amxmodx/plugins/include/engine.inc

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