mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-27 07:15:37 +03:00
275 lines
6.5 KiB
PHP
Executable File
275 lines
6.5 KiB
PHP
Executable File
/* Engine stocks
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*
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* by the AMX Mod X Development Team
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* thanks to AssKicR, Freecode and T(+)rget
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _engine_stocks_included
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#endinput
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#endif
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#define _engine_stocks_included
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stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
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{
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new entity = create_entity("trigger_hurt")
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if (entity)
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{
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DispatchKeyValue(entity,"classname","trigger_hurt")
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new szDamage[16]
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// Takedamages only do half damage per attack (damage is damage per second, and it's triggered in 0.5 second intervals).
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// Compensate for that.
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format(szDamage,15,"%f",takedmgdamage * 2)
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DispatchKeyValue(entity,"dmg",szDamage)
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format(szDamage,15,"%i",damagetype)
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DispatchKeyValue(entity,"damagetype",szDamage)
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DispatchKeyValue(entity,"origin","8192 8192 8192")
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DispatchSpawn(entity)
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entity_set_string(entity, EV_SZ_classname, szClassname)
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fake_touch(entity,idvictim)
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remove_entity(entity)
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return 1
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}
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return 0
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}
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//wrapper for find_ent_by_class
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stock find_ent(iStart, szClassname[])
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{
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return find_ent_by_class(iStart, szClassname)
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}
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/* Changes an integer vec to a floating vec
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* This is not a for loop because that's slower
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*/
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stock IVecFVec(IVec[3], Float:FVec[3])
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{
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FVec[0] = float(IVec[0])
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FVec[1] = float(IVec[1])
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FVec[2] = float(IVec[2])
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return 1
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}
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/* Changes a float vec to an integer vec */
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stock FVecIVec(Float:FVec[3], IVec[3])
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{
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IVec[0] = floatround(FVec[0])
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IVec[1] = floatround(FVec[1])
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IVec[2] = floatround(FVec[2])
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return 1
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}
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/* Get the Button(s) user is pressing */
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stock get_user_button(id)
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return entity_get_int(id, EV_INT_button)
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stock get_user_oldbutton(id)
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return entity_get_int(id, EV_INT_oldbuttons)
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/* Get flags an entity is flagged with */
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stock get_entity_flags(ent)
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return entity_get_int(ent, EV_INT_flags)
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/* Get the distance between two entities */
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stock get_entity_distance(ent1, ent2)
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{
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new Float:orig1[3], Float:orig2[3], origin1[3], origin2[3]
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entity_get_vector(ent1, EV_VEC_origin, orig1)
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for(new a = 0; a < 3; a++)
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origin1[a] = floatround(orig1[a])
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entity_get_vector(ent2, EV_VEC_origin, orig2)
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for(new b = 0; b < 3; b++)
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origin2[b] = floatround(orig2[b])
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return get_distance(origin1, origin2)
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}
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/* Get grenade thrown by this user */
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stock get_grenade(id)
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{
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new iGrenade = find_ent_by_class(-1, "grenade")
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while(iGrenade > 0)
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{
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if(entity_get_edict(iGrenade, EV_ENT_owner) == id)
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return iGrenade
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iGrenade = find_ent_by_class(iGrenade, "grenade")
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}
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return 0
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}
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/* Get origin of a brush entity */
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stock get_brush_entity_origin(ent, Float:orig[3])
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{
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new Float:Min[3], Float:Max[3]
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entity_get_vector(ent, EV_VEC_mins, Min)
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entity_get_vector(ent, EV_VEC_maxs, Max)
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for(new a = 0; a < 3; a++)
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orig[a] = (Min[a] + Max[a]) / 2
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return orig[0] && orig[1] && orig[2]
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}
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/* Remove entity by name */
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stock remove_entity_name(eName[])
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{
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new iEntity = FindEntity(-1, eName)
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while (iEntity > 0)
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{
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remove_entity(iEntity)
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iEntity = find_ent_by_class(-1, eName)
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}
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return 1
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}
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/* Get the contents of the point a user is aiming at */
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stock ViewContents(id)
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{
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new origin[3],Float:Orig[3]
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get_user_origin( id, origin, 3 )
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for(new a = 0; a < 3; a++)
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Orig[a] = float(origin[a])
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return PointContents( Orig )
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}
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stock get_speed(ent)
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{
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new Float:Vel[3], rVel[3]
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entity_get_vector(ent, EV_VEC_velocity, Vel)
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for(new i = 0; i < 3; i++)
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rVel[i] = floatround(Vel[i])
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return sqroot(rVel[0] * rVel[0] + rVel[1] * rVel[1] + rVel[2] * rVel[2])
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}
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/* Creates a death message. */
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stock make_deathmsg(killer,victim,headshot,weapon[])
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{
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message_begin(MSG_ALL,get_user_msgid("DeathMsg"),{0,0,0},0)
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write_byte( killer )
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write_byte( victim )
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new mod_name[32]
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get_modname(mod_name,31)
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if (equal(mod_name,"cstrike") || equal(mod_name,"czero") || equal(mod_name,"csv15") || equal(mod_name,"cs13"))
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write_byte( headshot )
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write_string( weapon )
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message_end()
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return 1
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}
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/* Creates a death message. */
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stock dod_make_deathmsg(killer,victim,weaponNUM)
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{
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message_begin(MSG_ALL,get_user_msgid("DeathMsg"),{0,0,0},0)
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write_byte( killer )
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write_byte( victim )
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write_byte( weaponNUM)
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message_end()
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return 1
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}
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/* Kills a user without a message. */
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stock user_silentkill(index)
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{
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set_msg_block(get_user_msgid("DeathMsg"),BLOCK_ONCE)
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user_kill(index,1)
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return 1
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}
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/* Set endering of an entity */
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stock set_rendering(index,fx=kRenderFxNone, r=255,g=255,b=255, render=kRenderNormal,amount=16)
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{
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entity_set_int(index,EV_INT_renderfx,fx)
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new Float:RenderColor[3]
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RenderColor[0] = float(r)
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RenderColor[1] = float(g)
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RenderColor[2] = float(b)
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entity_set_vector(index,EV_VEC_rendercolor,RenderColor)
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entity_set_int(index,EV_INT_rendermode,render)
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entity_set_float(index,EV_FL_renderamt,float(amount))
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return 1
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}
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/* Set flags on an entity */
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stock set_entity_flags(ent,flag,onoff)
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{
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if ((entity_get_int(ent,EV_INT_flags)&flag) > 0)
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{
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if (onoff == 1)
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{
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return 2
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}
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else
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{
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entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)-flag)
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return 1
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}
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}
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else
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{
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if (onoff == 0)
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{
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return 2
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}
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else
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{
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entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)+flag)
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return 1
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}
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}
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return 0
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}
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/* If visible = 1, entity will be set to be visible, else invisible. */
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stock set_entity_visibility(entity, visible = 1) {
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entity_set_int(entity, EV_INT_effects, visible == 1 ? entity_get_int(entity, EV_INT_effects) & ~EF_NODRAW : entity_get_int(entity, EV_INT_effects) | EF_NODRAW)
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return 1
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}
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/* Returns 1 if entity is visible. */
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stock get_entity_visibility(entity) {
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return (entity_get_int(entity, EV_INT_effects) & EF_NODRAW)
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}
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stock set_user_velocity(entity, Float:vec[3])
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{
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return entity_set_vector(entity, EV_VEC_velocity, vec)
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}
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stock get_user_velocity(entity, Float:vec[3])
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{
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return entity_get_vector(entity, EV_VEC_velocity, vec)
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}
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/* Backwards compatible */
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
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return radius_damage(fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier)
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}
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
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return velocity_by_aim(iIndex,iVelocity,vRetValue)
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}
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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stock PointContents(Float:fCheckAt[3]) {
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return point_contents(fCheckAt);
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}
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stock set_size(index, Float:mins[3], Float:maxs[3]) {
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return entity_set_size(index,mins,maxs)
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} |