Start lua on player spawn

This commit is contained in:
Federico Cecchetto 2021-09-15 21:36:20 +02:00
parent 65cfeeb8c8
commit 34db360fa1
2 changed files with 6 additions and 11 deletions

View File

@ -8,6 +8,7 @@
#include "game/scripting/event.hpp" #include "game/scripting/event.hpp"
#include "game/scripting/functions.hpp" #include "game/scripting/functions.hpp"
#include "game/scripting/execution.hpp"
#include "game/scripting/lua/engine.hpp" #include "game/scripting/lua/engine.hpp"
#include <utils/hook.hpp> #include <utils/hook.hpp>
@ -21,8 +22,8 @@ namespace scripting
{ {
utils::hook::detour vm_notify_hook; utils::hook::detour vm_notify_hook;
utils::hook::detour scr_load_level_hook;
utils::hook::detour g_shutdown_game_hook; utils::hook::detour g_shutdown_game_hook;
utils::hook::detour player_spawn_hook;
utils::hook::detour scr_add_class_field_hook; utils::hook::detour scr_add_class_field_hook;
@ -52,21 +53,15 @@ namespace scripting
vm_notify_hook.invoke<void>(notify_list_owner_id, string_value, top); vm_notify_hook.invoke<void>(notify_list_owner_id, string_value, top);
} }
void scr_load_level_stub() void player_spawn_stub(const game::gentity_s* player)
{ {
scr_load_level_hook.invoke<void>(); player_spawn_hook.invoke<void>(player);
lua::engine::start(); lua::engine::start();
} }
void g_shutdown_game_stub(const int free_scripts) void g_shutdown_game_stub(const int free_scripts)
{ {
lua::engine::stop(); lua::engine::stop();
if (!free_scripts)
{
lua::engine::start();
}
g_shutdown_game_hook.invoke<void>(free_scripts); g_shutdown_game_hook.invoke<void>(free_scripts);
} }
@ -99,7 +94,6 @@ namespace scripting
{ {
const auto function_name = scripting::find_token(threadName); const auto function_name = scripting::find_token(threadName);
script_function_table[current_file][function_name] = codePos; script_function_table[current_file][function_name] = codePos;
scr_set_thread_position_hook.invoke<void>(threadName, codePos); scr_set_thread_position_hook.invoke<void>(threadName, codePos);
} }
} }
@ -111,8 +105,8 @@ namespace scripting
{ {
vm_notify_hook.create(game::base_address + 0x5CC450, vm_notify_stub); vm_notify_hook.create(game::base_address + 0x5CC450, vm_notify_stub);
scr_load_level_hook.create(game::base_address + 0x4C7EB0, scr_load_level_stub);
g_shutdown_game_hook.create(game::base_address + 0x4CBAD0, g_shutdown_game_stub); g_shutdown_game_hook.create(game::base_address + 0x4CBAD0, g_shutdown_game_stub);
player_spawn_hook.create(game::base_address + 0x4B0710, player_spawn_stub);
scr_add_class_field_hook.create(game::base_address + 0x5C2C30, scr_add_class_field_stub); scr_add_class_field_hook.create(game::base_address + 0x5C2C30, scr_add_class_field_stub);
scr_set_thread_position_hook.create(game::base_address + 0x5BC7E0, scr_set_thread_position_stub); scr_set_thread_position_hook.create(game::base_address + 0x5BC7E0, scr_set_thread_position_stub);

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@ -31,6 +31,7 @@ namespace scripting::lua
void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler) void setup_entity_type(sol::state& state, event_handler& handler, scheduler& scheduler)
{ {
state["level"] = entity{*game::levelEntityId}; state["level"] = entity{*game::levelEntityId};
state["player"] = call("getentbynum", {0}).as<entity>();
auto vector_type = state.new_usertype<vector>("vector", sol::constructors<vector(float, float, float)>()); auto vector_type = state.new_usertype<vector>("vector", sol::constructors<vector(float, float, float)>());
vector_type["x"] = sol::property(&vector::get_x, &vector::set_x); vector_type["x"] = sol::property(&vector::get_x, &vector::set_x);