm sdk paths
128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod SDKTools Extension
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* Copyright (C) 2004-2017 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#include "extension.h"
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#include "variant-t.h"
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#include <datamap.h>
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variant_t g_Variant_t;
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// copy this definition as the original file includes cbase.h which explodes in a shower of compile errors
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void variant_t::SetEntity( CBaseEntity *val )
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{
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eVal = val;
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fieldType = FIELD_EHANDLE;
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}
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#define ENTINDEX_TO_CBASEENTITY(ref, buffer) \
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buffer = gamehelpers->ReferenceToEntity(ref); \
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if (!buffer) \
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{ \
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return pContext->ThrowNativeError("Entity %d (%d) is not a CBaseEntity", gamehelpers->ReferenceToIndex(ref), ref); \
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}
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static cell_t SetVariantBool(IPluginContext *pContext, const cell_t *params)
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{
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g_Variant_t.SetBool((params[1]) ? true : false);
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return 1;
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}
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static cell_t SetVariantString(IPluginContext *pContext, const cell_t *params)
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{
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char *str;
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pContext->LocalToString(params[1], &str);
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g_Variant_t.SetString(MAKE_STRING(str));
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return 1;
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}
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static cell_t SetVariantInt(IPluginContext *pContext, const cell_t *params)
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{
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g_Variant_t.SetInt(params[1]);
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return 1;
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}
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static cell_t SetVariantFloat(IPluginContext *pContext, const cell_t *params)
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{
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g_Variant_t.SetFloat(sp_ctof(params[1]));
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return 1;
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}
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static cell_t SetVariantVector3D(IPluginContext *pContext, const cell_t *params)
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{
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cell_t *val;
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pContext->LocalToPhysAddr(params[1], &val);
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Vector v(sp_ctof(val[0]), sp_ctof(val[1]), sp_ctof(val[2]));
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g_Variant_t.SetVector3D(v);
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return 1;
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}
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static cell_t SetVariantPosVector3D(IPluginContext *pContext, const cell_t *params)
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{
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cell_t *val;
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pContext->LocalToPhysAddr(params[1], &val);
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Vector v(sp_ctof(val[0]), sp_ctof(val[1]), sp_ctof(val[2]));
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g_Variant_t.SetPositionVector3D(v);
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return 1;
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}
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static cell_t SetVariantColor(IPluginContext *pContext, const cell_t *params)
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{
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cell_t *val;
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pContext->LocalToPhysAddr(params[1], &val);
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g_Variant_t.SetColor32(val[0], val[1], val[2], val[3]);
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return 1;
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}
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static cell_t SetVariantEntity(IPluginContext *pContext, const cell_t *params)
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{
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CBaseEntity *pEntity;
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ENTINDEX_TO_CBASEENTITY(params[1], pEntity);
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g_Variant_t.SetEntity(pEntity);
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return 1;
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}
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sp_nativeinfo_t g_VariantTNatives[] =
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{
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{"SetVariantBool", SetVariantBool},
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{"SetVariantString", SetVariantString},
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{"SetVariantInt", SetVariantInt},
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{"SetVariantFloat", SetVariantFloat},
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{"SetVariantVector3D", SetVariantVector3D},
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{"SetVariantPosVector3D", SetVariantPosVector3D},
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{"SetVariantColor", SetVariantColor},
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{"SetVariantEntity", SetVariantEntity},
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{NULL, NULL},
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};
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