mirror of
https://github.com/alliedmodders/amxmodx.git
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217 lines
8.0 KiB
PHP
Executable File
217 lines
8.0 KiB
PHP
Executable File
/* Engine functions
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*
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* by the AMX Mod X Development Team
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* thanks to Vexd
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _engine_included
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#endinput
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#endif
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#define _engine_included
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#include <engine_const>
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/* This is a highly experimental command that will directly hook a message in the engine!
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* You can overwrite the message before anything happens and either let the message continue
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* or fully block it. Here is how it works:
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* If you hook a message, the message is stored but not sent. You have the opportunity to
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* not only execute code, but to get/set the contents of the message, before you choose to
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* either block it or let it go on its way. The hooked function will be passed a msg_id. */
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native register_message(iMsgId, szFunction[]);
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/* The get/set _msg commands will utterly fail if used outside a hooked message scope.
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* They should never, NEVER, EVER be used unless inside a registered message function.
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* There are eight different ways of sending a message, five are ints, two are floats, and one is string.
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* These are denoted by iArgType. argn is the number
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* of the argument. Exceeding the bounds of 1 to get_msg_args() is a bad idea. */
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/* Gets number of arguments that were passed to this message */
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native get_msg_args();
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/* Gets the argument type of argument argn */
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native get_msg_argtype(argn);
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/* Gets the value of argn. */
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native get_msg_arg_int(argn);
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native Float:get_msg_arg_float(argn);
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native get_msg_arg_string(argn, szReturn[], iLength);
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/* sets the value of argn. */
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native set_msg_arg_int(argn, argtype, iValue);
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native set_msg_arg_float(argn, argtype, Float:fValue);
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native set_msg_arg_string(argn, szString[]);
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/* Note, the offsets are passed as linux values, not windows values.
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* Although the engine module will automatically calculate the difference,
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* you must pass with the +5 linux offset (e.g. if 230 on windows, pass 235 no matter what) */
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/* Gets pvPrivateData offset. */
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native get_offset(id, offset);
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native Float:get_offset_float(id, offset);
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native get_offset_short(id, offset);
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native get_offset_char(id, offset);
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/* sets pvPrivateData offset. */
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native set_offset(id, offset, value);
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native set_offset_float(id, offset, Float:value);
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native set_offset_short(id, offset, value);
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native set_offset_char(id, offset, value);
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/* Get entity pointer into string pointer[]. If pointer/len is 0 pointer is returned as integer. */
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native get_entity_pointer(index, pointer[] = 0, len = 0);
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/* Precaches any file. */
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native precache_generic(szFile[]);
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/* Precaches an event. */
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native precache_event(type, Name[], {float,_}:...);
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//set/get a user's speak flags
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native set_speak(iIndex, iSpeakFlags)
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native get_speak(iIndex)
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//Drops an entity to the floor (work?)
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native drop_to_floor(entity)
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/* Get whole buffer containing keys and their data. */
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native get_info_keybuffer(id, buffer[], length);
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/* Use an entity with another entity. "used" could be a hostage, "user" a player. */
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native force_use(pPlayer, pEntity);
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/* Get globals from server. */
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native Float:get_global_float(variable);
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native get_global_int(variable);
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native get_global_string(variable, string[], maxlen);
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native get_global_vector(variable, Float:vector[3]);
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native get_global_edict(variable);
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/* Set entity bounds. */
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native set_size(index, Float:mins[3], Float:maxs[3]);
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/* Get decal index */
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native get_decal_index(const szDecalName[]);
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/* Sets/gets things in an entities Entvars Struct. */
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native entity_get_int(iIndex, iKey);
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native entity_set_int(iIndex, iKey, iVal);
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native Float:entity_get_float(iIndex, iKey);
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native entity_set_float(iIndex, iKey, Float:iVal);
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native entity_get_vector(iIndex, iKey, Float:vRetVector[3]);
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native entity_set_vector(iIndex, iKey, Float:vNewVector[3]);
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native entity_get_edict(iIndex, iKey);
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native entity_set_edict(iIndex, iKey, iNewIndex);
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native entity_get_string(iIndex, iKey, szReturn[], iRetLen);
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native entity_set_string(iIndex, iKey, szNewVal[]);
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native entity_get_byte(iIndex, iKey);
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native entity_set_byte(iIndex, iKey, iVal);
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/* Creates an entity, will return the index of the created entity. ClassName must be valid. */
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native create_entity(szClassname[]);
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/* Finds an entity in the world, will return 0 if nothing is found */
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native find_ent_by_class(iIndex, szClass[]);
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//optionally you can set a jghg2 type
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// 1: target, 2:targetname, 0:classname (default)
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native find_ent_by_owner(iIndex, szClass[], iOwner, iJghgType=0);
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native find_ent_by_target(iIndex, szClass[]);
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native find_ent_by_tname(iIndex, szClass[]);
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native find_ent_by_model(iIndex, szClass[], szModel[]);
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native find_ent_in_sphere(start_from_ent, Float:origin[3], Float:radius);
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//this will CBaseEntity::Think() or something from the entity
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native call_think(entity)
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/* Is entity valid? */
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native is_valid_ent(iIndex);
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/* Proper origin setting, keeps updated with Half-Life engine. */
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native entity_set_origin(iIndex, Float:fNewOrigin[3]);
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/* Sets the model of an Entity. */
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native entity_set_model(iIndex, szModel[]);
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/* Remove an entity from the world. */
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native remove_entity(iIndex);
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/* Return current number of entities in the map */
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native entity_count();
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/* Simulate two entities colliding/touching. */
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native fake_touch(iToucher, iTouched);
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/* Dispatch a KeyValuePair, used for initalizing entities when a map spawns them. */
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native DispatchKeyValue(iIndex, szKey[], szValue[]);
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/* Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue. */
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native DispatchSpawn(iIndex);
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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native RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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native VelocityByAim(iIndex, iVelocity, Float:vRetValue[3]);
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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native PointContents(Float:fCheckAt[3]);
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/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
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* and an entity index if an entity is hit. */
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native trace_line(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
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/* Traces a line, and returns the normal to the plane hit in vReturn.
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* Returns 0 if theres no normal. */
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native trace_normal(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
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/* Changes a Vector to an Angle vector. */
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native vector_to_angle(Float:fVector[3], Float:vReturn[3]);
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/* Gets the length of a vector (float[3]). */
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native Float:vector_length(Float:vVector[3]);
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/* Gets the distance between 2 vectors (float[3]). */
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native Float:vector_distance(Float:vVector[3], Float:vVector2[3]);
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/* Gets the ID of a grenade. */
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native get_grenade_id(id, model[], len, grenadeid = 0);
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/* Gets gpGlobals->time from Half-Life */
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native Float:halflife_time();
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/* Sets map lighting, #OFF to disable. */
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native set_lights(const Lighting[]);
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// Sets/Gets what engine messages are blocked. */
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native set_msg_block(iMessage, iMessageFlags);
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native get_msg_block(iMessage);
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/* Sets Player's View to entity iTargetIndex. */
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native attach_view(iIndex, iTargetIndex);
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/* Sets Player's View Mode. */
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native set_view(iIndex, ViewType);
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/* Called when 2 entities touch. */
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forward pfn_touch(ptr, ptd);
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/* Called once every server frame. May cause lag. */
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forward server_frame();
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/* Called when a client types kill in console. */
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forward client_kill(id);
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/* Forward for PreThink()/PostThink() on a player. */
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forward client_PreThink(id);
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forward client_PostThink(id);
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//from jghg2
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/* As above, but returns number of ents stored in entlist. Use to find a specific type of entity classname (specify in _lookforclassname) around a
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* certain entity specified in aroundent. All matching ents are stored in entlist. Specify max amount of entities to find in maxents.
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* 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
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* in aroundent.
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*/
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native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
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#include <engine_stocks>
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