mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 06:15:37 +03:00
184 lines
4.5 KiB
C++
184 lines
4.5 KiB
C++
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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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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