l4d_survivor_identity_fix: Fill model list on late load

This commit is contained in:
Jackzie 2021-01-18 16:00:38 -06:00
parent 463b8ec8ec
commit 904f86ea9b
No known key found for this signature in database
GPG key ID: 1E834FE36520537A
2 changed files with 16 additions and 3 deletions

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@ -23,6 +23,7 @@ char g_Models[MAXPLAYERS+1][128];
Handle hConf = null;
#define NAME_SetModel "CBasePlayer::SetModel"
static Handle hDHookSetModel = null;
static bool isLateLoad;
#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"
@ -39,8 +40,9 @@ public Plugin myinfo =
}
public APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max) {
CreateNative("IdentityFix_SetPlayerModel", Native_SetPlayerModel);
return APLRes_Success;
CreateNative("IdentityFix_SetPlayerModel", Native_SetPlayerModel);
if(late) isLateLoad = true;
return APLRes_Success;
}
public void OnPluginStart()
@ -52,7 +54,12 @@ public void OnPluginStart()
HookEvent("player_bot_replace", Event_PlayerToBot, EventHookMode_Post);
HookEvent("bot_player_replace", Event_BotToPlayer, EventHookMode_Post);
HookEvent("game_newmap", Event_NewGame);
HookEvent("player_first_spawn", Event_PlayerFirstSpawn);
HookEvent("player_disconnect", Event_PlayerDisconnect);
if(isLateLoad) {
CreateTimer(1.0, Timer_FillModelList);
}
}
// ------------------------------------------------------------------------
@ -199,14 +206,20 @@ public Action Event_RoundEnd(Event event, const char[] name, bool dontBroadcast)
}*/
public void Event_NewGame(Event event, const char[] name, bool dontBroadcast) {
PrintToServer("Clearing models");
for(int i = 1; i < MaxClients + 1; i++) {
g_Models[i][0] = '\0';
}
CreateTimer(10.0, Timer_FillModelList);
}
public Action Event_PlayerFirstSpawn(Event event, const char[] name, bool dontBroadcast) {
int client = GetClientOfUserId(event.GetInt("userid"));
if(IsSurvivor(client))
GetClientModel(client, g_Models[client], 64);
}
public Action Timer_FillModelList(Handle handle) {
for(int i = 1; i < MaxClients + 1; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && GetClientTeam(i) == 2)
if(IsClientConnected(i) && IsClientInGame(i) && IsPlayerAlive(i) && IsSurvivor(i))
GetClientModel(i, g_Models[i], 64);
}
}