New bullets
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5b6820b8b3
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@ -112,22 +112,53 @@ class MSG_DROP_WEAPON():
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p.putByte(0x00)
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p.putByte(0x00)
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return p.getvalue()
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return p.getvalue()
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class MSG_BULLET_EXPLOSION():
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class MSG_NEW_PROJECTILE():
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def __init__(self, player, projectile, x, y, z):
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def __init__(self, player, oid, projectiletype, x, y, z, o):
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self.player = player
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self.player = player
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self.projectile = projectile
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self.x = x
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self.x = x
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self.y = y
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self.y = y
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self.z = z
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self.z = z
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self.o = o
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self.projectiletype = projectiletype
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self.oid = oid
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def to_packet(self):
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p = Packet()
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p.putByte(0x09) # opcode
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p.putULong(0x23)
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p.putByte(self.player.get_index())
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p.putShort(self.player.oid)
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p.putByte(0x00)
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p.putByte(0x10)
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p.putULong(0x02)
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p.putFloat(self.x)
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p.putFloat(self.y)
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p.putFloat(self.z)
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p.putULong(self.o)
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p.putShort(self.oid)
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p.putShort(0x00)
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p.putByte(self.projectiletype)
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p.putByte(0x00)
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return p.getvalue()
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class MSG_BULLET_EXPLOSION():
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def __init__(self, player, oid, x, y, z, isbackpackitem):
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self.player = player
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self.oid = oid
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self.x = x
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self.y = y
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self.z = z
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self.isbackpackitem = isbackpackitem
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def to_packet(self):
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def to_packet(self):
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p = Packet()
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p = Packet()
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p.putByte(0x09) # opcode
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p.putByte(0x09) # opcode
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p.putULong(0x1a)
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p.putULong(0x1a)
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p.putByte(self.player.get_index())
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p.putByte(self.player.get_index())
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p.putShort(0x0631)
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p.putShort(self.oid)
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p.putByte(0x00)
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p.putByte(0x00)
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p.putByte(0x03)
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p.putByte(0x03) if not self.isbackpackitem else p.putByte(0x01) # 0x01 for backpackitem, 0x03 for anything else?
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p.putULong(0x4d)
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p.putULong(0x4d)
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p.putFloat(self.x)
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p.putFloat(self.x)
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p.putFloat(self.y)
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p.putFloat(self.y)
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@ -188,3 +219,40 @@ class MSG_PLAYER_TELEPORT():
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p.putFloat(self.newz)
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p.putFloat(self.newz)
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p.putByte(0x00)
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p.putByte(0x00)
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return p.getvalue()
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return p.getvalue()
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class MSG_PLAYER_USE_BACKPACK():
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def __init__(self, player, backpackitem):
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self.player = player
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self.backpackitem = backpackitem
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def to_packet(self):
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p = Packet()
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p.putByte(0x09) # opcode
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p.putULong(0x12)
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p.putByte(self.player.get_index())
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p.putShort(self.player.oid)
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p.putByte(0x00)
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p.putByte(self.backpackitem) # popup?
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p.putULong(0x02)
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p.putULong(0x46aae90a) # ?
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p.putByte(0x00)
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return p.getvalue()
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class MSG_PLAYER_DROP_BACKPACK():
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def __init__(self, player):
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self.player = player
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def to_packet(self):
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p = Packet()
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p.putByte(0x09) # opcode
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p.putULong(0x13)
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p.putByte(self.player.get_index())
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p.putShort(self.player.oid)
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p.putByte(0x11)
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p.putULong(0x02)
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p.putULong(0x3a04)
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p.putByte(0x0a)
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p.putByte(0x00)
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return p.getvalue()
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@ -668,18 +668,30 @@ class Netserver(asyncio.DatagramProtocol):
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return
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return
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await player.send_message("PROJECTILE SHOOT: %s" % payload.hex())
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await player.send_message("PROJECTILE SHOOT: %s" % payload.hex())
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await self.server.broadcast_gamedata_except(player, payload)
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await self.server.broadcast_gamedata_except(player, payload)
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await self.server.broadcast_event("on_player_shoot", player)
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await self.server.broadcast_event("on_player_shoot", player, payload)
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elif payload[0] == 0x09 and payload[1] == 0x1a:
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elif payload[0] == 0x09 and payload[1] == 0x1a:
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player = self.get_player(session)
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player = self.get_player(session)
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if not player:
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if not player:
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logger.debug("Fuck that no player wtf man")
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logger.debug("Fuck that no player wtf man")
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return
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return
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await player.send_message("PROJECTILE EXPLOSION: %s" % payload.hex())
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await player.send_message("PROJECTILE EXPLOSION: %s" % payload.hex())
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#await self.server.broadcast_gamedata_except(player, payload)
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await self.server.broadcast_gamedata_except(player, payload)
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oid = struct.unpack("<H", payload[6:8])[0]
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x = struct.unpack("<f", payload[14:18])[0]
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x = struct.unpack("<f", payload[14:18])[0]
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y = struct.unpack("<f", payload[18:22])[0]
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y = struct.unpack("<f", payload[18:22])[0]
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z = struct.unpack("<f", payload[22:26])[0]
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z = struct.unpack("<f", payload[22:26])[0]
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await self.server.broadcast_gamedata(MSG_BULLET_EXPLOSION(player, 10, x, y, z).to_packet())
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#await self.server.broadcast_gamedata(MSG_BULLET_EXPLOSION(player, oid, x, y, z).to_packet())
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# POPUP
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#popupoid = self.server.new_oid()
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#type = 12 # maybe
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#await self.server.broadcast_gamedata(MSG_NEW_PROJECTILE(player, popupoid, type, x, y, z, 0).to_packet())
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#await self.server.broadcast_gamedata(bytes.fromhex("09160000000438000002250000000a00000004070000091300000004070000110200000004"+ struct.pack("<H", popupoid).hex() +"000a090e00000004380000032500000000")) # put popup on backpack
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#await self.server.broadcast_gamedata(MSG_PLAYER_DROP_BACKPACK(player).to_packet()) # drop popup
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#await self.server.broadcast_gamedata(MSG_BULLET_EXPLOSION(player, popupoid, x, y, z, True).to_packet()) # explode popup
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#await self.server.broadcast_gamedata(MSG_PLAYER_USE_BACKPACK(player, 0x16).to_packet()) # use popup
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elif payload[0] == 0x09 and payload[1] == 0x0f:
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elif payload[0] == 0x09 and payload[1] == 0x0f:
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player = self.get_player(session)
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player = self.get_player(session)
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if not player:
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if not player:
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@ -705,11 +717,9 @@ class Netserver(asyncio.DatagramProtocol):
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logger.debug("Fuck that no player wtf man")
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logger.debug("Fuck that no player wtf man")
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return
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return
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await self.server.broadcast_event("on_player_hit", player, None, None)
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await player.send_message("HIT: %s" % payload.hex())
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await player.send_message("HIT: %s" % payload.hex())
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for p in self.server.players:
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if p.name == "[Server]":
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continue
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await self.server.broadcast_gamedata(MSG_PLAYER_DIE(p, 1).to_packet())
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else:
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else:
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player = self.get_player(session)
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player = self.get_player(session)
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if not player:
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if not player:
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28
plugins/bullets.py
Normal file
28
plugins/bullets.py
Normal file
@ -0,0 +1,28 @@
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from dpnet.gamepackets import *
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import struct
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class Bullets:
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def __init__(self, server):
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self.server = server
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async def on_player_chat(self, player, type, team, message):
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command = message.split(" ")
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if len(command) > 1 and command[0] == "bullet":
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t = int(command[1])
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player.opts["bullet"] = t
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async def on_player_shoot(self, player, payload):
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if "bullet" in player.opts and player.opts["bullet"] != 0:
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oid = struct.unpack("<H", payload[31:33])[0]
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print(oid)
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x = struct.unpack("<f", payload[14:18])[0]
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y = struct.unpack("<f", payload[18:22])[0]
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z = struct.unpack("<f", payload[22:26])[0]
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o = struct.unpack("<L", payload[26:30])[0]
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await self.server.broadcast_gamedata(MSG_BULLET_EXPLOSION(player, oid, x, y, z, False).to_packet())
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await self.server.broadcast_gamedata(MSG_NEW_PROJECTILE(player, self.server.new_oid(), player.opts["bullet"], x, y, z, o).to_packet())
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def setup(server):
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plugin = Bullets(server)
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server.add_plugin(plugin)
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@ -147,8 +147,7 @@ class Commands:
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if len(command) > 1 and command[0] == "drop":
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if len(command) > 1 and command[0] == "drop":
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weap = int(command[1])
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weap = int(command[1])
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await player.send_message("Dropped weapon %s" % weap, color=ChatColor.Cyan)
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await player.send_message("Dropped weapon %s" % weap, color=ChatColor.Cyan)
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await self.server.broadcast_gamedata(MSG_DROP_WEAPON(player, self.server._nextid, weap, 255).to_packet())
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await self.server.broadcast_gamedata(MSG_DROP_WEAPON(player, self.server.new_oid(), weap, 255).to_packet())
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self.server._nextid += 1
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if command[0] == "coords":
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if command[0] == "coords":
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await player.send_message("You are at (%s,%s,%s)" % (player.x, player.y, player.z), color=ChatColor.Cyan)
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await player.send_message("You are at (%s,%s,%s)" % (player.x, player.y, player.z), color=ChatColor.Cyan)
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@ -161,6 +160,25 @@ class Commands:
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await player.send_message("Teleporting you to (%s,%s,%s)" % (x, y, z), color=ChatColor.Cyan)
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await player.send_message("Teleporting you to (%s,%s,%s)" % (x, y, z), color=ChatColor.Cyan)
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await self.server.broadcast_gamedata(MSG_PLAYER_TELEPORT(player, x, y, z, o).to_packet())
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await self.server.broadcast_gamedata(MSG_PLAYER_TELEPORT(player, x, y, z, o).to_packet())
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if len(command) > 1 and command[0] == "fire":
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weap = int(command[1])
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if len(command) > 2:
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i = int(command[2])
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else:
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i = 1
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for _ in range(i):
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x = randint(-200, 200)
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y = randint(-200, 200)
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z = randint(-200, 200)
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o = 0
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await player.send_message("Firing to (%s,%s,%s)" % (x, y, z), color=ChatColor.Cyan)
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await self.server.broadcast_gamedata(MSG_NEW_PROJECTILE(player, self.server.new_oid(), weap, x, y, z, o).to_packet())
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if command[0] == "popup":
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await player.send_message("Spawned popup", color=ChatColor.Cyan)
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await self.server.broadcast_gamedata(bytes.fromhex("09160000000438000002250000000a000000040700000913000000040700001102000000041d00000a090e00000004380000032500000000"))
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def setup(server):
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def setup(server):
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plugin = Commands(server)
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plugin = Commands(server)
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@ -24,34 +24,34 @@ class Instagib:
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# give stuff
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# give stuff
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await self.give_stuff(player)
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await self.give_stuff(player)
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async def on_player_shoot(self, player):
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async def on_player_shoot(self, player, payload):
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await self.spawn_sniper(player)
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await self.spawn_sniper(player)
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async def on_player_hit(self, player, shooter, damage, weapon):
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async def on_player_hit(self, player, shooter, damage, weapon):
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# make player die
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# make player die
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await self.server.broadcast_gamedata(MSG_PLAYER_DIE(player, 1))
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#await self.server.broadcast_gamedata(MSG_PLAYER_DIE(player, 1))
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pass
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async def give_stuff(self, player):
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async def give_stuff(self, player):
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# remove current weapon
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# remove current weapon
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await self.remove_current_weapon(player)
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#await self.remove_current_weapon(player)
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# add sniper
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# add sniper
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await self.spawn_sniper(player)
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await self.spawn_sniper(player)
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async def spawn_sniper(self, player):
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async def spawn_sniper(self, player):
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await self.server.broadcast_gamedata(MSG_DROP_WEAPON(player, self.server._nextid, 6, 255).to_packet())
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await self.server.broadcast_gamedata(MSG_DROP_WEAPON(player, self.server.new_oid(), 6, 255).to_packet())
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self.server._nextid += 1
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async def remove_current_weapon(self, player):
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async def remove_current_weapon(self, player):
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await self.server.broadcast_gamedata(MSG_SWITCH_WEAPON(player, 0xff).to_packet())
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await self.server.broadcast_gamedata(MSG_SWITCH_WEAPON(player, 0xff).to_packet())
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async def random_teleport(self, player):
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async def random_teleport(self, player):
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# random teleport
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# random teleport
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maxdist = 300
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maxdist = 2000
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x = randint(-(maxdist/2), maxdist/2)
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x = randint(-(maxdist/2), maxdist/2)
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y = randint(-(maxdist/2), maxdist/2)
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y = randint(-(maxdist/2), maxdist/2)
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z = randint(-(maxdist/2), maxdist/2)
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z = randint(-(maxdist/2), maxdist/2)
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await self.server.broadcast_gamedata(MSG_PLAYER_TELEPORT(player, x, y, z).to_packet())
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await self.server.broadcast_gamedata(MSG_PLAYER_TELEPORT(player, x, y, z, 0).to_packet())
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def setup(server):
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def setup(server):
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@ -268,6 +268,11 @@ class Server:
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await self.broadcast_gamedata(p.getvalue(), acknow=False)
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await self.broadcast_gamedata(p.getvalue(), acknow=False)
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#await self.broadcast_gamedata(bytes.fromhex("0a32000000" + plix + struct.pack("<B", objid).hex() + "000001" + model + "000000ff00000000000000000000000000000000000000000000000000000000000000000000000a12000000" + plix + struct.pack("<B", objid).hex() + "0000" + model + "020000000000000000"), acknow=False)
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#await self.broadcast_gamedata(bytes.fromhex("0a32000000" + plix + struct.pack("<B", objid).hex() + "000001" + model + "000000ff00000000000000000000000000000000000000000000000000000000000000000000000a12000000" + plix + struct.pack("<B", objid).hex() + "0000" + model + "020000000000000000"), acknow=False)
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def new_oid(self):
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a = self._nextid
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self._nextid += 1
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return a
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def get_player_index(self, player):
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def get_player_index(self, player):
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for iplayer in range(len(self.players)):
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for iplayer in range(len(self.players)):
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if self.players[iplayer] == player:
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if self.players[iplayer] == player:
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