amxmodx/dlls/hamsandwich/msvc8/include/hamsandwich.inc

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#if defined _hamsandwich_included
#endinput
#endif
#define _hamsandwich_included
#if AMXX_VERSION_NUM >= 175
#pragma reqlib hamsandwich
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib hamsandwich
#endif
#else
#pragma library hamsandwich
#endif
/**
* Ham Sandwich general usage
* -
* Mods supported:
* cs:
* * 1.6 - legimate, most up to date version
* * linux 32bit and windows
* * czero - legimate, most up to date version
* * linux 32bit and windows
* * czero untested, theoretically it should work
* dod:
* * whatever the most up to date legitimate version is (1.3?)
* * linux and windows
* * windows untested, should work
* tfc:
* * whatever most up to date legitimate version is
* * linux and windows
* * windows untested, should work
* ns:
* * 3.2 beta 2
* * linux and windows
* * windows untested, should work
* ts:
* * 2.1
* * linux and windows
* * windows untested, should work
* sven:
* * 3.0
* * windows
* * windows untested, should work
* -
* The module will automatically use the relevant function depending
* on what game mod is loaded. You only have to tell it to do the damage.
* -
* Be VERY VERY careful. I check _NO_ bounds in any of the natives
* Also, these call the game's private function, and I do not have
* the time nor desire to figure out the quirks of each mod's function
* -
* The USE natives haven't been tested yet, but should work!
* -
* The only mod I tested the windows version of takedamage
* for was cs 1.6. It's much easier for me to test linux.
*/
/**
* Calls the mod's private damage routine.
* -
* parameters:
* id: index of the entity that is to be damaged
*
* inflictor: the entity that is "doing the damage" (eg a weapon)
*
* attacker: the entity who controls the inflictor (eg weapon holder)
*
* damage: how much damage to do to the victim
*
* type: bitmask of damage flags. Most mods do not
* follow the standard HLSDK damage flags, so
* you may have to do some testing!
* The only flags I figured out were CS related:
* * (1<<6) = no slowdown on damage
* * (1<<13) = always gib
* * (1<<12) = never gib
*
* -
* Note: Setting damage to a ridiculously high value can mess up
* some mods!
*/
native hs_takedamage(id,inflictor,attacker,Float:damage,type);
native hs_etakedamage(id,inflictor,attacker,Float:damage,type);
/**
* Calls the mod's private use routine.
* -
* parameters:
* id: index of the entity that is to be used
*
* activator: the entity that is "doing the use" (eg a trigger_multiple)
*
* caller: the entity who controls the activator (eg the player who trigger the trigger_multiple)
*
* use_type: how to use the entity
* TYPICAL settings in HLSDK are:
* 0 = USE_OFF - turns the object "off"
* 1 = USE_ON - turns the object "on"
* 2 = USE_SET - sets the object use state (uses the value flag)
* 3 = USE_TOGGLE - toggles the state (from on->off and off->on)
*
* use_value: set when USE_SET is invoked
* TYPICALLY USE_SET is only used for players using an object
* when he begins using it, the use_value is set to 1.0
* when he's done using it, the use_value is set to 0.0
*
* -
* NOTE: This native was not tested at all beyond theory tests!
*/
native hs_use(id,activator,caller,use_type,Float:use_value);
native hs_euse(id,activator,caller,use_type,Float:use_value);
enum
{
HAM_UNSET = 0,
HAM_IGNORED,
HAM_HANDLED,
HAM_OVERRIDE,
HAM_SUPERCEDE
};
/**
* Forwards all takedamage routines that would occur to the given
* classname to the public provided.
*
* Parameters are:
* function(IDVictim, IDInflictor, IDAttacker, Float:Damage, DamageType)
*
* Note: For now, this will also intercept calls to hs_takedamage
* that is very likely to change shortly in the future.
*/
native register_takedamage(const classname[], const function[]);
/**
* Forwards all use routines that would occur to the given
* classname to the public provided.
*
* Parameters are:
* function(IDUsed, IDActivator, IDCaller, UseType, Float:UseValue)
*
* Note: For now, this will also intercept calls to hs_use
* that is very likely to change shortly in the future.
*/
native register_use(const classname[], const function[]);