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Addhooks.lua
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Addhooks.lua
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--[[
Save every relevant addhook in gameReplay together with the timestamp for later replay
]]
-- Variables
local gameReplay = GameReplay:New(); -- Writes down every
local assembler = Assembler:New(); -- helps in creating strings
--[[
When to start record/end record. Note that you always need to EndRecord duo to io.close() inside EndRecord()
]]--
-- START RECORD
addhook("say","SayHook")
function SayHook(id,txt)
if (string.sub(txt, 1, 7) == "!record") then
gameReplay:StartRecord(string.sub(txt, 9));
elseif (string.sub(txt, 1, 5) == "!stop") then
gameReplay:EndRecord();
end
end
-- END RECORD
addhook("shutdown","ShutdownHook")
function ShutdownHook()
gameReplay:EndRecord();
end
addhook(Config.saveHook,"SaveHook")
function SaveHook()
--gameReplay:SaveSome(10);
end
addhook("startround","StartroundHook")
function StartroundHook()
gameReplay:Save();
end
--[[
All below hooks work the same:
Once they fire, remember all parameter like who shot with which weapon etc.
INCLUDING FOR NOW:
rotation -- every updateHook
move -- every updateHook
move
attack
attack2
hit
spray
bombdefuse
bombplant
die
drop
buy
reload
select
spawn
use
]]
addhook(Config.updateHook,"UpdateHook")
function UpdateHook()
for _,id in ipairs(player(0,"tableliving")) do
msg("pId: "..id.." /// Tick: "..gameReplay.timeStamp)
-- Save rotation
assembler = Assembler:New();
assembler:SetEntry(player(id,"rot"));
gameReplay.actualState:SetEntry("rotation", id, assembler:Assemble());
end
-- Increment the timestamp
gameReplay:Tick();
end
addhook("move","MoveHook")
function MoveHook(id,x,y)
assembler = Assembler:New();
assembler:SetEntry(x);
assembler:SetEntry(y);
gameReplay.actualState:SetEntry("move", id, assembler:Assemble());
end
addhook("attack","AttackHook")
function AttackHook(id)
assembler = Assembler:New();
assembler:SetEntry(player(id,"angle"));
gameReplay.actualState:SetEntry("attack", id, assembler:Assemble());
end
addhook("attack2","AttackHook")
function AttackHook(id)
assembler = Assembler:New();
assembler:SetEntry(player(id,"angle"));
gameReplay.actualState:SetEntry("attack2", id, assembler:Assemble());
end
addhook("hit","HitHook")
function HitHook(vic, src, wpn, hp, ap, obj)
assembler = Assembler:New();
assembler:SetEntry(src);
assembler:SetEntry(wpn);
assembler:SetEntry(hp);
assembler:SetEntry(ap);
assembler:SetEntry(obj);
gameReplay.actualState:SetEntry("hit", vic, assembler:Assemble());
end
addhook("spray", "SprayHook")
function SprayHook(id)
gameReplay.actualState:SetEntry("spray", id, "");
end
addhook("bombdefuse", "BombdefuseHook")
function BombdefuseHook(id)
gameReplay.actualState:SetEntry("bombdefuse", id, "");
end
addhook("bombplant", "BombplantHook")
function BombplantHook(id,x,y)
assembler = Assembler:New();
assembler:SetEntry(x);
assembler:SetEntry(y);
gameReplay.actualState:SetEntry("bombplant", id, assembler:Assemble());
end
addhook("die","DieHook")
function DieHook(vic, kil, wpn, x, y, kobj)
assembler = Assembler:New();
assembler:SetEntry(kil);
assembler:SetEntry(wpn);
assembler:SetEntry(x);
assembler:SetEntry(y);
assembler:SetEntry(kobj);
gameReplay.actualState:SetEntry("die", vic, assembler:Assemble());
end
addhook("drop","DropHook")
function DropHook(id, iid, wtype, ammoIn, ammoSpare, mode, xTile, yTile)
assembler = Assembler:New();
assembler:SetEntry(iid);
assembler:SetEntry(wtype);
assembler:SetEntry(ammoIn);
assembler:SetEntry(ammoSpare);
assembler:SetEntry(mode);
assembler:SetEntry(xTile);
assembler:SetEntry(yTile);
gameReplay.actualState:SetEntry("drop", id, assembler:Assemble());
end
addhook("buy","BuyHook")
function BuyHook(id,wpn)
assembler = Assembler:New();
assembler:SetEntry(wpn);
gameReplay.actualState:SetEntry("buy", id, assembler:Assemble());
end
addhook("reload","ReloadHook")
function ReloadHook(id, mode)
assembler = Assembler:New();
assembler:SetEntry(mode);
gameReplay.actualState:SetEntry("reload", id, assembler:Assemble());
end
addhook("select","SelectHook")
function SelectHook(id, wtype, mode)
assembler = Assembler:New();
assembler:SetEntry(wtype);
assembler:SetEntry(mode);
gameReplay.actualState:SetEntry("select", id, assembler:Assemble());
end
addhook("spawn", "SpawnHook")
function SpawnHook(id)
assembler = Assembler:New();
assembler:SetEntry(player(id,"x"));
assembler:SetEntry(player(id,"y"));
gameReplay.actualState:SetEntry("respawn", id, assembler:Assemble());
end
addhook("use", "UseHook")
function UseHook(id, event, data, x, y)
assembler = Assembler:New();
assembler:SetEntry(event);
assembler:SetEntry(data);
assembler:SetEntry(x);
assembler:SetEntry(y);
gameReplay.actualState:SetEntry("use", id, assembler:Assemble());
end