#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 */ 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: - * 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, /** * 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 };