#include "fakemeta_amxx.h" // originally by mahnsawce static cell AMX_NATIVE_CALL amx_pev(AMX *amx,cell *params) { int index=params[1]; if (index >= 1 && index <= 32) { if (!MF_IsPlayerIngame(index)) { MF_RaiseAmxError(amx, AMX_ERR_NATIVE); return 0; } } else { if (index > gpGlobals->maxEntities) { MF_RaiseAmxError(amx, AMX_ERR_NATIVE); return 0; } } edict_t *pPlayer = INDEXENT(index); int returntype = *params/sizeof(cell); int valuetype=0; int iReturn=0; float fReturn=0; Vector vReturn=Vector(0,0,0); byte bReturn[4]={0,0,0,0}; int iSwitch = params[2]; if (iSwitch > pev_int_start && iSwitch < pev_int_end) valuetype=VALUETYPE_INT; else if (iSwitch > pev_float_start && iSwitch < pev_float_end) valuetype=VALUETYPE_FLOAT; else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end) valuetype=VALUETYPE_VECTOR; else if (iSwitch > pev_byte_start && iSwitch < pev_byte_end) valuetype=VALUETYPE_BYTE; else if (iSwitch > pev_string_start && iSwitch < pev_string_end) valuetype=VALUETYPE_STRING; if (iSwitch > pev_int_start && iSwitch < pev_int_end) { valuetype=VALUETYPE_INT; switch(iSwitch) { case fixangle: iReturn = pPlayer->v.fixangle; break; case modelindex: iReturn = pPlayer->v.modelindex; break; case viewmodel: iReturn = pPlayer->v.viewmodel; break; case weaponmodel: iReturn = pPlayer->v.weaponmodel; break; case movetype: iReturn = pPlayer->v.movetype; break; case solid: iReturn = pPlayer->v.solid; break; case skin: iReturn = pPlayer->v.skin; break; case body: iReturn = pPlayer->v.body; break; case effects: iReturn = pPlayer->v.effects; break; case light_level: iReturn = pPlayer->v.light_level; break; case sequence: iReturn = pPlayer->v.sequence; break; case gaitsequence: iReturn = pPlayer->v.gaitsequence; break; case rendermode: iReturn = pPlayer->v.rendermode; break; case renderfx: iReturn = pPlayer->v.renderfx; break; case weapons: iReturn = pPlayer->v.weapons; break; case deadflag: iReturn = pPlayer->v.deadflag; break; case button: iReturn = pPlayer->v.button; break; case impulse: iReturn = pPlayer->v.impulse; break; case spawnflags: iReturn = pPlayer->v.spawnflags; break; case flags: iReturn = pPlayer->v.flags; break; case colormap: iReturn = pPlayer->v.colormap; break; case team: iReturn = pPlayer->v.team; break; case waterlevel: iReturn = pPlayer->v.waterlevel; break; case watertype: iReturn = pPlayer->v.watertype; break; case playerclass: iReturn = pPlayer->v.playerclass; break; case weaponanim: iReturn = pPlayer->v.weaponanim; break; case pushmsec: iReturn = pPlayer->v.pushmsec; break; case bInDuck: iReturn = pPlayer->v.bInDuck; break; case flTimeStepSound: iReturn = pPlayer->v.flTimeStepSound; break; case flSwimTime: iReturn = pPlayer->v.flSwimTime; break; case flDuckTime: iReturn = pPlayer->v.flDuckTime; break; case iStepLeft: iReturn = pPlayer->v.iStepLeft; break; case gamestate: iReturn = pPlayer->v.gamestate; break; case oldbuttons: iReturn = pPlayer->v.oldbuttons; break; case groupinfo: iReturn = pPlayer->v.groupinfo; break; case iuser1: iReturn = pPlayer->v.iuser1; break; case iuser2: iReturn = pPlayer->v.iuser2; break; case iuser3: iReturn = pPlayer->v.iuser3; break; case iuser4: iReturn = pPlayer->v.iuser4; break; default: return 0; } } else if (iSwitch > pev_float_start && iSwitch < pev_float_end) { valuetype=VALUETYPE_FLOAT; switch(iSwitch) { case impacttime: fReturn = pPlayer->v.impacttime; break; case starttime: fReturn = pPlayer->v.starttime; break; case idealpitch: fReturn = pPlayer->v.idealpitch; break; case pitch_speed: fReturn = pPlayer->v.pitch_speed; break; case yaw_speed: fReturn = pPlayer->v.yaw_speed; break; case ltime: fReturn = pPlayer->v.ltime; break; case nextthink: fReturn = pPlayer->v.nextthink; break; case gravity: fReturn = pPlayer->v.gravity; break; case friction: fReturn = pPlayer->v.friction; break; case frame: fReturn = pPlayer->v.frame; break; case animtime: fReturn = pPlayer->v.animtime; break; case framerate: fReturn = pPlayer->v.framerate; break; case scale: fReturn = pPlayer->v.scale; break; case renderamt: fReturn = pPlayer->v.renderamt; break; case health: fReturn = pPlayer->v.health; break; case frags: fReturn = pPlayer->v.frags; break; case takedamage: fReturn = pPlayer->v.takedamage; break; case max_health: fReturn = pPlayer->v.max_health; break; case teleport_time: fReturn = pPlayer->v.teleport_time; break; case armortype: fReturn = pPlayer->v.armortype; break; case armorvalue: fReturn = pPlayer->v.armorvalue; break; case dmg_take: fReturn = pPlayer->v.dmg_take; break; case dmg_save: fReturn = pPlayer->v.dmg_save; break; case dmg: fReturn = pPlayer->v.dmg; break; case dmgtime: fReturn = pPlayer->v.dmgtime; break; case speed: fReturn = pPlayer->v.speed; break; case air_finished: fReturn = pPlayer->v.air_finished; break; case pain_finished: fReturn = pPlayer->v.pain_finished; break; case radsuit_finished: fReturn = pPlayer->v.radsuit_finished; break; case maxspeed: fReturn = pPlayer->v.maxspeed; break; case fov: fReturn = pPlayer->v.fov; break; case flFallVelocity: fReturn = pPlayer->v.flFallVelocity; break; case fuser1: fReturn = pPlayer->v.fuser1; break; case fuser2: fReturn = pPlayer->v.fuser2; break; case fuser3: fReturn = pPlayer->v.fuser3; break; case fuser4: fReturn = pPlayer->v.fuser4; break; default: return 0; break; } } else if (iSwitch > pev_string_start && iSwitch < pev_string_end) { valuetype=VALUETYPE_STRING; switch (iSwitch) { case classname: iReturn = pPlayer->v.classname; break; case globalname: iReturn = pPlayer->v.globalname; break; case model: iReturn = pPlayer->v.model; break; case target: iReturn = pPlayer->v.target; break; case targetname: iReturn = pPlayer->v.targetname; break; case netname: iReturn = pPlayer->v.netname; break; case message: iReturn = pPlayer->v.message; break; case noise: iReturn = pPlayer->v.noise; break; case noise1: iReturn = pPlayer->v.noise1; break; case noise2: iReturn = pPlayer->v.noise2; break; case noise3: iReturn = pPlayer->v.noise3; break; default: return 0; } } else if (iSwitch > pev_edict_start && iSwitch < pev_edict_end) { valuetype=VALUETYPE_EDICT; switch (iSwitch) { case chain: iReturn = ENTINDEX(pPlayer->v.chain); break; case dmg_inflictor: iReturn = ENTINDEX(pPlayer->v.dmg_inflictor); break; case enemy: iReturn = ENTINDEX(pPlayer->v.enemy); break; case aiment: iReturn = ENTINDEX(pPlayer->v.aiment); break; case owner: iReturn = ENTINDEX(pPlayer->v.owner); break; case groundentity: iReturn = ENTINDEX(pPlayer->v.groundentity); break; case euser1: iReturn = ENTINDEX(pPlayer->v.euser1); break; case euser2: iReturn = ENTINDEX(pPlayer->v.euser2); break; case euser3: iReturn = ENTINDEX(pPlayer->v.euser3); break; case euser4: iReturn = ENTINDEX(pPlayer->v.euser4); break; default: return 0; } } else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end) { valuetype=VALUETYPE_VECTOR; switch(iSwitch) { case origin: vReturn = pPlayer->v.origin; break; case oldorigin: vReturn = pPlayer->v.oldorigin; break; case velocity: vReturn = pPlayer->v.velocity; break; case basevelocity: vReturn = pPlayer->v.basevelocity; break; case movedir: vReturn = pPlayer->v.movedir; break; case angles: vReturn = pPlayer->v.angles; break; case avelocity: vReturn = pPlayer->v.avelocity; break; case v_angle: vReturn = pPlayer->v.v_angle; break; case endpos: vReturn = pPlayer->v.endpos; break; case startpos: vReturn = pPlayer->v.startpos; break; case absmin: vReturn = pPlayer->v.absmin; break; case absmax: vReturn = pPlayer->v.absmax; break; case mins: vReturn = pPlayer->v.mins; break; case maxs: vReturn = pPlayer->v.maxs; break; case size: vReturn = pPlayer->v.size; break; case rendercolor: vReturn = pPlayer->v.rendercolor; break; case view_ofs: vReturn = pPlayer->v.view_ofs; break; case vuser1: vReturn = pPlayer->v.vuser1; break; case vuser2: vReturn = pPlayer->v.vuser2; break; case vuser3: vReturn = pPlayer->v.vuser3; break; case vuser4: vReturn = pPlayer->v.vuser4; break; default: return 0; } } else if ((iSwitch > pev_byte_start && iSwitch < pev_byte_end) || (iSwitch > pev_bytearray_start && iSwitch < pev_bytearray_end)) { if (iSwitch > pev_byte_start && iSwitch < pev_byte_end) valuetype=VALUETYPE_INT; else valuetype=VALUETYPE_BYTE; switch(iSwitch) { case controller: { bReturn[0] = pPlayer->v.controller[0]; bReturn[1] = pPlayer->v.controller[1]; bReturn[2] = pPlayer->v.controller[2]; bReturn[3] = pPlayer->v.controller[3]; break; } case controller_0: iReturn = pPlayer->v.controller[0]; break; case controller_1: iReturn = pPlayer->v.controller[1]; break; case controller_2: iReturn = pPlayer->v.controller[2]; break; case controller_3: iReturn = pPlayer->v.controller[3]; break; case blending: { bReturn[0] = pPlayer->v.blending[0]; bReturn[1] = pPlayer->v.blending[1]; bReturn[2]=0; bReturn[3]=0; break; } case blending_0: iReturn = pPlayer->v.blending[0]; break; case blending_1: iReturn = pPlayer->v.blending[1]; break; default: return 0; } } if (returntype == RETURNTYPE_INT) { // We are only returning an integer here. // If the returned value is a string, return make_string value. // If the returned value is a float, round it down. // If the returned value is int, just return it. // Otherwise, print a warning. if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_EDICT) { return iReturn; } else if (valuetype == VALUETYPE_FLOAT) { return (int)fReturn; } MF_Log("Invalid return valuetype for pev()."); MF_RaiseAmxError(amx, AMX_ERR_NATIVE); return 0; } else if (returntype == RETURNTYPE_FLOAT) { // We are setting a variable as a float here. // If it's a float, just set it. // If it's an integer, convert and set it. // Otherwise, return an error. if (valuetype == VALUETYPE_INT) { float fTemp = (float)iReturn; cell *cRet = MF_GetAmxAddr(amx,params[3]); *cRet = amx_ftoc(fTemp); return 1; } else if (valuetype == VALUETYPE_FLOAT) { cell *cRet = MF_GetAmxAddr(amx,params[3]); *cRet = amx_ftoc(fReturn); return 1; } else if (valuetype == VALUETYPE_VECTOR) { cell *cRet = MF_GetAmxAddr(amx,params[3]); cRet[0] = amx_ftoc(vReturn.x); cRet[1] = amx_ftoc(vReturn.y); cRet[2] = amx_ftoc(vReturn.z); return 1; } else if (valuetype == VALUETYPE_BYTE) { cell *cRet = MF_GetAmxAddr(amx,params[3]); if (iSwitch == blending) { // Only 2 for blending. cRet[0]=bReturn[0]; cRet[1]=bReturn[1]; return 1; } else { // There's 4 for controller. cRet[0]=bReturn[0]; cRet[1]=bReturn[1]; cRet[2]=bReturn[2]; cRet[3]=bReturn[3]; return 1; } } MF_Log("Invalid return valuetype for pev()."); MF_RaiseAmxError(amx, AMX_ERR_NATIVE); } else if (returntype == RETURNTYPE_STRING) { // Here is a string value that was requested. // If the returned value is an integer or float, then sprintf() it to string. // If the returned is a string, then string() it. if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_STRING || valuetype == VALUETYPE_EDICT) { if (valuetype == VALUETYPE_STRING) { MF_SetAmxString(amx, params[3], STRING(iReturn), params[4]); return 1; } else { char blah[64]; sprintf(blah,"%i",iReturn); MF_SetAmxString(amx, params[3], blah, params[4]); return 1; } } if (valuetype == VALUETYPE_FLOAT) { char blah[64]; sprintf(blah,"%f",fReturn); MF_SetAmxString(amx, params[3], blah, params[4]); return 1; } if (valuetype == VALUETYPE_VECTOR) { char blah[256]; sprintf(blah,"%f %f %f",vReturn.x,vReturn.y,vReturn.z); MF_SetAmxString(amx, params[3], blah, params[4]); return 1; } if (valuetype == VALUETYPE_BYTE) { if (iSwitch == controller) { char blah[128]; sprintf(blah,"%i %i",bReturn[0],bReturn[1]); MF_SetAmxString(amx,params[3],blah,params[4]); return 1; } else { char blah[256]; sprintf(blah,"%i %i %i %i",bReturn[0],bReturn[1],bReturn[2],bReturn[3]); MF_SetAmxString(amx,params[3],blah,params[4]); return 1; } } MF_Log("Invalid return valuetype for pev()."); MF_RaiseAmxError(amx, AMX_ERR_NATIVE); } return 0; }