diff --git a/plugins/include/ham_const.inc b/plugins/include/ham_const.inc new file mode 100644 index 00000000..6b592bd6 --- /dev/null +++ b/plugins/include/ham_const.inc @@ -0,0 +1,1129 @@ +#if defined _ham_const_included + #endinput +#endif +#define _ham_const_included + +/** + * Ham return types. + * - + * Return these from hooks to disable calling the target function. + * Numbers match up with fakemeta's FMRES_* for clarity. They are interchangable. + * 0 (or no return) is also interpretted as HAM_IGNORED. + */ +#define HAM_IGNORED 1 /**< Calls target function, returns normal value */ +#define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */ +#define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */ +#define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */ + +/** + * A few notes about all of the following functions: + * - Not all functions will do as you expect on all mods. + * If a function does not do what you would believe it should + * DO NOT file a bug report, you will be ignored. + * + * - Passing invalid parameters has potential to crash the server + * So be careful, and adequately test! + * + * - All functions take (and pass) a "this" index as the first param. + * This is the entity from which the function is being executed on. + * + * - All functions and forwards (eg: {Register,Execute}Ham[B]) require + * the mod to have the pev and base keys in addition to the function + * keys for the corresponding mod/operating system in hamdata.ini + * + * - Some functions that return booleans may need to be logically ANDed + * to get the results desired. e.g: if (ExecuteHam(Ham_TS_IsObjective, this) & 0x0000FFFF != 0) { // true.. } + * because the module will return the full integer value. + */ + +enum Ham +{ + /** + * Description: This is typically called whenever an entity is created. + * It is the virtual equivilent of spawn from the engine. + * Some mods call this on player spawns too. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Spawn, this); + */ + Ham_Spawn = 0, + + /** + * Description: This is typically called on map change. + * This will typically precache all assets required by the entity. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Precache, this); + */ + Ham_Precache, + + /** + * Description: Typically this is similar to an engine keyvalue call. + * Use the kvd natives from fakemeta to handle the kvd_handle passed. + * NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead! + * Forward params: function(this, kvd_handle); + * Return type: None. + * Execute params: ExecuteHam(Ham_Keyvalue, this, kvd_handle); + */ + Ham_Keyvalue, + + /** + * Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc) + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_ObjectCaps, this); + */ + Ham_ObjectCaps, + + /** + * Description: Usually called to activate some objects. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Activate, this); + */ + Ham_Activate, + + /** + * Description: Usually called after the engine call with the same name. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this); + */ + Ham_SetObjectCollisionBox, + + /** + * Description: Returns an integer number that corresponds with what type of entity this is. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_Classify, this); + */ + Ham_Classify, + + /** + * Description: Typically called when an entity dies to notify any children entities about the death. + * Forward params: function(this, idchild) + * Return type: None. + * Execute params: ExecuteHam(Ham_DeathNotice, this, idchild) + */ + Ham_DeathNotice, + + /** + * Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon. + * Use the get/set tr2 natives in fakemeta to handle the traceresult data. + * Do not use a handle of 0 as a traceresult in execution, use create_tr2() from Fakemeta + * to pass a custom handle instead. (Don't forget to free the handle when you're done.) + * Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits) + * Return type: None. + * Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits); + */ + Ham_TraceAttack, + + /** + * Description: Usually called whenever an entity takes any kind of damage. + * Inflictor is the entity that caused the damage (such as a gun). + * Attacker is the entity that tirggered the damage (such as the gun's owner). + * Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits); + */ + Ham_TakeDamage, + + /** + * Description: Usually called whenever an entity gets a form of a heal. + * Forward params: function(this, Float:health, damagebits); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits); + */ + Ham_TakeHealth, + + /** + * Description: Normally called whenever an entity dies. + * Forward params: function(this, idattacker, shouldgib) + * Return type: None. + * Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib); + */ + Ham_Killed, + + /** + * Description: Normally returns the blood color of the entity. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_BloodColor, this) + */ + Ham_BloodColor, + + /** + * Description: Traces where blood should appear. + * Forward params: function(this, Float:Damage, Float:Direction[3], trace_handle, damagebits); + * Return type: None. + * Execute params: ExecuteHam(Ham_TraceBleed, this, Float:damage, Float:direction[3], trace_handle, damagebits); + */ + Ham_TraceBleed, + + /** + * Description: Returns whether an entity is activated. + * Forward params: function(this, idActivator); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_IsTriggered, this, idActivator); + */ + Ham_IsTriggered, + + /** + * Description: Returns the id of the entity if its class is derived off of CBaseMonster, -1 otherwise. + * Forward params: function(this) + * Return type: Entity. + * Execute params: ExecuteHam(Ham_MyMonsterPointer, this); + */ + Ham_MyMonsterPointer, + + /** + * Description: Returns the id of the entity if its class is derived off of CBaseSquadMonster, -1 otherwise. + * Forward params: function(this) + * Return type: Entity. + * Execute params: ExecuteHam(Ham_MySquadMonsterPointer, this); + */ + Ham_MySquadMonsterPointer, + + /** + * Description: Returns the toggle state of the entity. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_GetToggleState, this); + */ + Ham_GetToggleState, + + /** + * Description: Typically adds points to the entity. + * Forward params: function(this, points, bool:cangonegative); + * Return type: None. + * Execute params: ExecuteHam(Ham_AddPoints, this, points, bool:cangonegative); + */ + Ham_AddPoints, + + /** + * Description: Typically adds points to everybody on the entity's team. + * Forward params: function(this, points, bool:cangonegative); + * Return type: None. + * Execute params: ExecuteHam(Ham_AddPointsToTeam, this, points, bool:cangonegative); + */ + Ham_AddPointsToTeam, + + /** + * Description: Adds an item to the player's inventory. + * Forward params: function(this, idother); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_AddPlayerItem, this, idother); + */ + Ham_AddPlayerItem, + + /** + * Description: Removes an item to the player's inventory. + * Forward params: function(this, idother); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_RemovePlayerItem, this, idother); + */ + Ham_RemovePlayerItem, + + /** + * Description: Gives ammo to the entity. + * Forward params: function(this, Amount, const Name[], Max) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_GiveAmmo, this, amount, "type", max); + */ + Ham_GiveAmmo, + + /** + * Description: Unsure, I believe this is the delay between activation for an entity. + * Forward params: function(this) + * Return type: Float. + * Execute params: ExecuteHam(Ham_GetDelay, this, Float:output) + */ + Ham_GetDelay, + + /** + * Description: Whether or not the entity is moving. + * Forward params: function(this); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_IsMoving, this); + */ + Ham_IsMoving, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_OverrideReset, this) + */ + Ham_OverrideReset, + + /** + * Description: Returns the damage decal of the entity for the damage type. + * Forward params: function(this, damagebits) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_DamageDecal, this); + */ + Ham_DamageDecal, + + /** + * Description: Sets the toggle state of the entity. + * Forward params: function(this, state) + * Return type: None. + * Execute params: ExecuteHam(Ham_SetToggleState, this, state); + */ + Ham_SetToggleState, + + /** + * Description: Not entirely sure what this does. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_StartSneaking, this); + */ + Ham_StartSneaking, + + /** + * Description: Not entirely sure what this does. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_StopSneaking, this); + */ + Ham_StopSneaking, + + /** + * Description: Not entirely sure. + * Forward params: function(this, idOn) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_OnControls, this, idOn); + */ + Ham_OnControls, + + /** + * Description: Whether or not the entity is sneaking. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsSneaking, this); + */ + Ham_IsSneaking, + + /** + * Description: Whether or not the entity is alive. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsAlive, this); + */ + Ham_IsAlive, + + /** + * Description: Whether or not the entity uses a BSP model. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsBSPModel, this); + */ + Ham_IsBSPModel, + + /** + * Description: Whether or not the entity can reflect gauss shots.. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_ReflectGauss, this); + */ + Ham_ReflectGauss, + + /** + * Description: Whether or not the target is the same as the one passed. + * Note the strindex parameter is a string passed that has been allocated by the engine. + * Use fakemeta's EngFunc_SzFromIndex to convert to a normal string, or fakemeta's + * EngFunc_AllocString to create a new string. + * Forward params: function(this, strindex). + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_HasTarget, this, strindex); + */ + Ham_HasTarget, + + /** + * Description: Whether or not the entity is in the world. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsInWorld, this); + */ + Ham_IsInWorld, + + /** + * Description: Whether or not the entity is a player. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsPlayer, this); + */ + Ham_IsPlayer, + + /** + * Description: Whether or not the entity is a net client. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_IsNetClient, this); + */ + Ham_IsNetClient, + + /** + * Description: Get the entity's team id. + * Forward params: function(this); + * Return type: String (string length returned and string byref'd in ExecuteHam). + * Execute params: ExecuteHam(Ham_TeamId, this, buffer[], size); + */ + Ham_TeamId, + + /** + * Description: Returns the next target of this. + * Forward params: function(this); + * Return type: Entity. + * Execute params: ExecuteHam(Ham_GetNextTarget, this); + */ + Ham_GetNextTarget, + + /** + * Description: Called whenever an entity thinks. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Think, this); + */ + Ham_Think, + + /** + * Description: Called whenever two entities touch. + * Forward params: function(this, idother); + * Return type: None. + * Execute params: ExecuteHam(Ham_Touch, this, idother); + */ + Ham_Touch, + + /** + * Description: Called whenver one entity uses another. + * Forward params: function(this, idcaller, idactivator, use_type, Float:value) + * Return type: None. + * Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value); + */ + Ham_Use, + + /** + * Description: Normally called whenever one entity blocks another from moving. + * Forward params: function(this, idother); + * Return type: None. + * Execute params: ExecuteHam(Ham_Blocked, this, idother); + */ + Ham_Blocked, + + /** + * Description: Normally called when a map-based item respawns, such as a health kit or something. + * Forward params: function(this); + * Return type: Entity. + * Execute params: ExecuteHam(Ham_Respawn, this); + */ + Ham_Respawn, + + /** + * Description: Used in Half-Life to update a monster's owner. + * Forward params: function(this); + * Return type: None. + * Execute params: ExecuteHam(Ham_UpdateOwner, this); + */ + Ham_UpdateOwner, + + /** + * Description: Normally called whenever a barnacle grabs the entity. + * Forward params: function(this); + * Return type: Integer. + * Execute params: ExecuteHam(Ham_FBecomeProne, this); + */ + Ham_FBecomeProne, + + /** + * Description: Returns the center of the entity. + * Forward params: function(this); + * Return type: Vector (byref'd in Execute). + * Execute params: ExecuteHam(Ham_Center, this, Float:output[3]); + */ + Ham_Center, + + /** + * Description: Returns the eye position of the entity. + * Forward params: function(this); + * Return type: Vector (byref'd in Execute). + * Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]); + */ + Ham_EyePosition, + + /** + * Description: Returns the ear position of the entity. + * Forward params: function(this); + * Return type: Vector (byref'd in Execute). + * Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]); + */ + Ham_EarPosition, + + /** + * Description: Position to shoot at. + * Forward params: function(this, Float:srcvector[3]); + * Return type: Vector (byref'd in Execute). + * Execute params: ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3]) + */ + Ham_BodyTarget, + + /** + * Description: Returns the illumination of the entity. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_Illumination, this); + */ + Ham_Illumination, + + /** + * Description: Unsure, I assume it is whether or not the other entity is visible to this entity. + * Forward params: function(this, idOther); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_FVisible, this, idOther); + */ + Ham_FVisible, + + /** + * Description: Unsure, I assume it is whether or not the target vector is visible to this entity. + * Forward params: function(this, const Float:origin[3]); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_FVecVisible, this, const Float:origin[3]); + */ + Ham_FVecVisible, + + + /** + * Players have all the attributes of normal entities, in addition to these. + */ + + /** + * Description: Typically called every frame when a player has jump held. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_Jump, this); + */ + Ham_Player_Jump, + + /** + * Description: Typically called every frame when a player has duck held. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_Duck, this); + */ + Ham_Player_Duck, + + /** + * Description: Typically called every frame during PlayerPreThink engine call. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_PreThink, this); + */ + Ham_Player_PreThink, + + /** + * Description: Typically called every frame during PlayerPostThink engine call. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_PostThink, this); + */ + Ham_Player_PostThink, + + /** + * Description: Returns a vector that tells the gun position. + * Forward params: function(this) + * Return type: Vector, byreffed in execute. + * Execute params: ExecuteHam(Ham_Player_GetGunPosition, this, Float:output[3]); + */ + Ham_Player_GetGunPosition, + + /** + * Description: Whether or not the player should fade on death. + * Forward param: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Player_ShouldFadeOnDeath, this); + */ + Ham_Player_ShouldFadeOnDeath, + + /** + * Description: Called whenever an impulse command is executed. + * Forward param: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_ImpulseComands, this); + */ + Ham_Player_ImpulseCommands, + + /** + * Description: Updates the client's data for hud changes (such as ammo). Usually called every frame. + * Forward param: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Player_UpdateClientData, this); + */ + Ham_Player_UpdateClientData, + + /** + * Items have all the attributes of normal entities in addition to these. + */ + + /** + * Description: Adds the item to the player. + * Forward params: function(this, idPlayer); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_AddToPlayer, this, idPlayer); + */ + Ham_Item_AddToPlayer, + + /** + * Description: Unsure. + * Forward params: function(this, idOriginal); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_AddDuplicate, this, idOriginal); + */ + Ham_Item_AddDuplicate, + + /** + * Description: Whether or not this entity can be deployed. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_CanDeploy, this); + */ + Ham_Item_CanDeploy, + + /** + * Description: Deploys the entity (usually a weapon). + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_Deploy, this); + */ + Ham_Item_Deploy, + + /** + * Description: Whether or not the entity can be holstered. + * Forward params: function(this); + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_CanHolster, this); + */ + Ham_Item_CanHolster, + + /** + * Description: Whether or not the entity (usually weapon) can be holstered. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Item_Holster, this); + */ + Ham_Item_Holster, + + /** + * Description: Updates the HUD info about this item. + * Forward params: function(this); + * Return type: None. + * Execute params: ExecuteHam(Ham_UpdateItemInfo, this); + */ + Ham_Item_UpdateItemInfo, + + /** + * Description: Called each frame for an item, normally only on active items. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Item_PreFrame, this); + */ + Ham_Item_PreFrame, + + /** + * Description: Called each frame for an item, normally only on active items. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Item_PostFrame, this); + */ + Ham_Item_PostFrame, + + /** + * Description: Called when an item gets dropped, normally on death only. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Item_Drop, this); + */ + Ham_Item_Drop, + + /** + * Description: Normally called when an item gets deleted. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Item_Drop, this); + */ + Ham_Item_Kill, + + /** + * Description: Called when an entity starts being attached to (normally invisible and "following") a player. + * Forward params: function(this, idPlayer) + * Return type: None. + * Execute params: ExecuteHam(Ham_Item_AttachToPlayer, this, idPlayer) + */ + Ham_Item_AttachToPlayer, + + /** + * Description: Returns the ammo index of the item. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_Item_PrimaryAmmoIndex, this); + */ + Ham_Item_PrimaryAmmoIndex, + + /** + * Description: Returns the secondary ammo index of the item. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_Item_SecondaryAmmoIndex, this); + */ + Ham_Item_SecondaryAmmoIndex, + + /** + * Description: Updates item data for the client. + * Forward params: function(this, idPlayer) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_Item_UpdateClientData, this, idPlayer); + */ + Ham_Item_UpdateClientData, + + /** + * Description: Returns the entity index if the item is a weapon, -1 otherwise. + * Forward params: function(this) + * Return type: Entity. + * Execute Params: ExecuteHam(Ham_Item_GetWeaponPtr, this) + */ + Ham_Item_GetWeaponPtr, + + /** + * Description: Returns the item slot for the item. + * Forward params: function(this) + * Return type: Integer. + * Execute Params: ExecuteHam(Ham_Item_ItemSlot, this) + */ + Ham_Item_ItemSlot, + + + /** + * Weapons have all the attributes to Ham_Item_*, in addition to these. + */ + + /** + * Description: Gets ammo from the target weapon. + * Forward params: function(this, idTarget) + * Return type: Integer. + * Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget) + */ + Ham_Weapon_ExtractAmmo, + + /** + * Description: Gets clip ammo from the target weapon. + * Forward params: function(this, idTarget) + * Return type: Integer. + * Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget) + */ + Ham_Weapon_ExtractClipAmmo, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Weapon_AddWeapon, this); + */ + Ham_Weapon_AddWeapon, + + /** + * Description: Plays the weapon's empty sound. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Weapon_PlayEmptySound, this); + */ + Ham_Weapon_PlayEmptySound, + + /** + * Description: Sets the weapon so that it can play empty sound again. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_ResetEmptySound, this); + */ + Ham_Weapon_ResetEmptySound, + + /** + * Description: Sends an animation event for the weapon. + * Forward params: function(this, iAnim, skiplocal, body); + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_SendWeaponAnim, this, iAnim, skiplocal, body); + */ + Ham_Weapon_SendWeaponAnim, + + /** + * Description: Whether or not the weapon is usable (has ammo, etc.) + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Weapon_IsUsable, this) + */ + Ham_Weapon_IsUsable, + + /** + * Description: Called when the main attack of a weapon is triggered. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_PrimaryAttack, this); + */ + Ham_Weapon_PrimaryAttack, + + /** + * Description: Called when the secondary attack of a weapon is triggered. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_SecondaryAttack, this); + */ + Ham_Weapon_SecondaryAttack, + + /** + * Description: Called when the weapon is reloaded. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_Reload, this); + */ + Ham_Weapon_Reload, + + /** + * Description: Displays the idle animation for the weapon. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_Weapon_WeaponIdle, this); + */ + Ham_Weapon_WeaponIdle, + + /** + * Description: There is no more ammo for this gun, so switch to the next best one. + * Forward params: function(this) + * Return type: None. + * ExecuteParams: ExecuteHam(Ham_Weapon_RetireWeapon, this) + */ + Ham_Weapon_RetireWeapon, + + /** + * Description: Whether or not the weapon should idle. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute Params: ExecuteHam(Ham_Weapon_ShouldWeaponIdle, this) + */ + Ham_Weapon_ShouldWeaponIdle, + + /** + * Description: Not sure. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_Weapon_UseDecrement, this); + */ + Ham_Weapon_UseDecrement, + + /** + * Description: - + * Forward params: function(this, someboolvalue) + * Return type: None. + * Execute params: ExecuteHam(Ham_TS_BreakableRespawn, this, someboolvalue); + */ + Ham_TS_BreakableRespawn, + + /** + * Description: - + * Forward params: function(this) + * Return type: Integer (boolean) + * Execute params: ExecuteHam(Ham_TS_CanUsedThroughWalls, this); + */ + Ham_TS_CanUsedThroughWalls, + + /** + * Description: Unsure - this was removed in TS 3.0 (and thus is deprecated). + * Forward params: function(this) + * Return type: Integer (I think...) + * Execute params: ExecuteHam(Ham_TS_RespawnWait, this); + */ + Ham_TS_RespawnWait, + + /** + * Description: This is called on a map reset for most map based entities. + * Forward params: function(this); + * Return type: None. + * Execute params: ExecuteHam(Ham_CS_Restart, this); + */ + Ham_CS_Restart, + + /** + * Description: Respawn function for players/bots only! Do not use this on non player/bot entities! + * Forward params: function(this); + * Return type: None. + * Execute params: ExecuteHam(Ham_CS_RoundRespawn, this); + */ + Ham_CS_RoundRespawn, + /** + * Description: Whether or not the player can drop the specified item. + * Forward params: function(this) + * Return type: Integer + * Execute params: ExecuteHam(Ham_CS_Item_CanDrop, this); + */ + Ham_CS_Item_CanDrop, + + /** + * Description: Gets the maximum speed for whenever a player has the item deployed. + * Forward params: function(this); + * Return type: Float, byrefed in execute. + * Execute params: ExecuteHam(Ham_CS_Item_GetMaxSpeed, this, Float:output); + */ + Ham_CS_Item_GetMaxSpeed, + + /** + * Description: I assume this spawns players at the start of a new round. + * Forward params: function(this) + * Return type: None. + * Execute Params: ExecuteHam(Ham_DOD_RoundRespawn, this); + */ + Ham_DOD_RoundRespawn, + + /** + * Description: I assume this spawns entities (like func_breakables) at the start of a new round. + * Forward params: function(this) + * Return type: None. + * Execute Params: ExecuteHam(Ham_DOD_RoundRespawn, this); + */ + Ham_DOD_RoundRespawnEnt, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None, I think... + * Execute params: ExecuteHam(Ham_DOD_RoundStore, this); + */ + Ham_DOD_RoundStore, + + /** + * Description: Unsure. + * Forward params: function(this, someintegervalue) + * Return type: None. + * Execute params: ExecuteHam(Ham_DOD_AreaSetIndex, this, someintegervalue) + */ + Ham_DOD_AreaSetIndex, + + /** + * Description: Unsure + * Forward params: function(this, idPlayer) + * Return type: None. + * Execute Params: ExecuteHam(Ham_DOD_AreaSendStatus, this, idPlayer); + */ + Ham_DOD_AreaSendStatus, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: Integer. + * Execute Params: ExecuteHam(Ham_DOD_GetState, this); + */ + Ham_DOD_GetState, + + /** + * Description: Unsure. + * Forward params: function(this, idtarget) + * Return type: Integer. + * Execute Params: ExecuteHam(Ham_DOD_GetStateEnt, this, idtarget); + */ + Ham_DOD_GetStateEnt, + + /** + * Description: Whether or not a player can drop this item. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute Params: ExecuteHam(Ham_DOD_Item_CanDrop, this); + */ + Ham_DOD_Item_CanDrop, + + /** + * Description: Unsure. + * Forward params: function(this, iduser) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_TFC_EngineerUse, this, iduser) + */ + Ham_TFC_EngineerUse, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_Finished, this); + */ + Ham_TFC_Finished, + + /** + * Description: Unsure. + * Forward params: function(this, entityid, Float:floata, Float:floatb) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_EmpExplode, this, entityid, Float:floata, Float:floatb) + */ + Ham_TFC_EmpExplode, + + /** + * Description: Unsure. + * Forward params: function(this, Float:floata, Float:floatb) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_CalcEmpDmgRad, this, Float:floata, Float:floatb) + */ + Ham_TFC_CalcEmpDmgRad, + + /** + * Description: Unsure. + * Forward params: function(this, entityid) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_TakeEmpBlast, this, entityid); + */ + Ham_TFC_TakeEmpBlast, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_EmpRemove, this); + */ + Ham_TFC_EmpRemove, + + + /** + * Description: Unsure. + * Forward params: function(this, entityid, Float:floata) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_TakeConcussionBlast, this, entityid, Float:floata); + */ + Ham_TFC_TakeConcussionBlast, + + /** + * Description: Unsure. + * Forward params: function(this, entityid) + * Return type: None. + * Execute params: ExecuteHam(Ham_TFC_Concuss, this, entityid); + */ + Ham_TFC_Concuss, + + + /** + * Description: Unsure. + * Is only in ESF Open Beta. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_ESF_IsEnvModel, this); + */ + Ham_ESF_IsEnvModel, + + /** + * Description: Unsure. + * Is only in ESF Open Beta. + * Forward params: function(this, entityida, entityidb, Float:floata, Float:floatb, dmgbits) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_ESF_TakeDamage2, this, entityida, entityidb, Float:floata, Float:floatb, dmgbits); + */ + Ham_ESF_TakeDamage2, + + /** + * Description: Returns how many points each entity is worth. + * Forward params: function(this) + * Return type: Integer. + * Execute params: ExecuteHam(Ham_NS_GetPointValue, this); + */ + Ham_NS_GetPointValue, + + /** + * Description: Unsure. Probably awards this with the killing of idvictim. + * Forward params: function(this, idvictim) + * Return type: None. + * Execute params: ExecuteHam(Ham_NS_AwardKill, this, idvictim); + */ + Ham_NS_AwardKill, + + /** + * Description: Unsure, probably whenever an entity resets after a new round. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_NS_ResetEntity, this); + */ + Ham_NS_ResetEntity, + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_NS_UpdateOnRemove, this) + */ + Ham_NS_UpdateOnRemove, + + + /** Virtual functions added to TS in TS 3 */ + + /** + * Description: Unsure. + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_TS_GiveSlowMul, this) + */ + Ham_TS_GiveSlowMul, + + /** + * Description: Unsure. The second paramater is actually a char. + * Forward params: function(this, Float:someval, someotherval) + * Return type: None. + * Execute params: ExecuteHam(Ham_TS_GoSlow, this, Float:someval, someotherval) + */ + Ham_TS_GoSlow, + + /** + * Description: Probably returns true if the user is in slow mo. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_TS_InSlow, this) + */ + Ham_TS_InSlow, + + /** + * Description: Returns true if the entity is an objective. + * Forward params: function(this) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_TS_IsObjective, this) + */ + Ham_TS_IsObjective, + + /** + * Description: Unsure. + * Forward params: function(this, bool:someval) + * Return type: None. + * Execute params: ExecuteHam(Ham_TS_EnableObjective, this, bool:someval) + */ + Ham_TS_EnableObjective, + + /** + * Description: Probably called when the engine call to OnEntFreePrivateData is called (the entity destructor.) + * Forward params: function(this) + * Return type: None. + * Execute params: ExecuteHam(Ham_TS_OnEntFreePrivateData, this) + */ + Ham_TS_OnFreeEntPrivateData, + + /** + * Description: Probably called when the engine call to ShouldCollide is called. + * Forward params: function(this, otherEntity) + * Return type: Integer (boolean). + * Execute params: ExecuteHam(Ham_TS_ShouldCollide, this, otherEntity) + */ + Ham_TS_ShouldCollide, + + + /** + * DONT USE ME LOL + */ + HAM_LAST_ENTRY_DONT_USE_ME_LOL +}; + +enum HamError +{ + HAM_OK = 0, + + HAM_INVALID_FUNC, // The function is not valid + HAM_FUNC_NOT_CONFIGURED, // This function is not configured in hamdata.ini + + HAM_ERR_END +}; diff --git a/plugins/include/hamsandwich.inc b/plugins/include/hamsandwich.inc new file mode 100644 index 00000000..d2e90840 --- /dev/null +++ b/plugins/include/hamsandwich.inc @@ -0,0 +1,379 @@ +/** + * Ham Sandwich module include file. + * (c) 2007, The AMX Mod X Development Team + * + * - + * This program is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License as published by the + * Free Software Foundation; either version 2 of the License, or (at + * your option) any later version. + * + * This program is distributed in the hope that it will be useful, but + * WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + * + * In addition, as a special exception, the author gives permission to + * link the code of this program with the Half-Life Game Engine ("HL + * Engine") and Modified Game Libraries ("MODs") developed by Valve, + * L.L.C ("Valve"). You must obey the GNU General Public License in all + * respects for all of the code used other than the HL Engine and MODs + * from Valve. If you modify this file, you may extend this exception + * to your version of the file, but you are not obligated to do so. If + * you do not wish to do so, delete this exception statement from your + * version. + */ + +/** + * Ham Sandwich is a module that is used to hook and call virtual functions of + * entities. + * Virtual functions are mod-specific functions. This means that in order + * for this to work on a mod, it needs to be configured with the hamdata.ini + * file. + * Be very careful with parameter passing to these functions. + */ + +#if defined _hamsandwich_included + #endinput +#endif +#define _hamsandwich_included + +#include + +#if AMXX_VERSION_NUM >= 175 + #pragma reqlib hamsandwich + #if !defined AMXMODX_NOAUTOLOAD + #pragma loadlib hamsandwich + #endif +#else + #pragma library hamsandwich +#endif + +/** + * Hooks the virtual table for the specified entity class. + * An example would be: RegisterHam(Ham_TakeDamage, "player", "player_hurt"); + * Look at the Ham enum for parameter lists. + * + * @param function The function to hook. + * @param EntityClass The entity classname to hook. + * @param callback The forward to call. + * @param post Whether or not to forward this in post. + * @return Returns a handle to the forward. Use EnableHamForward/DisableHamForward to toggle the forward on or off. + */ +native HamHook:RegisterHam(Ham:function, const EntityClass[], const Callback[], Post=0); + +/** + * Hooks the virtual table for the specified entity's class. + * An example would be: RegisterHam(Ham_TakeDamage, id, "player_hurt"); + * Look at the Ham enum for parameter lists. + * Note: This will cause hooks for the entire internal class that the entity is + * not exclusively for the provided entity. + * + * @param function The function to hook. + * @param EntityId The entity classname to hook. + * @param callback The forward to call. + * @param post Whether or not to forward this in post. + * @return Returns a handle to the forward. Use EnableHamForward/DisableHamForward to toggle the forward on or off. + */ +native HamHook:RegisterHamFromEntity(Ham:function, EntityId, const Callback[], Post=0); + + +/** + * Stops a ham forward from triggering. + * Use the return value from RegisterHam as the parameter here! + * + * @param fwd The forward to stop. + */ +native DisableHamForward(HamHook:fwd); + +/** + * Starts a ham forward back up. + * Use the return value from RegisterHam as the parameter here! + * + * @param fwd The forward to re-enable. + */ +native EnableHamForward(HamHook:fwd); + +/** + * Executes the virtual function on the entity. + * Look at the Ham enum for parameter lists. + * + * @param function The function to call. + * @param id The id of the entity to execute it on. + */ +native ExecuteHam(Ham:function, this, any:...); + +/** + * Executes the virtual function on the entity, this will trigger all hooks on that function. + * Be very careful about recursion! + * Look at the Ham enum for parameter lists. + * + * @param function The function to call. + * @param id The id of the entity to execute it on. + */ +native ExecuteHamB(Ham:function, this, any:...); + +/** + * Gets the return status of the current hook. + * This is useful to determine what return natives to use. + * + * @return The current status of the hook (such as HAM_SUPERCEDE). + */ +native GetHamReturnStatus(); + +/** + * Gets the return value of a hook for hooks that return integers or booleans. + * + * @param output The variable to store the value in. + */ +native GetHamReturnInteger(&output); + +/** + * Gets the return value of a hook for hooks that return float. + * + * @param output The variable to store the value in. + */ +native GetHamReturnFloat(&Float:output); + +/** + * Gets the return value of a hook for hooks that return Vectors. + * + * @param output The variable to store the value in. + */ +native GetHamReturnVector(Float:output[3]); + +/** + * Gets the return value of a hook for hooks that return entities. + * + * @param output The variable to store the value in. Will be -1 on null. + */ +native GetHamReturnEntity(&output); + +/** + * Gets the return value of a hook for hooks that return strings. + * + * @param output The buffer to store the string in. + * @param size The string size of the buffer. + */ +native GetHamReturnString(output[], size); + +/** + * Gets the original return value of a hook for hooks that return integers or booleans. + * + * @param output The variable to store the value in. + */ +native GetOrigHamReturnInteger(&output); + +/** + * Gets the original return value of a hook for hooks that return floats. + * + * @param output The variable to store the value in. + */ +native GetOrigHamReturnFloat(&Float:output); + +/** + * Gets the original return value of a hook for hooks that return Vectors. + * + * @param output The variable to store the value in. + */ +native GetOrigHamReturnVector(Float:output[3]); + +/** + * Gets the original return value of a hook for hooks that return entities. + * + * @param output The variable to store the value in. -1 on null. + */ +native GetOrigHamReturnEntity(&output); + +/** + * Gets the original return value of a hook for hooks that return strings. + * + * @param output The buffer to store the string in. + * @param size The size of the buffer. + */ +native GetOrigHamReturnString(output[], size); + + +/** + * Sets the return value of a hook that returns an integer or boolean. + * This needs to be used in conjunction with HAM_OVERRIDE or HAM_SUPERCEDE. + * + * @param value The value to set the return to. + */ +native SetHamReturnInteger(value); + +/** + * Sets the return value of a hook that returns a float. + * This needs to be used in conjunction with HAM_OVERRIDE or HAM_SUPERCEDE. + * + * @param value The value to set the return to. + */ +native SetHamReturnFloat(Float:value); + +/** + * Sets the return value of a hook that returns a Vector. + * This needs to be used in conjunction with HAM_OVERRIDE or HAM_SUPERCEDE. + * + * @param value The value to set the return to. + */ +native SetHamReturnVector(const Float:value[3]); + +/** + * Sets the return value of a hook that returns an entity. Set to -1 for null. + * This needs to be used in conjunction with HAM_OVERRIDE or HAM_SUPERCEDE. + * + * @param value The value to set the return to. + */ +native SetHamReturnEntity(value); + +/** + * Sets the return value of a hook that returns a string. + * This needs to be used in conjunction with HAM_OVERRIDE or HAM_SUPERCEDE. + * + * @param value The value to set the return to. + */ +native SetHamReturnString(const value[]); + + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are integers. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamInteger(which, value); + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are floats. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamFloat(which, Float:value); + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are Vectors. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamVector(which, const Float:value[3]); + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are entities. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamEntity(which, value); + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are strings. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamString(which, const output[]); + +/** + * Sets a parameter on the fly of the current hook. This has no effect in post hooks. + * Use this on parameters that are trace result handles. + * + * @param which Which parameter to change. Starts at 1, and works up from the left to right. 1 is always "this". + * @param value The value to change it to. + */ +native SetHamParamTraceResult(which, tr_handle); + + +/** + * Returns whether or not the function for the specified Ham is valid. + * Things that would make it invalid would be bounds (an older module version + * may not have all of the functions), and the function not being found in + * the mod's hamdata.ini file. + * + * @param function The function to look up. + * @return true if the function is valid, false otherwise. + */ +native bool:IsHamValid(Ham:function); + +/** + * This is used to compliment fakemeta's {get,set}_pdata_{int,float,string}. + * This requires the mod to have the pev and base fields set in hamdata.ini. + * Note this dereferences memory! Improper use of this will crash the server. + * This will return an index of the corresponding cbase field in private data. + * Returns -1 on a null entry. + * + * @param id The entity to examine the private data. + * @param offset The windows offset of the data. + * @param linuxdiff The linux difference of the data. + * @return The index of the corresponding pdata field. -1 for none set. + */ +native get_pdata_cbase(id, offset, linuxdiff=5); + +/** + * This is used to compliment fakemeta's {get,set}_pdata_{int,float,string}. + * This requires the mod to have the pev and base fields set in hamdata.ini. + * This will set the corresponding cbase field in private data with the index. + * Pass -1 to null the entry. + * + * @param id The entity to examine the private data. + * @param offset The windows offset of the data. + * @param value The index to store, -1 for invalid + * @param linuxdiff The linux difference of the data. + */ +native set_pdata_cbase(id, offset, value, linuxdiff=5); + +/** + * This is similar to the get_pdata_cbase, however it does not dereference memory. + * This is many times slower than get_pdata_cbase, and this should only be used + * for testing and finding of offsets, not actual release quality plugins. + * This will return an index of the corresponding cbase field in private data. + * Returns -1 on a null entry. -2 on an invalid entry. + * + * @param id Entry to examine the private data. + * @param offset The windows offset of the data. + * @param linuxdiff The linux difference of the data. + * @return The index of the corresponding pdata field, -1 for null, -2 for invalid. + */ +native get_pdata_cbase_safe(id, offset, linuxdiff=5); + + + + +// This is the callback from the module, this handles any fatal errors. +// This will in turn call the "HamFilter(Ham:id, HamError:err, const reason[])" public, if it exists. +// Return PLUGIN_HANDLED from within the HamFilter to stop the plugin from failing. +// Any other return value will fail the plugin. +// You do not need to have a HamFilter, if there is none, all fatal errors will fail the plugin. +// Do not modify this! +public __fatal_ham_error(Ham:id, HamError:err, const reason[]) +{ + + new func=get_func_id("HamFilter", -1); + new bool:fail=true; + + if (func != -1 && callfunc_begin_i(func, -1)==1) + { + callfunc_push_int(_:id); + callfunc_push_int(_:err); + callfunc_push_str(reason, false); + if (callfunc_end()==PLUGIN_HANDLED) + { + fail=false; + } + } + if (fail) + { + set_fail_state(reason); + } + +}