void ShotSimulationController::HandlePlayerHit(const void* pSender, const PlayerHitArgs& arg) { Message* msg = new Message(MessageCommandEnum::hit, "server"); msg->AddParam("form", arg.GetHitPlayer().form); msg->AddParam("precision", std::to_string(arg.GetPrecision())); webSocketController->Send(msg); }
void C_WriteString(const char *sz) { if (inblock) { RETURN_META(MRES_SUPERCEDE); } else if (inhook) { Msg.AddParam(sz, arg_string); RETURN_META(MRES_SUPERCEDE); } RETURN_META(MRES_IGNORED); }
void C_WriteEntity(int iValue) { if (inblock) { RETURN_META(MRES_SUPERCEDE); } else if (inhook) { Msg.AddParam(iValue, arg_entity); RETURN_META(MRES_SUPERCEDE); } RETURN_META(MRES_IGNORED); }
void C_WriteCoord(float flValue) { if (inblock) { RETURN_META(MRES_SUPERCEDE); } else if (inhook) { Msg.AddParam(flValue, arg_coord); RETURN_META(MRES_SUPERCEDE); } RETURN_META(MRES_IGNORED); }