492 lines
14 KiB
PHP
492 lines
14 KiB
PHP
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#if defined _ham_const_included
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#endinput
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#endif
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#define _ham_const_included
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/**
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* Ham return types.
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* -
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* Return these from hooks to disable calling the target function.
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* Numbers match up with fakemeta's FMRES_* for clarity. They are interchangable.
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* 0 (or no return) is also interpretted as HAM_IGNORED.
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*/
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#define HAM_IGNORED 1 /**< Calls target function, returns normal value */
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#define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */
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#define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */
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#define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */
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/**
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* A few notes about all of the following functions:
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* - Not all functions will do as you expect on all mods.
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* If a function does not do what you would believe it should
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* DO NOT file a bug report, you will be ignored.
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*
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* - Passing invalid parameters has potential to crash the server
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* So be careful, and adequately test!
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*
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* - All functions take (and pass) a "this" index as the first param.
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* This is the entity from which the function is being executed on.
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*
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* - All functions and forwards (eg: {Register,Execute}Ham[B]) require
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* the mod to have the pev and base keys in addition to the function
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* keys for the corresponding mod/operating system in hamdata.ini
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*/
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enum Ham
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{
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/**
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* Description: This is typically called whenever an entity is created.
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* It is the virtual equivilent of spawn from the engine.
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* Some mods call this on player spawns too.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Spawn, this);
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*/
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Ham_Spawn = 0,
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/**
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* Description: This is typically called on map change.
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* This will typically precache all assets required by the entity.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Precache, this);
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*/
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Ham_Precache,
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/**
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* Description: Typically this is similar to an engine keyvalue call.
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* Use the kvd natives from fakemeta to handle the kvd_handle passed.
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* NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead!
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* Forward params: function(this, kvd_handle);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Keyvalue, this, kvd_handle);
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*/
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Ham_Keyvalue,
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/**
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* Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc)
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* Forward params: function(this)
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_ObjectCaps, this);
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*/
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Ham_ObjectCaps,
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/**
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* Description: Usually called to activate some objects.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Activate, this);
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*/
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Ham_Activate,
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/**
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* Description: Usually called after the engine call with the same name.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this);
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*/
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Ham_SetObjectCollisionBox,
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/**
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* Description: Returns an integer number that corresponds with what type of entity this is.
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* Forward params: function(this)
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_Classify, this);
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*/
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Ham_Classify,
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/**
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* Description: Typically called when an entity dies to notify any children entities about the death.
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* Forward params: function(this, idchild)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_DeathNotice, this, idchild)
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*/
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Ham_DeathNotice,
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/**
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* Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.
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* Use the get/set tr2 natives in fakemeta to handle the traceresult data.
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* Do not use a handle of 0 as a traceresult in execution, use get_tr_handle(0) instead.
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* Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);
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*/
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Ham_TraceAttack,
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/**
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* Description: Usually called whenever an entity takes any kind of damage.
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* Inflictor is the entity that caused the damage (such as a gun).
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* Attacker is the entity that tirggered the damage (such as the gun's owner).
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* Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);
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*/
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Ham_TakeDamage,
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/**
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* Description: Usually called whenever an entity gets a form of a heal.
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* Forward params: function(this, Float:health, damagebits);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);
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*/
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Ham_TakeHealth,
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/**
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* Description: Normally called whenever an entity dies.
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* Forward params: function(this, idattacker, shouldgib)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib);
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*/
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Ham_Killed,
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/**
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* Description: Normally returns the blood color of the entity.
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* Forward params: function(this)
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_BloodColor, this)
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*/
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Ham_BloodColor,
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Ham_TraceBleed,
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Ham_IsTriggered,
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Ham_MyMonsterPointer,
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Ham_MySquadMonsterPointer,
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Ham_GetToggleState,
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/**
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* Description: Typically adds points to the entity.
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* Forward params: function(this, points, bool:cangonegative);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_BloodColor, this, points, bool:cangonegative);
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*/
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Ham_AddPoints,
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/**
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* Description: Typically adds points to the entity's team.
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* Forward params: function(this, points, bool:cangonegative);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_BloodColor, this, points, bool:cangonegative);
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*/
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Ham_AddPointsToTeam,
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/**
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* Description: Adds an item to the player's inventory.
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* Forward params: function(this, idother);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_AddPlayerItem, this, idother);
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*/
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Ham_AddPlayerItem,
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/**
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* Description: Removes an item to the player's inventory.
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* Forward params: function(this, idother);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_RemovePlayerItem, this, idother);
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*/
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Ham_RemovePlayerItem,
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Ham_GiveAmmo,
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Ham_GetDelay,
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/**
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* Description: Whether or not the entity is moving.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsMoving, this);
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*/
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Ham_IsMoving,
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Ham_OverrideReset,
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Ham_DamageDecal,
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Ham_SetToggleState,
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/**
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* Description: Not entirely sure what this does.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_StartSneaking, this);
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*/
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Ham_StartSneaking,
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/**
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* Description: Not entirely sure what this does.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_StopSneaking, this);
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*/
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Ham_StopSneaking,
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Ham_OnControls,
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/**
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* Description: Whether or not the entity is sneaking.
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* Forward params: function(this);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_IsSneaking, this);
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*/
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Ham_IsSneaking,
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/**
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* Description: Whether or not the entity is alive.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsAlive, this);
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*/
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Ham_IsAlive,
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/**
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* Description: Whether or not the entity uses a BSP model.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsBSPModel, this);
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*/
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Ham_IsBSPModel,
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/**
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* Description: Whether or not the entity can reflect gauss shots..
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_ReflectGauss, this);
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*/
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Ham_ReflectGauss,
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Ham_HasTarget,
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/**
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* Description: Whether or not the entity is in the world.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsInWorld, this);
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*/
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Ham_IsInWorld,
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/**
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* Description: Whether or not the entity is a player.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsPlayer, this);
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*/
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Ham_IsPlayer,
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/**
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* Description: Whether or not the entity is a net client.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_IsNetClient, this);
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*/
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Ham_IsNetClient,
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/**
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* Description: Get the entity's team id.
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* Forward params: function(this);
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* Return type: String (string length returned and string byref'd in ExecuteHam).
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* Execute params: ExecuteHam(Ham_IsPlayer, this, buffer[], size);
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*/
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Ham_TeamId,
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/**
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* Description: Returns the next target of this.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_GetNextTarget, this);
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*/
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Ham_GetNextTarget,
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/**
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* Description: Called whenever an entity thinks.
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* Forward params: function(this)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Think, this);
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*/
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Ham_Think,
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/**
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* Description: Called whenever two entities touch.
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* Forward params: function(this, idother);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Touch, this, idother);
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*/
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Ham_Touch,
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/**
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* Description: Called whenver one entity uses another.
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* Forward params: function(this, idcaller, idactivator, use_type, Float:value)
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);
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*/
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Ham_Use,
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/**
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* Description: Normally called whenever one entity blocks another from moving.
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* Forward params: function(this, idother);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_Blocked, this, idother);
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*/
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Ham_Blocked,
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/**
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* Description: Normally called when a map-based item respawns, such as a health kit or something.
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* Forward params: function(this);
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* Return type: CBaseEntity.
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* Execute params: ExecuteHam(Ham_Respawn, this);
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*/
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Ham_Respawn,
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/**
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* Description: Used in Half-Life to update a monster's owner.
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* Forward params: function(this);
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* Return type: None.
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* Execute params: ExecuteHam(Ham_UpdateOwner, this);
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*/
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Ham_UpdateOwner,
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/**
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* Description: Normally called whenever a barnacle grabs the entity.
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* Forward params: function(this);
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* Return type: Integer.
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* Execute params: ExecuteHam(Ham_FBecomeProne, this);
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*/
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Ham_FBecomeProne,
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/**
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* Description: Returns the center of the entity.
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* Forward params: function(this);
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* Return type: Vector (byref'd in Execute).
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* Execute params: ExecuteHam(Ham_Center, this, Float:output[3]);
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*/
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Ham_Center,
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/**
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* Description: Returns the eye position of the entity.
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* Forward params: function(this);
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* Return type: Vector (byref'd in Execute).
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* Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]);
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*/
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Ham_EyePosition,
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/**
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* Description: Returns the ear position of the entity.
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* Forward params: function(this);
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* Return type: Vector (byref'd in Execute).
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* Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]);
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*/
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Ham_EarPosition,
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/**
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* Description: Position to shoot at.
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* Forward params: function(this, Float:srcvector[3]);
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* Return type: Vector (byref'd in Execute).
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* Execute params: ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3])
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*/
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Ham_BodyTarget,
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Ham_Illumination,
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Ham_FVisible,
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Ham_FVecVisible,
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Ham_Player_Jump,
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Ham_Player_Duck,
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Ham_Player_PreThink,
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Ham_Player_PostThink,
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Ham_Player_GetGunPosition,
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Ham_Player_ShouldFadeOnDeath,
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Ham_Player_ImpulseCommands,
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Ham_Player_UpdateClientData,
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/**
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* Items have all the attributes of normal entities in addition to these.
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*/
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Ham_Item_AddToPlayer,
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Ham_Item_AddDuplicate,
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Ham_Item_GetItemInfo,
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Ham_Item_CanDeploy,
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Ham_Item_Deploy,
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Ham_Item_CanHolster,
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Ham_Item_Holster,
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Ham_Item_UpdateItemInfo,
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Ham_Item_PreFrame,
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Ham_Item_PostFrame,
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Ham_Item_Drop,
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Ham_Item_Kill,
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Ham_Item_AttachToPlayer,
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Ham_Item_PrimaryAmmoIndex,
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Ham_Item_SecondaryAmmoIndex,
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Ham_Item_UpdateClientData,
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Ham_Item_GetWeaponPtr,
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Ham_Item_ItemSlot,
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/**
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* Weapons have all the attributes to Ham_Item_*, in addition to these.
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*/
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Ham_Weapon_ExtractAmmo,
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Ham_Weapon_ExtractClipAmmo,
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Ham_Weapon_AddWeapon,
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Ham_Weapon_PlayEmptySound,
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Ham_Weapon_ResetEmptySound,
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Ham_Weapon_SendWeaponAnim,
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Ham_Weapon_IsUsable,
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Ham_Weapon_PrimaryAttack,
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Ham_Weapon_SecondaryAttack,
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Ham_Weapon_Reload,
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Ham_Weapon_WeaponIdle,
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Ham_Weapon_RetireWeapon,
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Ham_Weapon_ShouldWeaponIdle,
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Ham_Weapon_UseDecrement,
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Ham_TS_BreakableRespawn,
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Ham_TS_CanUsedThroughWalls,
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Ham_TS_RespawnWait,
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/**
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* Description: This is called on a map reset for most map based entities.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_CS_Restart, this);
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*/
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|
Ham_CS_Restart,
|
||
|
|
||
|
/**
|
||
|
* Description: Respawn function for players/bots only! Do not use this on non player/bot entities!
|
||
|
* Forward params: function(this);
|
||
|
* Execute params: ExecuteHam(Ham_CS_RoundRespawn, this);
|
||
|
*/
|
||
|
Ham_CS_RoundRespawn,
|
||
|
|
||
|
Ham_DOD_RoundRespawn,
|
||
|
Ham_DOD_RoundRespawnEnt,
|
||
|
Ham_DOD_RoundStore,
|
||
|
Ham_DOD_AreaSetIndex,
|
||
|
Ham_DOD_AreaSendStatus,
|
||
|
Ham_DOD_GetState,
|
||
|
Ham_DOD_GetStateEnt,
|
||
|
|
||
|
Ham_TFC_EngineerUse,
|
||
|
Ham_TFC_Finished,
|
||
|
Ham_TFC_EmpExplode,
|
||
|
Ham_TFC_CalcEmpDmgRad,
|
||
|
Ham_TFC_TakeEmpBlast,
|
||
|
Ham_TFC_EmpRemove,
|
||
|
Ham_TFC_TakeConcussionBlast,
|
||
|
Ham_TFC_Concuss,
|
||
|
|
||
|
Ham_ESF_IsEnvModel, // Only valid in ESF Open Beta
|
||
|
Ham_ESF_TakeDamage2, // Only valid in ESF Open Beta
|
||
|
|
||
|
Ham_NS_GetPointValue,
|
||
|
Ham_NS_AwardKill,
|
||
|
Ham_NS_ResetEntity,
|
||
|
Ham_NS_UpdateOnRemove,
|
||
|
|
||
|
|
||
|
/**
|
||
|
* DONT USE ME LOL
|
||
|
*/
|
||
|
HAM_LAST_ENTRY_DONT_USE_ME_LOL
|
||
|
};
|
||
|
|
||
|
enum HamError
|
||
|
{
|
||
|
HAM_OK = 0,
|
||
|
|
||
|
HAM_INVALID_FUNC, // The function is not valid
|
||
|
HAM_FUNC_NOT_CONFIGURED, // This function is not configured in hamdata.ini
|
||
|
|
||
|
HAM_ERR_END
|
||
|
};
|