amxmodx/modules/fakemeta/fakemeta_amxx.h

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Fakemeta Module
//
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#ifndef _FAKEMETA_INCLUDE_H
#define _FAKEMETA_INCLUDE_H
#include "amxxmodule.h"
#include <entity_state.h>
#include <usercmd.h>
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#include "engfunc.h"
#include "dllfunc.h"
#include "pev.h"
#include "forward.h"
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#include "fm_tr.h"
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#include "glb.h"
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#include <amtl/am-string.h>
#include <amtl/am-vector.h>
#include <IGameConfigs.h>
#include <HLTypeConversion.h>
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#ifdef DONT_TOUCH_THIS_AGAIN_BAIL
#define CHECK_ENTITY(x) \
if (x < 0 || x > gpGlobals->maxEntities) { \
MF_LogError(amx, AMX_ERR_NATIVE, "Entity out of range (%d)", x); \
return 0; \
} else { \
if (x <= gpGlobals->maxClients) { \
if (!MF_IsPlayerIngame(x)) { \
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid player %d (not in-game)", x); \
return 0; \
} \
} else { \
if (x != 0 && FNullEnt(TypeConversion.id_to_edict(x))) { \
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid entity %d", x); \
return 0; \
} \
} \
}
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#endif
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#define CHECK_ENTITY(x) if (x != 0 && (FNullEnt(TypeConversion.id_to_edict(x)) || x < 0 || x > gpGlobals->maxEntities)) { MF_LogError(amx, AMX_ERR_NATIVE, "Invalid entity"); return 0; }
#define CHECK_OFFSET(x) if (x < 0) { MF_LogError(amx, AMX_ERR_NATIVE, "Invalid offset"); return 0; }
#define CHECK_ENTITY_PDATA(x) \
if (FNullEnt(TypeConversion.id_to_edict(x))) { \
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid entity %d", x); \
return 0; \
} \
else if (!TypeConversion.id_to_edict(x)->pvPrivateData) { \
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid entity %d (no private data)", x); \
return 0; \
}
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extern AMX_NATIVE_INFO engfunc_natives[];
extern AMX_NATIVE_INFO dllfunc_natives[];
extern AMX_NATIVE_INFO forward_natives[];
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extern AMX_NATIVE_INFO pdata_natives[];
extern AMX_NATIVE_INFO pdata_entities_natives[];
extern AMX_NATIVE_INFO pdata_gamerules_natives[];
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extern AMX_NATIVE_INFO tr_Natives[];
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extern AMX_NATIVE_INFO pev_natives[];
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extern AMX_NATIVE_INFO glb_natives[];
extern AMX_NATIVE_INFO misc_natives[];
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extern TraceResult g_tr;
/* Wouldnt modifying the table AFTER it's memcpy'd be ... pointless?
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extern enginefuncs_t g_EngineFuncs_Table;
extern enginefuncs_t g_EngineFuncs_Post_Table;
*/
// mark down pointers when the calls are made instead (this means amxxmodule.cpp needs to be changed slightly for this module)
extern DLL_FUNCTIONS *g_pFunctionTable;
extern DLL_FUNCTIONS *g_pFunctionTable_Post;
extern enginefuncs_t *g_pengfuncsTable;
extern enginefuncs_t *g_pengfuncsTable_Post;
extern NEW_DLL_FUNCTIONS *g_pNewFunctionsTable;
extern NEW_DLL_FUNCTIONS *g_pNewFunctionsTable_Post;
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extern IGameConfig *CommonConfig;
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extern IGameConfig *GamerulesConfig;
extern IGameConfigManager *ConfigManager;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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extern bool HasRegameDll;
extern HLTypeConversion TypeConversion;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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extern void *GameRulesRH;
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extern void **GameRulesAddress;
#endif //_FAKEMETA_INCLUDE_H