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#include "core/convar/convar.h"
#include "core/convar/concommand.h"
#include "localchatwriter.h"
// note: isIngameChat is an int64 because the whole register the arg is stored in needs to be 0'd out to work
// if isIngameChat is false, we use network chat instead
void(__fastcall* ClientSayText)(void* a1, const char* message, uint64_t isIngameChat, bool isTeamChat);
void ConCommand_say(const CCommand& args)
{
if (args.ArgC() >= 2)
ClientSayText(nullptr, args.ArgS(), true, false);
}
void ConCommand_say_team(const CCommand& args)
{
if (args.ArgC() >= 2)
ClientSayText(nullptr, args.ArgS(), true, true);
}
void ConCommand_log(const CCommand& args)
{
if (args.ArgC() >= 2)
{
LocalChatWriter(LocalChatWriter::GameContext).WriteLine(args.ArgS());
}
}
ON_DLL_LOAD_CLIENT_RELIESON("engine.dll", ClientChatCommand, ConCommand, (CModule module))
{
ClientSayText = module.Offset(0x54780).As<void(__fastcall*)(void* a1, const char* message, uint64_t isIngameChat, bool isTeamChat)>();
RegisterConCommand("say", ConCommand_say, "Enters a message in public chat", FCVAR_CLIENTDLL);
RegisterConCommand("say_team", ConCommand_say_team, "Enters a message in team chat", FCVAR_CLIENTDLL);
RegisterConCommand("log", ConCommand_log, "Log a message to the local chat window", FCVAR_CLIENTDLL);
}
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