mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-29 16:25:35 +03:00
268 lines
10 KiB
PHP
Executable File
268 lines
10 KiB
PHP
Executable File
/* Engine functions
|
|
*
|
|
* by the AMX Mod X Development Team
|
|
* thanks to Vexd and mahnsawce
|
|
*
|
|
* This file is provided as is (no warranties).
|
|
*/
|
|
|
|
#if defined _engine_included
|
|
#endinput
|
|
#endif
|
|
#define _engine_included
|
|
|
|
#include <engine_const>
|
|
|
|
native traceresult(type,{Float,Sql,Result,_}:...);
|
|
|
|
/* Registers a client impulse to a function. Function is passed the ID of the user. */
|
|
native register_impulse(impulse, function[]);
|
|
|
|
/* Registers a touch action to a function by classnames. Use * to specify any classname. */
|
|
native register_touch(Toucher[], Touched[], function[]);
|
|
|
|
/* Registers a think action to a function by classname. */
|
|
native register_think(Classname[], function[]);
|
|
|
|
/* This is a highly experimental command that will directly hook a message in the engine!
|
|
* You can overwrite the message before anything happens and either let the message continue
|
|
* or fully block it. Here is how it works:
|
|
* If you hook a message, the message is stored but not sent. You have the opportunity to
|
|
* not only execute code, but to get/set the contents of the message, before you choose to
|
|
* either block it or let it go on its way. The hooked function will be passed a msg_id, msg_dest, and entity index. */
|
|
native register_message(iMsgId, szFunction[]);
|
|
|
|
/* The get/set _msg commands will utterly fail if used outside a hooked message scope.
|
|
* They should never, NEVER, EVER be used unless inside a registered message function.
|
|
* There are eight different ways of sending a message, five are ints, two are floats, and one is string.
|
|
* These are denoted by iArgType. argn is the number
|
|
* of the argument. Exceeding the bounds of 1 to get_msg_args() is a bad idea. */
|
|
|
|
/* Gets number of arguments that were passed to this message */
|
|
native get_msg_args();
|
|
|
|
/* Gets the argument type of argument argn */
|
|
native get_msg_argtype(argn);
|
|
|
|
/* Gets the value of argn. */
|
|
native get_msg_arg_int(argn);
|
|
native Float:get_msg_arg_float(argn);
|
|
native get_msg_arg_string(argn, szReturn[], iLength);
|
|
|
|
/* sets the value of argn. */
|
|
native set_msg_arg_int(argn, argtype, iValue);
|
|
native set_msg_arg_float(argn, argtype, Float:fValue);
|
|
native set_msg_arg_string(argn, szString[]);
|
|
|
|
/* Gets the origin of a message */
|
|
native get_msg_origin(Float:_Origin[3]);
|
|
|
|
/* NOTE: In old engine versions, this was not the case. Values are now WINDOWS values.
|
|
* You must pass with the windows offset (e.g. if 230 on windows, pass 230 no matter what)
|
|
* The module will automatically add +5 for Linux.
|
|
*/
|
|
|
|
/* Precaches any file. */
|
|
native precache_generic(szFile[]);
|
|
/* Precaches an event. */
|
|
native precache_event(type, Name[], {Float,Sql,Result,_}:...);
|
|
|
|
/* set/get a user's speak flags */
|
|
native set_speak(iIndex, iSpeakFlags)
|
|
native get_speak(iIndex)
|
|
|
|
/* Drops an entity to the floor (work?) */
|
|
native drop_to_floor(entity)
|
|
|
|
/* Get whole buffer containing keys and their data. */
|
|
native get_info_keybuffer(id, buffer[], length);
|
|
|
|
/* Use an entity with another entity. "used" could be a hostage, "user" a player. */
|
|
native force_use(pPlayer, pEntity);
|
|
|
|
/* Get globals from server. */
|
|
native Float:get_global_float(variable);
|
|
native get_global_int(variable);
|
|
native get_global_string(variable, string[], maxlen);
|
|
native get_global_vector(variable, Float:vector[3]);
|
|
native get_global_edict(variable);
|
|
|
|
/* Set entity bounds. */
|
|
native entity_set_size(index, Float:mins[3], Float:maxs[3]);
|
|
|
|
/* Get decal index */
|
|
native get_decal_index(const szDecalName[]);
|
|
|
|
/* Returns the distance between two entities. */
|
|
native Float:entity_range(ida,idb);
|
|
|
|
/* Sets/gets things in an entities Entvars Struct. */
|
|
native entity_get_int(iIndex, iKey);
|
|
native entity_set_int(iIndex, iKey, iVal);
|
|
native Float:entity_get_float(iIndex, iKey);
|
|
native entity_set_float(iIndex, iKey, Float:iVal);
|
|
native entity_get_vector(iIndex, iKey, Float:vRetVector[3]);
|
|
native entity_set_vector(iIndex, iKey, Float:vNewVector[3]);
|
|
native entity_get_edict(iIndex, iKey);
|
|
native entity_set_edict(iIndex, iKey, iNewIndex);
|
|
native entity_get_string(iIndex, iKey, szReturn[], iRetLen);
|
|
native entity_set_string(iIndex, iKey, const szNewVal[]);
|
|
native entity_get_byte(iIndex, iKey);
|
|
native entity_set_byte(iIndex, iKey, iVal);
|
|
|
|
/* Creates an entity, will return the index of the created entity. ClassName must be valid. */
|
|
native create_entity(szClassname[]);
|
|
|
|
/* Finds an entity in the world, will return 0 if nothing is found */
|
|
native find_ent_by_class(iIndex, szClass[]);
|
|
//optionally you can set a jghg2 type
|
|
// 1: target, 2:targetname, 0:classname (default)
|
|
native find_ent_by_owner(iIndex, szClass[], iOwner, iJghgType=0);
|
|
native find_ent_by_target(iIndex, szClass[]);
|
|
native find_ent_by_tname(iIndex, szClass[]);
|
|
native find_ent_by_model(iIndex, szClass[], szModel[]);
|
|
native find_ent_in_sphere(start_from_ent, Float:origin[3], Float:radius);
|
|
|
|
//this will CBaseEntity::Think() or something from the entity
|
|
native call_think(entity)
|
|
|
|
/* Mirrors CBaseEntity->TakeDamage() - Forces an entity to take damage.
|
|
Potential for crash. If you have problems with this, I suggest using fakedamage(). */
|
|
native take_damage(idVictim,idInflictor,idAttacker,Float:takedmgdamage,damagetype);
|
|
|
|
/* Is entity valid? */
|
|
native is_valid_ent(iIndex);
|
|
|
|
/* Proper origin setting, keeps updated with Half-Life engine. */
|
|
native entity_set_origin(iIndex, Float:fNewOrigin[3]);
|
|
|
|
/* Sets the model of an Entity. */
|
|
native entity_set_model(iIndex, const szModel[]);
|
|
|
|
/* Remove an entity from the world. */
|
|
native remove_entity(iIndex);
|
|
|
|
/* Return current number of entities in the map */
|
|
native entity_count();
|
|
|
|
/* Simulate two entities colliding/touching. */
|
|
native fake_touch(iToucher, iTouched);
|
|
|
|
/* 2 formats.
|
|
Format: DispatchKeyValue("KeyName","Value") - sets keyvalues for the entity specified in the keyvalue() forward.
|
|
Format: DispatchKeyValue(index,"KeyName","Value") - Sets keyvalue for entity not specified in keyvalue() forward. */
|
|
native DispatchKeyValue(...);
|
|
|
|
native get_keyvalue(entity, szKey[], value[], maxLength);
|
|
|
|
native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);
|
|
|
|
/* Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue. */
|
|
native DispatchSpawn(iIndex);
|
|
|
|
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
|
|
native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
|
|
|
|
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
|
|
native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
|
|
|
|
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
|
|
native point_contents(Float:fCheckAt[3]);
|
|
|
|
/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
|
|
* and an entity index if an entity is hit. */
|
|
native trace_line(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
|
|
|
|
/* Traces a hull. */
|
|
native trace_hull(Float:origin[3],hull,ignoredent=0,ignoremonsters=0);
|
|
|
|
/* Traces a line, and returns the normal to the plane hit in vReturn.
|
|
* Returns 0 if theres no normal. */
|
|
native trace_normal(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
|
|
|
|
/* Changes a Vector to an Angle vector. */
|
|
native vector_to_angle(Float:fVector[3], Float:vReturn[3]);
|
|
|
|
native angle_vector(Float:vector[3],FRU,Float:ret[3])
|
|
|
|
/* Gets the length of a vector (float[3]). */
|
|
native Float:vector_length(Float:vVector[3]);
|
|
|
|
/* Gets the distance between 2 vectors (float[3]). */
|
|
native Float:vector_distance(Float:vVector[3], Float:vVector2[3]);
|
|
|
|
/* Gets the ID of a grenade. */
|
|
native get_grenade_id(id, model[], len, grenadeid = 0);
|
|
|
|
/* Gets gpGlobals->time from Half-Life */
|
|
native Float:halflife_time();
|
|
|
|
/* Sets map lighting, #OFF to disable. */
|
|
native set_lights(const Lighting[]);
|
|
|
|
/* Sets/Gets what engine messages are blocked. */
|
|
native set_msg_block(iMessage, iMessageFlags);
|
|
native get_msg_block(iMessage);
|
|
|
|
/* Sets Player's View to entity iTargetIndex. */
|
|
native attach_view(iIndex, iTargetIndex);
|
|
|
|
/* Sets Player's View Mode. */
|
|
native set_view(iIndex, ViewType);
|
|
|
|
/* Direct copy of PLAYBACK_EVENT_FULL from Metamod/HLSDK. If you don't know how that works, you probably shouldn't be using it. */
|
|
native playback_event(flags,invoker,eventindex,Float:delay,Float:origin[3],Float:angles[3],Float:fparam1,Float:fparam2,iparam1,iparam2,bparam1,bparam2);
|
|
|
|
/* Gets parameters sent from CmdStart.
|
|
Note that you will receive modified values if any other plugin have
|
|
changed them. */
|
|
native get_usercmd(type,{Float,Sql,Result,_}:...);
|
|
|
|
/* Sets the parameters sent from CmdStart.
|
|
Note that your changes will be seen by any other plugin doing get_usercmd() */
|
|
native set_usercmd(type,{Float,Sql,Result,_}:...);
|
|
|
|
/* Converts a string offset into a real string. Some of the forwards in fakemeta
|
|
uses string offsets. (FM_CreateNamedEntity) */
|
|
native get_string(_string, _returnString[], _len);
|
|
|
|
/* FORWARDS
|
|
**********/
|
|
|
|
/* Called when 2 entities touch. */
|
|
forward pfn_touch(ptr, ptd);
|
|
|
|
/* Called once every server frame. May cause lag. */
|
|
forward server_frame();
|
|
|
|
/* Called when a client types kill in console. */
|
|
forward client_kill(id);
|
|
|
|
/* Forward for PreThink()/PostThink() on a player. */
|
|
forward client_PreThink(id);
|
|
forward client_PostThink(id);
|
|
|
|
/* Forward for impulses. */
|
|
forward client_impulse(id, impulse);
|
|
|
|
/* Called when an entity "thinks" (DispatchThink) */
|
|
forward pfn_think(entid);
|
|
|
|
/* Called when an event is played */
|
|
forward pfn_playbackevent(flags, entid, eventid, Float:delay, Float:Origin[3], Float:Angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam2);
|
|
|
|
/* Called when an entity gets a keyvalue set on it from the engine (ie: map load) Use copy_keyvalue to get the keyvalue information */
|
|
forward pfn_keyvalue(entid);
|
|
|
|
/* Called when an entity is spawned */
|
|
forward pfn_spawn(entid);
|
|
|
|
//from jghg2
|
|
/* As above, but returns number of ents stored in entlist. Use to find a specific type of entity classname (specify in _lookforclassname) around a
|
|
* certain entity specified in aroundent. All matching ents are stored in entlist. Specify max amount of entities to find in maxents.
|
|
* If aroundent is 0 its origin is not used, but origin in 6th parameter. Ie, do not specify 6th parameter (origin) if you specified an entity
|
|
* in aroundent.
|
|
*/
|
|
native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
|
|
|
|
#include <engine_stocks>
|