Removed SetPlayerModel, removed deprecated code in models.txt, added CSWeaponDrop, updated gamedata file.

This commit is contained in:
Greycale 2009-04-15 21:22:11 +02:00
parent c8989eb544
commit 37dfea2f8c
5 changed files with 230 additions and 203 deletions

View File

@ -1,33 +1,48 @@
"Games"
{
"cstrike"
{
"Offsets"
{
"RemoveAllItems"
{
"windows" "283"
"linux" "284"
}
"EyePosition"
{
"windows" "117"
"linux" "118"
}
"EyeAngles"
{
"windows" "206"
"linux" "207"
}
}
"Signatures"
{
"TerminateRound"
{
"library" "server"
"windows" "\x83\xEC\x18\x53\x55\x8B\xD9\x8B\x4C\x24\x28\x56\x57\x33\xF6\x8D"
"linux" "@_ZN12CCSGameRules14TerminateRoundEfi"
}
}
}
"Games"
{
"#default"
{
"#supported"
{
"game" "cstrike"
}
"Offsets"
{
"RemoveAllItems"
{
"windows" "283"
"linux" "284"
}
"EyePosition"
{
"windows" "117"
"linux" "118"
}
"EyeAngles"
{
"windows" "206"
"linux" "207"
}
}
"Signatures"
{
"TerminateRound"
{
"library" "server"
"windows" "\x83\xEC\x18\x53\x55\x8B\xD9\x8B\x4C\x24\x28\x56\x57\x33\xF6\x8D"
"linux" "@_ZN12CCSGameRules14TerminateRoundEfi"
}
"CSWeaponDrop"
{
"library" "server"
"windows" "\x2A\x2A\x2A\x2A\x2A\x2A\x53\x55\x56\x57\x8B\xBC\x24\x40\x01\x00\x00\x32\xDB\x85\xFF\x8B\xF1\x0F"
"linux" "@_ZN9CCSPlayer12CSWeaponDropEP17CBaseCombatWeaponbb"
}
}
}
}

View File

@ -115,25 +115,3 @@ LoadDownloadData()
CloseHandle(fileDownloads);
CloseHandle(arrayDownloads);
}
/*ApplyZombieModel(client)
{
decl String:modelpath[256];
new bool:classes = GetConVarBool(gCvars[CVAR_CLASSES]);
if (classes)
{
GetClassModel(pClass[client], modelpath, sizeof(modelpath));
if (!StrEqual(modelpath, "default", false))
{
SetPlayerModel(client, modelpath);
return;
}
}
new randmodel = GetRandomInt(0, GetArraySize(arrayModels) - 1);
GetArrayString(arrayModels, randmodel, modelpath, sizeof(modelpath));
Format(modelpath, sizeof(modelpath), "%s.mdl", modelpath);
SetPlayerModel(client, modelpath);
}*/

View File

@ -21,9 +21,10 @@ new offsRender;
new Handle:g_hGameConf = INVALID_HANDLE;
new Handle:g_hRemoveAllItems = INVALID_HANDLE;
new Handle:g_hTerminateRound = INVALID_HANDLE;
new Handle:g_hEyePosition = INVALID_HANDLE;
new Handle:g_hEyeAngles = INVALID_HANDLE;
new Handle:g_hTerminateRound = INVALID_HANDLE;
new Handle:g_hCSWeaponDrop = INVALID_HANDLE;
FindOffsets()
{
@ -100,27 +101,61 @@ FindOffsets()
SetupGameData()
{
// Load game config file.
g_hGameConf = LoadGameConfigFile("plugin.zombiereloaded");
//
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "RemoveAllItems");
g_hRemoveAllItems = EndPrepSDKCall();
if(g_hRemoveAllItems == INVALID_HANDLE)
{
SetFailState("Couldn't find offset \"RemoveAllItems\"!");
}
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "EyePosition");
PrepSDKCall_SetReturnInfo(SDKType_QAngle, SDKPass_ByValue);
g_hEyePosition = EndPrepSDKCall();
if(g_hEyePosition == INVALID_HANDLE)
{
SetFailState("Couldn't find offset \"EyePosition\"!");
}
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Virtual, "EyeAngles");
PrepSDKCall_SetReturnInfo(SDKType_QAngle, SDKPass_ByValue);
g_hEyeAngles = EndPrepSDKCall();
if(g_hEyeAngles == INVALID_HANDLE)
{
SetFailState("Couldn't find offset \"EyeAngles\"!");
}
StartPrepSDKCall(SDKCall_GameRules);
PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Signature, "TerminateRound");
PrepSDKCall_AddParameter(SDKType_Float, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_PlainOldData, SDKPass_Plain);
g_hTerminateRound = EndPrepSDKCall();
if(g_hTerminateRound == INVALID_HANDLE)
{
SetFailState("Couldn't find signature \"CGameRules::TerminateRound\"!");
}
StartPrepSDKCall(SDKCall_Player);
PrepSDKCall_SetFromConf(g_hGameConf, SDKConf_Signature, "CSWeaponDrop");
PrepSDKCall_AddParameter(SDKType_CBaseEntity, SDKPass_Pointer);
PrepSDKCall_AddParameter(SDKType_Bool, SDKPass_Plain);
PrepSDKCall_AddParameter(SDKType_Bool, SDKPass_Plain);
g_hCSWeaponDrop = EndPrepSDKCall();
if(g_hCSWeaponDrop == INVALID_HANDLE)
{
SetFailState("Couldn't find signature \"CBasePlayer::CSWeaponDrop\"!");
}
}
SetPlayerVelocity(client, const Float:vec[3], bool:reset)
@ -231,13 +266,12 @@ GetPlayerEyeAngles(client, Float:ang[3])
TerminateRound(Float:delay, reason)
{
if (g_hTerminateRound == INVALID_HANDLE) return;
SDKCall(g_hTerminateRound, delay, reason);
}
SetPlayerModel(client, const String:model[])
CSDropWeapon(client, weapon)
{
SetEntityModel(client, model);
SDKCall(g_hCSWeaponDrop, client, weapon, true, false);
}
SetPlayerAlpha(client, alpha)

View File

@ -78,7 +78,7 @@ bool:ClassApplyModel(client, classindex, cachetype = ZR_CLASS_CACHE_PLAYER)
// TODO: Add support for keeping the default cs model ("default").
SetPlayerModel(client, modelpath);
SetEntityModel(client, modelpath);
return true;
}

View File

@ -1,145 +1,145 @@
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: spawnprotect.inc
* Description: Protects late-joining players from zombies for x seconds.
*
* ============================================================================
*/
/**
* Array for storing spawn protect timer handles per client.
*/
new Handle:tSpawnProtect[MAXPLAYERS + 1];
/**
* Array for flagging client to be protected.
*/
new bool:pSpawnProtect[MAXPLAYERS + 1];
/**
* Array for storing time left for spawn protection per client.
*/
new pSpawnProtectTime[MAXPLAYERS + 1];
/**
* Client is joining the server.
*
* @param client The client index.
*/
SpawnProtectClientInit(client)
{
tSpawnProtect[client] = INVALID_HANDLE;
}
/**
* Player is spawning into the game.
*
* @param client The client index.
*/
SpawnProtectPlayerSpawn(client)
{
// Disable spawn protection on client.
pSpawnProtect[client] = false;
// If zombie hasn't spawned, then stop.
if (!zombieSpawned)
{
return;
}
// If protect cvar is invalid or 0, then stop.
new protect = GetConVarInt(gCvars[CVAR_PROTECT]);
if (protect <= 0)
{
return;
}
// Get respawn team.
decl String:respawnteam[32];
GetConVarString(gCvars[CVAR_RESPAWN_TEAM], respawnteam, sizeof(respawnteam));
// If the respawn team is not set to zombie, and either cvar zr_suicide_world_damage or the client
// wasn't killed by world is false, then continue to protect client.
if (!StrEqual(respawnteam, "zombie", false) && !(GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client]))
{
// Set spawn protect flag on client.
pSpawnProtect[client] = true;
// Set improved attributes
// (Move to cvar?)
SetPlayerAlpha(client, 0);
SetPlayerSpeed(client, 600.0);
// Set time left to zr_protect's value.
pSpawnProtectTime[client] = protect;
// Tell client they are being protected.
ZR_PrintToChat(client, "Spawn protection begin", protect);
// Send time left in a hud message.
ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
// If timer is currently running, kill it.
if (tSpawnProtect[client] != INVALID_HANDLE)
{
KillTimer(tSpawnProtect[client]);
}
// Start repeating timer.
tSpawnProtect[client] = CreateTimer(1.0, SpawnProtectTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
}
}
/**
* Timer callback function, countdown for spawn protection.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:SpawnProtectTimer(Handle:timer, any:client)
{
// If client leaves, then stop timer.
if (!IsClientInGame(client))
{
return Plugin_Stop;
}
// If client has become a zombie, then stop timer.
if (!IsPlayerHuman(client))
{
return Plugin_Stop;
}
// Decrement time left.
pSpawnProtectTime[client]--;
// Print time left to client.
ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
// Time has expired.
if (pSpawnProtectTime[client] <= 0)
{
// Remove protect flag.
pSpawnProtect[client] = false;
// Tell client spawn protection is over.
ZR_HudHint(client, "Spawn protection end");
// Fix attributes.
// TODO: Set class attributes.
SetPlayerAlpha(client, 255);
SetPlayerSpeed(client, 300.0);
// Clear timer handle.
tSpawnProtect[client] = INVALID_HANDLE;
// Stop timer.
return Plugin_Stop;
}
// Allow timer to continue repeating.
return Plugin_Continue;
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: spawnprotect.inc
* Description: Protects late-joining players from zombies for x seconds.
*
* ============================================================================
*/
/**
* Array for storing spawn protect timer handles per client.
*/
new Handle:tSpawnProtect[MAXPLAYERS + 1];
/**
* Array for flagging client to be protected.
*/
new bool:pSpawnProtect[MAXPLAYERS + 1];
/**
* Array for storing time left for spawn protection per client.
*/
new pSpawnProtectTime[MAXPLAYERS + 1];
/**
* Client is joining the server.
*
* @param client The client index.
*/
SpawnProtectClientInit(client)
{
tSpawnProtect[client] = INVALID_HANDLE;
}
/**
* Player is spawning into the game.
*
* @param client The client index.
*/
SpawnProtectPlayerSpawn(client)
{
// Disable spawn protection on client.
pSpawnProtect[client] = false;
// If zombie hasn't spawned, then stop.
if (!zombieSpawned)
{
return;
}
// If protect cvar is invalid or 0, then stop.
new protect = GetConVarInt(gCvars[CVAR_PROTECT]);
if (protect <= 0)
{
return;
}
// Get respawn team.
decl String:respawnteam[32];
GetConVarString(gCvars[CVAR_RESPAWN_TEAM], respawnteam, sizeof(respawnteam));
// If the respawn team is not set to zombie, and either cvar zr_suicide_world_damage or the client
// wasn't killed by world is false, then continue to protect client.
if (!StrEqual(respawnteam, "zombie", false) && !(GetConVarBool(gCvars[CVAR_SUICIDE_WORLD_DAMAGE]) && gKilledByWorld[client]))
{
// Set spawn protect flag on client.
pSpawnProtect[client] = true;
// Set improved attributes
// (Move to cvar?)
SetPlayerAlpha(client, 0);
SetPlayerSpeed(client, 600.0);
// Set time left to zr_protect's value.
pSpawnProtectTime[client] = protect;
// Tell client they are being protected.
ZR_PrintToChat(client, "Spawn protection begin", protect);
// Send time left in a hud message.
ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
// If timer is currently running, kill it.
if (tSpawnProtect[client] != INVALID_HANDLE)
{
KillTimer(tSpawnProtect[client]);
}
// Start repeating timer.
tSpawnProtect[client] = CreateTimer(1.0, SpawnProtectTimer, client, TIMER_FLAG_NO_MAPCHANGE|TIMER_REPEAT);
}
}
/**
* Timer callback function, countdown for spawn protection.
*
* @param timer The timer handle.
* @param client The client index.
*/
public Action:SpawnProtectTimer(Handle:timer, any:client)
{
// If client leaves, then stop timer.
if (!IsClientInGame(client))
{
return Plugin_Stop;
}
// If client has become a zombie, then stop timer.
if (!IsPlayerHuman(client))
{
return Plugin_Stop;
}
// Decrement time left.
pSpawnProtectTime[client]--;
// Print time left to client.
ZR_HudHint(client, "Spawn Protect", pSpawnProtectTime[client]);
// Time has expired.
if (pSpawnProtectTime[client] <= 0)
{
// Remove protect flag.
pSpawnProtect[client] = false;
// Tell client spawn protection is over.
ZR_HudHint(client, "Spawn protection end");
// Fix attributes.
// TODO: Set class attributes.
SetPlayerAlpha(client, 255);
SetPlayerSpeed(client, 300.0);
// Clear timer handle.
tSpawnProtect[client] = INVALID_HANDLE;
// Stop timer.
return Plugin_Stop;
}
// Allow timer to continue repeating.
return Plugin_Continue;
}