/** * vim: set ts=4 sw=4 tw=99 noet : * ====================================================== * Metamod:Source Sample Plugin * Written by AlliedModders LLC. * ====================================================== * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * This sample plugin is public domain. */ #include #include "sample_mm.h" #include "iserver.h" SH_DECL_HOOK3_void(IServerGameDLL, GameFrame, SH_NOATTRIB, 0, bool, bool, bool); SH_DECL_HOOK4_void(IServerGameClients, ClientActive, SH_NOATTRIB, 0, CPlayerSlot, bool, const char *, uint64); SH_DECL_HOOK5_void(IServerGameClients, ClientDisconnect, SH_NOATTRIB, 0, CPlayerSlot, ENetworkDisconnectionReason, const char *, uint64, const char *); SH_DECL_HOOK4_void(IServerGameClients, ClientPutInServer, SH_NOATTRIB, 0, CPlayerSlot, char const *, int, uint64); SH_DECL_HOOK1_void(IServerGameClients, ClientSettingsChanged, SH_NOATTRIB, 0, CPlayerSlot ); SH_DECL_HOOK6_void(IServerGameClients, OnClientConnected, SH_NOATTRIB, 0, CPlayerSlot, const char*, uint64, const char *, const char *, bool); SH_DECL_HOOK6(IServerGameClients, ClientConnect, SH_NOATTRIB, 0, bool, CPlayerSlot, const char*, uint64, const char *, bool, CBufferString *); SH_DECL_HOOK2(IGameEventManager2, FireEvent, SH_NOATTRIB, 0, bool, IGameEvent *, bool); SH_DECL_HOOK2_void( IServerGameClients, ClientCommand, SH_NOATTRIB, 0, CPlayerSlot, const CCommand & ); SamplePlugin g_SamplePlugin; IServerGameDLL *server = NULL; IServerGameClients *gameclients = NULL; IVEngineServer *engine = NULL; IGameEventManager2 *gameevents = NULL; ICvar *icvar = NULL; // Should only be called within the active game loop (i e map should be loaded and active) // otherwise that'll be nullptr! CGlobalVars *GetGameGlobals() { INetworkGameServer *server = g_pNetworkServerService->GetIGameServer(); if(!server) return nullptr; return g_pNetworkServerService->GetIGameServer()->GetGlobals(); } void SampleCvarFChangeCB( CConVar *cvar, CSplitScreenSlot slot, const float *new_val, const float *old_val ) { META_CONPRINTF( "Sample convar \"%s\" was changed from %f to %f [%s]\n", cvar->GetName(), *old_val, *new_val, // When convar is first initialised with a default value, it would have FCVAR_INITIAL_SETVALUE // flag set, so you can check for it if needed. cvar->IsFlagSet( FCVAR_INITIAL_SETVALUE ) ? "initialised" : "change" ); } CConVar sample_cvari("sample_cvari", FCVAR_NONE, "help string", 42); CConVar sample_cvarf("sample_cvarf", FCVAR_NONE, "help string", 69.69f, true, 10.0f, true, 100.0f, SampleCvarFChangeCB ); CON_COMMAND_F(sample_command, "Sample command", FCVAR_NONE) { META_CONPRINTF( "Sample command called by %d. Command: %s\n", context.GetPlayerSlot(), args.GetCommandString() ); } PLUGIN_EXPOSE(SamplePlugin, g_SamplePlugin); bool SamplePlugin::Load(PluginId id, ISmmAPI *ismm, char *error, size_t maxlen, bool late) { PLUGIN_SAVEVARS(); GET_V_IFACE_CURRENT(GetEngineFactory, engine, IVEngineServer, INTERFACEVERSION_VENGINESERVER); GET_V_IFACE_CURRENT(GetEngineFactory, icvar, ICvar, CVAR_INTERFACE_VERSION); GET_V_IFACE_ANY(GetServerFactory, server, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL); GET_V_IFACE_ANY(GetServerFactory, gameclients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS); GET_V_IFACE_ANY(GetEngineFactory, g_pNetworkServerService, INetworkServerService, NETWORKSERVERSERVICE_INTERFACE_VERSION); // Currently doesn't work from within mm side, use GetGameGlobals() in the mean time instead // gpGlobals = ismm->GetCGlobals(); // Required to get the IMetamodListener events g_SMAPI->AddListener( this, this ); META_CONPRINTF( "Starting plugin.\n" ); SH_ADD_HOOK(IServerGameDLL, GameFrame, server, SH_MEMBER(this, &SamplePlugin::Hook_GameFrame), true); SH_ADD_HOOK(IServerGameClients, ClientActive, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientActive), true); SH_ADD_HOOK(IServerGameClients, ClientDisconnect, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientDisconnect), true); SH_ADD_HOOK(IServerGameClients, ClientPutInServer, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientPutInServer), true); SH_ADD_HOOK(IServerGameClients, ClientSettingsChanged, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientSettingsChanged), false); SH_ADD_HOOK(IServerGameClients, OnClientConnected, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_OnClientConnected), false); SH_ADD_HOOK(IServerGameClients, ClientConnect, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientConnect), false); SH_ADD_HOOK(IServerGameClients, ClientCommand, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientCommand), false); META_CONPRINTF( "All hooks started!\n" ); g_pCVar = icvar; META_CONVAR_REGISTER( FCVAR_RELEASE | FCVAR_CLIENT_CAN_EXECUTE | FCVAR_GAMEDLL ); // You can get a convar reference to an already existing cvar via CConVarRef. // This will pre-register it if it's not yet registered and would use default data until // the actual cvar is registered. You can assert data existance via IsConVarDataAvailable(). // Make sure the type is correct here otherwise it might prevent actual convar being registered, // since you pre-registered it with a different type or if convar already exists you'd be left with // an invalid ref, so a check for IsValidRef() is also nice to have. // Generally with these you should just know the type of a cvar you are referencing beforehand // and if not, refer to ConVarRefAbstract usage // // Side Note: Always make sure you are working with a valid ref (IsValidRef()) before reading/writing to it // as otherwise you'd be reading/writing off of default convar data which is shared across // all the invalid convar refs. CConVarRef ccvar_ref_example( "mp_limitteams" ); if(ccvar_ref_example.IsValidRef() && ccvar_ref_example.IsConVarDataAvailable()) { META_CONPRINTF( "CConVarRef \"%s\" got value pre = %d [float = %f, bool = %d, string = \"%s\"]\n", ccvar_ref_example.GetName(), ccvar_ref_example.Get(), ccvar_ref_example.GetFloat(), ccvar_ref_example.GetBool(), ccvar_ref_example.GetString() ); // By default if you are using CConVar or CConVarRef you should be using Get()/Set() // methods to read/write values, as these are templated for the particular type the cvar is of. // It also is usually faster since it skips all the type conversion logic of non templated methods ccvar_ref_example.Set( 5 ); // As noted above there are methods that support value conversion between certain types // so stuff like this is possible on an int typed cvar for example, // refer to ConVarRefAbstract declaration for more info on these methods ccvar_ref_example.SetFloat( 8.5f ); META_CONPRINTF( "CConVarRef \"%s\" got value after = %d [float = %f, bool = %d, string = \"%s\"]\n", ccvar_ref_example.GetName(), ccvar_ref_example.Get(), ccvar_ref_example.GetFloat(), ccvar_ref_example.GetBool(), ccvar_ref_example.GetString() ); } // You can also use ConVarRefAbstract class if you don't want typisation support // or don't know the actual type used, since you are responsible for picking the correct type there! // And ConVarRefAbstract won't pre-register the convar in the system, as it acts as a plain ref, // so make sure to check the ref for validity before usage via IsValidRef() ConVarRefAbstract cvar_ref_example( "mp_limitteams" ); if(cvar_ref_example.IsValidRef()) { META_CONPRINTF( "ConVarRefAbstract \"%s\" got value pre [float = %f, bool = %d, string = \"%s\"]\n", cvar_ref_example.GetName(), cvar_ref_example.GetFloat(), cvar_ref_example.GetBool(), cvar_ref_example.GetString() ); // Since the ref is not typed, you can't use direct Get() and Set() methods, // instead you need to use methods with type conversion support. cvar_ref_example.SetFloat( 10.0f ); // If you work with convars of non primitive types, you can also use SetAs() methods // to try to set the value as a specific type, if type mismatches it would try to do // conversion if possible and if not it would do nothing. // There's also an equvialent methods for reading the value, GetAs() cvar_ref_example.SetAs( Vector( 1.0f, 2.0f, 3.0f ) ); // Alternatively you can "promote" plain ref to a typed variant by passing plain ref to a constructor // but be careful, as there's a type checker in place that would invalidate convar ref // if cast to a wrong type was attempted, you can check for that either via IsValidRef() // or IsConVarDataValid() (usually IsValidRef() is enough) afterwards, but generally you should // just know the correct type of the cvar you are casting to beforehand. CConVarRef promoted_ref( cvar_ref_example ); if(promoted_ref.IsValidRef() && promoted_ref.IsConVarDataValid()) { // If the promoted ref is valid, you can use its templated methods like with CConVarRef/CConVar promoted_ref.Set( 5 ); } META_CONPRINTF( "ConVarRefAbstract \"%s\" got value after [float = %f, bool = %d, string = \"%s\"]\n", cvar_ref_example.GetName(), cvar_ref_example.GetFloat(), cvar_ref_example.GetBool(), cvar_ref_example.GetString() ); } return true; } bool SamplePlugin::Unload(char *error, size_t maxlen) { SH_REMOVE_HOOK(IServerGameDLL, GameFrame, server, SH_MEMBER(this, &SamplePlugin::Hook_GameFrame), true); SH_REMOVE_HOOK(IServerGameClients, ClientActive, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientActive), true); SH_REMOVE_HOOK(IServerGameClients, ClientDisconnect, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientDisconnect), true); SH_REMOVE_HOOK(IServerGameClients, ClientPutInServer, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientPutInServer), true); SH_REMOVE_HOOK(IServerGameClients, ClientSettingsChanged, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientSettingsChanged), false); SH_REMOVE_HOOK(IServerGameClients, OnClientConnected, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_OnClientConnected), false); SH_REMOVE_HOOK(IServerGameClients, ClientConnect, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientConnect), false); SH_REMOVE_HOOK(IServerGameClients, ClientCommand, gameclients, SH_MEMBER(this, &SamplePlugin::Hook_ClientCommand), false); return true; } void SamplePlugin::AllPluginsLoaded() { /* This is where we'd do stuff that relies on the mod or other plugins * being initialized (for example, cvars added and events registered). */ } void SamplePlugin::Hook_ClientActive( CPlayerSlot slot, bool bLoadGame, const char *pszName, uint64 xuid ) { META_CONPRINTF( "Hook_ClientActive(%d, %d, \"%s\", %d)\n", slot, bLoadGame, pszName, xuid ); } void SamplePlugin::Hook_ClientCommand( CPlayerSlot slot, const CCommand &args ) { META_CONPRINTF( "Hook_ClientCommand(%d, \"%s\")\n", slot, args.GetCommandString() ); } void SamplePlugin::Hook_ClientSettingsChanged( CPlayerSlot slot ) { META_CONPRINTF( "Hook_ClientSettingsChanged(%d)\n", slot ); } void SamplePlugin::Hook_OnClientConnected( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, const char *pszAddress, bool bFakePlayer ) { META_CONPRINTF( "Hook_OnClientConnected(%d, \"%s\", %d, \"%s\", \"%s\", %d)\n", slot, pszName, xuid, pszNetworkID, pszAddress, bFakePlayer ); } bool SamplePlugin::Hook_ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason ) { META_CONPRINTF( "Hook_ClientConnect(%d, \"%s\", %d, \"%s\", %d, \"%s\")\n", slot, pszName, xuid, pszNetworkID, unk1, pRejectReason->Get() ); RETURN_META_VALUE(MRES_IGNORED, true); } void SamplePlugin::Hook_ClientPutInServer( CPlayerSlot slot, char const *pszName, int type, uint64 xuid ) { META_CONPRINTF( "Hook_ClientPutInServer(%d, \"%s\", %d, %d)\n", slot, pszName, type, xuid ); } void SamplePlugin::Hook_ClientDisconnect( CPlayerSlot slot, ENetworkDisconnectionReason reason, const char *pszName, uint64 xuid, const char *pszNetworkID ) { META_CONPRINTF( "Hook_ClientDisconnect(%d, %d, \"%s\", %d, \"%s\")\n", slot, reason, pszName, xuid, pszNetworkID ); } void SamplePlugin::Hook_GameFrame( bool simulating, bool bFirstTick, bool bLastTick ) { /** * simulating: * *********** * true | game is ticking * false | game is not ticking */ } void SamplePlugin::OnLevelInit( char const *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) { META_CONPRINTF("OnLevelInit(%s)\n", pMapName); } void SamplePlugin::OnLevelShutdown() { META_CONPRINTF("OnLevelShutdown()\n"); } bool SamplePlugin::Pause(char *error, size_t maxlen) { return true; } bool SamplePlugin::Unpause(char *error, size_t maxlen) { return true; } const char *SamplePlugin::GetLicense() { return "Public Domain"; } const char *SamplePlugin::GetVersion() { return "1.0.0.0"; } const char *SamplePlugin::GetDate() { return __DATE__; } const char *SamplePlugin::GetLogTag() { return "SAMPLE"; } const char *SamplePlugin::GetAuthor() { return "AlliedModders LLC"; } const char *SamplePlugin::GetDescription() { return "Sample basic plugin"; } const char *SamplePlugin::GetName() { return "Sample Plugin"; } const char *SamplePlugin::GetURL() { return "http://www.sourcemm.net/"; }