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ed19c53552
1) New hookable GameDLL func: CreateBaseline 2) New hookable Engine func: CreateInstancedBaseline 3) New GameDLL func that can be called via dllfunc: CreateBaseline 4) New GameDLL func that can be called via engfunc: CreateInstancedBaseline
68 lines
3.5 KiB
C
Executable File
68 lines
3.5 KiB
C
Executable File
#ifndef _INCLUDE_DLLFUNC_H
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#define _INCLUDE_DLLFUNC_H
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enum
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{
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DLLFunc_GameInit, // void ) ( void );
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DLLFunc_Spawn, // int ) (edict_t *pent);
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DLLFunc_Think, // void ) (edict_t *pent);
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DLLFunc_Use, // void ) (edict_t *pentUsed, edict_t *pentOther);
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DLLFunc_Touch, // void ) (edict_t *pentTouched, edict_t *pentOther);
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DLLFunc_Blocked, // void ) (edict_t *pentBlocked, edict_t *pentOther);
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//You can pass in 0 for glb kvd handle or a kvd handle here
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DLLFunc_KeyValue, // void ) (edict_t *pentKeyvalue, KeyValueData *pkvd);
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DLLFunc_SetAbsBox, // void ) (edict_t *pent);
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DLLFunc_ClientConnect, // bool ) (edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
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DLLFunc_ClientDisconnect, // void ) (edict_t *pEntity);
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DLLFunc_ClientKill, // void ) (edict_t *pEntity);
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DLLFunc_ClientPutInServer, // void ) (edict_t *pEntity);
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DLLFunc_ClientCommand, // void ) (edict_t *pEntity);
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DLLFunc_ServerDeactivate, // void ) ( void );
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DLLFunc_PlayerPreThink, // void ) (edict_t *pEntity);
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DLLFunc_PlayerPostThink, // void ) (edict_t *pEntity);
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DLLFunc_StartFrame, // void ) ( void );
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DLLFunc_ParmsNewLevel, // void ) ( void );
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DLLFunc_ParmsChangeLevel, // void ) ( void );
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// Returns string describing current .dll. E.g., TeamFotrress 2, Half-Life
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// This also gets called when the server is queried for information (for example, by a server browser tool)
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DLLFunc_GetGameDescription, // const char *) ( void );
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// Spectator funcs
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DLLFunc_SpectatorConnect, // void ) (edict_t *pEntity);
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DLLFunc_SpectatorDisconnect, // void ) (edict_t *pEntity);
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DLLFunc_SpectatorThink, // void ) (edict_t *pEntity);
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// Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint.
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DLLFunc_Sys_Error, // void ) (const char *error_string);
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DLLFunc_PM_FindTextureType, // char ) (char *name);
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DLLFunc_RegisterEncoders, // void ) ( void );
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// Enumerates player hulls. Returns 0 if the hull number doesn't exist, 1 otherwise
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DLLFunc_GetHullBounds, // int ) (int hullnumber, float *mins, float *maxs);
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// Create baselines for certain "unplaced" items.
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DLLFunc_CreateInstancedBaselines, // void ) ( void );
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DLLFunc_pfnAllowLagCompensation, // int ) ( void );
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// I know this does not fit with DLLFUNC(), but I don't want another native just for it.
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MetaFunc_CallGameEntity, // bool ) (plid_t plid, const char *entStr,entvars_t *pev);
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DLLFunc_ClientUserInfoChanged, // void ) (idplayer)
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// You can pass in 0 for global client data handle or another client data handle here
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DLLFunc_UpdateClientData, // void ) (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd);
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// You can pass in 0 for global entity state handle or another entity state handle here
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DLLFunc_AddToFullPack, // int ) (struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet);
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// You can pass in 0 for global usercmd handle or another usercmd handle here
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DLLFunc_CmdStart, // void ) (const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed);
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DLLFunc_CmdEnd, // void ) (const edict_t *player);
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DLLFunc_CreateBaseline // void ) (int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs);
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};
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#endif //_INCLUDE_DLLFUNC_H
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