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Use the same weapon drop function in CS:GO as in CS:S

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Drifter321 committed Jun 12, 2017
1 parent fea1c05 commit d41911e05bbaa3ff2e86a898d0d0d0a8ae27fb2d
@@ -62,6 +62,11 @@ int CallPriceForward(int client, const char *weapon_name, int price);
#define WEAPON_NIGHTVISION 33
#endif
#if SOURCE_ENGINE == SE_CSGO
#define WEAPONDROP_GAMEDATA_NAME "CSWeaponDropBB"
#else
#define WEAPONDROP_GAMEDATA_NAME "CSWeaponDrop"
#endif
/**
* @brief Sample implementation of the SDK Extension.
* Note: Uncomment one of the pre-defined virtual functions in order to use it.
@@ -158,20 +158,12 @@ DETOUR_DECL_MEMBER1(DetourTerminateRound, void, int, reason)
#endif
}
#if SOURCE_ENGINE == SE_CSGO
DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, Vector, vec, bool, unknown)
#else
DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, bool, bDropShield, bool, bThrowForward)
#endif
{
if (g_pIgnoreCSWeaponDropDetour)
{
g_pIgnoreCSWeaponDropDetour = false;
#if SOURCE_ENGINE == SE_CSGO
DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, vec, unknown);
#else
DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, bDropShield, bThrowForward);
#endif
return;
}
@@ -186,11 +178,7 @@ DETOUR_DECL_MEMBER3(DetourCSWeaponDrop, void, CBaseEntity *, weapon, bool, bDrop
if (result == Pl_Continue)
{
#if SOURCE_ENGINE == SE_CSGO
DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, vec, unknown);
#else
DETOUR_MEMBER_CALL(DetourCSWeaponDrop)(weapon, bDropShield, bThrowForward);
#endif
}
return;
@@ -269,7 +257,7 @@ bool CreateHandleBuyDetour()
bool CreateCSWeaponDropDetour()
{
DCSWeaponDrop = DETOUR_CREATE_MEMBER(DetourCSWeaponDrop, "CSWeaponDrop");
DCSWeaponDrop = DETOUR_CREATE_MEMBER(DetourCSWeaponDrop, WEAPONDROP_GAMEDATA_NAME);
if (DCSWeaponDrop != NULL)
{
@@ -226,21 +226,7 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
static ICallWrapper *pWrapper = NULL;
if (!pWrapper)
{
#if SOURCE_ENGINE == SE_CSGO
REGISTER_NATIVE_ADDR("CSWeaponDrop",
PassInfo pass[3]; \
pass[0].flags = PASSFLAG_BYVAL; \
pass[0].type = PassType_Basic; \
pass[0].size = sizeof(CBaseEntity *); \
pass[1].flags = PASSFLAG_BYVAL; \
pass[1].type = PassType_Basic; \
pass[1].size = sizeof(Vector); \
pass[2].flags = PASSFLAG_BYVAL; \
pass[2].type = PassType_Basic; \
pass[2].size = sizeof(bool); \
pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 3))
#else
REGISTER_NATIVE_ADDR("CSWeaponDrop",
REGISTER_NATIVE_ADDR(WEAPONDROP_GAMEDATA_NAME,
PassInfo pass[3]; \
pass[0].flags = PASSFLAG_BYVAL; \
pass[0].type = PassType_Basic; \
@@ -252,7 +238,6 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
pass[2].type = PassType_Basic; \
pass[2].size = sizeof(bool); \
pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 3))
#endif
}
CBaseEntity *pEntity;
@@ -285,27 +270,17 @@ static cell_t CS_DropWeapon(IPluginContext *pContext, const cell_t *params)
if (params[4] == 1 && g_pCSWeaponDropDetoured)
g_pIgnoreCSWeaponDropDetour = true;
#if SOURCE_ENGINE == SE_CSGO
unsigned char vstk[sizeof(CBaseEntity *) * 2 + sizeof(bool) + sizeof(Vector)];
#else
unsigned char vstk[sizeof(CBaseEntity *) * 2 + sizeof(bool) * 2];
#endif
unsigned char *vptr = vstk;
// <psychonic> first one is always false. second is true to toss, false to just drop
*(CBaseEntity **)vptr = pEntity;
vptr += sizeof(CBaseEntity *);
*(CBaseEntity **)vptr = pWeapon;
vptr += sizeof(CBaseEntity *);
#if SOURCE_ENGINE == SE_CSGO
*(Vector *)vptr = vec3_origin;
vptr += sizeof(Vector);
*(bool *)vptr = false;
#else
*(bool *)vptr = false;
vptr += sizeof(bool);
*(bool *)vptr = (params[3]) ? true : false;
#endif
pWrapper->Execute(vstk, NULL);
@@ -99,12 +99,18 @@
"windows" "\x2A\x2A\x2A\x2A\x2A\x2A\x81\xEC\x7C\x01\x00\x00\x53\x56\x57\x6A\x00"
"linux" "\x2A\x2A\x2A\x2A\x2A\x2A\x81\xEC\x9C\x01\x00\x00\x0F\xB6\x55\x14"
}
"CSWeaponDrop"//Wildcard first 6 bytes for CS:S DM
"CSWeaponDrop"//Wildcard first 6 bytes for CS:S DM (kept for backcompat with old SM versions)
{
"library" "server"
"windows" "\x2A\x2A\x2A\x2A\x2A\x2A\x81\xEC\x2A\x2A\x2A\x2A\x53\x8B\x5D\x08\x56\x57\x6A\x00\x68"
"linux" "\x2A\x2A\x2A\x2A\x2A\x2A\x56\x53\x81\xEC\x7C\x02\x00\x00\x8B\x5D\x0C\x8B\x75\x08\x85\xDB\x74\x2A\xC7\x44\x24\x2A\x2A\x2A\x2A\x00"
}
"CSWeaponDropBB" //Revert back to using CSWeaponDrop(weapon, bool, bool)
{
"library" "server"
"windows" "\x2A\x2A\x2A\x2A\x2A\x2A\x83\xE4\xF8\x83\xC4\x04\x55\x8B\x6B\x04\x89\x6C\x24\x04\x8B\xEC\x83\xEC\x34\x56"
"linux" "\x2A\x2A\x2A\x2A\x2A\x2A\x83\xEC\x7C\x8B\x5D\x08\x0F\xB6\x7D\x14"
}
"TerminateRound"
{
"library" "server"

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