amxmodx/dlls/fakemeta/pev.cpp

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2004-07-28 07:14:07 +04:00
#include "fakemeta_amxx.h"
// originally by mahnsawce
static cell AMX_NATIVE_CALL amx_pev(AMX *amx,cell *params)
{
int index=params[1];
if (index >= 1 && index <= 32)
{
if (!MF_IsPlayerIngame(index))
{
MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
return 0;
}
} else {
if (index > gpGlobals->maxEntities)
{
MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
return 0;
}
}
edict_t *pPlayer = INDEXENT(index);
int returntype = *params/sizeof(cell);
int valuetype=0;
int iReturn=0;
float fReturn=0;
Vector vReturn=Vector(0,0,0);
byte bReturn[4]={0,0,0,0};
int iSwitch = params[2];
if (iSwitch > pev_int_start && iSwitch < pev_int_end)
valuetype=VALUETYPE_INT;
else if (iSwitch > pev_float_start && iSwitch < pev_float_end)
valuetype=VALUETYPE_FLOAT;
else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end)
valuetype=VALUETYPE_VECTOR;
else if (iSwitch > pev_byte_start && iSwitch < pev_byte_end)
valuetype=VALUETYPE_BYTE;
else if (iSwitch > pev_string_start && iSwitch < pev_string_end)
valuetype=VALUETYPE_STRING;
if (iSwitch > pev_int_start && iSwitch < pev_int_end)
{
valuetype=VALUETYPE_INT;
switch(iSwitch)
{
case fixangle:
iReturn = pPlayer->v.fixangle;
break;
case modelindex:
iReturn = pPlayer->v.modelindex;
break;
case viewmodel:
iReturn = pPlayer->v.viewmodel;
break;
case weaponmodel:
iReturn = pPlayer->v.weaponmodel;
break;
case movetype:
iReturn = pPlayer->v.movetype;
break;
case solid:
iReturn = pPlayer->v.solid;
break;
case skin:
iReturn = pPlayer->v.skin;
break;
case body:
iReturn = pPlayer->v.body;
break;
case effects:
iReturn = pPlayer->v.effects;
break;
case light_level:
iReturn = pPlayer->v.light_level;
break;
case sequence:
iReturn = pPlayer->v.sequence;
break;
case gaitsequence:
iReturn = pPlayer->v.gaitsequence;
break;
case rendermode:
iReturn = pPlayer->v.rendermode;
break;
case renderfx:
iReturn = pPlayer->v.renderfx;
break;
case weapons:
iReturn = pPlayer->v.weapons;
break;
case deadflag:
iReturn = pPlayer->v.deadflag;
break;
case button:
iReturn = pPlayer->v.button;
break;
case impulse:
iReturn = pPlayer->v.impulse;
break;
case spawnflags:
iReturn = pPlayer->v.spawnflags;
break;
case flags:
iReturn = pPlayer->v.flags;
break;
case colormap:
iReturn = pPlayer->v.colormap;
break;
case team:
iReturn = pPlayer->v.team;
break;
case waterlevel:
iReturn = pPlayer->v.waterlevel;
break;
case watertype:
iReturn = pPlayer->v.watertype;
break;
case playerclass:
iReturn = pPlayer->v.playerclass;
break;
case weaponanim:
iReturn = pPlayer->v.weaponanim;
break;
case pushmsec:
iReturn = pPlayer->v.pushmsec;
break;
case bInDuck:
iReturn = pPlayer->v.bInDuck;
break;
case flTimeStepSound:
iReturn = pPlayer->v.flTimeStepSound;
break;
case flSwimTime:
iReturn = pPlayer->v.flSwimTime;
break;
case flDuckTime:
iReturn = pPlayer->v.flDuckTime;
break;
case iStepLeft:
iReturn = pPlayer->v.iStepLeft;
break;
case gamestate:
iReturn = pPlayer->v.gamestate;
break;
case oldbuttons:
iReturn = pPlayer->v.oldbuttons;
break;
case groupinfo:
iReturn = pPlayer->v.groupinfo;
break;
case iuser1:
iReturn = pPlayer->v.iuser1;
break;
case iuser2:
iReturn = pPlayer->v.iuser2;
break;
case iuser3:
iReturn = pPlayer->v.iuser3;
break;
case iuser4:
iReturn = pPlayer->v.iuser4;
break;
default:
return 0;
}
}
else if (iSwitch > pev_float_start && iSwitch < pev_float_end)
{
valuetype=VALUETYPE_FLOAT;
switch(iSwitch)
{
case impacttime:
fReturn = pPlayer->v.impacttime;
break;
case starttime:
fReturn = pPlayer->v.starttime;
break;
case idealpitch:
fReturn = pPlayer->v.idealpitch;
break;
case pitch_speed:
fReturn = pPlayer->v.pitch_speed;
break;
case yaw_speed:
fReturn = pPlayer->v.yaw_speed;
break;
case ltime:
fReturn = pPlayer->v.ltime;
break;
case nextthink:
fReturn = pPlayer->v.nextthink;
break;
case gravity:
fReturn = pPlayer->v.gravity;
break;
case friction:
fReturn = pPlayer->v.friction;
break;
case frame:
fReturn = pPlayer->v.frame;
break;
case animtime:
fReturn = pPlayer->v.animtime;
break;
case framerate:
fReturn = pPlayer->v.framerate;
break;
case scale:
fReturn = pPlayer->v.scale;
break;
case renderamt:
fReturn = pPlayer->v.renderamt;
break;
case health:
fReturn = pPlayer->v.health;
break;
case frags:
fReturn = pPlayer->v.frags;
break;
case takedamage:
fReturn = pPlayer->v.takedamage;
break;
case max_health:
fReturn = pPlayer->v.max_health;
break;
case teleport_time:
fReturn = pPlayer->v.teleport_time;
break;
case armortype:
fReturn = pPlayer->v.armortype;
break;
case armorvalue:
fReturn = pPlayer->v.armorvalue;
break;
case dmg_take:
fReturn = pPlayer->v.dmg_take;
break;
case dmg_save:
fReturn = pPlayer->v.dmg_save;
break;
case dmg:
fReturn = pPlayer->v.dmg;
break;
case dmgtime:
fReturn = pPlayer->v.dmgtime;
break;
case speed:
fReturn = pPlayer->v.speed;
break;
case air_finished:
fReturn = pPlayer->v.air_finished;
break;
case pain_finished:
fReturn = pPlayer->v.pain_finished;
break;
case radsuit_finished:
fReturn = pPlayer->v.radsuit_finished;
break;
case maxspeed:
fReturn = pPlayer->v.maxspeed;
break;
case fov:
fReturn = pPlayer->v.fov;
break;
case flFallVelocity:
fReturn = pPlayer->v.flFallVelocity;
break;
case fuser1:
fReturn = pPlayer->v.fuser1;
break;
case fuser2:
fReturn = pPlayer->v.fuser2;
break;
case fuser3:
fReturn = pPlayer->v.fuser3;
break;
case fuser4:
fReturn = pPlayer->v.fuser4;
break;
default:
return 0;
break;
}
}
else if (iSwitch > pev_string_start && iSwitch < pev_string_end)
{
valuetype=VALUETYPE_STRING;
switch (iSwitch)
{
case classname:
iReturn = pPlayer->v.classname;
break;
case globalname:
iReturn = pPlayer->v.globalname;
break;
case model:
iReturn = pPlayer->v.model;
break;
case target:
iReturn = pPlayer->v.target;
break;
case targetname:
iReturn = pPlayer->v.targetname;
break;
case netname:
iReturn = pPlayer->v.netname;
break;
case message:
iReturn = pPlayer->v.message;
break;
case noise:
iReturn = pPlayer->v.noise;
break;
case noise1:
iReturn = pPlayer->v.noise1;
break;
case noise2:
iReturn = pPlayer->v.noise2;
break;
case noise3:
iReturn = pPlayer->v.noise3;
break;
default:
return 0;
}
}
else if (iSwitch > pev_edict_start && iSwitch < pev_edict_end)
{
valuetype=VALUETYPE_EDICT;
switch (iSwitch)
{
case chain:
iReturn = ENTINDEX(pPlayer->v.chain);
break;
case dmg_inflictor:
iReturn = ENTINDEX(pPlayer->v.dmg_inflictor);
break;
case enemy:
iReturn = ENTINDEX(pPlayer->v.enemy);
break;
case aiment:
iReturn = ENTINDEX(pPlayer->v.aiment);
break;
case owner:
iReturn = ENTINDEX(pPlayer->v.owner);
break;
case groundentity:
iReturn = ENTINDEX(pPlayer->v.groundentity);
break;
case euser1:
iReturn = ENTINDEX(pPlayer->v.euser1);
break;
case euser2:
iReturn = ENTINDEX(pPlayer->v.euser2);
break;
case euser3:
iReturn = ENTINDEX(pPlayer->v.euser3);
break;
case euser4:
iReturn = ENTINDEX(pPlayer->v.euser4);
break;
default:
return 0;
}
}
else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end)
{
valuetype=VALUETYPE_VECTOR;
switch(iSwitch)
{
case origin:
vReturn = pPlayer->v.origin;
break;
case oldorigin:
vReturn = pPlayer->v.oldorigin;
break;
case velocity:
vReturn = pPlayer->v.velocity;
break;
case basevelocity:
vReturn = pPlayer->v.basevelocity;
break;
case movedir:
vReturn = pPlayer->v.movedir;
break;
case angles:
vReturn = pPlayer->v.angles;
break;
case avelocity:
vReturn = pPlayer->v.avelocity;
break;
case v_angle:
vReturn = pPlayer->v.v_angle;
break;
case endpos:
vReturn = pPlayer->v.endpos;
break;
case startpos:
vReturn = pPlayer->v.startpos;
break;
case absmin:
vReturn = pPlayer->v.absmin;
break;
case absmax:
vReturn = pPlayer->v.absmax;
break;
case mins:
vReturn = pPlayer->v.mins;
break;
case maxs:
vReturn = pPlayer->v.maxs;
break;
case size:
vReturn = pPlayer->v.size;
break;
case rendercolor:
vReturn = pPlayer->v.rendercolor;
break;
case view_ofs:
vReturn = pPlayer->v.view_ofs;
break;
case vuser1:
vReturn = pPlayer->v.vuser1;
break;
case vuser2:
vReturn = pPlayer->v.vuser2;
break;
case vuser3:
vReturn = pPlayer->v.vuser3;
break;
case vuser4:
vReturn = pPlayer->v.vuser4;
break;
default:
return 0;
}
}
else if ((iSwitch > pev_byte_start && iSwitch < pev_byte_end) || (iSwitch > pev_bytearray_start && iSwitch < pev_bytearray_end))
{
if (iSwitch > pev_byte_start && iSwitch < pev_byte_end)
valuetype=VALUETYPE_INT;
else
valuetype=VALUETYPE_BYTE;
switch(iSwitch)
{
case controller:
{
bReturn[0] = pPlayer->v.controller[0];
bReturn[1] = pPlayer->v.controller[1];
bReturn[2] = pPlayer->v.controller[2];
bReturn[3] = pPlayer->v.controller[3];
break;
}
case controller_0:
iReturn = pPlayer->v.controller[0];
break;
case controller_1:
iReturn = pPlayer->v.controller[1];
break;
case controller_2:
iReturn = pPlayer->v.controller[2];
break;
case controller_3:
iReturn = pPlayer->v.controller[3];
break;
case blending:
{
bReturn[0] = pPlayer->v.blending[0];
bReturn[1] = pPlayer->v.blending[1];
bReturn[2]=0;
bReturn[3]=0;
break;
}
case blending_0:
iReturn = pPlayer->v.blending[0];
break;
case blending_1:
iReturn = pPlayer->v.blending[1];
break;
default:
return 0;
}
}
if (returntype == RETURNTYPE_INT)
{
// We are only returning an integer here.
// If the returned value is a string, return make_string value.
// If the returned value is a float, round it down.
// If the returned value is int, just return it.
// Otherwise, print a warning.
if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_EDICT)
{
return iReturn;
}
else if (valuetype == VALUETYPE_FLOAT)
{
return (int)fReturn;
}
MF_Log("Invalid return valuetype for pev().");
MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
return 0;
}
else if (returntype == RETURNTYPE_FLOAT)
{
// We are setting a variable as a float here.
// If it's a float, just set it.
// If it's an integer, convert and set it.
// Otherwise, return an error.
if (valuetype == VALUETYPE_INT)
{
float fTemp = (float)iReturn;
cell *cRet = MF_GetAmxAddr(amx,params[3]);
*cRet = amx_ftoc(fTemp);
return 1;
}
else if (valuetype == VALUETYPE_FLOAT)
{
cell *cRet = MF_GetAmxAddr(amx,params[3]);
*cRet = amx_ftoc(fReturn);
return 1;
}
else if (valuetype == VALUETYPE_VECTOR)
{
cell *cRet = MF_GetAmxAddr(amx,params[3]);
cRet[0] = amx_ftoc(vReturn.x);
cRet[1] = amx_ftoc(vReturn.y);
cRet[2] = amx_ftoc(vReturn.z);
return 1;
}
else if (valuetype == VALUETYPE_BYTE)
{
cell *cRet = MF_GetAmxAddr(amx,params[3]);
if (iSwitch == blending)
{
// Only 2 for blending.
cRet[0]=bReturn[0];
cRet[1]=bReturn[1];
return 1;
}
else
{
// There's 4 for controller.
cRet[0]=bReturn[0];
cRet[1]=bReturn[1];
cRet[2]=bReturn[2];
cRet[3]=bReturn[3];
return 1;
}
}
MF_Log("Invalid return valuetype for pev().");
MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
}
else if (returntype == RETURNTYPE_STRING)
{
// Here is a string value that was requested.
// If the returned value is an integer or float, then sprintf() it to string.
// If the returned is a string, then string() it.
if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_STRING || valuetype == VALUETYPE_EDICT)
{
if (valuetype == VALUETYPE_STRING)
{
MF_SetAmxString(amx, params[3], STRING(iReturn), params[4]);
return 1;
}
else
{
char blah[64];
sprintf(blah,"%i",iReturn);
MF_SetAmxString(amx, params[3], blah, params[4]);
return 1;
}
}
if (valuetype == VALUETYPE_FLOAT)
{
char blah[64];
sprintf(blah,"%f",fReturn);
MF_SetAmxString(amx, params[3], blah, params[4]);
return 1;
}
if (valuetype == VALUETYPE_VECTOR)
{
char blah[256];
sprintf(blah,"%f %f %f",vReturn.x,vReturn.y,vReturn.z);
MF_SetAmxString(amx, params[3], blah, params[4]);
return 1;
}
if (valuetype == VALUETYPE_BYTE)
{
if (iSwitch == controller)
{
char blah[128];
sprintf(blah,"%i %i",bReturn[0],bReturn[1]);
MF_SetAmxString(amx,params[3],blah,params[4]);
return 1;
}
else
{
char blah[256];
sprintf(blah,"%i %i %i %i",bReturn[0],bReturn[1],bReturn[2],bReturn[3]);
MF_SetAmxString(amx,params[3],blah,params[4]);
return 1;
}
}
MF_Log("Invalid return valuetype for pev().");
MF_RaiseAmxError(amx, AMX_ERR_NATIVE);
}
return 0;
}