working weapon concealment
This commit is contained in:
@@ -0,0 +1,13 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<CopyLocalLockFileAssemblies>true</CopyLocalLockFileAssemblies>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="CounterStrikeSharp.API" Version="1.0.369" />
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<Compile Include="..\SendProxyNative.cs" Link="SendProxyNative.cs" />
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</ItemGroup>
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</Project>
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@@ -0,0 +1,248 @@
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using CounterStrikeSharp.API;
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using CounterStrikeSharp.API.Core;
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using CounterStrikeSharp.API.Modules.Timers;
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using SendProxyInterop;
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using Timer = CounterStrikeSharp.API.Modules.Timers.Timer;
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namespace SendProxyConcealedCarry;
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public sealed class SendProxyConcealedCarryPlugin : BasePlugin
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{
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private const string WeaponListField = "m_pWeaponServices.m_hMyWeapons";
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private const string ActiveWeaponField = "m_pWeaponServices.m_hActiveWeapon";
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private readonly Dictionary<RuleKey, int> _activeRules = new();
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private SendProxyNative? _sendProxy;
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private Timer? _syncTimer;
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public override string ModuleName => "SendProxy Concealed Carry";
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public override string ModuleVersion => "0.1.0";
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public override string ModuleAuthor => "OpenAI Codex";
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public override void Load(bool hotReload)
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{
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_sendProxy = SendProxyNative.FromGameDirectory(Server.GameDirectory);
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_syncTimer = AddTimer(0.25f, SyncRules, TimerFlags.REPEAT);
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RegisterListener<Listeners.OnEntityCreated>(_ => Server.NextFrame(SyncRules));
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RegisterListener<Listeners.OnEntityDeleted>(_ => Server.NextFrame(SyncRules));
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Server.NextFrame(SyncRules);
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}
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public override void Unload(bool hotReload)
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{
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_syncTimer?.Kill();
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ClearRules();
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_sendProxy?.Dispose();
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_sendProxy = null;
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}
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private void SyncRules()
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{
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if (_sendProxy == null)
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return;
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Dictionary<RuleKey, byte[]> desired;
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try
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{
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var viewers = Utilities.GetPlayers()
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.Where(player => player.IsValid && !player.IsBot && !player.IsHLTV)
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.ToArray();
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var targets = Utilities.GetPlayers()
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.Where(player => player.IsValid && !player.IsHLTV)
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.ToArray();
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var targetStatesByPawnIndex = targets
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.Select(player => new
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{
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player.Slot,
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Pawn = player.PlayerPawn.Value,
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})
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.Where(entry => entry.Pawn != null && entry.Pawn.IsValid)
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.GroupBy(entry => (int)entry.Pawn!.Index)
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.ToDictionary(
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group => group.Key,
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group =>
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{
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var first = group.First();
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var activeWeapon = first.Pawn!.WeaponServices?.ActiveWeapon.Value;
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int activeWeaponIndex = activeWeapon != null && activeWeapon.IsValid ? (int)activeWeapon.Index : -1;
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return new TargetState(first.Slot, activeWeaponIndex);
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});
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desired = BuildDesiredRules(viewers, targetStatesByPawnIndex);
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}
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catch (NativeException)
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{
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return;
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}
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ReconcileRules(desired);
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}
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private Dictionary<RuleKey, byte[]> BuildDesiredRules(
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IReadOnlyCollection<CCSPlayerController> viewers,
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IReadOnlyDictionary<int, TargetState> targetStatesByPawnIndex)
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{
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var desired = new Dictionary<RuleKey, byte[]>();
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foreach (var (pawnIndex, target) in targetStatesByPawnIndex)
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{
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foreach (var viewer in viewers)
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{
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if (viewer.Slot == target.OwnerSlot)
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continue;
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desired[new RuleKey(
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ToEngineSlot(viewer),
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pawnIndex,
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"CBasePlayerPawn",
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WeaponListField)] = Array.Empty<byte>();
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}
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}
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foreach (var weapon in EnumerateConcealableCarriedWeapons(targetStatesByPawnIndex))
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{
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if (weapon.EntityIndex == weapon.ActiveWeaponIndex)
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continue;
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foreach (var viewer in viewers)
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{
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if (viewer.Slot == weapon.OwnerSlot)
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continue;
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_hOwnerEntity")] = UInt32Bytes(0xffffffff);
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_CBodyComponent.m_pSceneNode.m_hParent.m_hOwner")] = UInt32Bytes(0xffffffff);
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_CBodyComponent.m_pSceneNode.m_hParent.m_name")] = UInt32Bytes(0);
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_CBodyComponent.m_pSceneNode.m_nParentAttachmentOrBone")] = Int16Bytes(-1);
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_CBodyComponent.m_pSceneNode.m_hierarchyAttachName")] = UInt32Bytes(0);
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desired[new RuleKey(
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ToEngineSlot(viewer),
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weapon.EntityIndex,
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"CBaseEntity",
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"m_CBodyComponent.m_pSceneNode.m_bForceParentToBeNetworked")] = new byte[] { 0 };
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}
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}
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return desired;
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}
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private void ReconcileRules(Dictionary<RuleKey, byte[]> desired)
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{
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if (_sendProxy == null)
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return;
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foreach (var key in _activeRules.Keys.Except(desired.Keys).ToArray())
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{
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_sendProxy.RemoveOverride(_activeRules[key]);
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_activeRules.Remove(key);
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}
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foreach (var (key, value) in desired)
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{
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if (_activeRules.ContainsKey(key))
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continue;
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int ruleId = value.Length == 0
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? _sendProxy.SetVectorFirstFromField(
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key.RecipientSlot,
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key.EntityIndex,
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key.ClassName,
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key.FieldPath,
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ActiveWeaponField)
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: _sendProxy.SetBytes(
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key.RecipientSlot,
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key.EntityIndex,
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key.ClassName,
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key.FieldPath,
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value);
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if (ruleId != 0)
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_activeRules[key] = ruleId;
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}
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}
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private IEnumerable<ConcealableWeapon> EnumerateConcealableCarriedWeapons(IReadOnlyDictionary<int, TargetState> targetStatesByPawnIndex)
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{
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foreach (var entity in Utilities.GetAllEntities())
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{
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if (!entity.IsValid || !entity.DesignerName.StartsWith("weapon_", StringComparison.Ordinal))
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continue;
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CBasePlayerWeapon weapon = entity.As<CBasePlayerWeapon>();
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if (!weapon.IsValid)
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continue;
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var owner = weapon.OwnerEntity.Value;
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if (owner == null || !owner.IsValid)
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continue;
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if (!targetStatesByPawnIndex.TryGetValue((int)owner.Index, out var target))
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continue;
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yield return new ConcealableWeapon(
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(int)weapon.Index,
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target.OwnerSlot,
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target.ActiveWeaponIndex);
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}
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}
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private static byte[] UInt16Bytes(ushort value)
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{
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byte[] bytes = new byte[2];
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BitConverter.TryWriteBytes(bytes, value);
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return bytes;
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}
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private static byte[] Int16Bytes(short value)
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{
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byte[] bytes = new byte[2];
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BitConverter.TryWriteBytes(bytes, value);
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return bytes;
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}
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private static byte[] UInt32Bytes(uint value)
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{
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byte[] bytes = new byte[4];
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BitConverter.TryWriteBytes(bytes, value);
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return bytes;
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}
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private static int ToEngineSlot(CCSPlayerController player)
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{
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return Math.Max(0, player.Slot - 1);
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}
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private void ClearRules()
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{
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if (_sendProxy == null)
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return;
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foreach (int ruleId in _activeRules.Values)
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_sendProxy.RemoveOverride(ruleId);
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_activeRules.Clear();
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}
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private readonly record struct TargetState(int OwnerSlot, int ActiveWeaponIndex);
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private readonly record struct ConcealableWeapon(int EntityIndex, int OwnerSlot, int ActiveWeaponIndex);
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private readonly record struct RuleKey(int RecipientSlot, int EntityIndex, string ClassName, string FieldPath);
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}
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