mirror of
https://github.com/alliedmodders/amxmodx.git
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206 lines
5.4 KiB
C++
206 lines
5.4 KiB
C++
/* AMX Mod X
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*
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* by the AMX Mod X Development Team
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* originally developed by OLO
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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#include "amxmodx.h"
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#define ANGLEVECTORS_FORWARD 1
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#define ANGLEVECTORS_RIGHT 2
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#define ANGLEVECTORS_UP 3
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static cell AMX_NATIVE_CALL get_distance(AMX *amx, cell *params)
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{
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cell *cpVec1 = get_amxaddr(amx, params[1]);
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cell *cpVec2 = get_amxaddr(amx, params[2]);
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Vector vec1 = Vector((float)cpVec1[0], (float)cpVec1[1], (float)cpVec1[2]);
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Vector vec2 = Vector((float)cpVec2[0], (float)cpVec2[1], (float)cpVec2[2]);
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int iDist = (int)((vec1 - vec2).Length());
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return iDist;
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}
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static cell AMX_NATIVE_CALL get_distance_f(AMX *amx, cell *params)
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{
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cell *cpVec1 = get_amxaddr(amx, params[1]);
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cell *cpVec2 = get_amxaddr(amx, params[2]);
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Vector vec1 = Vector((float)amx_ctof(cpVec1[0]), (float)amx_ctof(cpVec1[1]), (float)amx_ctof(cpVec1[2]));
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Vector vec2 = Vector((float)amx_ctof(cpVec2[0]), (float)amx_ctof(cpVec2[1]), (float)amx_ctof(cpVec2[2]));
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REAL fDist = (REAL) (vec1 - vec2).Length();
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return amx_ftoc(fDist);
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}
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static cell AMX_NATIVE_CALL VelocityByAim(AMX *amx, cell *params)
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{
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int iEnt = params[1];
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int iVelocity = params[2];
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cell *vRet = get_amxaddr(amx, params[3]);
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Vector vVector = Vector(0, 0, 0);
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edict_t *pEnt = NULL;
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if (iEnt < 0 || iEnt > gpGlobals->maxEntities)
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{
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LogError(amx, AMX_ERR_NATIVE, "Entity out of range (%d)", iEnt);
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return 0;
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}
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else
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{
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if (iEnt > 0 && iEnt <= gpGlobals->maxClients)
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{
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if (!GET_PLAYER_POINTER_I(iEnt)->ingame)
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{
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LogError(amx, AMX_ERR_NATIVE, "Invalid player %d (not ingame)", iEnt);
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return 0;
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}
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pEnt = GET_PLAYER_POINTER_I(iEnt)->pEdict;
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} else {
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pEnt = INDEXENT(iEnt);
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}
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}
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if (!pEnt)
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{
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LogError(amx, AMX_ERR_NATIVE, "Invalid entity %d (nullent)", iEnt);
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return 0;
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}
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MAKE_VECTORS(pEnt->v.v_angle);
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vVector = gpGlobals->v_forward * iVelocity;
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vRet[0] = FloatToCell(vVector.x);
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vRet[1] = FloatToCell(vVector.y);
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vRet[2] = FloatToCell(vVector.z);
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return 1;
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}
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static cell AMX_NATIVE_CALL vector_to_angle(AMX *amx, cell *params)
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{
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cell *cAddr = get_amxaddr(amx, params[1]);
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REAL fX = amx_ctof(cAddr[0]);
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REAL fY = amx_ctof(cAddr[1]);
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REAL fZ = amx_ctof(cAddr[2]);
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Vector vVector = Vector(fX, fY, fZ);
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Vector vAngle = Vector(0, 0, 0);
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VEC_TO_ANGLES(vVector, vAngle);
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cell *vRet = get_amxaddr(amx, params[2]);
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vRet[0] = FloatToCell(vAngle.x);
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vRet[1] = FloatToCell(vAngle.y);
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vRet[2] = FloatToCell(vAngle.z);
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return 1;
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}
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static cell AMX_NATIVE_CALL angle_vector(AMX *amx, cell *params)
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{
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Vector v_angles, v_forward, v_right, v_up, v_return;
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cell *vCell = get_amxaddr(amx, params[1]);
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v_angles.x = amx_ctof(vCell[0]);
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v_angles.y = amx_ctof(vCell[1]);
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v_angles.z = amx_ctof(vCell[2]);
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g_engfuncs.pfnAngleVectors(v_angles, v_forward, v_right, v_up);
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switch (params[2])
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{
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case ANGLEVECTORS_FORWARD:
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v_return = v_forward;
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break;
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case ANGLEVECTORS_RIGHT:
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v_return = v_right;
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break;
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case ANGLEVECTORS_UP:
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v_return = v_up;
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break;
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}
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vCell = get_amxaddr(amx, params[3]);
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vCell[0] = FloatToCell(v_return.x);
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vCell[1] = FloatToCell(v_return.y);
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vCell[2] = FloatToCell(v_return.z);
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return 1;
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}
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static cell AMX_NATIVE_CALL vector_length(AMX *amx, cell *params)
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{
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cell *cAddr = get_amxaddr(amx, params[1]);
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REAL fX = amx_ctof(cAddr[0]);
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REAL fY = amx_ctof(cAddr[1]);
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REAL fZ = amx_ctof(cAddr[2]);
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Vector vVector = Vector(fX, fY, fZ);
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REAL fLength = vVector.Length();
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return amx_ftoc(fLength);
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}
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static cell AMX_NATIVE_CALL vector_distance(AMX *amx, cell *params)
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{
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cell *cAddr = get_amxaddr(amx, params[1]);
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cell *cAddr2 = get_amxaddr(amx, params[2]);
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REAL fX = amx_ctof(cAddr[0]);
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REAL fY = amx_ctof(cAddr[1]);
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REAL fZ = amx_ctof(cAddr[2]);
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REAL fX2 = amx_ctof(cAddr2[0]);
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REAL fY2 = amx_ctof(cAddr2[1]);
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REAL fZ2 = amx_ctof(cAddr2[2]);
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Vector vVector = Vector(fX, fY, fZ);
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Vector vVector2 = Vector(fX2, fY2, fZ2);
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REAL fLength = (vVector - vVector2).Length();
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return amx_ftoc(fLength);
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}
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AMX_NATIVE_INFO vector_Natives[] = {
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{"get_distance", get_distance},
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{"get_distance_f", get_distance_f},
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{"velocity_by_aim", VelocityByAim},
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{"vector_to_angle", vector_to_angle},
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{"angle_vector", angle_vector},
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{"vector_length", vector_length},
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{"vector_distance", vector_distance},
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{NULL, NULL},
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};
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