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Refactoring sdk of the party amxx

This commit is contained in:
s1lentq 2016-06-01 18:27:20 +06:00 committed by asmodai
parent 62325d11aa
commit 6f519c7551
5 changed files with 1042 additions and 303 deletions

File diff suppressed because it is too large Load Diff

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@ -13,13 +13,12 @@
#pragma library reapi
#endif
#define NULLENT -1
#include <cssdk_const>
#include <reapi_engine.inc> // NOTE: only for ReHLDS
#include <reapi_gamedll.inc> // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS)
#include <reapi_addons.inc> // NOTE: 3-rd party addons
#include <reapi_version.inc>
#include <hlsdk_const.inc>
#include <reapi_engine> // NOTE: only for ReHLDS
#include <reapi_gamedll> // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS)
#include <reapi_addons> // NOTE: 3-rd party addons
#include <reapi_version>
// hookchain return type
enum

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@ -4,7 +4,7 @@
#define _reapi_engine_included
#include <reapi_engine_const.inc>
#include <reapi_engine_const>
/*
* Sets entvars data for an entity.

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@ -4,7 +4,7 @@
#define _reapi_gamedll_included
#include <reapi_gamedll_const.inc>
#include <reapi_gamedll_const>
/*
* Sets a value to an CSGameRules_Members members
@ -167,13 +167,13 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
* @param vecDirShooting Direction shooting
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iBulletType Bullet type
* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
* @param iTracerFreq Tracer frequancy
* @param iDamage Damage amount
*
* @noreturn
*/
native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iBulletType, const iTracerFreq, const iDamage);
native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
/*
* Fire bullets from player's weapon
@ -185,7 +185,7 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iPenetration The number of penetration
* @param iBulletType Bullet type
* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
* @param iDamage Damage amount
* @param flRangeModifier Damage range modifier
* @param bPistol Pistol shot
@ -193,7 +193,7 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
*
* @return Float:[3] The result spread
*/
native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
/*
* Complete the round

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@ -4,20 +4,12 @@
#define _reapi_gamedll_const_included
// flags for CUnifiedSignals m_signals
#define SIGNAL_BUY (1<<0)
#define SIGNAL_BOMB (1<<1)
#define SIGNAL_RESCUE (1<<2)
#define SIGNAL_ESCAPE (1<<3)
#define SIGNAL_VIPSAFETY (1<<4)
// Returns 1, if round ended by expired time
// NOTE: Use this for hookchain RG_RoundEnd with the parameter ScenarioEventEndRound:event
#define HadRoundExpired(event) (1<<event) & (1<<ROUND_TARGET_SAVED) | (1<<ROUND_HOSTAGE_NOT_RESCUED) | (1<<ROUND_TERRORISTS_NOT_ESCAPED) | (1<<ROUND_VIP_NOT_ESCAPED)
// bypass warning: 200 on amxmodx 1.8.2
#if AMXX_VERSION_NUM < 183
#define ROUND_ESCAPING_TERRORISTS_NEUTRALIZED ROUND_ESCAPING_TERRORISTS_NEUTR
#define RG_CBaseAnimating_ResetSequenceInfo RG_CBaseAnimating_ResetSequence
#define RG_CBasePlayer_Observer_IsValidTarget RG_CBasePlayer_Observer_IsValid
#define RG_CSGameRules_FShouldSwitchWeapon RG_CSGameRules_ShouldSwitchWpn
@ -33,250 +25,8 @@
#define RG_CSGameRules_CheckWinConditions RG_CSGameRules_CheckWinCond
#endif
// use with rg_give_item
enum GiveType
{
GT_APPEND, // just give item
GT_REPLACE, // to remove all weapons from the slot
GT_DROP_AND_REPLACE // drop all weapons on the ground
};
enum HitBoxGroup
{
HITGROUP_GENERIC = 0,
HITGROUP_HEAD,
HITGROUP_CHEST,
HITGROUP_STOMACH,
HITGROUP_LEFTARM,
HITGROUP_RIGHTARM,
HITGROUP_LEFTLEG,
HITGROUP_RIGHTLEG,
HITGROUP_SHIELD
};
enum ArmorType
{
ARMOR_NONE, // no armor
ARMOR_KEVLAR, // body vest only
ARMOR_VESTHELM, // vest and helmet
};
enum AccountSet { AS_SET, AS_ADD };
enum RewardType
{
RT_NONE,
RT_ROUND_BONUS,
RT_PLAYER_RESET,
RT_PLAYER_BOUGHT_SOMETHING,
RT_HOSTAGE_TOOK,
RT_HOSTAGE_RESCUED,
RT_HOSTAGE_DAMAGED,
RT_HOSTAGE_KILLED,
RT_TEAMMATES_KILLED,
RT_ENEMY_KILLED,
RT_INTO_GAME,
RT_VIP_KILLED,
RT_VIP_RESCUED_MYSELF
};
enum TeamName
{
TEAM_UNASSIGNED,
TEAM_TERRORIST,
TEAM_CT,
TEAM_SPECTATOR
};
enum ModelName
{
MODEL_UNASSIGNED,
MODEL_CT_URBAN,
MODEL_T_TERROR,
MODEL_T_LEET,
MODEL_T_ARCTIC,
MODEL_CT_GSG9,
MODEL_CT_GIGN,
MODEL_CT_SAS,
MODEL_T_GUERILLA,
MODEL_CT_VIP,
MODEL_T_MILITIA,
MODEL_CT_SPETSNAZ,
MODEL_AUTO
};
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
};
enum WeaponIdType
{
WEAPON_NONE,
WEAPON_P228,
WEAPON_GLOCK,
WEAPON_SCOUT,
WEAPON_HEGRENADE,
WEAPON_XM1014,
WEAPON_C4,
WEAPON_MAC10,
WEAPON_AUG,
WEAPON_SMOKEGRENADE,
WEAPON_ELITE,
WEAPON_FIVESEVEN,
WEAPON_UMP45,
WEAPON_SG550,
WEAPON_GALIL,
WEAPON_FAMAS,
WEAPON_USP,
WEAPON_GLOCK18,
WEAPON_AWP,
WEAPON_MP5N,
WEAPON_M249,
WEAPON_M3,
WEAPON_M4A1,
WEAPON_TMP,
WEAPON_G3SG1,
WEAPON_FLASHBANG,
WEAPON_DEAGLE,
WEAPON_SG552,
WEAPON_AK47,
WEAPON_KNIFE,
WEAPON_P90,
WEAPON_SHIELDGUN = 99
};
// for member CBaseMonster::m_rgbTimeBasedDamage
enum TimeBasedDamage
{
ITDB_PRALYZE,
ITDB_NERVEGAS,
ITDB_POISON,
ITDB_RADIATION,
ITDB_DROWNRECOVER,
ITDB_ACID,
ITDB_SLOWBURN,
ITDB_SLOWFREEZE
};
enum Activity
{
ACT_INVALID = -1,
ACT_RESET, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE,
ACT_GUARD,
ACT_WALK,
ACT_RUN,
ACT_FLY,
ACT_SWIM,
ACT_HOP,
ACT_LEAP,
ACT_FALL,
ACT_LAND,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT,
ACT_ROLL_RIGHT,
ACT_TURN_LEFT,
ACT_TURN_RIGHT,
ACT_CROUCH,
ACT_CROUCHIDLE,
ACT_STAND,
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_TWITCH,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_ARM,
ACT_DISARM,
ACT_EAT,
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_BARNACLE_HIT,
ACT_BARNACLE_PULL,
ACT_BARNACLE_CHOMP,
ACT_BARNACLE_CHEW,
ACT_SLEEP,
ACT_INSPECT_FLOOR,
ACT_INSPECT_WALL,
ACT_IDLE_ANGRY,
ACT_WALK_HURT,
ACT_RUN_HURT,
ACT_HOVER,
ACT_GLIDE,
ACT_FLY_LEFT,
ACT_FLY_RIGHT,
ACT_DETECT_SCENT,
ACT_SNIFF,
ACT_BITE,
ACT_THREAT_DISPLAY,
ACT_FEAR_DISPLAY,
ACT_EXCITED,
ACT_SPECIAL_ATTACK1,
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE,
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE,
ACT_DIE_HEADSHOT,
ACT_DIE_CHESTSHOT,
ACT_DIE_GUTSHOT,
ACT_DIE_BACKSHOT,
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_FLINCH,
ACT_LARGE_FLINCH,
ACT_HOLDBOMB,
ACT_IDLE_FIDGET,
ACT_IDLE_SCARED,
ACT_IDLE_SCARED_FIDGET,
ACT_FOLLOW_IDLE,
ACT_FOLLOW_IDLE_FIDGET,
ACT_FOLLOW_IDLE_SCARED,
ACT_FOLLOW_IDLE_SCARED_FIDGET,
ACT_CROUCH_IDLE,
ACT_CROUCH_IDLE_FIDGET,
ACT_CROUCH_IDLE_SCARED,
ACT_CROUCH_IDLE_SCARED_FIDGET,
ACT_CROUCH_WALK,
ACT_CROUCH_WALK_SCARED,
ACT_CROUCH_DIE,
ACT_WALK_BACK,
ACT_IDLE_SNEAKY,
ACT_IDLE_SNEAKY_FIDGET,
ACT_WALK_SNEAKY,
ACT_WAVE,
ACT_YES,
ACT_NO
};
// Weapon info types for use with rg_get_weapon_info()
enum WpnInfo
{
@ -290,48 +40,12 @@ enum WpnInfo
WI_NAME
};
enum WinStatus
// use with rg_give_item
enum GiveType
{
WINSTATUS_CTS = 1,
WINSTATUS_TERRORISTS,
WINSTATUS_DRAW,
};
// used for EndRoundMessage() logged messages
enum ScenarioEventEndRound
{
ROUND_NONE,
ROUND_TARGET_BOMB,
ROUND_VIP_ESCAPED,
ROUND_VIP_ASSASSINATED,
ROUND_TERRORISTS_ESCAPED,
ROUND_CTS_PREVENT_ESCAPE,
ROUND_ESCAPING_TERRORISTS_NEUTRALIZED,
ROUND_BOMB_DEFUSED,
ROUND_CTS_WIN,
ROUND_TERRORISTS_WIN,
ROUND_END_DRAW,
ROUND_ALL_HOSTAGES_RESCUED,
ROUND_TARGET_SAVED,
ROUND_HOSTAGE_NOT_RESCUED,
ROUND_TERRORISTS_NOT_ESCAPED,
ROUND_VIP_NOT_ESCAPED,
ROUND_GAME_COMMENCE,
};
enum PLAYER_ANIM
{
PLAYER_IDLE,
PLAYER_WALK,
PLAYER_JUMP,
PLAYER_SUPERJUMP,
PLAYER_DIE,
PLAYER_ATTACK1,
PLAYER_ATTACK2,
PLAYER_FLINCH,
PLAYER_LARGE_FLINCH,
PLAYER_RELOAD,
PLAYER_HOLDBOMB
GT_APPEND, // just give item
GT_REPLACE, // to remove all weapons from the slot
GT_DROP_AND_REPLACE // drop all weapons on the ground
};
enum GamedllFunc