amxmodx/plugins/include/ham_const.inc

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SQL

#if defined _ham_const_included
#endinput
#endif
#define _ham_const_included
/**
* Ham return types.
* -
* Return these from hooks to disable calling the target function.
* Numbers match up with fakemeta's FMRES_* for clarity. They are interchangable.
* 0 (or no return) is also interpretted as HAM_IGNORED.
*/
#define HAM_IGNORED 1 /**< Calls target function, returns normal value */
#define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */
#define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */
#define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */
/**
* A few notes about all of the following functions:
* - Not all functions will do as you expect on all mods.
* If a function does not do what you would believe it should
* DO NOT file a bug report, you will be ignored.
*
* - Passing invalid parameters has potential to crash the server
* So be careful, and adequately test!
*
* - All functions take (and pass) a "this" index as the first param.
* This is the entity from which the function is being executed on.
*
* - All functions and forwards (eg: {Register,Execute}Ham[B]) require
* the mod to have the pev and base keys in addition to the function
* keys for the corresponding mod/operating system in hamdata.ini
*
* - Some functions that return booleans may need to be logically ANDed
* to get the results desired. e.g: if (ExecuteHam(Ham_TS_IsObjective, this) & 0x0000FFFF != 0) { // true.. }
* because the module will return the full integer value.
*/
enum Ham
{
/**
* Description: This is typically called whenever an entity is created.
* It is the virtual equivilent of spawn from the engine.
* Some mods call this on player spawns too.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Spawn, this);
*/
Ham_Spawn = 0,
/**
* Description: This is typically called on map change.
* This will typically precache all assets required by the entity.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Precache, this);
*/
Ham_Precache,
/**
* Description: Typically this is similar to an engine keyvalue call.
* Use the kvd natives from fakemeta to handle the kvd_handle passed.
* NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead!
* Forward params: function(this, kvd_handle);
* Return type: None.
* Execute params: ExecuteHam(Ham_Keyvalue, this, kvd_handle);
*/
Ham_Keyvalue,
/**
* Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc)
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_ObjectCaps, this);
*/
Ham_ObjectCaps,
/**
* Description: Usually called to activate some objects.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Activate, this);
*/
Ham_Activate,
/**
* Description: Usually called after the engine call with the same name.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this);
*/
Ham_SetObjectCollisionBox,
/**
* Description: Returns an integer number that corresponds with what type of entity this is.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Classify, this);
*/
Ham_Classify,
/**
* Description: Typically called when an entity dies to notify any children entities about the death.
* Forward params: function(this, idchild)
* Return type: None.
* Execute params: ExecuteHam(Ham_DeathNotice, this, idchild)
*/
Ham_DeathNotice,
/**
* Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.
* Use the get/set tr2 natives in fakemeta to handle the traceresult data.
* Do not use a handle of 0 as a traceresult in execution, use create_tr2() from Fakemeta
* to pass a custom handle instead. (Don't forget to free the handle when you're done.)
* Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)
* Return type: None.
* Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);
*/
Ham_TraceAttack,
/**
* Description: Usually called whenever an entity takes any kind of damage.
* Inflictor is the entity that caused the damage (such as a gun).
* Attacker is the entity that tirggered the damage (such as the gun's owner).
* Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);
*/
Ham_TakeDamage,
/**
* Description: Usually called whenever an entity gets a form of a heal.
* Forward params: function(this, Float:health, damagebits);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);
*/
Ham_TakeHealth,
/**
* Description: Normally called whenever an entity dies.
* Forward params: function(this, idattacker, shouldgib)
* Return type: None.
* Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib);
*/
Ham_Killed,
/**
* Description: Normally returns the blood color of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_BloodColor, this)
*/
Ham_BloodColor,
/**
* Description: Traces where blood should appear.
* Forward params: function(this, Float:Damage, Float:Direction[3], trace_handle, damagebits);
* Return type: None.
* Execute params: ExecuteHam(Ham_TraceBleed, this, Float:damage, Float:direction[3], trace_handle, damagebits);
*/
Ham_TraceBleed,
/**
* Description: Returns whether an entity is activated.
* Forward params: function(this, idActivator);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_IsTriggered, this, idActivator);
*/
Ham_IsTriggered,
/**
* Description: Returns the id of the entity if its class is derived off of CBaseMonster, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute params: ExecuteHam(Ham_MyMonsterPointer, this);
*/
Ham_MyMonsterPointer,
/**
* Description: Returns the id of the entity if its class is derived off of CBaseSquadMonster, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute params: ExecuteHam(Ham_MySquadMonsterPointer, this);
*/
Ham_MySquadMonsterPointer,
/**
* Description: Returns the toggle state of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_GetToggleState, this);
*/
Ham_GetToggleState,
/**
* Description: Typically adds points to the entity.
* Forward params: function(this, points, bool:cangonegative);
* Return type: None.
* Execute params: ExecuteHam(Ham_AddPoints, this, points, bool:cangonegative);
*/
Ham_AddPoints,
/**
* Description: Typically adds points to everybody on the entity's team.
* Forward params: function(this, points, bool:cangonegative);
* Return type: None.
* Execute params: ExecuteHam(Ham_AddPointsToTeam, this, points, bool:cangonegative);
*/
Ham_AddPointsToTeam,
/**
* Description: Adds an item to the player's inventory.
* Forward params: function(this, idother);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_AddPlayerItem, this, idother);
*/
Ham_AddPlayerItem,
/**
* Description: Removes an item to the player's inventory.
* Forward params: function(this, idother);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_RemovePlayerItem, this, idother);
*/
Ham_RemovePlayerItem,
/**
* Description: Gives ammo to the entity.
* Forward params: function(this, Amount, const Name[], Max)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_GiveAmmo, this, amount, "type", max);
*/
Ham_GiveAmmo,
/**
* Description: Unsure, I believe this is the delay between activation for an entity.
* Forward params: function(this)
* Return type: Float.
* Execute params: ExecuteHam(Ham_GetDelay, this, Float:output)
*/
Ham_GetDelay,
/**
* Description: Whether or not the entity is moving.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_IsMoving, this);
*/
Ham_IsMoving,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_OverrideReset, this)
*/
Ham_OverrideReset,
/**
* Description: Returns the damage decal of the entity for the damage type.
* Forward params: function(this, damagebits)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_DamageDecal, this);
*/
Ham_DamageDecal,
/**
* Description: Sets the toggle state of the entity.
* Forward params: function(this, state)
* Return type: None.
* Execute params: ExecuteHam(Ham_SetToggleState, this, state);
*/
Ham_SetToggleState,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_StartSneaking, this);
*/
Ham_StartSneaking,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_StopSneaking, this);
*/
Ham_StopSneaking,
/**
* Description: Not entirely sure.
* Forward params: function(this, idOn)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_OnControls, this, idOn);
*/
Ham_OnControls,
/**
* Description: Whether or not the entity is sneaking.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsSneaking, this);
*/
Ham_IsSneaking,
/**
* Description: Whether or not the entity is alive.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsAlive, this);
*/
Ham_IsAlive,
/**
* Description: Whether or not the entity uses a BSP model.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsBSPModel, this);
*/
Ham_IsBSPModel,
/**
* Description: Whether or not the entity can reflect gauss shots..
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ReflectGauss, this);
*/
Ham_ReflectGauss,
/**
* Description: Whether or not the target is the same as the one passed.
* Note the strindex parameter is a string passed that has been allocated by the engine.
* Use fakemeta's EngFunc_SzFromIndex to convert to a normal string, or fakemeta's
* EngFunc_AllocString to create a new string.
* Forward params: function(this, strindex).
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_HasTarget, this, strindex);
*/
Ham_HasTarget,
/**
* Description: Whether or not the entity is in the world.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsInWorld, this);
*/
Ham_IsInWorld,
/**
* Description: Whether or not the entity is a player.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsPlayer, this);
*/
Ham_IsPlayer,
/**
* Description: Whether or not the entity is a net client.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsNetClient, this);
*/
Ham_IsNetClient,
/**
* Description: Get the entity's team id.
* Forward params: function(this);
* Return type: String (string length returned and string byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_TeamId, this, buffer[], size);
*/
Ham_TeamId,
/**
* Description: Returns the next target of this.
* Forward params: function(this);
* Return type: Entity.
* Execute params: ExecuteHam(Ham_GetNextTarget, this);
*/
Ham_GetNextTarget,
/**
* Description: Called whenever an entity thinks.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Think, this);
*/
Ham_Think,
/**
* Description: Called whenever two entities touch.
* Forward params: function(this, idother);
* Return type: None.
* Execute params: ExecuteHam(Ham_Touch, this, idother);
*/
Ham_Touch,
/**
* Description: Called whenver one entity uses another.
* Forward params: function(this, idcaller, idactivator, use_type, Float:value)
* Return type: None.
* Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);
*/
Ham_Use,
/**
* Description: Normally called whenever one entity blocks another from moving.
* Forward params: function(this, idother);
* Return type: None.
* Execute params: ExecuteHam(Ham_Blocked, this, idother);
*/
Ham_Blocked,
/**
* Description: Normally called when a map-based item respawns, such as a health kit or something.
* Forward params: function(this);
* Return type: Entity.
* Execute params: ExecuteHam(Ham_Respawn, this);
*/
Ham_Respawn,
/**
* Description: Used in Half-Life to update a monster's owner.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_UpdateOwner, this);
*/
Ham_UpdateOwner,
/**
* Description: Normally called whenever a barnacle grabs the entity.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_FBecomeProne, this);
*/
Ham_FBecomeProne,
/**
* Description: Returns the center of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in Execute).
* Execute params: ExecuteHam(Ham_Center, this, Float:output[3]);
*/
Ham_Center,
/**
* Description: Returns the eye position of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in Execute).
* Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]);
*/
Ham_EyePosition,
/**
* Description: Returns the ear position of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in Execute).
* Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]);
*/
Ham_EarPosition,
/**
* Description: Position to shoot at.
* Forward params: function(this, Float:srcvector[3]);
* Return type: Vector (byref'd in Execute).
* Execute params: ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3])
*/
Ham_BodyTarget,
/**
* Description: Returns the illumination of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Illumination, this);
*/
Ham_Illumination,
/**
* Description: Unsure, I assume it is whether or not the other entity is visible to this entity.
* Forward params: function(this, idOther);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FVisible, this, idOther);
*/
Ham_FVisible,
/**
* Description: Unsure, I assume it is whether or not the target vector is visible to this entity.
* Forward params: function(this, const Float:origin[3]);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FVecVisible, this, const Float:origin[3]);
*/
Ham_FVecVisible,
/**
* Players have all the attributes of normal entities, in addition to these.
*/
/**
* Description: Typically called every frame when a player has jump held.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_Jump, this);
*/
Ham_Player_Jump,
/**
* Description: Typically called every frame when a player has duck held.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_Duck, this);
*/
Ham_Player_Duck,
/**
* Description: Typically called every frame during PlayerPreThink engine call.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_PreThink, this);
*/
Ham_Player_PreThink,
/**
* Description: Typically called every frame during PlayerPostThink engine call.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_PostThink, this);
*/
Ham_Player_PostThink,
/**
* Description: Returns a vector that tells the gun position.
* Forward params: function(this)
* Return type: Vector, byreffed in execute.
* Execute params: ExecuteHam(Ham_Player_GetGunPosition, this, Float:output[3]);
*/
Ham_Player_GetGunPosition,
/**
* Description: Whether or not the player should fade on death.
* Forward param: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Player_ShouldFadeOnDeath, this);
*/
Ham_Player_ShouldFadeOnDeath,
/**
* Description: Called whenever an impulse command is executed.
* Forward param: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_ImpulseComands, this);
*/
Ham_Player_ImpulseCommands,
/**
* Description: Updates the client's data for hud changes (such as ammo). Usually called every frame.
* Forward param: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_UpdateClientData, this);
*/
Ham_Player_UpdateClientData,
/**
* Items have all the attributes of normal entities in addition to these.
*/
/**
* Description: Adds the item to the player.
* Forward params: function(this, idPlayer);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_AddToPlayer, this, idPlayer);
*/
Ham_Item_AddToPlayer,
/**
* Description: Unsure.
* Forward params: function(this, idOriginal);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_AddDuplicate, this, idOriginal);
*/
Ham_Item_AddDuplicate,
/**
* Description: Whether or not this entity can be deployed.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_CanDeploy, this);
*/
Ham_Item_CanDeploy,
/**
* Description: Deploys the entity (usually a weapon).
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_Deploy, this);
*/
Ham_Item_Deploy,
/**
* Description: Whether or not the entity can be holstered.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_CanHolster, this);
*/
Ham_Item_CanHolster,
/**
* Description: Whether or not the entity (usually weapon) can be holstered.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_Holster, this);
*/
Ham_Item_Holster,
/**
* Description: Updates the HUD info about this item.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_UpdateItemInfo, this);
*/
Ham_Item_UpdateItemInfo,
/**
* Description: Called each frame for an item, normally only on active items.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_PreFrame, this);
*/
Ham_Item_PreFrame,
/**
* Description: Called each frame for an item, normally only on active items.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_PostFrame, this);
*/
Ham_Item_PostFrame,
/**
* Description: Called when an item gets dropped, normally on death only.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_Drop, this);
*/
Ham_Item_Drop,
/**
* Description: Normally called when an item gets deleted.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_Drop, this);
*/
Ham_Item_Kill,
/**
* Description: Called when an entity starts being attached to (normally invisible and "following") a player.
* Forward params: function(this, idPlayer)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_AttachToPlayer, this, idPlayer)
*/
Ham_Item_AttachToPlayer,
/**
* Description: Returns the ammo index of the item.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_PrimaryAmmoIndex, this);
*/
Ham_Item_PrimaryAmmoIndex,
/**
* Description: Returns the secondary ammo index of the item.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_SecondaryAmmoIndex, this);
*/
Ham_Item_SecondaryAmmoIndex,
/**
* Description: Updates item data for the client.
* Forward params: function(this, idPlayer)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_UpdateClientData, this, idPlayer);
*/
Ham_Item_UpdateClientData,
/**
* Description: Returns the entity index if the item is a weapon, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute Params: ExecuteHam(Ham_Item_GetWeaponPtr, this)
*/
Ham_Item_GetWeaponPtr,
/**
* Description: Returns the item slot for the item.
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Item_ItemSlot, this)
*/
Ham_Item_ItemSlot,
/**
* Weapons have all the attributes to Ham_Item_*, in addition to these.
*/
/**
* Description: Gets ammo from the target weapon.
* Forward params: function(this, idTarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)
*/
Ham_Weapon_ExtractAmmo,
/**
* Description: Gets clip ammo from the target weapon.
* Forward params: function(this, idTarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)
*/
Ham_Weapon_ExtractClipAmmo,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_AddWeapon, this);
*/
Ham_Weapon_AddWeapon,
/**
* Description: Plays the weapon's empty sound.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_PlayEmptySound, this);
*/
Ham_Weapon_PlayEmptySound,
/**
* Description: Sets the weapon so that it can play empty sound again.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_ResetEmptySound, this);
*/
Ham_Weapon_ResetEmptySound,
/**
* Description: Sends an animation event for the weapon.
* Forward params: function(this, iAnim, skiplocal, body);
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_SendWeaponAnim, this, iAnim, skiplocal, body);
*/
Ham_Weapon_SendWeaponAnim,
/**
* Description: Whether or not the weapon is usable (has ammo, etc.)
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_IsUsable, this)
*/
Ham_Weapon_IsUsable,
/**
* Description: Called when the main attack of a weapon is triggered.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_PrimaryAttack, this);
*/
Ham_Weapon_PrimaryAttack,
/**
* Description: Called when the secondary attack of a weapon is triggered.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_SecondaryAttack, this);
*/
Ham_Weapon_SecondaryAttack,
/**
* Description: Called when the weapon is reloaded.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_Reload, this);
*/
Ham_Weapon_Reload,
/**
* Description: Displays the idle animation for the weapon.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_WeaponIdle, this);
*/
Ham_Weapon_WeaponIdle,
/**
* Description: There is no more ammo for this gun, so switch to the next best one.
* Forward params: function(this)
* Return type: None.
* ExecuteParams: ExecuteHam(Ham_Weapon_RetireWeapon, this)
*/
Ham_Weapon_RetireWeapon,
/**
* Description: Whether or not the weapon should idle.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_Weapon_ShouldWeaponIdle, this)
*/
Ham_Weapon_ShouldWeaponIdle,
/**
* Description: Not sure.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_UseDecrement, this);
*/
Ham_Weapon_UseDecrement,
/**
* Description: -
* Forward params: function(this, someboolvalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_BreakableRespawn, this, someboolvalue);
*/
Ham_TS_BreakableRespawn,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer (boolean)
* Execute params: ExecuteHam(Ham_TS_CanUsedThroughWalls, this);
*/
Ham_TS_CanUsedThroughWalls,
/**
* Description: Unsure - this was removed in TS 3.0 (and thus is deprecated).
* Forward params: function(this)
* Return type: Integer (I think...)
* Execute params: ExecuteHam(Ham_TS_RespawnWait, this);
*/
Ham_TS_RespawnWait,
/**
* Description: This is called on a map reset for most map based entities.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Restart, this);
*/
Ham_CS_Restart,
/**
* Description: Respawn function for players/bots only! Do not use this on non player/bot entities!
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_RoundRespawn, this);
*/
Ham_CS_RoundRespawn,
/**
* Description: Whether or not the player can drop the specified item.
* Forward params: function(this)
* Return type: Integer
* Execute params: ExecuteHam(Ham_CS_Item_CanDrop, this);
*/
Ham_CS_Item_CanDrop,
/**
* Description: Gets the maximum speed for whenever a player has the item deployed.
* Forward params: function(this);
* Return type: Float, byrefed in execute.
* Execute params: ExecuteHam(Ham_CS_Item_GetMaxSpeed, this, Float:output);
*/
Ham_CS_Item_GetMaxSpeed,
/**
* Description: I assume this spawns players at the start of a new round.
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_RoundRespawn, this);
*/
Ham_DOD_RoundRespawn,
/**
* Description: I assume this spawns entities (like func_breakables) at the start of a new round.
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_RoundRespawnEnt, this);
*/
Ham_DOD_RoundRespawnEnt,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None, I think...
* Execute params: ExecuteHam(Ham_DOD_RoundStore, this);
*/
Ham_DOD_RoundStore,
/**
* Description: Unsure.
* Forward params: function(this, someintegervalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_DOD_AreaSetIndex, this, someintegervalue)
*/
Ham_DOD_AreaSetIndex,
/**
* Description: Unsure
* Forward params: function(this, idPlayer)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_AreaSendStatus, this, idPlayer);
*/
Ham_DOD_AreaSendStatus,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_GetState, this);
*/
Ham_DOD_GetState,
/**
* Description: Unsure.
* Forward params: function(this, idtarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_GetStateEnt, this, idtarget);
*/
Ham_DOD_GetStateEnt,
/**
* Description: Whether or not a player can drop this item.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_DOD_Item_CanDrop, this);
*/
Ham_DOD_Item_CanDrop,
/**
* Description: Unsure.
* Forward params: function(this, iduser)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TFC_EngineerUse, this, iduser)
*/
Ham_TFC_EngineerUse,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_Finished, this);
*/
Ham_TFC_Finished,
/**
* Description: Unsure.
* Forward params: function(this, entityid, Float:floata, Float:floatb)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_EmpExplode, this, entityid, Float:floata, Float:floatb)
*/
Ham_TFC_EmpExplode,
/**
* Description: Unsure.
* Forward params: function(this, Float:floata, Float:floatb)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_CalcEmpDmgRad, this, Float:floata, Float:floatb)
*/
Ham_TFC_CalcEmpDmgRad,
/**
* Description: Unsure.
* Forward params: function(this, entityid)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_TakeEmpBlast, this, entityid);
*/
Ham_TFC_TakeEmpBlast,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_EmpRemove, this);
*/
Ham_TFC_EmpRemove,
/**
* Description: Unsure.
* Forward params: function(this, entityid, Float:floata)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_TakeConcussionBlast, this, entityid, Float:floata);
*/
Ham_TFC_TakeConcussionBlast,
/**
* Description: Unsure.
* Forward params: function(this, entityid)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_Concuss, this, entityid);
*/
Ham_TFC_Concuss,
/**
* Description: Unsure.
* Is only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_IsEnvModel, this);
*/
Ham_ESF_IsEnvModel,
/**
* Description: Unsure.
* Is only in ESF Open Beta.
* Forward params: function(this, entityida, entityidb, Float:floata, Float:floatb, dmgbits)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_ESF_TakeDamage2, this, entityida, entityidb, Float:floata, Float:floatb, dmgbits);
*/
Ham_ESF_TakeDamage2,
/**
* Description: Returns how many points each entity is worth.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_NS_GetPointValue, this);
*/
Ham_NS_GetPointValue,
/**
* Description: Unsure. Probably awards this with the killing of idvictim.
* Forward params: function(this, idvictim)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_AwardKill, this, idvictim);
*/
Ham_NS_AwardKill,
/**
* Description: Unsure, probably whenever an entity resets after a new round.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_ResetEntity, this);
*/
Ham_NS_ResetEntity,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_UpdateOnRemove, this)
*/
Ham_NS_UpdateOnRemove,
/** Virtual functions added to TS in TS 3 */
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_GiveSlowMul, this)
*/
Ham_TS_GiveSlowMul,
/**
* Description: Unsure. The second paramater is actually a char.
* Forward params: function(this, Float:someval, someotherval)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_GoSlow, this, Float:someval, someotherval)
*/
Ham_TS_GoSlow,
/**
* Description: Probably returns true if the user is in slow mo.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_InSlow, this)
*/
Ham_TS_InSlow,
/**
* Description: Returns true if the entity is an objective.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_IsObjective, this)
*/
Ham_TS_IsObjective,
/**
* Description: Unsure.
* Forward params: function(this, bool:someval)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_EnableObjective, this, bool:someval)
*/
Ham_TS_EnableObjective,
/**
* Description: Probably called when the engine call to OnEntFreePrivateData is called (the entity destructor.)
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_OnEntFreePrivateData, this)
*/
Ham_TS_OnFreeEntPrivateData,
/**
* Description: Probably called when the engine call to ShouldCollide is called.
* Forward params: function(this, otherEntity)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_ShouldCollide, this, otherEntity)
*/
Ham_TS_ShouldCollide,
/**
* DONT USE ME LOL
*/
HAM_LAST_ENTRY_DONT_USE_ME_LOL
};
enum HamError
{
HAM_OK = 0,
HAM_INVALID_FUNC, // The function is not valid
HAM_FUNC_NOT_CONFIGURED, // This function is not configured in hamdata.ini
HAM_ERR_END
};