l4d2_survivor_identity_fix: Implement cookie model remembering

This commit is contained in:
Jackzie 2021-02-08 11:34:09 -06:00
parent 6358338703
commit 11d74c5382
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GPG key ID: 1E834FE36520537A
2 changed files with 46 additions and 15 deletions

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@ -25,8 +25,9 @@ int g_iPendingCookieModel[MAXPLAYERS+1];
Handle hConf = null;
#define NAME_SetModel "CBasePlayer::SetModel"
static Handle hDHookSetModel = null, hModelPrefCookie;
static bool isLateLoad;
static ConVar hCookiesEnabled;
static bool isLateLoad, cookieModelsSet;
static int survivors;
#define SIG_SetModel_LINUX "@_ZN11CBasePlayer8SetModelEPKc"
#define SIG_SetModel_WINDOWS "\\x55\\x8B\\x2A\\x8B\\x2A\\x2A\\x56\\x57\\x50\\x8B\\x2A\\xE8\\x2A\\x2A\\x2A\\x2A\\x8B\\x2A\\x2A\\x2A\\x2A\\x2A\\x8B\\x2A\\x8B\\x2A\\x2A\\x8B"
@ -54,7 +55,8 @@ public void OnPluginStart()
GetGamedata();
CreateConVar("l4d_survivor_identity_fix_version", PLUGIN_VERSION, "Survivor Change Fix Version", FCVAR_SPONLY|FCVAR_NOTIFY|FCVAR_DONTRECORD);
hCookiesEnabled = CreateConVar("l4d_survivor_identity_fix_cookies", "1.0", "0 -> Disable cookie preference, 1 -> Enable for 5+, 2 -> Enable for any amount");
HookEvent("player_bot_replace", Event_PlayerToBot, EventHookMode_Post);
HookEvent("bot_player_replace", Event_BotToPlayer, EventHookMode_Post);
HookEvent("game_newmap", Event_NewGame);
@ -69,7 +71,7 @@ public void OnPluginStart()
}
}
hModelPrefCookie = RegClientCookie("surv_model", "Survivor model preference", CookieAccess_Public);
hModelPrefCookie = RegClientCookie("survivor_model", "Survivor model preference", CookieAccess_Public);
}
// ------------------------------------------------------------------------
@ -203,15 +205,18 @@ void GetGamedata()
PrepDHooks();
}
//Reset the list of models on a new game -> no players.
public void Event_NewGame(Event event, const char[] name, bool dontBroadcast) {
PrintToServer("Clearing models");
for(int i = 1; i <= MaxClients; i++) {
g_Models[i][0] = '\0';
}
survivors = 0;
cookieModelsSet = false;
}
//Checks if a user has a model preference cookie (set by native). If so, populate g_Models w/ it
public void OnClientCookiesCached(int client) {
if(IsFakeClient(client)) return;
if(IsFakeClient(client) && hCookiesEnabled.IntValue == 0) return;
char modelPref[2];
GetClientCookie(client, hModelPrefCookie, modelPref, sizeof(modelPref));
@ -231,20 +236,41 @@ public void OnClientCookiesCached(int client) {
public Action Event_PlayerFirstSpawn(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
if(IsFakeClient(client)) return; //Have to ignore bots for now, due to idle bots
if(GetClientTeam(client) == 2 && g_iPendingCookieModel[client] > 0) {
//A model is set: Fetched from cookie
RequestFrame(Frame_SetPlayerModel, client);
}else{
//Model was not set: Use least-used survivor.
RequestFrame(Frame_SetPlayerToLeastUsedModel, client);
if(GetClientTeam(client) == 2) {
//todo: hCookiesEnabled.IntVal
if(++survivors > 4 && g_iPendingCookieModel[client] > 0) {
//A model is set: Fetched from cookie
if(!cookieModelsSet) {
cookieModelsSet = true;
CreateTimer(0.1, Timer_SetAllCookieModels);
PrintToServer("Over 4 clients, setting models for all users based on cookie.");
}else {
PrintToServer("Client joined with model cookie | client %N | cookie %d", client, g_iPendingCookieModel[client]);
RequestFrame(Frame_SetPlayerModel, client);
}
}else{
//Model was not set: Use least-used survivor.
//RequestFrame(Frame_SetPlayerToLeastUsedModel, client);
}
}
}
public void Frame_SetPlayerModel(int client) {
SetEntityModel(client, survivor_models[g_iPendingCookieModel[client] - 1]);
SetEntProp(client, Prop_Send, "m_survivorCharacter", g_iPendingCookieModel[client] - 1);
g_iPendingCookieModel[client] = 0;
}
public Action Timer_SetAllCookieModels(Handle h) {
for(int i = 1; i < MaxClients+1; i++) {
if(IsClientConnected(i) && g_iPendingCookieModel[i] && GetClientTeam(i) == 2) {
SetEntityModel(i, survivor_models[g_iPendingCookieModel[i] - 1]);
SetEntProp(i, Prop_Send, "m_survivorCharacter", g_iPendingCookieModel[i] - 1);
}
g_iPendingCookieModel[i] = 0;
}
}
public void Frame_SetPlayerToLeastUsedModel(int client) {
int type = GetLeastUsedSurvivor(client) ;
SetEntityModel(client, survivor_models[type]);
@ -290,7 +316,8 @@ bool IsSurvivor(int client)
public int Native_SetPlayerModel(Handle plugin, int numParams) {
int client = GetNativeCell(1);
int character = GetNativeCell(2);
if(numParams != 2) {
bool keep = GetNativeCell(3) == 1;
if(numParams != 2 && numParams != 3) {
ThrowNativeError(SP_ERROR_NATIVE, "Incorrect amount of parameters passed");
return 3;
}else if(client < 1 || client > MaxClients || !IsClientInGame(client)) {
@ -303,7 +330,7 @@ public int Native_SetPlayerModel(Handle plugin, int numParams) {
//Set a cookie to remember their model, starting at 1.
char charTypeStr[2];
Format(charTypeStr, sizeof(charTypeStr), "%d", character + 1);
if(!IsFakeClient(client))
if(!IsFakeClient(client) && keep)
SetClientCookie(client, hModelPrefCookie, charTypeStr);
strcopy(g_Models[client], 64, survivor_models[character]);
@ -312,12 +339,16 @@ public int Native_SetPlayerModel(Handle plugin, int numParams) {
}
stock int GetLeastUsedSurvivor(int client) {
int count[8], lowestID;
//TODO: Only work if > 5
int count[8], lowestID, players;
for(int i = 1; i <= MaxClients; ++i) {
if(IsClientConnected(i) && IsClientInGame(i) && GetClientTeam(i) == 2 && i != client) {
count[GetSurvivorType(g_Models[i])]++;
players++;
}
}
//TODO: set starting number to be map-based.
//int start = players > 4
for(int id = 0; id < 8; ++id) {
if(count[id] == 0) {
return id;