/* AMX Mod X * Fun Module * * by the AMX Mod X Development Team * * This file is part of AMX Mod X. * * * 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. */ #include "fun.h" /* JGHG says: Ok this is what I use below, it may probably not be right with all natives etc but I try to maintain this style to natives. Note that this is still very much subject to change, regarding return values etc! (Ok I haven't checked all natives that they comply with this yet, this is just a model I'm working on and which I might implement soon.) static cell AMX_NATIVE_CALL nativename(AMX *amx, cell *params) // nativename(argument1, argument2); = 2 params { // Description what this native does. <--- Description what this native does // params[1] = argument1 <--- Description of each argument, so we don't have to allocate new variables and can // params[2] = argument2 <--- use the ones in params[n] directly, to save some time. // Check receiver and sender validity. <--- Check ents, maybe need to do this better and more proper later? CHECK_PLAYER(params[1]) CHECK_PLAYER(params[2]) // Get * pointer. edict_t *pPlayer = MF_GetPlayerEdict(params[1]); <--- Players require a different function than INDEXENT because of an HLSDK bug return 1 <--- If native succeeded, return 1, if the native isn't supposed to return a specific value. Note: Should be able to do: if (thenative()) and it should return false when it fails, and true when succeeds... is -1 treated as false, or is 0 a must? } */ // ######## Utils: void FUNUTIL_ResetPlayer(int index) { g_zones_toHit[index] = (1<v.takedamage = 0.0; // 0.0, the player doesn't seem to be able to get hurt. } else { // Disable godmode pPlayer->v.takedamage = 2.0; // 2.0 seems to be standard value? } return 1; } static cell AMX_NATIVE_CALL get_user_godmode(AMX *amx, cell *params) // get_user_godmode(index); = 1 param { /* Returns 1 if godmode is set. */ // params[1] = index // Check index. CHECK_PLAYER(params[1]); // Get player pointer. edict_t *pPlayer = MF_GetPlayerEdict(params[1]); int godmode = 0; if (pPlayer->v.takedamage == 0.0) { // God mode is enabled godmode = 1; } return godmode; } static cell AMX_NATIVE_CALL give_item(AMX *amx, cell *params) // native give_item(index, const item[]); = 2 params { /* Gives item to player, name of item can start * with weapon_, ammo_ and item_. This event * is announced with proper message to all players. */ // params[1] = index // params[2] = item... // Check index. CHECK_PLAYER(params[1]); // Get player pointer. edict_t *pPlayer = MF_GetPlayerEdict(params[1]); // Create item entity pointer edict_t *pItemEntity; // Make an "intstring" out of 2nd parameter int length; const char *szItem = MF_GetAmxString(amx, params[2], 1, &length); //check for valid item if (strncmp(szItem, "weapon_", 7) && strncmp(szItem, "ammo_", 5) && strncmp(szItem, "item_", 5) && strncmp(szItem, "tf_weapon_", 10) ) { return 0; } //string_t item = MAKE_STRING(szItem); string_t item = ALLOC_STRING(szItem); // Using MAKE_STRING makes "item" contents get lost when we leave this scope! ALLOC_STRING seems to allocate properly... // Create the entity, returns to pointer pItemEntity = CREATE_NAMED_ENTITY(item); if (FNullEnt(pItemEntity)) { MF_LogError(amx, AMX_ERR_NATIVE, "Item \"%s\" failed to create", szItem); return 0; } //VARS(pItemEntity)->origin = VARS(pPlayer)->origin; // nice to do VARS(ent)->origin instead of ent->v.origin? :-I //I'm not sure, normally I use macros too =P pItemEntity->v.origin = pPlayer->v.origin; pItemEntity->v.spawnflags |= SF_NORESPAWN; //SF_NORESPAWN; MDLL_Spawn(pItemEntity); int save = pItemEntity->v.solid; MDLL_Touch(pItemEntity, ENT(pPlayer)); //The problem with the original give_item was the // item was not removed. I had tried this but it // did not work. OLO's implementation is better. /* int iEnt = ENTINDEX(pItemEntity->v.owner); if (iEnt > 32 || iEnt <1 ) { MDLL_Think(pItemEntity); }*/ if (pItemEntity->v.solid == save) { REMOVE_ENTITY(pItemEntity); //the function did not fail - we're just deleting the item return -1; } return ENTINDEX(pItemEntity); } static cell AMX_NATIVE_CALL spawn(AMX *amx, cell *params) // spawn(id) = 1 param { // Spawns an entity, this can be a user/player -> spawns at spawnpoints, or created entities seems to need this as a final "kick" into the game? :-) // params[1] = entity to spawn CHECK_ENTITY(params[1]); edict_t *pEnt = GETEDICT(params[1]); MDLL_Spawn(pEnt); return 1; } static cell AMX_NATIVE_CALL set_user_health(AMX *amx, cell *params) // set_user_health(index, health); = 2 arguments { // Sets user health. If health is 0 and below, also kill... // params[1] = index // params[2] = health // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); // Kill if health too low. if (params[2] > 0) pPlayer->v.health = float(params[2]); else MDLL_ClientKill(pPlayer); return 1; } static cell AMX_NATIVE_CALL set_user_frags(AMX *amx, cell *params) // set_user_frags(index, frags); = 2 arguments { // Sets user frags. // params[1] = index // params[2] = frags // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); pPlayer->v.frags = params[2]; return 1; } static cell AMX_NATIVE_CALL set_user_armor(AMX *amx, cell *params) // set_user_armor(index, armor); = 2 arguments { // Sets user armor. // params[1] = index // params[2] = armor // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); pPlayer->v.armorvalue = params[2]; return 1; } static cell AMX_NATIVE_CALL set_user_origin(AMX *amx, cell *params) // set_user_origin(index, origin[3]); = 2 arguments { // Sets user origin. // params[1] = index // params[2] = origin // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); cell *newVectorCell = MF_GetAmxAddr(amx, params[2]); SET_SIZE(pPlayer, pPlayer->v.mins, pPlayer->v.maxs); SET_ORIGIN(pPlayer, Vector((float)newVectorCell[0], (float)newVectorCell[1], (float)newVectorCell[2])); return 1; } static cell AMX_NATIVE_CALL set_user_rendering(AMX *amx, cell *params) // set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16); = 7 arguments { // Sets user rendering. // params[1] = index // params[2] = fx // params[3] = r // params[4] = g // params[5] = b // params[6] = render // params[7] = amount // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); pPlayer->v.renderfx = params[2]; Vector newVector = Vector(float(params[3]), float(params[4]), float(params[5])); pPlayer->v.rendercolor = newVector; pPlayer->v.rendermode = params[6]; pPlayer->v.renderamt = params[7]; return 1; } static cell AMX_NATIVE_CALL set_user_maxspeed(AMX *amx, cell *params) // set_user_maxspeed(index, Float:speed = -1.0) = 2 arguments { // Sets user maxspeed. // params[1] = index // params[2] = speed (should be -1.0 if not specified) (JGHG: unspecified parameters seems to always be -1.0!) REAL fNewSpeed = amx_ctof(params[2]); // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); SETCLIENTMAXSPEED(pPlayer, fNewSpeed); pPlayer->v.maxspeed = fNewSpeed; return 1; } static cell AMX_NATIVE_CALL get_user_maxspeed(AMX *amx, cell *params) // Float:get_user_maxspeed(index) = 1 argument { // Gets user maxspeed. // params[1] = index // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); return amx_ftoc(pPlayer->v.maxspeed); } static cell AMX_NATIVE_CALL set_user_gravity(AMX *amx, cell *params) // set_user_gravity(index, Float:gravity = 1.0) = 2 arguments { // Sets user gravity. // params[1] = index // params[2] = gravity (=-1.0) // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); pPlayer->v.gravity = amx_ctof(params[2]); return 1; } static cell AMX_NATIVE_CALL get_user_gravity(AMX *amx, cell *params) // Float:get_user_gravity(index) = 1 argument { // Gets user gravity. // params[1] = index // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); return amx_ftoc(pPlayer->v.gravity); } static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_user_hitzones(index = 0, target = 0, body = 255); = 3 arguments { // Sets user hitzones. // params[1] = the one(s) who shoot(s), shooter int shooter = params[1]; if (shooter == -1) shooter = 0; // params[2] = the one getting hit int gettingHit = params[2]; if (gettingHit == -1) gettingHit = 0; // params[3] = specified hit zones int hitzones = params[3]; if (hitzones == -1) hitzones = 255; //set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0 //set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0 if (shooter == 0 && gettingHit == 0) { // set hitzones for ALL, both where people can hit and where they can _get_ hit. for (int i = 1; i <= 32; i++) { g_zones_toHit[i] = hitzones; g_zones_getHit[i] = hitzones; } } else { if (shooter == 0) { // "All" shooters, target (gettingHit) should be existing player id CHECK_PLAYER(gettingHit); // Where can gettingHit get hit by all? g_zones_getHit[gettingHit] = hitzones; } else { // "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here) g_zones_toHit[shooter] = hitzones; } } return 1; } static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments { // Gets user hitzones. // params[1] = if this is not 0, return what zones this player can hit int shooter = params[1]; // params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error? int gettingHit = params[2]; if (shooter) { CHECK_PLAYER(shooter); return g_zones_toHit[shooter]; } else { CHECK_PLAYER(gettingHit); return g_zones_getHit[gettingHit]; } } static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments { // Sets user to no clipping mode. // params[1] = index // params[2] = no clip or not... // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); if (params[2] == 1) pPlayer->v.movetype = MOVETYPE_NOCLIP; else pPlayer->v.movetype = MOVETYPE_WALK; return 1; } static cell AMX_NATIVE_CALL get_user_noclip(AMX *amx, cell *params) // get_user_noclip(index); = 1 argument { // Gets user noclip. // params[1] = index // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); return pPlayer->v.movetype == MOVETYPE_NOCLIP; } // JustinHoMi made this one originally static cell AMX_NATIVE_CALL set_user_footsteps(AMX *amx, cell *params) // set_user_footsteps(id, set = 1); = 2 params { // Gives player silent footsteps. // if set=0 it will return footsteps to normal // params[1] = index of player // params[2] = 0 = normal footstep sound, 1 = silent slippers // Check index CHECK_PLAYER(params[1]); // Fetch player pointer edict_t *pPlayer = MF_GetPlayerEdict(params[1]); if (params[2]) { pPlayer->v.flTimeStepSound = 999; g_silent[params[1]] = true; } else { pPlayer->v.flTimeStepSound = STANDARDTIMESTEPSOUND; g_silent[params[1]] = false; } return 1; } // SidLuke static cell AMX_NATIVE_CALL strip_user_weapons(AMX *amx, cell *params) { // index CHECK_PLAYER(params[1]); edict_t* pPlayer = MF_GetPlayerEdict(params[1]); string_t item = MAKE_STRING("trigger_once"); edict_t *pent = CREATE_NAMED_ENTITY( item ); if ( FNullEnt( pent ) ){ return 0; } KeyValueData pkvd; pkvd.szClassName = (char *)STRING(pent->v.classname); pkvd.szKeyName = "target"; // type pkvd.szValue = "stripper"; pkvd.fHandled = false; MDLL_KeyValue(pent, &pkvd); MDLL_Spawn(pent); item = MAKE_STRING("player_weaponstrip"); edict_t *pent2 = CREATE_NAMED_ENTITY( item ); if ( FNullEnt( pent2 ) ) { return 0; } pkvd.szClassName = (char *)STRING(pent->v.classname); pkvd.szKeyName = "targetname"; // type pkvd.szValue = "stripper"; pkvd.fHandled = false; MDLL_KeyValue(pent2, &pkvd); MDLL_Spawn(pent2); pent->v.origin = pPlayer->v.origin; MDLL_Touch(pent, pPlayer); REMOVE_ENTITY(pent); REMOVE_ENTITY(pent2); return 1; } AMX_NATIVE_INFO fun_Exports[] = { {"get_client_listen", get_client_listening}, {"set_client_listen", set_client_listening}, {"set_user_godmode", set_user_godmode}, {"get_user_godmode", get_user_godmode}, {"set_user_health", set_user_health}, {"give_item", give_item}, {"spawn", spawn}, {"set_user_frags", set_user_frags}, {"set_user_armor", set_user_armor}, {"set_user_origin", set_user_origin}, {"set_user_rendering", set_user_rendering}, {"set_user_maxspeed", set_user_maxspeed}, {"get_user_maxspeed", get_user_maxspeed}, {"set_user_gravity", set_user_gravity}, {"get_user_gravity", get_user_gravity}, {"set_user_hitzones", set_user_hitzones}, {"get_user_hitzones", get_user_hitzones}, {"set_user_noclip", set_user_noclip}, {"get_user_noclip", get_user_noclip}, {"set_user_footsteps", set_user_footsteps}, {"strip_user_weapons", strip_user_weapons}, /////////////////// <--- 19 chars max in current small version {NULL, NULL} }; /******************************************************************************************/ void PlayerPreThink(edict_t *pEntity) { if (g_silent[ENTINDEX(pEntity)]) { pEntity->v.flTimeStepSound = 999; RETURN_META(MRES_HANDLED); } RETURN_META(MRES_IGNORED); } int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress, char szRejectReason[128]) { // Reset stuff: FUNUTIL_ResetPlayer(ENTINDEX(pPlayer)); RETURN_META_VALUE(MRES_IGNORED, 0); } void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr) { TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it int hitIndex = ENTINDEX(ptr->pHit); if (hitIndex >= 1 && hitIndex <= gpGlobals->maxClients) { if ( !( g_zones_getHit[hitIndex] & (1 << ptr->iHitgroup) // can ptr->pHit get hit in ptr->iHitgroup at all? && g_zones_toHit[hitIndex] & (1 << ptr->iHitgroup) ) // can pentToSkip hit other people in that hit zone? ) { ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything) } } RETURN_META(MRES_SUPERCEDE); } void OnAmxxAttach() { MF_AddNatives(fun_Exports); // Reset stuff - hopefully this should for (int i = 1; i <= 32; i++) { // Reset all hitzones FUNUTIL_ResetPlayer(i); } } /* void ClientConnectFakeBot(int index) { FUNUTIL_ResetPlayer(index); //MF_Log("A bot connects, forwarded to fun! The bot is %d!", index); //CPlayer* player; } */