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mirror of https://github.com/rehlds/reapi.git synced 2024-12-29 08:05:36 +03:00

Added weaponbox members

Added new natives rg_find_bpack_item_by_name, rg_is_player_can_takedamage, rg_get_weaponbox_id
Renamed rg_select_default_team to rg_get_join_team_priority
Update CSSDK
This commit is contained in:
s1lentq 2016-06-19 19:40:10 +07:00
parent 3fa88db6e0
commit 656554b775
23 changed files with 601 additions and 235 deletions

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@ -624,6 +624,12 @@
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
// All monsters need this data
#define DONT_BLEED -1
#define BLOOD_COLOR_RED 247
#define BLOOD_COLOR_YELLOW 195
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
// CBasePlayer::m_iIgnoreGlobalChat
enum
{

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@ -37,6 +37,7 @@ enum members_tables_e
mt_csplayer,
mt_baseitem,
mt_baseweapon,
mt_weaponbox
};
#define MAX_REGION_RANGE 1024

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@ -288,6 +288,17 @@ native rg_find_ent_by_class(start_index, const classname[]);
*/
native rg_find_ent_by_owner(&start_index, const classname[], owner);
/*
* Find the item by name in the player's inventory.
*
* @param index Client index
* @param item Item name
*
* @return Entity-index of item, 0 otherwise
*
*/
native rg_find_bpack_item_by_name(const index, const item[]);
/*
* Returns some information about a weapon.
*
@ -531,9 +542,30 @@ native rg_switch_team(const index);
native rg_switch_weapon(const index, const weapon);
/*
* To priority autoselect join to team
* To get which team has a high priority to join.
*
* @return Returns the Team Name
*
*/
native TeamName:rg_select_default_team();
native TeamName:rg_get_join_team_priority();
/*
* Can this player take damage from this attacker?
*
* @param index Client index
* @param attacker Attacker index
*
* @return 1 if successfully then can take a damage, 0 otherwise
*
*/
native bool:rg_is_player_can_takedamage(const index, const attacker);
/*
* To get WeaponIdType from weaponbox
*
* @param entity Weaponbox entity
*
* @return return enum's of WeaponIdType
*
*/
native WeaponIdType:rg_get_weaponbox_id(const entity);

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@ -402,13 +402,13 @@ enum GamedllFunc_CBasePlayer
enum GamedllFunc_CSGameRules
{
/*
* Description: -
* Description: should the player switch to this weapon?
* Params: (const index, const weapon)
*/
RG_CSGameRules_FShouldSwitchWeapon = BEGIN_FUNC_REGION(gamerules),
/*
* Description: -
* Description: I can't use this weapon anymore, get me the next best one.
* Params: (const index, const currentWeapon)
*/
RG_CSGameRules_GetNextBestWeapon,
@ -420,55 +420,55 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_FlPlayerFallDamage,
/*
* Description: -
* Description: can this player take damage from this attacker?
* Params: (const index, const attacker)
*/
RG_CSGameRules_FPlayerCanTakeDamage,
/*
* Description: -
* Description: called by CBasePlayer::Spawn just before releasing player into the game
* Params: (const index)
*/
RG_CSGameRules_PlayerSpawn,
/*
* Description: -
* Description: is this player allowed to respawn now?
* Params: (const index)
*/
RG_CSGameRules_FPlayerCanRespawn,
/*
* Description: -
* Description: Place this player on their spawnspot and face them the proper direction.
* Params: (const index)
*/
RG_CSGameRules_GetPlayerSpawnSpot,
/*
* Description: -
* Description: the player has changed userinfo; can change it now
* Params: (const index, infobuffer[])
*/
RG_CSGameRules_ClientUserInfoChanged,
/*
* Description: -
* Description: Called each time a player dies
* Params: (const victim, const killer, const inflictor)
*/
RG_CSGameRules_PlayerKilled,
/*
* Description: -
* Description: Call this from within a GameRules class to report an obituary.
* Params: (const victim, const killer, const inflictor)
*/
RG_CSGameRules_DeathNotice,
/*
* Description: -
* Description: The player is touching an CBasePlayerItem, do I give it to him?
* Params: (const index, const item)
*/
RG_CSGameRules_CanHavePlayerItem,
/*
* Description: -
* Description: what do I do with a player's weapons when he's killed?
* Params: (const index)
*/
RG_CSGameRules_DeadPlayerWeapons,
@ -486,19 +486,21 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_CheckMapConditions,
/*
* Description: -
* Description: Recreate all the map entities from the map data (preserving their indices),
* then remove everything else except the players.
* Also get rid of all world decals.
* Params: ()
*/
RG_CSGameRules_CleanUpMap,
/*
* Description: -
* Description: Call this on new round or restart round with member m_bCompleteReset is TRUE
* Params: ()
*/
RG_CSGameRules_RestartRound,
/*
* Description: -
* Description: check if the scenario has been won/lost
* Params: ()
*/
RG_CSGameRules_CheckWinConditions,
@ -3917,7 +3919,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iPlayEmptySound = BEGIN_MEMBER_REGION(baseweapon),
m_Weapon_iPlayEmptySound = BEGIN_MEMBER_REGION(baseweapon),
/*
* Description: -
@ -3925,7 +3927,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_fFireOnEmpty,
m_Weapon_fFireOnEmpty,
/*
* Description: soonest time ItemPostFrame will call PrimaryAttack
@ -3933,7 +3935,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flNextPrimaryAttack,
m_Weapon_flNextPrimaryAttack,
/*
* Description: soonest time ItemPostFrame will call SecondaryAttack
@ -3941,7 +3943,15 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flNextSecondaryAttack,
m_Weapon_flNextSecondaryAttack,
/*
* Description: soonest time ItemPostFrame will call WeaponIdle
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_Weapon_flTimeWeaponIdle,
/*
* Description: "primary" ammo index into players m_rgAmmo[]
@ -3949,7 +3959,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iPrimaryAmmoType,
m_Weapon_iPrimaryAmmoType,
/*
* Description: "secondary" ammo index into players m_rgAmmo[]
@ -3957,7 +3967,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iSecondaryAmmoType,
m_Weapon_iSecondaryAmmoType,
/*
* Description: number of shots left in the primary weapon clip, -1 it not used
@ -3965,15 +3975,15 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iClip,
m_Weapon_iClip,
/*
* Description: the last version of m_iClip sent to hud dll
* Description: the last version of m_Weapon_iClip sent to hud dll
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iClientClip,
m_Weapon_iClientClip,
/*
* Description: the last version of the weapon state sent to hud dll (is current weapon, is on target)
@ -3981,7 +3991,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iClientWeaponState,
m_Weapon_iClientWeaponState,
/*
* Description: Are we in the middle of a reload
@ -3989,7 +3999,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_fInReload,
m_Weapon_fInReload,
/*
* Description: Are we in the middle of a reload for the shotguns
@ -3997,7 +4007,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_fInSpecialReload,
m_Weapon_fInSpecialReload,
/*
* Description: how much ammo you get when you pick up this weapon as placed by a level designer
@ -4005,7 +4015,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iDefaultAmmo,
m_Weapon_iDefaultAmmo,
/*
* Description: -
@ -4013,7 +4023,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iShellId,
m_Weapon_iShellId,
/*
* Description: -
@ -4021,7 +4031,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_fMaxSpeed,
m_Weapon_fMaxSpeed,
/*
* Description: -
@ -4029,7 +4039,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_bDelayFire,
m_Weapon_bDelayFire,
/*
* Description: -
@ -4037,7 +4047,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iDirection,
m_Weapon_iDirection,
/*
* Description: -
@ -4045,7 +4055,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_bSecondarySilencerOn,
m_Weapon_bSecondarySilencerOn,
/*
* Description: -
@ -4053,7 +4063,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flAccuracy,
m_Weapon_flAccuracy,
/*
* Description: -
@ -4061,7 +4071,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flLastFire,
m_Weapon_flLastFire,
/*
* Description: -
@ -4069,7 +4079,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iShotsFired,
m_Weapon_iShotsFired,
/*
* Description: time to shoot the remaining bullets of the glock18 burst fire
@ -4077,7 +4087,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flGlock18Shoot,
m_Weapon_flGlock18Shoot,
/*
* Description: used to keep track of the shots fired during the Glock18 burst fire mode
@ -4085,7 +4095,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iGlock18ShotsFired,
m_Weapon_iGlock18ShotsFired,
/*
* Description: -
@ -4093,7 +4103,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flFamasShoot,
m_Weapon_flFamasShoot,
/*
* Description: -
@ -4101,7 +4111,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iFamasShotsFired,
m_Weapon_iFamasShotsFired,
/*
* Description: -
@ -4109,7 +4119,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_fBurstSpread,
m_Weapon_fBurstSpread,
/*
* Description: -
@ -4117,7 +4127,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iWeaponState,
m_Weapon_iWeaponState,
/*
* Description: -
@ -4125,7 +4135,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flNextReload,
m_Weapon_flNextReload,
/*
* Description: -
@ -4133,7 +4143,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flDecreaseShotsFired,
m_Weapon_flDecreaseShotsFired,
/*
* Description: -
@ -4141,7 +4151,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_usFireGlock18,
m_Weapon_usFireGlock18,
/*
* Description: -
@ -4149,7 +4159,7 @@ enum CBasePlayerWeapon_Members
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_usFireFamas,
m_Weapon_usFireFamas,
/*
* Description: -
@ -4157,7 +4167,7 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flPrevPrimaryAttack,
m_Weapon_flPrevPrimaryAttack,
/*
* Description: -
@ -4165,5 +4175,49 @@ enum CBasePlayerWeapon_Members
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flLastFireTime
m_Weapon_flLastFireTime
};
// CWeaponBox
enum CWeaponBox_Members
{
/*
* Description: -
* Member type: class CBasePlayerItem *[6]
* Get params: get_member(index, member, element);
* Set params: set_member(index, member, value, element);
*/
m_WeaponBox_rgpPlayerItems = BEGIN_MEMBER_REGION(weaponbox),
/*
* Description: -
* Member type: string_t [32]
* Get params: get_member(index, member, dest[], const lenght);
* Set params: set_member(index, member, const source[]);
*/
m_WeaponBox_rgiszAmmo,
/*
* Description: -
* Member type: int [32]
* Get params: get_member(member);
* Set params: set_member(member, value, element);
*/
m_WeaponBox_rgAmmo,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_WeaponBox_cAmmoTypes,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_WeaponBox_bIsBomb,
};

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@ -303,3 +303,20 @@ struct com_playermove
const char *(*PM_TraceTexture)(int ground, float *vstart, float *vend);
void(*PM_PlaybackEventFull)(int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);
};
class CWeaponBox_COM: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void SetObjectCollisionBox() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
qstring_t m_rgiszAmmo[MAX_AMMO_SLOTS];
int m_rgAmmo[MAX_AMMO_SLOTS];
int m_cAmmoTypes;
bool m_bIsBomb;
};

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@ -49,8 +49,8 @@ class CBaseMonster: public CBaseToggle {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual BOOL IsAlive() = 0;

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@ -99,6 +99,6 @@ class CButtonTarget: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};

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@ -68,8 +68,8 @@ public:
virtual void DeathNotice(entvars_t *pevChild) = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
@ -268,7 +268,7 @@ public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0; // Buttons that don't take damage can be IMPULSE used

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@ -53,6 +53,17 @@ enum BuyItemMenuSlot
MENU_SLOT_ITEM_SHIELD,
};
enum BuyItemID
{
BUY_ITEM_VEST = 1,
BUY_ITEM_VESTHELM,
BUY_ITEM_FLASHGREN,
BUY_ITEM_HEGREN,
BUY_ITEM_SMOKEGREN,
BUY_ITEM_NVG,
BUY_ITEM_DEFUSEKIT
};
#define CS_NUM_SKIN 4
#define CZ_NUM_SKIN 5

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@ -77,7 +77,7 @@ public:
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
// breakables use an overridden takedamage
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int DamageDecal(int bitsDamageType) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
@ -105,7 +105,7 @@ public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;

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@ -168,18 +168,24 @@ enum InfoMapBuyParam
BUYING_NO_ONE,
};
// weapon respawning return codes
enum
{
GR_NONE = 0,
GR_WEAPON_RESPAWN_YES,
GR_WEAPON_RESPAWN_NO,
GR_AMMO_RESPAWN_YES,
GR_AMMO_RESPAWN_NO,
GR_ITEM_RESPAWN_YES,
GR_ITEM_RESPAWN_NO,
GR_PLR_DROP_GUN_ALL,
GR_PLR_DROP_GUN_ACTIVE,
GR_PLR_DROP_GUN_NO,
GR_PLR_DROP_AMMO_ALL,
GR_PLR_DROP_AMMO_ACTIVE,
GR_PLR_DROP_AMMO_NO,
@ -197,6 +203,7 @@ enum
SCENARIO_BLOCK_HOSTAGE_RESCUE = (1 << 6),
};
// Player relationship return codes
enum
{
GR_NOTTEAMMATE = 0,
@ -212,67 +219,103 @@ class CGameRules {
protected:
virtual ~CGameRules() {};
public:
virtual void RefreshSkillData() = 0;
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsTeamplay() = 0;
virtual BOOL IsCoOp() = 0;
virtual void RefreshSkillData() = 0; // fill skill data struct with proper values
virtual void Think() = 0; // runs every server frame, should handle any timer tasks, periodic events, etc.
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
// this is the game name that gets seen in the server browser
virtual const char *GetGameDescription() = 0;
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0;
virtual BOOL FAllowFlashlight() = 0; // Are players allowed to switch on their flashlight?
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // should the player switch to this weapon?
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0; // I can't use this weapon anymore, get me the next best one.
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0; // is this a multiplayer game? (either coop or deathmatch)
virtual BOOL IsDeathmatch() = 0; // is this a deathmatch game?
virtual BOOL IsTeamplay() = 0; // is this deathmatch game being played with team rules?
virtual BOOL IsCoOp() = 0; // is this a coop game?
virtual const char *GetGameDescription() = 0; // this is the game name that gets seen in the server browser
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char *szRejectReason) = 0; // a client just connected to the server (player hasn't spawned yet)
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0; // a client just disconnected from the server
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0; // the client needs to be informed of the current game mode
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0; // can this player take damage from this attacker?
virtual BOOL ShouldAutoAim(CBasePlayer *pPlayer, edict_t *target) = 0;
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::Spawn just before releasing player into the game
virtual void PlayerThink(CBasePlayer *pPlayer) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0; // is this player allowed to respawn now?
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0; // When in the future will this player be able to spawn?
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0; // Place this player on their spawnspot and face them the proper direction.
virtual BOOL AllowAutoTargetCrosshair() = 0;
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0;
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0;
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem) = 0;
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) = 0;
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlHealthChargerRechargeTime() = 0;
virtual float FlHEVChargerRechargeTime() = 0;
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0; // handles the user commands; returns TRUE if command handled properly
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0; // the player has changed userinfo; can change it now
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0; // how many points do I award whoever kills this player?
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0; // Called each time a player dies
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor) = 0; // Call this from within a GameRules class to report an obituary.
// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pItem) = 0; // The player is touching an CBasePlayerItem, do I give it to him?
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0; // Called each time a player picks up a weapon from the ground
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0; // should this weapon respawn?
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0; // when may this weapon respawn?
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0; // can i respawn now, and if not, when should i try again?
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0; // where in the world should this weapon respawn?
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // is this player allowed to take this item?
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0; // call each time a player picks up an item (battery, healthkit, longjump)
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0; // Should this item respawn?
virtual float FlItemRespawnTime(CItem *pItem) = 0; // when may this item respawn?
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0; // where in the world should this item respawn?
// Ammo retrieval
virtual BOOL CanHaveAmmo(CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry) = 0; // can this player take more of this ammo?
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0; // called each time a player picks up some ammo in the world
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0; // should this ammo item respawn?
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0; // when should this ammo item respawn?
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0; // where in the world should this ammo item respawn?
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
virtual float FlHEVChargerRechargeTime() = 0; // how long until a depleted HealthCharger recharges itself?
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0; // what do I do with a player's weapons when he's killed?
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0; // Do I drop ammo when the player dies? How much?
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0; // what team is this entity on?
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0; // What is the player's relationship with this entity?
virtual int GetTeamIndex(const char *pTeamName) = 0;
virtual const char *GetIndexedTeamName(int teamIndex) = 0;
virtual BOOL IsValidTeam(const char *pTeamName) = 0;
virtual void ChangePlayerTeam(CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib) = 0;
virtual const char *SetDefaultPlayerTeam(CBasePlayer *pPlayer) = 0;
// Sounds
virtual BOOL PlayTextureSounds() = 0;
virtual BOOL FAllowMonsters() = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0; // are monsters allowed
// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
// Stuff that is shared between client and server.
@ -287,6 +330,7 @@ public:
char *m_GameDesc;
};
// CHalfLifeRules - rules for the single player Half-Life game.
class CHalfLifeRules: public CGameRules {
protected:
virtual ~CHalfLifeRules() {};
@ -294,46 +338,81 @@ public:
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
// Functions to verify the single/multiplayer status of a game
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
// Client connection/disconnection
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0; // the client dll is ready for updating
virtual void ClientDisconnected(edict_t *pClient) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual BOOL AllowAutoTargetCrosshair() = 0;
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Weapon retrieval
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0;
};
// CHalfLifeMultiplay - rules for the basic half life multiplayer competition
class CHalfLifeMultiplay: public CGameRules {
protected:
virtual ~CHalfLifeMultiplay() {};
@ -342,54 +421,91 @@ public:
virtual void Think() = 0;
virtual BOOL IsAllowedToSpawn(CBaseEntity *pEntity) = 0;
virtual BOOL FAllowFlashlight() = 0;
virtual BOOL FShouldSwitchWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual BOOL GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon) = 0;
virtual BOOL IsMultiplayer() = 0;
virtual BOOL IsDeathmatch() = 0;
virtual BOOL IsCoOp() = 0;
// Client connection/disconnection
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in szRejectReason
// Only the client's name and remote address are provided to the dll for verification.
virtual BOOL ClientConnected(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]) = 0;
virtual void InitHUD(CBasePlayer *pl) = 0;
virtual void ClientDisconnected(edict_t *pClient) = 0;
virtual void UpdateGameMode(CBasePlayer *pPlayer) = 0;
// Client damage rules
virtual float FlPlayerFallDamage(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanTakeDamage(CBasePlayer *pPlayer, CBaseEntity *pAttacker) = 0;
// Client spawn/respawn control
virtual void PlayerSpawn(CBasePlayer *pPlayer) = 0;
virtual void PlayerThink(CBasePlayer *pPlayer) = 0;
virtual BOOL FPlayerCanRespawn(CBasePlayer *pPlayer) = 0;
virtual float FlPlayerSpawnTime(CBasePlayer *pPlayer) = 0;
virtual edict_t *GetPlayerSpawnSpot(CBasePlayer *pPlayer) = 0;
virtual BOOL AllowAutoTargetCrosshair() = 0;
virtual BOOL ClientCommand_DeadOrAlive(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ClientUserInfoChanged(CBasePlayer *pPlayer, char *infobuffer) = 0;
// Client kills/scoring
virtual int IPointsForKill(CBasePlayer *pAttacker, CBasePlayer *pKilled) = 0;
virtual void PlayerKilled(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Death notices
virtual void DeathNotice(CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;
// Weapon retrieval
virtual BOOL CanHavePlayerItem(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
virtual void PlayerGotWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pWeapon) = 0;
// Weapon spawn/respawn control
virtual int WeaponShouldRespawn(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponRespawnTime(CBasePlayerItem *pWeapon) = 0;
virtual float FlWeaponTryRespawn(CBasePlayerItem *pWeapon) = 0;
virtual Vector VecWeaponRespawnSpot(CBasePlayerItem *pWeapon) = 0;
// Item retrieval
virtual BOOL CanHaveItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
virtual void PlayerGotItem(CBasePlayer *pPlayer, CItem *pItem) = 0;
// Item spawn/respawn control
virtual int ItemShouldRespawn(CItem *pItem) = 0;
virtual float FlItemRespawnTime(CItem *pItem) = 0;
virtual Vector VecItemRespawnSpot(CItem *pItem) = 0;
// Ammo retrieval
virtual void PlayerGotAmmo(CBasePlayer *pPlayer, char *szName, int iCount) = 0;
// Ammo spawn/respawn control
virtual int AmmoShouldRespawn(CBasePlayerAmmo *pAmmo) = 0;
virtual float FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo) = 0;
virtual Vector VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo) = 0;
// Healthcharger respawn control
virtual float FlHealthChargerRechargeTime() = 0;
virtual float FlHEVChargerRechargeTime() = 0;
// What happens to a dead player's weapons
virtual int DeadPlayerWeapons(CBasePlayer *pPlayer) = 0;
// What happens to a dead player's ammo
virtual int DeadPlayerAmmo(CBasePlayer *pPlayer) = 0;
// Teamplay stuff
virtual const char *GetTeamID(CBaseEntity *pEntity) = 0;
virtual int PlayerRelationship(CBasePlayer *pPlayer, CBaseEntity *pTarget) = 0;
virtual BOOL PlayTextureSounds() = 0;
// Monsters
virtual BOOL FAllowMonsters() = 0;
// Immediately end a multiplayer game
virtual void EndMultiplayerGame() = 0;
virtual void ServerDeactivate() = 0;
virtual void CheckMapConditions() = 0;

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@ -33,7 +33,7 @@ public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
// Don't treat as a live target
virtual BOOL IsAlive() = 0;
@ -62,7 +62,7 @@ public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual void Think() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:

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@ -169,7 +169,7 @@ public:
virtual int ObjectCaps() = 0;
virtual void Activate() = 0;
virtual int Classify() = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int BloodColor() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual Vector BodyTarget(const Vector &posSrc) = 0;

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@ -309,8 +309,8 @@ public:
virtual int ObjectCaps() = 0;
virtual int Classify() = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;

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@ -32,6 +32,7 @@
#include "interface.h"
#include "player.h"
#include "gamerules.h"
#include "client.h"
#define REGAMEDLL_API_VERSION_MAJOR 3
#define REGAMEDLL_API_VERSION_MINOR 1
@ -57,12 +58,12 @@ typedef IVoidHookChainClass<class CBasePlayer, struct entvars_s *, float, Vector
typedef IVoidHookChainRegistryClass<class CBasePlayer, struct entvars_s *, float, Vector &, struct TraceResult *, int> IReGameHookRegistry_CBasePlayer_TraceAttack;
// CBasePlayer::TakeDamage hook
typedef IHookChainClass<int, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHook_CBasePlayer_TakeDamage;
typedef IHookChainRegistryClass<int, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHookRegistry_CBasePlayer_TakeDamage;
typedef IHookChainClass<BOOL, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHook_CBasePlayer_TakeDamage;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, struct entvars_s *, struct entvars_s *, float&, int> IReGameHookRegistry_CBasePlayer_TakeDamage;
// CBasePlayer::TakeHealth hook
typedef IHookChainClass<int, class CBasePlayer, float, int> IReGameHook_CBasePlayer_TakeHealth;
typedef IHookChainRegistryClass<int, class CBasePlayer, float, int> IReGameHookRegistry_CBasePlayer_TakeHealth;
typedef IHookChainClass<BOOL, class CBasePlayer, float, int> IReGameHook_CBasePlayer_TakeHealth;
typedef IHookChainRegistryClass<BOOL, class CBasePlayer, float, int> IReGameHookRegistry_CBasePlayer_TakeHealth;
// CBasePlayer::Killed hook
typedef IVoidHookChainClass<class CBasePlayer, struct entvars_s *, int> IReGameHook_CBasePlayer_Killed;
@ -301,6 +302,10 @@ typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_GoToIntermissio
typedef IVoidHookChain<> IReGameHook_CSGameRules_BalanceTeams;
typedef IVoidHookChainRegistry<> IReGameHookRegistry_CSGameRules_BalanceTeams;
// CanBuyThisItem hook
typedef IHookChain<bool, class CBasePlayer *, BuyItemID> IReGameHook_CanBuyThisItem;
typedef IHookChainRegistry<bool, class CBasePlayer *, BuyItemID> IReGameHookRegistry_CanBuyThisItem;
class IReGameHookchains {
public:
virtual ~IReGameHookchains() {}
@ -374,6 +379,8 @@ public:
virtual IReGameHookRegistry_CSGameRules_ChangeLevel* CSGameRules_ChangeLevel() = 0;
virtual IReGameHookRegistry_CSGameRules_GoToIntermission* CSGameRules_GoToIntermission() = 0;
virtual IReGameHookRegistry_CSGameRules_BalanceTeams* CSGameRules_BalanceTeams() = 0;
virtual IReGameHookRegistry_CanBuyThisItem* CanBuyThisItem() = 0;
};
struct ReGameFuncs_t {

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@ -57,6 +57,7 @@ extern globalvars_t *gpGlobals;
#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
// All monsters need this data
#define DONT_BLEED -1
#define BLOOD_COLOR_RED (byte)247
#define BLOOD_COLOR_YELLOW (byte)195

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@ -31,13 +31,15 @@
// operations that are treated as planar rather than 3d.
class Vector2D {
public:
inline Vector2D() : x(0.0), y(0.0) {}
inline Vector2D(float X, float Y) : x(0.0), y(0.0) { x = X; y = Y; }
inline Vector2D() : x(), y() {}
inline Vector2D(float X, float Y) : x(X), y(Y) {}
inline Vector2D(const Vector2D &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; }
inline Vector2D operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); }
inline Vector2D operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); }
inline Vector2D operator*(float fl) const { return Vector2D(x * fl, y * fl); }
inline Vector2D operator/(float fl) const { return Vector2D(x / fl, y / fl); }
inline Vector2D operator/=(float fl) const { return Vector2D(x / fl, y / fl); }
inline float Length() const { return sqrt(x * x + y * y); }
inline float LengthSquared() const { return (x * x + y * y); }
@ -89,11 +91,10 @@ inline Vector2D operator*(float fl, const Vector2D &v) { return v * fl; }
class Vector {
public:
// Construction/destruction
inline Vector() : x(0.0), y(0.0), z(0.0) {}
inline Vector(float X, float Y, float Z) : x(0.0), y(0.0), z(0.0) { x = X; y = Y; z = Z; }
inline Vector(const Vector &v) : x(0.0), y(0.0), z(0.0) { x = v.x; y = v.y; z = v.z; }
inline Vector(const float rgfl[3]) : x(0.0), y(0.0), z(0.0) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
inline Vector() : x(), y(), z() {}
inline Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
inline Vector(const Vector &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; *(int*)&z = *(int*)&v.z; }
inline Vector(const float rgfl[3]) { *(int*)&x = *(int*)&rgfl[0]; *(int*)&y = *(int*)&rgfl[1]; *(int*)&z = *(int*)&rgfl[2]; }
// Operators
inline Vector operator-() const { return Vector(-x, -y, -z); }
@ -106,7 +107,7 @@ public:
inline Vector operator/=(float fl) const{ return Vector(x / fl, y / fl, z / fl); }
// Methods
inline void CopyToArray(float *rgfl) const { rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; }
inline void CopyToArray(float *rgfl) const { *(int*)&rgfl[0] = *(int*)&x; *(int*)&rgfl[1] = *(int*)&y; *(int*)&rgfl[2] = *(int*)&z; }
inline float Length() const { return sqrt(x * x + y * y + z * z); }
inline float LengthSquared() const { return (x * x + y * y + z * z); }
@ -122,7 +123,14 @@ public:
flLen = 1 / flLen;
return Vector(x * flLen, y * flLen, z * flLen);
}
inline Vector2D Make2D() const { return Vector2D(x, y); }
inline Vector2D Make2D() const
{
Vector2D Vec2;
*(int*)&Vec2.x = *(int*)&x;
*(int*)&Vec2.y = *(int*)&y;
return Vec2;
}
inline float Length2D() const { return sqrt(x * x + y * y); }
inline bool IsLengthLessThan(float length) const { return (LengthSquared() < length * length); }

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@ -3,7 +3,7 @@
edict_t* g_pEdicts;
playermove_t* g_pMove;
char g_szMapName[32];
int gmsgSendAudio, gmsgStatusIcon, gmsgArmorType, gmsgTeamInfo, gmsgItemStatus;
int gmsgSendAudio, gmsgStatusIcon, gmsgArmorType, gmsgItemStatus;
struct
{
@ -13,7 +13,6 @@ struct
{ "SendAudio", gmsgSendAudio },
{ "StatusIcon", gmsgStatusIcon },
{ "ArmorType", gmsgArmorType },
{ "TeamInfo", gmsgTeamInfo },
{ "ItemStatus", gmsgItemStatus },
};

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@ -6,7 +6,6 @@ extern playermove_t* g_pMove;
extern int gmsgSendAudio;
extern int gmsgStatusIcon;
extern int gmsgArmorType;
extern int gmsgTeamInfo;
extern int gmsgItemStatus;
void OnAmxxAttach();

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@ -1,21 +1,22 @@
#include "precompiled.h"
#define CLASS_MEMBERS(cx, mx, pref) ((!(pref##mx & (MAX_REGION_RANGE - 1)) ? regmember::current_cell = 1, true : false) || (pref##mx & (MAX_REGION_RANGE - 1)) == regmember::current_cell++) ? regmember([](member_t* ptr){ decltype(##cx::##mx) f = {};ptr->size = getTypeSize(f);ptr->max_size = sizeof(f);ptr->offset = offsetof(##cx, ##mx);ptr->type = getMemberType(f);}) : regmember(#mx)
#define CLASS_MEMBERS(cx, mx, postf, pref) ((!(postf & (MAX_REGION_RANGE - 1)) ? regmember::current_cell = 1, true : false) || (postf & (MAX_REGION_RANGE - 1)) == regmember::current_cell++) ? regmember([](member_t* ptr){ decltype(##cx::##pref##mx) f = {};ptr->size = getTypeSize(f);ptr->max_size = sizeof(f);ptr->offset = offsetof(##cx, ##pref##mx);ptr->type = getMemberType(f);}) : regmember(#pref#mx)
#define GM_MEMBERS(mx) CLASS_MEMBERS(CHalfLifeMultiplay, mx,)
#define GM_VOICE_MEMBERS(mx) CLASS_MEMBERS(CVoiceGameMgr, mx,)
#define BASE_MEMBERS(mx) CLASS_MEMBERS(CBaseEntity, mx,)
#define ANIM_MEMBERS(mx) CLASS_MEMBERS(CBaseAnimating, mx,)
#define MONST_MEMBERS(mx) CLASS_MEMBERS(CBaseMonster, mx,)
#define PL_MEMBERS(mx) CLASS_MEMBERS(CBasePlayer, mx,)
#define EVAR_MEMBERS(mx) CLASS_MEMBERS(com_entvars, mx, var_)
#define PMOVE_MEMBERS(mx) CLASS_MEMBERS(com_playermove, mx, pm_)
#define MOVEVAR_MEMBERS(mx) CLASS_MEMBERS(movevars_t, mx, mv_)
#define UCMD_MEMBERS(mx) CLASS_MEMBERS(usercmd_s, mx, ucmd_)
#define PMTRACE_MEMBERS(mx) CLASS_MEMBERS(pmtrace_s, mx, pmt_)
#define CSPL_MEMBERS(mx) CLASS_MEMBERS(CCSPlayer, mx,)
#define BASEITEM_MEMBERS(mx) CLASS_MEMBERS(CBasePlayerItem, mx,)
#define BASEWPN_MEMBERS(mx) CLASS_MEMBERS(CBasePlayerWeapon, mx,)
#define GM_MEMBERS(mx) CLASS_MEMBERS(CHalfLifeMultiplay, mx, mx,)
#define GM_VOICE_MEMBERS(mx) CLASS_MEMBERS(CVoiceGameMgr, mx, mx,)
#define BASE_MEMBERS(mx) CLASS_MEMBERS(CBaseEntity, mx, mx,)
#define ANIM_MEMBERS(mx) CLASS_MEMBERS(CBaseAnimating, mx, mx,)
#define MONST_MEMBERS(mx) CLASS_MEMBERS(CBaseMonster, mx, mx,)
#define PL_MEMBERS(mx) CLASS_MEMBERS(CBasePlayer, mx, mx,)
#define EVAR_MEMBERS(mx) CLASS_MEMBERS(com_entvars, mx, var_##mx,)
#define PMOVE_MEMBERS(mx) CLASS_MEMBERS(com_playermove, mx, pm_##mx,)
#define MOVEVAR_MEMBERS(mx) CLASS_MEMBERS(movevars_t, mx, mv_##mx,)
#define UCMD_MEMBERS(mx) CLASS_MEMBERS(usercmd_s, mx, ucmd_##mx,)
#define PMTRACE_MEMBERS(mx) CLASS_MEMBERS(pmtrace_s, mx, pmt_##mx,)
#define CSPL_MEMBERS(mx) CLASS_MEMBERS(CCSPlayer, mx, mx,)
#define BASEITEM_MEMBERS(mx) CLASS_MEMBERS(CBasePlayerItem, mx, mx,)
#define BASEWPN_MEMBERS(mx) CLASS_MEMBERS(CBasePlayerWeapon, mx, m_Weapon_##mx, m_)
#define WPNBOX_MEMBERS(mx) CLASS_MEMBERS(CWeaponBox_COM, mx, m_WeaponBox_##mx, m_)
inline MType getMemberType(float*) { return MEMBER_FLOAT; }
inline MType getMemberType(float) { return MEMBER_FLOAT; }
@ -37,6 +38,7 @@ inline MType getMemberType(Vector) { return MEMBER_VECTOR; }
inline MType getMemberType(char*) { return MEMBER_STRING; }
inline MType getMemberType(qstring_t) { return MEMBER_QSTRING; }
inline MType getMemberType(qstring_t*) { return MEMBER_QSTRING; }
inline MType getMemberType(char) { return MEMBER_BYTE; }
inline MType getMemberType(byte) { return MEMBER_BYTE; }
@ -677,41 +679,49 @@ member_t memberlist_baseitem[] = {
};
member_t memberlist_baseweapon[] = {
BASEWPN_MEMBERS(m_iPlayEmptySound),
BASEWPN_MEMBERS(m_fFireOnEmpty),
BASEWPN_MEMBERS(m_flNextPrimaryAttack),
BASEWPN_MEMBERS(m_flNextSecondaryAttack),
//BASEWPN_MEMBERS(m_flTimeWeaponIdle), // FIXME: conflict with CBasePlayer::m_flTimeWeaponIdle
BASEWPN_MEMBERS(m_iPrimaryAmmoType),
BASEWPN_MEMBERS(m_iSecondaryAmmoType),
BASEWPN_MEMBERS(m_iClip),
BASEWPN_MEMBERS(m_iClientClip),
BASEWPN_MEMBERS(m_iClientWeaponState),
BASEWPN_MEMBERS(m_fInReload),
BASEWPN_MEMBERS(m_fInSpecialReload),
BASEWPN_MEMBERS(m_iDefaultAmmo),
BASEWPN_MEMBERS(m_iShellId),
BASEWPN_MEMBERS(m_fMaxSpeed),
BASEWPN_MEMBERS(m_bDelayFire),
BASEWPN_MEMBERS(m_iDirection),
BASEWPN_MEMBERS(m_bSecondarySilencerOn),
BASEWPN_MEMBERS(m_flAccuracy),
BASEWPN_MEMBERS(m_flLastFire),
BASEWPN_MEMBERS(m_iShotsFired),
//BASEWPN_MEMBERS(m_vVecAiming),
BASEWPN_MEMBERS(iPlayEmptySound),
BASEWPN_MEMBERS(fFireOnEmpty),
BASEWPN_MEMBERS(flNextPrimaryAttack),
BASEWPN_MEMBERS(flNextSecondaryAttack),
BASEWPN_MEMBERS(flTimeWeaponIdle), // FIXME: conflict with CBasePlayer::m_flTimeWeaponIdle
BASEWPN_MEMBERS(iPrimaryAmmoType),
BASEWPN_MEMBERS(iSecondaryAmmoType),
BASEWPN_MEMBERS(iClip),
BASEWPN_MEMBERS(iClientClip),
BASEWPN_MEMBERS(iClientWeaponState),
BASEWPN_MEMBERS(fInReload),
BASEWPN_MEMBERS(fInSpecialReload),
BASEWPN_MEMBERS(iDefaultAmmo),
BASEWPN_MEMBERS(iShellId),
BASEWPN_MEMBERS(fMaxSpeed),
BASEWPN_MEMBERS(bDelayFire),
BASEWPN_MEMBERS(iDirection),
BASEWPN_MEMBERS(bSecondarySilencerOn),
BASEWPN_MEMBERS(flAccuracy),
BASEWPN_MEMBERS(flLastFire),
BASEWPN_MEMBERS(iShotsFired),
//BASEWPN_MEMBERS(vVecAiming),
//BASEWPN_MEMBERS(model_name),
BASEWPN_MEMBERS(m_flGlock18Shoot),
BASEWPN_MEMBERS(m_iGlock18ShotsFired),
BASEWPN_MEMBERS(m_flFamasShoot),
BASEWPN_MEMBERS(m_iFamasShotsFired),
BASEWPN_MEMBERS(m_fBurstSpread),
BASEWPN_MEMBERS(m_iWeaponState),
BASEWPN_MEMBERS(m_flNextReload),
BASEWPN_MEMBERS(m_flDecreaseShotsFired),
BASEWPN_MEMBERS(m_usFireGlock18),
BASEWPN_MEMBERS(m_usFireFamas),
BASEWPN_MEMBERS(m_flPrevPrimaryAttack),
BASEWPN_MEMBERS(m_flLastFireTime),
BASEWPN_MEMBERS(flGlock18Shoot),
BASEWPN_MEMBERS(iGlock18ShotsFired),
BASEWPN_MEMBERS(flFamasShoot),
BASEWPN_MEMBERS(iFamasShotsFired),
BASEWPN_MEMBERS(fBurstSpread),
BASEWPN_MEMBERS(iWeaponState),
BASEWPN_MEMBERS(flNextReload),
BASEWPN_MEMBERS(flDecreaseShotsFired),
BASEWPN_MEMBERS(usFireGlock18),
BASEWPN_MEMBERS(usFireFamas),
BASEWPN_MEMBERS(flPrevPrimaryAttack),
BASEWPN_MEMBERS(flLastFireTime),
};
member_t memberlist_weaponbox[] = {
WPNBOX_MEMBERS(rgpPlayerItems),
WPNBOX_MEMBERS(rgiszAmmo),
WPNBOX_MEMBERS(rgAmmo),
WPNBOX_MEMBERS(cAmmoTypes),
WPNBOX_MEMBERS(bIsBomb),
};
memberlist_t memberlist;
@ -737,6 +747,7 @@ member_t *memberlist_t::operator[](size_t members) const
CASE(csplayer)
CASE(baseitem)
CASE(baseweapon)
CASE(weaponbox)
}
return nullptr;

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@ -52,7 +52,8 @@ struct memberlist_t
mt_pmtrace,
mt_csplayer,
mt_baseitem,
mt_baseweapon
mt_baseweapon,
mt_weaponbox
};
};
@ -681,39 +682,48 @@ enum CBasePlayerItem_Members
enum CBasePlayerWeapon_Members
{
m_iPlayEmptySound = BEGIN_MEMBER_REGION(baseweapon),
m_fFireOnEmpty,
m_flNextPrimaryAttack,
m_flNextSecondaryAttack,
//m_flTimeWeaponIdle,
m_iPrimaryAmmoType,
m_iSecondaryAmmoType,
m_iClip,
m_iClientClip,
m_iClientWeaponState,
m_fInReload,
m_fInSpecialReload,
m_iDefaultAmmo,
m_iShellId,
m_fMaxSpeed,
m_bDelayFire,
m_iDirection,
m_bSecondarySilencerOn,
m_flAccuracy,
m_flLastFire,
m_iShotsFired,
//m_vVecAiming,
//model_name,
m_flGlock18Shoot,
m_iGlock18ShotsFired,
m_flFamasShoot,
m_iFamasShotsFired,
m_fBurstSpread,
m_iWeaponState,
m_flNextReload,
m_flDecreaseShotsFired,
m_usFireGlock18,
m_usFireFamas,
m_flPrevPrimaryAttack,
m_flLastFireTime
m_Weapon_iPlayEmptySound = BEGIN_MEMBER_REGION(baseweapon),
m_Weapon_fFireOnEmpty,
m_Weapon_flNextPrimaryAttack,
m_Weapon_flNextSecondaryAttack,
m_Weapon_flTimeWeaponIdle,
m_Weapon_iPrimaryAmmoType,
m_Weapon_iSecondaryAmmoType,
m_Weapon_iClip,
m_Weapon_iClientClip,
m_Weapon_iClientWeaponState,
m_Weapon_fInReload,
m_Weapon_fInSpecialReload,
m_Weapon_iDefaultAmmo,
m_Weapon_iShellId,
m_Weapon_fMaxSpeed,
m_Weapon_bDelayFire,
m_Weapon_iDirection,
m_Weapon_bSecondarySilencerOn,
m_Weapon_flAccuracy,
m_Weapon_flLastFire,
m_Weapon_iShotsFired,
//m_Weapon_vVecAiming,
//m_Weapon_model_name,
m_Weapon_flGlock18Shoot,
m_Weapon_iGlock18ShotsFired,
m_Weapon_flFamasShoot,
m_Weapon_iFamasShotsFired,
m_Weapon_fBurstSpread,
m_Weapon_iWeaponState,
m_Weapon_flNextReload,
m_Weapon_flDecreaseShotsFired,
m_Weapon_usFireGlock18,
m_Weapon_usFireFamas,
m_Weapon_flPrevPrimaryAttack,
m_Weapon_flLastFireTime
};
enum CWeaponBox_Members
{
m_WeaponBox_rgpPlayerItems = BEGIN_MEMBER_REGION(weaponbox),
m_WeaponBox_rgiszAmmo,
m_WeaponBox_rgAmmo,
m_WeaponBox_cAmmoTypes,
m_WeaponBox_bIsBomb,
};

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@ -554,27 +554,23 @@ cell get_member(void* pdata, const member_t *member, size_t element, cell* dest)
switch (member->type)
{
case MEMBER_CLASSPTR:
{
// native any:get_member(_index, any:_member, element);
return indexOfEdict(get_member<CBaseEntity *>(pdata, member->offset, element)->pev);
auto& pEntity = get_member<CBaseEntity *>(pdata, member->offset, element);
return pEntity ? indexOfEdict(pEntity->pev) : -1;
}
case MEMBER_EHANDLE:
{
// native any:get_member(_index, any:_member, element);
EHANDLE ehandle = get_member<EHANDLE>(pdata, member->offset, element);
edict_t *pEntity = ehandle.Get();
if (pEntity != nullptr) {
return indexOfEdict(pEntity);
}
return -1;
return pEntity ? indexOfEdict(pEntity) : -1;
}
case MEMBER_EDICT:
{
// native any:get_member(_index, any:_member, element);
edict_t *pEntity = get_member<edict_t *>(pdata, member->offset, element);
if (pEntity != nullptr) {
return indexOfEdict(pEntity);
}
return -1;
return pEntity ? indexOfEdict(pEntity) : -1;
}
case MEMBER_VECTOR:
{

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@ -539,6 +539,43 @@ cell AMX_NATIVE_CALL rg_find_ent_by_owner(AMX *amx, cell *params)
return FALSE;
}
/*
* Find the item by name in the player's inventory.
*
* @param index Client index
* @param item Item name
*
* @return Entity-index of item, 0 otherwise
*
* native rg_find_bpack_item_by_name(const index, const item[]);
*/
cell AMX_NATIVE_CALL rg_find_item_bpack_by_name(AMX *amx, cell *params)
{
enum args_e { arg_count, arg_index, arg_item };
CHECK_ISPLAYER(arg_index);
CBasePlayer *pPlayer = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_index]);
if (pPlayer == nullptr || pPlayer->has_disconnected) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_index]);
return FALSE;
}
const char *itemName = getAmxString(amx, params[arg_item]);
auto pInfo = g_ReGameApi->GetWeaponSlot(itemName);
auto pItem = pPlayer->m_rgpPlayerItems[ pInfo->slot ];
while (pItem) {
if (FClassnameIs(pItem->pev, itemName)) {
return indexOfEdict(pItem->pev);
}
pItem = pItem->m_pNext;
}
return 0;
}
/*
* Returns some information about a weapon.
*
@ -1015,10 +1052,7 @@ cell AMX_NATIVE_CALL rg_set_user_team(AMX *amx, cell *params)
}
if (params[arg_sendinfo] != 0) {
MESSAGE_BEGIN(MSG_ALL, gmsgTeamInfo);
WRITE_BYTE(args[arg_index]);
WRITE_STRING(GetTeamName(args[arg_team]));
MESSAGE_END();
pPlayer->CSPlayer()->TeamChangeUpdate();
}
g_amxxapi.SetPlayerTeamInfo(args[arg_index], args[arg_team], GetTeamName(args[arg_team]));
@ -1360,13 +1394,13 @@ cell AMX_NATIVE_CALL rg_switch_weapon(AMX *amx, cell *params)
}
/*
* To priority autoselect join to team
* To get which team has a high priority to join.
*
* @return Returns the Team Name
*
* native TeamName:rg_select_default_team();
* native TeamName:rg_get_join_team_priority();
*/
cell AMX_NATIVE_CALL rg_select_default_team(AMX *amx, cell *params)
cell AMX_NATIVE_CALL rg_get_join_team_priority(AMX *amx, cell *params)
{
if (g_pGameRules == nullptr) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: gamerules not initialized", __FUNCTION__);
@ -1376,6 +1410,67 @@ cell AMX_NATIVE_CALL rg_select_default_team(AMX *amx, cell *params)
return CSGameRules()->SelectDefaultTeam();
}
/*
* Can this player take damage from this attacker?
*
* @param index Client index
* @param attacker Attacker index
*
* @return 1 if successfully then can take a damage, 0 otherwise
*
* native bool:rg_is_player_can_takedamage(const index, const attacker);
*/
cell AMX_NATIVE_CALL rg_is_player_can_takedamage(AMX *amx, cell *params)
{
enum args_e { arg_count, arg_index, arg_attacker };
CHECK_ISPLAYER(arg_index);
CBasePlayer *pPlayer = g_ReGameFuncs->UTIL_PlayerByIndex(params[arg_index]);
if (pPlayer == nullptr || pPlayer->has_disconnected) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: player %i is not connected", __FUNCTION__, params[arg_index]);
return FALSE;
}
CBaseEntity *pAttacker = getPrivate<CBaseEntity>(params[arg_attacker]);
if (!pAttacker) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: Invalid entity attacker", __FUNCTION__);
return FALSE;
}
return CSGameRules()->FPlayerCanTakeDamage(pPlayer, pAttacker);
}
/*
* To get WeaponIdType from weaponbox
*
* @param entity Weaponbox entity
*
* @return return enum's of WeaponIdType
*
* native WeaponIdType:rg_get_weaponbox_id(const entity);
*/
cell AMX_NATIVE_CALL rg_get_weaponbox_id(AMX *amx, cell *params)
{
enum args_e { arg_count, arg_entity };
CHECK_ISENTITY(arg_entity);
CWeaponBox *pEntityBox = getPrivate<CWeaponBox>(params[arg_entity]);
if (pEntityBox == nullptr) {
MF_LogError(amx, AMX_ERR_NATIVE, "%s: Invalid entity weaponbox", __FUNCTION__);
return FALSE;
}
for (auto item : pEntityBox->m_rgpPlayerItems) {
if (item) {
return item->m_iId;
}
}
return WEAPON_NONE;
}
AMX_NATIVE_INFO Misc_Natives_RG[] =
{
{ "rg_set_animation", rg_set_animation },
@ -1398,6 +1493,7 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
{ "rg_create_entity", rg_create_entity },
{ "rg_find_ent_by_class", rg_find_ent_by_class },
{ "rg_find_ent_by_owner", rg_find_ent_by_owner },
{ "rg_find_item_bpack_by_name", rg_find_item_bpack_by_name },
{ "rg_get_weapon_info", rg_get_weapon_info },
{ "rg_set_weapon_info", rg_set_weapon_info },
@ -1430,7 +1526,9 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
{ "rg_swap_all_players", rg_swap_all_players },
{ "rg_switch_team", rg_switch_team },
{ "rg_switch_weapon", rg_switch_weapon },
{ "rg_select_default_team", rg_select_default_team },
{ "rg_get_join_team_priority", rg_get_join_team_priority },
{ "rg_is_player_can_takedamage", rg_is_player_can_takedamage },
{ "rg_get_weaponbox_id", rg_get_weaponbox_id },
{ nullptr, nullptr }
};