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meleeweaponnatives.cpp
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meleeweaponnatives.cpp
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/**
* vim: set ts=4 :
* =============================================================================
* Left 4 Downtown 2 SourceMod Extension
* Copyright (C) 2010 Michael "ProdigySim" Busby.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#include "extension.h"
#include "vglobals.h"
enum L4D2BoolMeleeWeaponAttributes
{
L4D2BMWA_Decapitates
};
enum L4D2IntMeleeWeaponAttributes
{
L4D2IMWA_DamageFlags,
L4D2IMWA_RumbleEffect
};
enum L4D2FloatMeleeWeaponAttributes
{
L4D2FMWA_Damage,
L4D2FMWA_RefireDelay,
L4D2FMWA_WeaponIdleTime
};
bool * BoolIdToAttr(CMeleeWeaponInfo *pInfo, int id)
{
if(pInfo == NULL) return NULL;
switch(id)
{
case L4D2BMWA_Decapitates:
return &pInfo->m_bDecapitates;
default:
return NULL;
}
}
int * IntIdToAttr(CMeleeWeaponInfo *pInfo, int id)
{
if(pInfo == NULL) return NULL;
switch(id)
{
case L4D2IMWA_DamageFlags:
return &pInfo->m_iDamageFlags;
case L4D2IMWA_RumbleEffect:
return &pInfo->m_iRumbleEffect;
default:
return NULL;
}
}
float * FloatIdToAttr(CMeleeWeaponInfo *pInfo, int id)
{
if(pInfo == NULL) return NULL;
switch(id)
{
case L4D2FMWA_Damage:
return &pInfo->m_fDamage;
case L4D2FMWA_RefireDelay:
return &pInfo->m_fRefireDelay;
case L4D2FMWA_WeaponIdleTime:
return &pInfo->m_fWeaponIdleTime;
default:
return NULL;
}
}
/*
CMeleeWeaponInfo * StringToId(const char *weapon)
{
FOR_EACH_VEC((g_pMeleeWeaponInfoStore->weaponNames), i)
{
if(strcmp(weapon, g_pMeleeWeaponInfoStore->weaponNames[i]) == 0)
{
return g_pMeleeWeaponInfoStore->weaponInfo[i];
}
}
return NULL;
}
*/
CMeleeWeaponInfo * IndexToId(int i)
{
if (g_pMeleeWeaponInfoStore->weaponInfo.IsValidIndex(i))
{
return g_pMeleeWeaponInfoStore->weaponInfo[i];
}
else
{
return NULL;
}
}
/*************************************
Melee Weapon Natives
***********************************/
// native L4D2_GetMeleeWeaponIndex(const String:weaponName[]);
cell_t L4D2_GetMeleeWeaponIndex(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore unavailable or unsupported. File a bug report.");
}
char * weapon = NULL;
pContext->LocalToString(params[1], &weapon);
FOR_EACH_VEC( (g_pMeleeWeaponInfoStore->weaponNames), i )
{
if(strcmp(weapon, g_pMeleeWeaponInfoStore->weaponNames[i]) == 0)
{
return i;
}
}
return -1;
}
// native L4D2_GetIntMeleeAttribute(int id, L4D2IntMeleeWeaponAttribute:attr);
cell_t L4D2_GetIntMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
int * attr = IntIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
return *attr;
}
//native Float:L4D2_GetFloatMeleeAttribute(int id, L4D2FloatMeleeWeaponAttributes:attr);
cell_t L4D2_GetFloatMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfo unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
float * attr = FloatIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
return sp_ftoc(*attr);
}
// native L4D2_SetIntMeleeAttribute(int id, L4D2IntMeleeWeaponAttributes:attr, value);
cell_t L4D2_SetIntMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfo unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
int * attr = IntIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
*attr=params[3];
return 0;
}
// native L4D2_SetFloatMeleeAttribute(int id, L4D2FloatMeleeWeaponAttributes:attr, Float:value);
cell_t L4D2_SetFloatMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfo unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
float * attr = FloatIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
*attr=sp_ctof(params[3]);
return 0;
}
// native bool:L4D2_GetBoolMeleeAttribute(int id, L4D2BoolMeleeWeaponAttribute:attr);
cell_t L4D2_GetBoolMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
int * attr = IntIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
return (*attr!= 0);
}
// native L4D2_SetBoolMeleeAttribute(int id, L4D2BoolMeleeWeaponAttributes:attr, bool:value);
cell_t L4D2_SetBoolMeleeAttribute(IPluginContext *pContext, const cell_t *params)
{
if (g_pMeleeWeaponInfoStore == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfo unavailable or unsupported. File a bug report.");
}
CMeleeWeaponInfo * pInfo = IndexToId(params[1]);
if (pInfo == NULL)
{
return pContext->ThrowNativeError("MeleeWeaponInfoStore does not contain index %i.", params[1]);
}
bool * attr = BoolIdToAttr(pInfo, params[2]);
if(attr == NULL)
{
return pContext->ThrowNativeError("Invalid attribute id");
}
*attr = (params[3] != 0);
return 0;
}
sp_nativeinfo_t g_L4DoMeleeWeaponNatives[] =
{
{"L4D2_GetMeleeWeaponIndex", L4D2_GetMeleeWeaponIndex},
{"L4D2_GetIntMeleeAttribute", L4D2_GetIntMeleeAttribute},
{"L4D2_GetFloatMeleeAttribute", L4D2_GetFloatMeleeAttribute},
{"L4D2_GetBoolMeleeAttribute", L4D2_GetBoolMeleeAttribute},
{"L4D2_SetIntMeleeAttribute", L4D2_SetIntMeleeAttribute},
{"L4D2_SetFloatMeleeAttribute", L4D2_SetFloatMeleeAttribute},
{"L4D2_SetBoolMeleeAttribute", L4D2_SetBoolMeleeAttribute},
{NULL, NULL}
};