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playerExternFunction.cpp
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#include "stdafx.h"
#include "player.h"
#include "unit.h"
bigUnitStruct* (__cdecl *playerFirstUnit)();
bigUnitStruct* (__cdecl *playerNextUnit)(void* Prev);
playerInfoStruct *(__cdecl *playerGetDataFromIndex)(int index);
bigUnitStruct* getPlayerUDataFromPlayerInfo(playerInfoStruct *addr);
bigUnitStruct* getPlayerUDataFromPlayerIdx(int idx);
bigUnitStruct* getPlayerUDataFromPlayerNetCode(int netCode);
int playersListL(lua_State *L);
int playersListL(lua_State *L)
{
void *P;
P=playerFirstUnit();
if(P==0)
{
lua_pushnil(L);
return 1;
}
lua_newtable(L);
int i=1;
while(P!=0)
{
lua_pushinteger(L,i++);
lua_pushlightuserdata(L,P);
lua_settable(L,-3);
P=playerNextUnit(P);
}
return 1;
}
bigUnitStruct* getPlayerUDataFromPlayerInfo(playerInfoStruct *addr)
{
bigUnitStruct *P=playerFirstUnit();
while(P!=0)
{
playerInfoStruct *PI=((ucPlayer*)P->unitController)->playerInfo;
if(addr==PI)
return P;
P=playerNextUnit(P);
}
return 0;
}
bigUnitStruct* getPlayerUDataFromPlayerIdx(int idx)
{
bigUnitStruct *P=playerFirstUnit();
while(P!=0)
{
int idxFound=(int)((ucPlayer*)P->unitController)->playerInfo->playerIdx;
if(idx==idxFound)
return P;
P=playerNextUnit(P);
}
return 0;
}
bigUnitStruct* getPlayerUDataFromPlayerNetCode(int netCode)
{
bigUnitStruct *P=playerFirstUnit();
while(P!=0)
{
int netCodeFound=((ucPlayer*)P->unitController)->playerInfo->netCode;
if(netCode==netCodeFound)
return P;
P=playerNextUnit(P);
}
return 0;
}
extern void playerInit();
void playerFunctionInint()
{
ASSIGN(playerFirstUnit,0x4DA7C0);
ASSIGN(playerNextUnit,0x4DA7F0);
ASSIGN(playerGetDataFromIndex,0x00417090);
registerserver("playerList",&playersListL);
playerInit();
}