amxmodx/plugins/include/engine.inc

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
// Special thanks to Vexd and mahnsawce.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Engine Functions
//
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#if defined _engine_included
#endinput
#endif
#define _engine_included
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#include <engine_const>
#pragma reqlib engine
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib engine
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#endif
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/**
* Retrieves a result from the global engine module trace handle.
*
* @note For a list of trace results available see the TR_* constants in
* engine_const.inc.
* @note Usage examples:
* value = traceresult(TR_AllSolid);
* traceresult(TR_Fraction, floatvalue);
* traceresult(TR_EndPos, vector);
*
* @param type Result to retrieve
* @param ... Depending on the result type a different number of
* additional parameters should be provided:
* int - Returns the result integer value directly, no
* additional parameters required
* float - Stores the result float value into the
* variable provided as the second parameter
* vector - Copies the result vector to the Float:array[3]
* provided in the second parameter
*
* @return Changes depending on the result type:
* int - Returns the result integer value
* float - Returns 1
* vector - Returns 1
*/
native traceresult(type, any:...);
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/**
* Registers a function to be called on a client impulse.
*
* @note The function will be called in the following manner:
*
* public impulse_handler(client, impulse)
*
* client - Client index
* impulse - Impulse triggered by the client
*
* @note The callback should return PLUGIN_CONTINUE to ignore the impulse,
* PLUGIN_HANDLED or higher to nullify it (CmdStart() is not blocked).
* @note When returning PLUGIN_HANDLED or higher from the callback, Engine will
* still fire other impulse functions. This includes the client_impulse()
* and client_cmdStart() forwards.
*
* @param impulse Impulse to hook
* @param function Name of callback function
*
* @return Impulse forward id
*/
native register_impulse(impulse, const function[]);
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/**
* Registers a function to be called on a touch action between entities of
* specified classes.
*
* @note The function will be called in the following manner:
*
* public touch_handler(touched, toucher)
*
* touched - Index of entity being touched
* toucher - Index of entity touching
*
* @note The callback should return PLUGIN_CONTINUE to ignore the touch,
* PLUGIN_HANDLED or higher to block it.
* @note When returning PLUGIN_HANDLED from the callback, Engine will still fire
* other touch functions like the pfn_touch() forward before actually
* blocking the touch. To immediately block return PLUGIN_HANDLED_MAIN
* instead.
*
* @param Touched Entity classname being touched, "*" or "" for any class
* @param Toucher Entity classname touching, "*" or "" for any class
* @param function Name of callback function
*
* @return Touch forward id
*/
native register_touch(const Touched[], const Toucher[], const function[]);
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/**
* Registers a function to be called on entity think on all entities of a
* specified class.
*
* @note The function will be called in the following manner:
*
* public think_handler(entity)
*
* entity - Index of entity thinking
*
* @note The callback should return PLUGIN_CONTINUE to ignore the think,
* PLUGIN_HANDLED or higher to block it.
* @note When returning PLUGIN_HANDLED from the callback, Engine will still fire
* other think functions like the pfn_think() forward before actually
* blocking the think. To immediately block return PLUGIN_HANDLED_MAIN
* instead.
*
* @param Touched Entity classname to hook
* @param function Name of callback function
*
* @return Think forward id
*/
native register_think(const Classname[], const function[]);
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/**
* Removes a previously registered impulse hook.
*
* @param registerid Impulse forward id
*
* @return 1 on success, 0 if nothing was removed
*/
native unregister_impulse(registerid);
/**
* Removes a previously registered touch hook.
*
* @param registerid Touch forward id
*
* @return 1 on success, 0 if nothing was removed
*/
native unregister_touch(registerid);
/**
* Removes a previously registered think hook.
*
* @param registerid Think forward id
*
* @return 1 on success, 0 if nothing was removed
*/
native unregister_think(registerid);
/**
* Sets the engine module speak flags on a client.
*
* @note For a list of available flags see the SPEAK_* constants in
* engine_const.inc
*
* @param iIndex Client index
* @param iSpeakFlags New flags to set
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native set_speak(iIndex, iSpeakFlags);
/**
* Returns the engine module speak flags currently set on a client.
*
* @note For a list of available flags see the SPEAK_* constants in
* engine_const.inc
*
* @param iIndex Client index
*
* @return Client speak flags
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native get_speak(iIndex);
/**
* Uses the DROP_TO_FLOOR() engine function on an entity, which attempts to put
* it down on the floor.
*
* @note This engine function traces 256 units straight downwards from the
* entity origin. If the trace hits the floor, the origin is updated to
* the end position of the trace, FL_ONGROUND is added to the flags and
* EV_ENT_groundentity is updated. When the trace does not hit anything or
* the entity would be stuck inside something, the function does nothing
* and returns 0.
*
* @param entity Entity index
*
* @return 1 if entity is on the floor, 0 otherwise
*/
native drop_to_floor(entity);
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/**
* Retrieves keyvalue buffer from a client or the server.
*
* @note There are three different types of keyvalue buffers, depending on the
* index passed:
* -1 - "local" buffer (various server information and config values)
* 0 - server buffer (usually contains "*gamedir" only)
* >0 - client buffer ("name", "rate" and other client info)
* @note The buffer is formatted as "\key1\value1\key2\value2\...\keyN\valueN"
*
* @param id Server/client index
* @param buffer Buffer to copy keybuffer to
* @param length Maximum size of buffer
*
* @return Number of cells written to buffer
* @error If an invalid entity index is provided or, if the index is a
* client index, the client is not connected, an error will be
* thrown.
*/
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native get_info_keybuffer(id, buffer[], length);
/**
* Forces an entity (such as a player) to use another entity (such as a button).
*
* @param entUsed Index of entity being used
* @param entUser Index of entity using
*
* @noreturn
* @error If an invalid entity index is provided or, if either index
* is a client index, that client is not connected, an error
* will be thrown.
*/
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native force_use(entUsed, entUser);
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/**
* Returns a float type value from the server globals.
*
* @note For a list of valid float type entries, see the GL_* constants in
* engine_const.inc under the "Float" section.
*
* @param variable Entry to retrieve from
*
* @return Value of specified entry
* @error If an invalid entry is provided, an error will be thrown.
*/
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native Float:get_global_float(variable);
/**
* Returns a integer type value from the server globals.
*
* @note For a list of valid integer type entries, see the GL_* constants in
* engine_const.inc under the "Int" section.
*
* @param variable Entry to retrieve from
*
* @return Value of specified entry
* @error If an invalid entry is provided, an error will be thrown.
*/
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native get_global_int(variable);
/**
* Retrieves a global string type value from the server.
*
* @note For a list of valid string type entries, see the GL_* constants in
* engine_const.inc under the "String" section.
*
* @param variable Entry to retrieve from
* @param string Buffer to copy value to
* @param maxlen Maximum size of buffer
*
* @return Number of cells written to buffer
* @error If an invalid entry is provided, an error will be thrown.
*/
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native get_global_string(variable, string[], maxlen);
/**
* Returns a vector type value from the server globals.
*
* @note For a list of valid vector type entries, see the GL_* constants in
* engine_const.inc under the "Vector" section.
*
* @param variable Entry to retrieve from
* @param vector Array to store vector in
*
* @noreturn
* @error If an invalid entry is provided, an error will be thrown.
*/
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native get_global_vector(variable, Float:vector[3]);
/**
* Returns a edict type value from the server globals.
*
* @note For a list of valid edict type entries, see the GL_* constants in
* engine_const.inc under the "Edict" section.
* @note This native returns 0 as an error value if the edict retrieved is an
* invalid entity. As 0 is an entity index that is considered to be a
* valid value for some globals ("worldspawn"), this native can
* potentially return a misleading value. Use get_global_edict2() for a
* safe version.
*
* @param variable Entry to retrieve from
*
* @return Value of specified entry
* @error If an invalid entry is provided, an error will be thrown.
*/
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native get_global_edict(variable);
/**
* Returns a edict type value from the server globals.
*
* @note For a list of valid edict type entries, see the GL_* constants in
* engine_const.inc under the "Edict" section.
* @note This native returns -1 as a safe error value if the edict retrieved is
* an invalid entity. Otherwise it is identical to get_global_edict().
*
* @param variable Entry to retrieve from
*
* @return Value of specified entry
* @error If an invalid entry is provided, an error will be thrown.
*/
native get_global_edict2(variable);
/**
* Sets the size of the entity bounding box, as described by the minimum and
* maximum vectors relative to the origin.
*
* @param index Entity index
* @param mins Vector containing the minimum point relative to the origin
* @param maxs Vector containing the maximum point relative to the origin
*
* @noreturn
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_set_size(index, const Float:mins[3], const Float:maxs[3]);
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/**
* Returns the index of a decal.
*
* @param szDecalName Decal name
*
* @return Decal index >= 0, or -1 if decal was not found
*/
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native get_decal_index(const szDecalName[]);
/**
* Returns the distance between two entities.
*
* @param ida Entity index 1
* @param idb Entity index 2
*
* @return Distance between the entities
* @error If an invalid entity index is provided or, if either index is a
* client index, that client is not connected, an error will be
* thrown.
*/
native Float:entity_range(ida, idb);
/**
* Returns if two entities bounding boxes intersect by comparing their absolute
* minimum and maximum origins.
*
* @param entity Entity index 1
* @param other Entity index 2
*
* @return True if entities intersect, false otherwise
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native bool:entity_intersects(entity, other);
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/**
* Returns an integer type value from an entities entvar struct.
*
* @note For a list of valid integer type entries, see the EV_INT_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
*
* @return Value of specified entry
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_get_int(iIndex, iKey);
/**
* Sets an integer type value in an entities entvar struct.
*
* @note For a list of valid integer type entries, see the EV_INT_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to write to
* @param iVal Value to set
*
* @return 1 if value was sucessfully set, 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_set_int(iIndex, iKey, iVal);
/**
* Returns a float type value from an entities entvar struct.
*
* @note For a list of valid float type entries, see the EV_FL_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
*
* @return Value of specified entry, or 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native Float:entity_get_float(iIndex, iKey);
/**
* Sets a float type value in an entities entvar struct.
*
* @note For a list of valid float type entries, see the EV_FL_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to write to
* @param iVal Value to set
*
* @return 1 if value was sucessfully set, 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_set_float(iIndex, iKey, Float:iVal);
/**
* Retrieves a vector type value from an entities entvar struct.
*
* @note For a list of valid vector type entries, see the EV_VEC_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
* @param vRetVector Array to store vector in
*
* @return 1 if value was sucessfully retrieved, 0 if an invalid
* entry was specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_get_vector(iIndex, iKey, Float:vRetVector[3]);
/**
* Sets a vector type value in an entities entvar struct.
*
* @note For a list of valid vector type entries, see the EV_VEC_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to write to
* @param vNewVector Array to copy to the entity
*
* @return 1 if value was sucessfully set, 0 if an invalid entry
* was specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_set_vector(iIndex, iKey, const Float:vNewVector[3]);
/**
* Returns an edict type value from an entities entvar struct.
*
* @note For a list of valid edict type entries, see the EV_ENT_* constants in
* engine_const.inc
* @note This native returns 0 as an error value if the edict retrieved from the
* entvar is an invalid entity. As 0 is an entity index that is
* considered to be a valid value for some entvars ("worldspawn"), this
* native can potentially return a misleading value. Use
* entity_get_edict2() for a safe version.
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
*
* @return Entity index in specified entry, 0 if the edict in the
* entvar is not a valid entity or an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_get_edict(iIndex, iKey);
/**
* Returns an edict type value from an entities entvar struct.
*
* @note For a list of valid edict type entries, see the EV_ENT_* constants in
* engine_const.inc
* @note This native returns -1 as a safe error value if the edict retrieved
* from the entvar is an invalid entity. Otherwise it is identical to
* entity_get_edict().
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
*
* @return Entity index in specified entry, -1 if the edict in the
* entvar is not a valid entity or an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_get_edict2(iIndex, iKey);
/**
* Sets an edict type value in an entities entvar struct.
*
* @note For a list of valid edict type entries, see the EV_ENT_* constants in
* engine_const.inc
* @note This native will crash the server if an invalid entity index is
* provided in iNewIndex.
*
* @param iIndex Entity index
* @param iKey Entry to write to
* @param iNewIndex Entity index to set
*
* @return 1 if value was sucessfully set, 0 if an invalid entry
* was specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_set_edict(iIndex, iKey, iNewIndex);
/**
* Retrieves a string type value from an entities entvar struct.
*
* @note For a list of valid string type entries, see the EV_SZ_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
* @param szReturn Buffer to copy value to
* @param iRetLen Maximum size of buffer
*
* @return Number of cells written to buffer, 0 if an invalid entry
* was specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_get_string(iIndex, iKey, szReturn[], iRetLen);
/**
* Sets a string type value in an entities entvar struct.
*
* @note For a list of valid string type entries, see the EV_SZ_* constants in
* engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
* @param szNewVal String to copy to the entity
*
* @return 1 if value was sucessfully set, 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_set_string(iIndex, iKey, const szNewVal[]);
/**
* Returns a bytearray type value from an entities entvar struct.
*
* @note For a list of valid bytearray type entries, see the EV_BYTE_* constants
* in engine_const.inc
*
* @param iIndex Entity index
* @param iKey Entry to retrieve from
*
* @return Value of specified entry, 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_get_byte(iIndex, iKey);
/**
* Sets a bytearray type value in an entities entvar struct.
*
* @note For a list of valid bytearray type entries, see the EV_BYTE_* constants
* in engine_const.inc
* @note The value is automatically clamped to [0,255].
*
* @param iIndex Entity index
* @param iKey Entry to write to
* @param iVal Value to set
*
* @return 1 if value was sucessfully set, 0 if an invalid entry was
* specified
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native entity_set_byte(iIndex, iKey, iVal);
/**
* Creates an entity.
*
* @note When creating an entity the classname has to be valid in the mod, as
* the engine needs to link the entity to an existing class internally.
* The classname string that is stored in the entvar struct
* (EV_SZ_classname) is separate from this association and can later be
* freely changed to serve other purposes.
*
* @param szClassname Entity classname
*
* @return Entity index > 0 on success, 0 otherwise
*/
native create_entity(const szClassname[]);
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/**
* Removes an entity from the world.
*
* @param iIndex Entity index
*
* @return 1 if entity was sucessfully removed, 0 if an invalid entity
* was provided
*/
native remove_entity(iIndex);
/**
* Returns the current number of entities in the world.
*
* @return Number of entities
*/
native entity_count();
/**
* Returns if an entity index is valid (as required by other engine natives).
*
* @note Engine considers an entity index valid if it is in the range between 1
* and the maximum number of entities possible. The index also has to
* point to an existing entity or, if it is a client index, the client has
* to be connected.
*
* @param iIndex Entity index
*
* @return 1 if entity is valid, 0 otherwise
*/
native is_valid_ent(iIndex);
/**
* Searches entities in the world, starting at a specified index and matching by
* classname.
*
* @param iIndex Entity index to start from
* @param szClass Classname to match
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_by_class(iIndex, const szClass[]);
/**
* Searches entities in the world, starting at a specified index, matching by
* owner and a configurable entity field.
*
* @param iIndex Entity index to start from
* @param szClass String to match
* @param iOwner Owner entity index to match
* @param iJghgType Entity field to match string against:
* 0 - Classname
* 1 - Target
* 2 - Targetname
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_by_owner(iIndex, const szClass[], iOwner, iJghgType = 0);
/**
* Searches entities in the world, starting at a specified index and matching by
* target.
*
* @param iIndex Entity index to start from
* @param szClass Target to match
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_by_target(iIndex, const szClass[]);
/**
* Searches entities in the world, starting at a specified index and matching by
* targetname.
*
* @param iIndex Entity index to start from
* @param szClass Targetname to match
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_by_tname(iIndex, const szClass[]);
/**
* Searches entities in the world, starting at a specified index and matching by
* classname and model.
*
* @param iIndex Entity index to start from
* @param szClass Classname to match
* @param szModel Model to match
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_by_model(iIndex, const szClass[], const szModel[]);
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/**
* Searches for entities inside a sphere, starting at a specified index.
*
* @param start_from_ent Entity index to start from
* @param origin Center of sphere
* @param radius Sphere radius
*
* @return Entity index if an entity was found, 0 otherwise
*/
native find_ent_in_sphere(start_from_ent, const Float:origin[3], Float:radius);
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/**
* Searches for entities inside a sphere around a specified entity or origin,
* matching by classname.
*
* @note This native always starts searching from entity index 0, there is no
* way to specify the starting point. If the entlist array is not big
* enough to accomodate all entities, the results will be truncated.
*
* @param aroundent Entity index to center sphere around, < 1 to use
* origin
* @param _lookforclassname Classname to match
* @param radius Sphere radius
* @param entlist Array to store entities in
* @param maxents Maximum size of array
* @param origin Center of sphere, used if aroundent < 1
*
* @return Number of entities stored in entlist
* @error If an invalid entity index is provided or, if
* the index is a client index, the client is not
* connected, an error will be thrown.
*/
native find_sphere_class(aroundent, const _lookforclassname[], Float:radius, entlist[], maxents, const Float:origin[3] = {0.0, 0.0, 0.0});
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/**
* Sets the origin of an entity.
*
* @note This native uses engine functions to set the origin, keeping it
* properly updated with the game. Directly writing to EV_VEC_origin is an
* error and will cause problems.
*
* @param iIndex Entity index
* @param fNewOrigin New origin
*
* @noreturn
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_set_origin(iIndex, const Float:fNewOrigin[3]);
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/**
* Sets the model of an entity.
*
* @note This native uses an engine function to set the model, keeping it
* properly updated with the game. Simply writing to EV_SZ_model is an
* error and will cause problems.
*
* @param iIndex Entity index
* @param szModel Model to set
*
* @noreturn
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native entity_set_model(iIndex, const szModel[]);
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/**
* Sets rendering options of an entity.
*
* @note For a list of valid rendering effects see the kRenderFx* constants in
* amxconst.inc
* @note For a list of valid rendering modes see the kRender* constants in
* amxconst.inc
* @note Rendering amount has different meanings depending on the rendering
* effect and mode used on the entity.
*
* @param index Entity index
* @param fx Rendering effect
* @param r Red component of rendering color
* @param g Green component of rendering color
* @param b Blue component of rendering color
* @param render Rendering mode
* @param amount Rendering amount
*
* @noreturn
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native set_ent_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0);
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/**
* Calls the DispatchThink() game DLL function on an entity, triggering it to
* think if applicable.
*
* @note DispatchThink() checks the entity for the FL_DORMANT flag - if it is
* set, the entity will not proceed to think. It will first call the
* class-specific think function and eventually CBaseEntity::Think(), thus
* triggering other think hooks and forwards.
*
* @param entity Entity index
*
* @noreturn
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
native call_think(entity);
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/**
* Forces an entity to touch another entity.
*
* @note This calls the game touch function even when the entities do not
* intersect. It doesn't change their origins and/or bounding boxes.
*
* @param entTouched Index of entity being touched
* @param entToucher Index of entity touching
*
* @noreturn
* @error If an invalid entity index is provided or, if the index
* is a client index, the client is not connected, an error
* will be thrown.
*/
native fake_touch(entTouched, entToucher);
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/**
* Calls the spawn function on an entity.
*
* @param iIndex Entity index
*
* @noreturn
* @error If an invalid entity index is provided or, if the index is a
* client index, the client is not connected, an error will be
* thrown.
*/
native DispatchSpawn(iIndex);
/**
* Fires/sets a keyvalue on an entity.
*
* @param ... (1) To fire a new keyvalue struct, three parameters should be
* provided in the following manner:
* DispatchKeyValue(entity, "KeyName", "Value");
* The "szClassName" value will automatically use the classname
* of the specified entity, "fHandled" will be set to 0.
* (2) Inside the pfn_keyvalue() forward this native can be used to
* modify the keyvalue struct inline, two parameters should be
* provided in the following manner:
* DispatchKeyValue("KeyName", "Value");
* The "szClassName" or "fHandled" values can not be changed.
*
* @noreturn
* @error For variant (1), if an invalid entity index is provided, an
* error will be thrown. For variant (2), if it is used outside of
* the pfn_keyvalue() forward, an error will be thrown.
*/
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native DispatchKeyValue(...);
/**
* Retrieves a value from an entities keyvalues.
*
* @param entity Entity index
* @param szKey Key to retrieve value of
* @param value Buffer to copy value to
* @param maxLength Maximum size of buffer
*
* @return Number of cells written to buffer
* @error If an invalid entity index is provided or, if the index
* is a client index, the client is not connected, an error
* will be thrown.
*/
native get_keyvalue(entity, const szKey[], value[], maxLength);
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/**
* Retrieves buffers from the keyvalue structure.
*
* @note Can only be used inside the pfn_keyvalue() forward.
*
* @param szClassName Buffer to copy classname to
* @param sizea Maximum size of classname buffer
* @param szKeyName Buffer to copy keyname to
* @param sizeb Maximum size of keyname buffer
* @param szVlaue Buffer to copy value to
* @param sizec Maximum size of value buffer
*
* @return 1 on success, 0 if used outside the pfn_keyvalue()
* forward
*/
native copy_keyvalue(szClassName[], sizea, szKeyName[], sizeb, szValue[], sizec);
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/**
* Hurts (and kills, if applicable) players in a sphere.
*
* @note Players that have the DAMAGE_NO flag set in EV_INT_flags will be
* ignored.
* @note The sphere has four different damage zones. Below is pseudo-code of the
* algorithm, indicating how damage will be dealt to players:
* if (distance <= 5 * radius) damage(10 + random(1 * dmg_multi))
* if (distance <= 4 * radius) damage(25 + random(2 * dmg_multi))
* if (distance <= 3 * radius) damage(50 + random(3 * dmg_multi))
* if (distance <= 2 * radius) kill()
*
* @param fExplodeAt Center origin of sphere
* @param iDamageMultiplier Damage multiplier
* @param iRadiusMultiplier Sphere radius
*
* @noreturn
*/
native radius_damage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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/**
* Returns the contents value of an origin.
*
* @note For a list of valid contents values see the CONTENTS_* constants in
* hlsdk_const.inc
*
* @param fCheckAt Origin to retrieve contents of
*
* @return Contents value
*/
native point_contents(const Float:fCheckAt[3]);
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/**
* Returns if an origin is in an entities view cone. Derived from SDK.
*
* @note This uses the entities EV_FL_fov value in the calculations and applies
* it on all axes. It might be unreliable depending on the use-case.
*
* @param entity Entity index
* @param origin Origin
* @param use3d If zero the calculation will ignore the z axis (height), if
* nonzero it is done in 3D
*
* @return 1 if origin is in view code, 0 otherwise
*/
native is_in_viewcone(entity, const Float:origin[3], use3d = 0);
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/**
* Returns if an entity is visible to another entity. Derived from SDK.
*
* @note If the target entity has the FL_NOTARGET flag set, this native always
* returns 0.
* @note This native fires a traceline between the view-offset origins of the
* entities. If the traceline is unobstructed it returns true. This is not
* a full 3D visibility check.
*
* @param entity Entity index
* @param target Target entity index
*
* @return 1 if entity is visible, 0 otherwise
* @error If an invalid entity index is provided or, if the index is a
* client index, the client is not connected, an error will be
* thrown.
*/
native is_visible(entity, target);
/**
* Fires a trace line between two origins, retrieving the end point and entity
* hit.
*
* @note This native writes to the global engine module trace handle. Additional
* trace results can be retrieved using traceresult().
* @note This native returns 0 if the trace did not hit anything. As 0 is an
* entity index that is considered to be a valid value for a trace hit
* ("worldspawn"), this native can potentially return a misleading value.
* Check other components of the trace result to verify the entity index.
*
* @param iIgnoreEnt Entity index that trace will ignore, -1 if trace should
* not ignore any entities
* @param fStart Trace starting point
* @param fEnd Trace target point
* @param vReturn Vector to copy trace end point to
*
* @return Entity index if trace hit an entity, 0 otherwise
*/
native trace_line(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]);
/**
* Fires a trace line between two origins, retrieving the trace normal.
*
* @note This native writes to the global engine module trace handle. Additional
* trace results can be retrieved using traceresult().
*
* @param iIgnoreEnt Entity index that trace will ignore, -1 if trace should
* not ignore any entities
* @param fStart Trace starting point
* @param fEnd Trace target point
* @param vReturn Vector to copy trace normal to
*
* @return 1 if a normal is available (trace hit something), 0
* otherwise
*/
native trace_normal(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]);
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/**
* Fires a trace hull on a specified origin or between two origins.
*
* @note This native writes to the global engine module trace handle. Additional
* trace results can be retrieved using traceresult().
* @note For a list of valid hull types see the HULL_* constants in
* hlsdk_const.inc
* @note For a list of valid ignore types see the *IGNORE_* constants in
* hlsdk_const.inc
*
* @param origin Trace start point (and end point if not specified)
* @param hull Hull type
* @param ignoredent Entity index that trace will ignore
* @param ignoremonsters Entity ignore type
* @param end Trace end point, pass NULL_VECTOR to use start point
*
* @return Custom bitflag sum of relevant trace results
* StartSolid (1), AllSolid (2) and InOpen (4)
*/
native trace_hull(const Float:origin[3], hull, ignoredent = 0, ignoremonsters = 0, const Float:end[3] = NULL_VECTOR);
/**
* Attempts to describe an obstacle by firing trace lines in a specified
* direction, offset on the z-axis around an origin.
*
* @note The functionality of this native can mostly be replaced by a single
* hull trace. This native does not write to the global engine module
* trace handle.
* @note This native is intended to examine an obstacle in front of a standing
* player. Start should usually be the origin of a client while angle
* should be its forward angle vector. 73 traces are fired, each offset by
* one unit on the z-axis from the last, starting at -36 and moving up to
* +36. This is because a standing player model is 72 units high, so 73
* units of clearance are required to fit them. The values stored in the
* various parameters then attempt to describe the obstacle.
* @note To fully understand the nuances of the algorithm it is necessary to
* view its source code located in engine.cpp of the engine module.
*
* @param start Starting origin
* @param angle Trace line direction
* @param give Units that a trace line can be longer than the
* shortest trace line to still be considered hitting
* the same obstacle
* @param ignoreEnt Entity index that traces will ignore, -1 if traces
* should not ignore any entities
* @param hitX Variable to store X axis value of shortest trace
* line endpoint in
* @param hitY Variable to store Y axis value of shortest trace
* line endpoint in
* @param shortestDistance Variable to store length of shortest trace line in
* @param shortestDistLow Variable to store Z axis offset of shortest trace
* line in
* @param shortestDistHigh Variable to store Z axis offset of highest trace
* line that satisfies "give" condition in
*
* @noreturn
*/
native trace_forward(const Float:start[3], const Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh);
/**
* Finds a grenade entity, matching by owner.
*
* @param id Owner entity index to match
* @param model Buffer to copy grenade model to
* @param len Maximum length of buffer
* @param grenadeid Entity index to start searching from
*
* @return Grenade entity index > 0 if found, 0 otherwise
* @error If an invalid entity index is provided, an error will be
* thrown.
*/
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native get_grenade_id(id, model[], len, grenadeid = 0);
/**
* Returns the game time based on the game tick.
*
* @note This time is counted up from map start. If the engine is not processing
* this function will return the same value between calls, which makes it
* unusable for profiling purposes.
*
* @return Game time, in seconds
*/
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native Float:halflife_time();
/**
* Sets the map lighting level.
*
* @note After setting the map lighting level, the engine module enforces it by
* continuously re-applying it until it is reset.
*
* @param Lighting Map lighting level (described by a character a-z), #OFF to
* reset
*
* @noreturn
*/
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native set_lights(const Lighting[]);
/**
* Attaches a clients viewport to an entity.
*
* @note To reset the clients viewport, call this function with the client index
* as the target entity.
*
* @param iIndex Client index
* @param iTargetIndex Index of entity to attach to
*
*
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
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native attach_view(iIndex, iTargetIndex);
/**
* Sets the engine module view mode on a client.
*
* @note For a list of valid view modes see the CAMERA_* constants in
* engine_const.inc
* @note The engine module uses a custom entity to achieve the camera effects
* and requires "models/rpgrocket.mdl" to be precached by the plugin.
*
* @param iIndex Client index
* @param ViewType View mode
*/
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native set_view(iIndex, ViewType);
/**
* Plays back an event on the client. Most prominently used for gun firing
* animations.
*
* @note Event indexes can be acquired using precache_event() with the sc dummy
* files in the events folder.
*
* @param flags Event flags
* @param invoker Index of entity to invoke event on
* @param eventindex Index of event in the precache table
* @param delay Time until the event is played
* @param origin Origin to play event from
* @param angles Angles to play event with
* @param fparam1 Float parameter 1 to pass along into/with the event
* @param fparam2 Float parameter 2 to pass along into/with the event
* @param iparam1 Integer parameter 1 to pass along into/with the event
* @param iparam2 Integer parameter 2 to pass along into/with the event
* @param bparam1 Boolean parameter 1 to pass along into/with the event
* @param bparam2 Boolean parameter 2 to pass along into/with the event
*
* @noreturn
*/
native playback_event(flags, invoker, eventindex, Float:delay, const Float:origin[3], const Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2);
/**
* Retrieves a value from a usercmd struct.
*
* @note This native can only be used inside the client_cmdStart() forward. If
* it is used outside this forward it will not retrieve any results and
* always return 0.
* @note For a list of valid usercmd entries see the usercmd_* constants in
* engine_const.inc
*
* @param type Entry to retrieve from
* @param ... Depending on the entry type a different number of
* additional parameters should be provided:
* int - Returns the entry integer value directly, no
* additional parameters required
* float - Stores the entry float value into the
* variable provided as the second parameter
* vector - Copies the entry vector to the Float:array[3]
* provided in the second parameter
*
* @return Changes depending on the entry type:
* int - Returns the entry integer value
* float - Returns 1
* vector - Returns 1
*/
native get_usercmd(type, any:...);
/**
* Sets a value in a usercmd struct.
*
* @note This native can only be used inside the client_cmdStart() forward.
* @note For a list of valid usercmd entries see the usercmd_* constants in
* engine_const.inc
* @note Changes will be immediately reflected in get_usercmd() for all plugins.
*
* @param type Entry to write to
* @param ... Depending on the entry type a different additional parameter
* should be provided:
* int - Second parameter should be an integer variable
* float - Second parameter should be a float variable
* vector - Second parameter should be a Float:array[3]
*
* @noreturn
*/
native set_usercmd(type, any:...);
/**
* Retrieves a string from the engine string table.
*
* @param _string String table index
* @param _returnString Buffer to copy string to
* @param _len Maximum size of buffer
*
* @return Number of cells written to buffer
*/
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native eng_get_string(_string, _returnString[], _len);
/**
* @section Forwards
*/
/**
* Called when two entities touch.
*
* @param ptr Index of entity being touched
* @param ptd Index of entity touching
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
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*/
forward pfn_touch(ptr, ptd);
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/**
* Called at the start of every server frame.
*
* @note Using his forward can easily become performance-critical. More specific
* hooks and forwards should be used whenever possible.
*
* @noreturn
*/
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forward server_frame();
/**
* Called when a client types kill in console.
*
* @param id Client index
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
*/
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forward client_kill(id);
/**
* Called at the start of each client think.
*
* @note Using his forward can easily become performance-critical. More specific
* hooks and forwards should be used whenever possible.
*
* @param id Client index
*
* @noreturn
*/
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forward client_PreThink(id);
/**
* Called after each client think.
*
* @note Using his forward can easily become performance-critical. More specific
* hooks and forwards should be used whenever possible.
*
* @param id Client index
*
* @noreturn
*/
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forward client_PostThink(id);
/**
* Called when a client triggers an impulse.
*
* @param id Client index
* @param impulse Impulse triggered by client
*
* @param PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to
* nullify impulse (CmdStart() is not blocked)
*/
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forward client_impulse(id, impulse);
/**
* Called for CmdStart() on a client.
*
* @note Use [get|set]_usercmd() to read and modify information in the usercmd
* struct.
*
* @param id Client index
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
*/
forward client_cmdStart(id);
/**
* Called when an entity thinks.
*
* @param entid Entity index
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
*/
forward pfn_think(entid);
/**
* Called when an event is played.
*
* @param flags Event flags
* @param entid Index of entity to invoke event on
* @param eventid Index of event in the precache table
* @param delay Time until the event is played
* @param Origin Origin to play event from
* @param Angles Angles to play event with
* @param fparam1 Float parameter 1 to pass along into/with the event
* @param fparam2 Float parameter 2 to pass along into/with the event
* @param iparam1 Integer parameter 1 to pass along into/with the event
* @param iparam2 Integer parameter 2 to pass along into/with the event
* @param bparam1 Boolean parameter 1 to pass along into/with the event
* @param bparam2 Boolean parameter 2 to pass along into/with the event
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
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*/
forward pfn_playbackevent(flags, entid, eventid, Float:delay, Float:Origin[3], Float:Angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2);
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/**
* Called when a keyvalue pair is sent to an entity.
*
* @note Use copy_keyvalue() to retrieve the keyvalue information, and
* DispatchKeyVaue() to modify it.
*
* @param entid Entity index
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
*/
forward pfn_keyvalue(entid);
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/**
* Called when an entity is spawned.
*
* @param entid Entity index
*
* @return PLUGIN_CONTINUE to ignore, PLUGIN_HANDLED or higher to block
*/
forward pfn_spawn(entid);
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/**
* @endsection
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*/
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#include <engine_stocks>