amxmodx/plugins/include/engine_stocks.inc

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/* Engine stocks
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*
* by the AMX Mod X Development Team
* thanks to AssKicR, Freecode and T(+)rget
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*
* This file is provided as is (no warranties).
*/
#if defined _engine_stocks_included
#endinput
#endif
#define _engine_stocks_included
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#if !defined _amxmodx_included
#include <amxmodx>
#endif
#if !defined _engine_included
#include <engine>
#endif
stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
{
new entity = create_entity("trigger_hurt")
if (entity)
{
DispatchKeyValue(entity,"classname","trigger_hurt")
new szDamage[16]
// Takedamages only do half damage per attack (damage is damage per second, and it's triggered in 0.5 second intervals).
// Compensate for that.
format(szDamage,15,"%f",takedmgdamage * 2)
DispatchKeyValue(entity,"dmg",szDamage)
format(szDamage,15,"%i",damagetype)
DispatchKeyValue(entity,"damagetype",szDamage)
DispatchKeyValue(entity,"origin","8192 8192 8192")
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DispatchSpawn(entity)
entity_set_string(entity, EV_SZ_classname, szClassname)
fake_touch(entity,idvictim)
remove_entity(entity)
return 1
}
return 0
}
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//wrapper for find_ent_by_class
stock find_ent(iStart, szClassname[])
{
return find_ent_by_class(iStart, szClassname)
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}
/* Changes an integer vec to a floating vec
* This is not a for loop because that's slower
*/
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stock IVecFVec(IVec[3], Float:FVec[3])
{
FVec[0] = float(IVec[0])
FVec[1] = float(IVec[1])
FVec[2] = float(IVec[2])
return 1
}
/* Changes a float vec to an integer vec */
stock FVecIVec(Float:FVec[3], IVec[3])
{
IVec[0] = floatround(FVec[0])
IVec[1] = floatround(FVec[1])
IVec[2] = floatround(FVec[2])
return 1
}
/* Get the Button(s) user is pressing */
stock get_user_button(id)
return entity_get_int(id, EV_INT_button)
stock get_user_oldbutton(id)
return entity_get_int(id, EV_INT_oldbuttons)
/* Get flags an entity is flagged with */
stock get_entity_flags(ent)
return entity_get_int(ent, EV_INT_flags)
/* Get the distance between two entities */
stock get_entity_distance(ent1, ent2)
{
new Float:orig1[3], Float:orig2[3], origin1[3], origin2[3]
entity_get_vector(ent1, EV_VEC_origin, orig1)
for(new a = 0; a < 3; a++)
origin1[a] = floatround(orig1[a])
entity_get_vector(ent2, EV_VEC_origin, orig2)
for(new b = 0; b < 3; b++)
origin2[b] = floatround(orig2[b])
return get_distance(origin1, origin2)
}
/* Get grenade thrown by this user */
stock get_grenade(id)
{
new iGrenade = find_ent_by_class(-1, "grenade")
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while(iGrenade > 0)
{
if(entity_get_edict(iGrenade, EV_ENT_owner) == id)
return iGrenade
iGrenade = find_ent_by_class(iGrenade, "grenade")
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}
return 0
}
/* Get origin of a brush entity */
stock get_brush_entity_origin(ent, Float:orig[3])
{
new Float:Min[3], Float:Max[3]
entity_get_vector(ent, EV_VEC_mins, Min)
entity_get_vector(ent, EV_VEC_maxs, Max)
for(new a = 0; a < 3; a++)
orig[a] = (Min[a] + Max[a]) / 2
return orig[0] && orig[1] && orig[2]
}
/* Remove entity by name */
stock remove_entity_name(eName[])
{
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new iEntity = find_ent_by_class(-1, eName)
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while (iEntity > 0)
{
remove_entity(iEntity)
iEntity = find_ent_by_class(-1, eName)
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}
return 1
}
/* Get the contents of the point a user is aiming at */
stock ViewContents(id)
{
new origin[3],Float:Orig[3]
get_user_origin( id, origin, 3 )
for(new a = 0; a < 3; a++)
Orig[a] = float(origin[a])
return PointContents( Orig )
}
stock get_speed(ent)
{
new Float:Vel[3], rVel[3]
entity_get_vector(ent, EV_VEC_velocity, Vel)
for(new i = 0; i < 3; i++)
rVel[i] = floatround(Vel[i])
return sqroot(rVel[0] * rVel[0] + rVel[1] * rVel[1] + rVel[2] * rVel[2])
}
/* Creates a death message. */
stock make_deathmsg(killer,victim,headshot,weapon[])
{
message_begin(MSG_ALL,get_user_msgid("DeathMsg"),{0,0,0},0)
write_byte( killer )
write_byte( victim )
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new mod_name[32]
get_modname(mod_name,31)
if (equal(mod_name,"cstrike") || equal(mod_name,"czero") || equal(mod_name,"csv15") || equal(mod_name,"cs13"))
write_byte( headshot )
write_string( weapon )
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message_end()
return 1
}
/* Creates a death message. */
stock dod_make_deathmsg(killer,victim,weaponNUM)
{
message_begin(MSG_ALL,get_user_msgid("DeathMsg"),{0,0,0},0)
write_byte( killer )
write_byte( victim )
write_byte( weaponNUM)
message_end()
return 1
}
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/* Kills a user without a message. */
stock user_silentkill(index)
{
set_msg_block(get_user_msgid("DeathMsg"),BLOCK_ONCE)
user_kill(index,1)
return 1
}
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/* Set rendering of an entity */
stock set_rendering(index, fx=kRenderFxNone, r=255, g=255, b=255, render=kRenderNormal, amount=16)
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{
entity_set_int(index,EV_INT_renderfx,fx)
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new Float:RenderColor[3]
RenderColor[0] = float(r)
RenderColor[1] = float(g)
RenderColor[2] = float(b)
entity_set_vector(index,EV_VEC_rendercolor,RenderColor)
entity_set_int(index,EV_INT_rendermode,render)
entity_set_float(index,EV_FL_renderamt,float(amount))
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return 1
}
/* Set flags on an entity */
stock set_entity_flags(ent,flag,onoff)
{
if ((entity_get_int(ent,EV_INT_flags)&flag) > 0)
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{
if (onoff == 1)
{
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return 2
}
else
{
entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)-flag)
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return 1
}
}
else
{
if (onoff == 0)
{
return 2
}
else
{
entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)+flag)
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return 1
}
}
return 0
}
/* If visible = 1, entity will be set to be visible, else invisible. */
stock set_entity_visibility(entity, visible = 1) {
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entity_set_int(entity, EV_INT_effects, visible == 1 ? entity_get_int(entity, EV_INT_effects) & ~EF_NODRAW : entity_get_int(entity, EV_INT_effects) | EF_NODRAW)
return 1
}
/* Returns 1 if entity is visible. */
stock get_entity_visibility(entity) {
return (entity_get_int(entity, EV_INT_effects) & EF_NODRAW)
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}
stock set_user_velocity(entity, Float:vec[3])
{
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return entity_set_vector(entity, EV_VEC_velocity, vec)
}
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stock get_user_velocity(entity, Float:vec[3])
{
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return entity_get_vector(entity, EV_VEC_velocity, vec)
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}
/* Backwards compatible */
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
return radius_damage(fExplodeAt, iDamageMultiplier, iRadiusMultiplier)
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}
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
return velocity_by_aim(iIndex,iVelocity,vRetValue)
}
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
stock PointContents(Float:fCheckAt[3]) {
return point_contents(fCheckAt);
}
stock set_size(index, Float:mins[3], Float:maxs[3]) {
return entity_set_size(index,mins,maxs)
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}