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https://github.com/arthurdead/proxysend.git
synced 2025-12-06 18:08:22 +00:00
disable color detection because it doenst work, fix per-client callbacks getting client -1, always change the edict state
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63ab4edb74
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6183ec6fa8
@ -188,6 +188,7 @@ static prop_types guess_prop_type(const SendProp *pProp) noexcept
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}
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}
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}
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}
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#if 0
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{
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{
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if(pProp->m_nBits == 32) {
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if(pProp->m_nBits == 32) {
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struct dummy_t {
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struct dummy_t {
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@ -201,6 +202,7 @@ static prop_types guess_prop_type(const SendProp *pProp) noexcept
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}
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}
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}
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}
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}
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}
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#endif
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return prop_types::unsigned_int;
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return prop_types::unsigned_int;
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}
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}
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@ -676,7 +678,7 @@ struct callback_t final : prop_reference_t
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void proxy_call(const SendProp *pProp, const void *pStructBase, const void *pData, DVariant *pOut, int iElement, int objectID) const noexcept
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void proxy_call(const SendProp *pProp, const void *pStructBase, const void *pData, DVariant *pOut, int iElement, int objectID) const noexcept
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{
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{
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if(!fwd) {
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if(!fwd || (has_any_per_client_func() && get_current_client_entity() == -1)) {
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restore->pRealProxy(pProp, pStructBase, pData, pOut, iElement, objectID);
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restore->pRealProxy(pProp, pStructBase, pData, pOut, iElement, objectID);
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return;
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return;
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}
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}
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@ -1026,8 +1028,8 @@ DETOUR_DECL_STATIC3(SV_ComputeClientPacks, void, int, clientCount, CGameClient *
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edict_t *edict{gamehelpers->EdictOfIndex(snapshot->m_pValidEntities[i])};
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edict_t *edict{gamehelpers->EdictOfIndex(snapshot->m_pValidEntities[i])};
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bool any_per_client{false};
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bool any_per_client{false};
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for(const auto &it_callback : it_hook->second.callbacks) {
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for(const auto &it_callback : it_hook->second.callbacks) {
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gamehelpers->SetEdictStateChanged(edict, it_callback.second.offset);
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if(it_callback.second.has_any_per_client_func()) {
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if(it_callback.second.has_any_per_client_func()) {
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gamehelpers->SetEdictStateChanged(edict, it_callback.second.offset);
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any_per_client = true;
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any_per_client = true;
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}
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}
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}
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}
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@ -9,7 +9,7 @@ typeset proxysend_callbacks
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function Action (int entity, const char[] prop, bool &value, int element, int client);
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function Action (int entity, const char[] prop, bool &value, int element, int client);
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function Action (int entity, const char[] prop, float &value, int element, int client);
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function Action (int entity, const char[] prop, float &value, int element, int client);
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function Action (int entity, const char[] prop, float value[3], int element, int client);
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function Action (int entity, const char[] prop, float value[3], int element, int client);
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function Action (int entity, const char[] prop, int &r, int &g, int &b, int &a, int element, int client);
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//function Action (int entity, const char[] prop, int &r, int &g, int &b, int &a, int element, int client);
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function Action (int entity, const char[] prop, char[] value, int size, int element, int client);
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function Action (int entity, const char[] prop, char[] value, int size, int element, int client);
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};
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};
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