amxmodx/plugins/include/engine.inc

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/* Engine functions
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*
* by the AMX Mod X Development Team
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* thanks to Vexd
*
* This file is provided as is (no warranties).
*/
#if defined _engine_included
#endinput
#endif
#define _engine_included
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#include <engine_const>
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/* These functinos are used to generate client messages.
* You may generate menu, smoke, shockwaves, thunderlights,
* intermission and many many others messages.
* See HL SDK for more examples. */
native message_begin( dest, msg_type, origin[3]={0,0,0},player=0);
native message_end();
native write_byte( x );
native write_char( x );
native write_short( x );
native write_long( x );
native write_entity( x );
native write_angle( x );
native write_coord( x );
native write_string( x[] );
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/* 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. */
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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/* Note, the offsets are passed as linux values, not windows values.
* Although the engine module will automatically calculate the difference,
* you must pass with the +5 linux offset (e.g. if 230 on windows, pass 235 no matter what) */
/* Gets pvPrivateData offset. */
native get_offset(id, offset);
native Float:get_offset_float(id, offset);
native get_offset_short(id, offset);
/* sets pvPrivateData offset. */
native set_offset(id, offset, value);
native set_offset_float(id, offset, Float:value);
native set_offset_short(id, offset);
/* Precaches any file. */
native precache_generic(szFile[]);
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/* Precaches an event. */
native precache_event(type, Name[], {float,_}:...);
//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 set_size(index, Float:mins[3], Float:maxs[3]);
/* Get decal index */
native get_decal_index(const szDecalName[]);
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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, szNewVal[]);
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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native find_ent_by_owner(iIndex, szClass[], iOwner);
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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//this will CBaseEntity::Think() or something from the entity
native call_think(entity)
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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, szModel[]);
/* 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 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]);
/* 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);
/* 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);
#include <engine_stocks>