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/* AMX Mod X
* Fun Module
*
* by the AMX Mod X Development Team
*
* This file is part of AMX Mod X .
*
*
* This program is free software ; you can redistribute it and / or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation ; either version 2 of the License , or ( at
* your option ) any later version .
*
* This program is distributed in the hope that it will be useful , but
* WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
* Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*
* In addition , as a special exception , the author gives permission to
* link the code of this program with the Half - Life Game Engine ( " HL
* Engine " ) and Modified Game Libraries ( " MODs " ) developed by Valve,
* L . L . C ( " Valve " ) . You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve . If you modify this file , you may extend this exception
* to your version of the file , but you are not obligated to do so . If
* you do not wish to do so , delete this exception statement from your
* version .
*/
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# include "fun.h"
/*
JGHG says :
Ok this is what I use below , it may probably not be right with all natives etc but I try to maintain this style to natives .
Note that this is still very much subject to change , regarding return values etc !
( Ok I haven ' t checked all natives that they comply with this yet , this is just a model I ' m working on and which I might implement soon . )
static cell AMX_NATIVE_CALL nativename ( AMX * amx , cell * params ) / / nativename ( argument1 , argument2 ) ; = 2 params
{
// Description what this native does. <--- Description what this native does
// params[1] = argument1 <--- Description of each argument, so we don't have to allocate new variables and can
// params[2] = argument2 <--- use the ones in params[n] directly, to save some time.
// Check receiver and sender validity. <--- Check ents, maybe need to do this better and more proper later?
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CHECK_PLAYER ( params [ 1 ] )
CHECK_PLAYER ( params [ 2 ] )
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// Get * pointer.
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ; < - - - Players require a different function than INDEXENT because of an HLSDK bug
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return 1 < - - - If native succeeded , return 1 , if the native isn ' t supposed to return a specific value .
Note : Should be able to do : if ( thenative ( ) ) and it should return false when it fails , and true when succeeds . . . is - 1 treated as false , or is 0 a must ?
}
*/
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// ######## Utils:
void FUNUTIL_ResetPlayer ( int index )
{
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g_zones_toHit [ index ] = ( 1 < < HITGROUP_GENERIC ) |
( 1 < < HITGROUP_HEAD ) |
( 1 < < HITGROUP_CHEST ) |
( 1 < < HITGROUP_STOMACH ) |
( 1 < < HITGROUP_LEFTARM ) |
( 1 < < HITGROUP_RIGHTARM ) |
( 1 < < HITGROUP_LEFTLEG ) |
( 1 < < HITGROUP_RIGHTLEG ) ;
g_zones_getHit [ index ] = ( 1 < < HITGROUP_GENERIC ) |
( 1 < < HITGROUP_HEAD ) |
( 1 < < HITGROUP_CHEST ) |
( 1 < < HITGROUP_STOMACH ) |
( 1 < < HITGROUP_LEFTARM ) |
( 1 < < HITGROUP_RIGHTARM ) |
( 1 < < HITGROUP_LEFTLEG ) |
( 1 < < HITGROUP_RIGHTLEG ) ;
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// Reset silent slippers
g_silent [ index ] = false ;
}
// ######## Natives:
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static cell AMX_NATIVE_CALL get_client_listening ( AMX * amx , cell * params ) / / get_client_listening ( receiver , sender ) ; = 2 params
{
// Gets who can listen to who.
// params[1] = receiver
// params[2] = sender
// Check receiver and sender validity.
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CHECK_PLAYER ( params [ 1 ] ) ;
CHECK_PLAYER ( params [ 2 ] ) ;
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// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
return GETCLIENTLISTENING ( params [ 1 ] , params [ 2 ] ) ;
}
static cell AMX_NATIVE_CALL set_client_listening ( AMX * amx , cell * params ) / / set_client_listening ( receiver , sender , listen ) ; = 3 params
{
// Sets who can listen to who.
// params[1] = receiver
// params[2] = sender
// params[3] = listen
// Check receiver and sender validity.
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CHECK_PLAYER ( params [ 1 ] ) ;
CHECK_PLAYER ( params [ 2 ] ) ;
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// Make a check on params[3] here later, and call run time error when it's wrong.
// To do: find out the possible values to set (0, 1?)
// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
return SETCLIENTLISTENING ( params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
}
static cell AMX_NATIVE_CALL set_user_godmode ( AMX * amx , cell * params ) / / set_user_godmode ( index , godmode = 0 ) ; = 2 params
{
/* Sets player godmode. If you want to disable godmode set only first parameter. */
// params[1] = index
// params[2] = godmode = 0
// Check index.
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Get player pointer.
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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if ( params [ 2 ] = = 1 ) {
// Enable godmode
pPlayer - > v . takedamage = 0.0 ; // 0.0, the player doesn't seem to be able to get hurt.
}
else {
// Disable godmode
pPlayer - > v . takedamage = 2.0 ; // 2.0 seems to be standard value?
}
return 1 ;
}
static cell AMX_NATIVE_CALL get_user_godmode ( AMX * amx , cell * params ) / / get_user_godmode ( index ) ; = 1 param
{
/* Returns 1 if godmode is set. */
// params[1] = index
// Check index.
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Get player pointer.
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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int godmode = 0 ;
if ( pPlayer - > v . takedamage = = 0.0 ) {
// God mode is enabled
godmode = 1 ;
}
return godmode ;
}
static cell AMX_NATIVE_CALL give_item ( AMX * amx , cell * params ) / / native give_item ( index , const item [ ] ) ; = 2 params
{
/* Gives item to player, name of item can start
* with weapon_ , ammo_ and item_ . This event
* is announced with proper message to all players . */
// params[1] = index
// params[2] = item...
// Check index.
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Get player pointer.
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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// Create item entity pointer
edict_t * pItemEntity ;
// Make an "intstring" out of 2nd parameter
int length ;
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const char * szItem = MF_GetAmxString ( amx , params [ 2 ] , 1 , & length ) ;
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//check for valid item
if ( strncmp ( szItem , " weapon_ " , 7 ) & &
strncmp ( szItem , " ammo_ " , 5 ) & &
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strncmp ( szItem , " item_ " , 5 ) & &
strncmp ( szItem , " tf_weapon_ " , 10 )
) {
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return 0 ;
}
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//string_t item = MAKE_STRING(szItem);
string_t item = ALLOC_STRING ( szItem ) ; // Using MAKE_STRING makes "item" contents get lost when we leave this scope! ALLOC_STRING seems to allocate properly...
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// Create the entity, returns to pointer
pItemEntity = CREATE_NAMED_ENTITY ( item ) ;
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if ( FNullEnt ( pItemEntity ) ) {
MF_LogError ( amx , AMX_ERR_NATIVE , " Item \" %s \" failed to create " , szItem ) ;
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return 0 ;
}
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//VARS(pItemEntity)->origin = VARS(pPlayer)->origin; // nice to do VARS(ent)->origin instead of ent->v.origin? :-I
//I'm not sure, normally I use macros too =P
pItemEntity - > v . origin = pPlayer - > v . origin ;
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pItemEntity - > v . spawnflags | = SF_NORESPAWN ; //SF_NORESPAWN;
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MDLL_Spawn ( pItemEntity ) ;
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int save = pItemEntity - > v . solid ;
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MDLL_Touch ( pItemEntity , ENT ( pPlayer ) ) ;
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//The problem with the original give_item was the
// item was not removed. I had tried this but it
// did not work. OLO's implementation is better.
/*
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int iEnt = ENTINDEX ( pItemEntity - > v . owner ) ;
if ( iEnt > 32 | | iEnt < 1 ) {
MDLL_Think ( pItemEntity ) ;
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} */
if ( pItemEntity - > v . solid = = save ) {
REMOVE_ENTITY ( pItemEntity ) ;
//the function did not fail - we're just deleting the item
return - 1 ;
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}
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return ENTINDEX ( pItemEntity ) ;
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}
static cell AMX_NATIVE_CALL spawn ( AMX * amx , cell * params ) // spawn(id) = 1 param
{
// Spawns an entity, this can be a user/player -> spawns at spawnpoints, or created entities seems to need this as a final "kick" into the game? :-)
// params[1] = entity to spawn
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CHECK_ENTITY ( params [ 1 ] ) ;
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edict_t * pEnt = GETEDICT ( params [ 1 ] ) ;
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MDLL_Spawn ( pEnt ) ;
return 1 ;
}
static cell AMX_NATIVE_CALL set_user_health ( AMX * amx , cell * params ) / / set_user_health ( index , health ) ; = 2 arguments
{
// Sets user health. If health is 0 and below, also kill...
// params[1] = index
// params[2] = health
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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// Kill if health too low.
if ( params [ 2 ] > 0 )
pPlayer - > v . health = float ( params [ 2 ] ) ;
else
MDLL_ClientKill ( pPlayer ) ;
return 1 ;
}
static cell AMX_NATIVE_CALL set_user_frags ( AMX * amx , cell * params ) / / set_user_frags ( index , frags ) ; = 2 arguments
{
// Sets user frags.
// params[1] = index
// params[2] = frags
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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pPlayer - > v . frags = params [ 2 ] ;
return 1 ;
}
static cell AMX_NATIVE_CALL set_user_armor ( AMX * amx , cell * params ) / / set_user_armor ( index , armor ) ; = 2 arguments
{
// Sets user armor.
// params[1] = index
// params[2] = armor
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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pPlayer - > v . armorvalue = params [ 2 ] ;
return 1 ;
}
static cell AMX_NATIVE_CALL set_user_origin ( AMX * amx , cell * params ) / / set_user_origin ( index , origin [ 3 ] ) ; = 2 arguments
{
// Sets user origin.
// params[1] = index
// params[2] = origin
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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cell * newVectorCell = MF_GetAmxAddr ( amx , params [ 2 ] ) ;
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SET_SIZE ( pPlayer , pPlayer - > v . mins , pPlayer - > v . maxs ) ;
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SET_ORIGIN ( pPlayer , Vector ( ( float ) newVectorCell [ 0 ] , ( float ) newVectorCell [ 1 ] , ( float ) newVectorCell [ 2 ] ) ) ;
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return 1 ;
}
static cell AMX_NATIVE_CALL set_user_rendering ( AMX * amx , cell * params ) / / set_user_rendering ( index , fx = kRenderFxNone , r = 255 , g = 255 , b = 255 , render = kRenderNormal , amount = 16 ) ; = 7 arguments
{
// Sets user rendering.
// params[1] = index
// params[2] = fx
// params[3] = r
// params[4] = g
// params[5] = b
// params[6] = render
// params[7] = amount
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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pPlayer - > v . renderfx = params [ 2 ] ;
Vector newVector = Vector ( float ( params [ 3 ] ) , float ( params [ 4 ] ) , float ( params [ 5 ] ) ) ;
pPlayer - > v . rendercolor = newVector ;
pPlayer - > v . rendermode = params [ 6 ] ;
pPlayer - > v . renderamt = params [ 7 ] ;
return 1 ;
}
static cell AMX_NATIVE_CALL set_user_maxspeed ( AMX * amx , cell * params ) // set_user_maxspeed(index, Float:speed = -1.0) = 2 arguments
{
// Sets user maxspeed.
// params[1] = index
// params[2] = speed (should be -1.0 if not specified) (JGHG: unspecified parameters seems to always be -1.0!)
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REAL fNewSpeed = amx_ctof ( params [ 2 ] ) ;
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// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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SETCLIENTMAXSPEED ( pPlayer , fNewSpeed ) ;
pPlayer - > v . maxspeed = fNewSpeed ;
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return 1 ;
}
static cell AMX_NATIVE_CALL get_user_maxspeed ( AMX * amx , cell * params ) // Float:get_user_maxspeed(index) = 1 argument
{
// Gets user maxspeed.
// params[1] = index
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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return amx_ftoc ( pPlayer - > v . maxspeed ) ;
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}
static cell AMX_NATIVE_CALL set_user_gravity ( AMX * amx , cell * params ) // set_user_gravity(index, Float:gravity = 1.0) = 2 arguments
{
// Sets user gravity.
// params[1] = index
// params[2] = gravity (=-1.0)
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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pPlayer - > v . gravity = amx_ctof ( params [ 2 ] ) ;
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return 1 ;
}
static cell AMX_NATIVE_CALL get_user_gravity ( AMX * amx , cell * params ) // Float:get_user_gravity(index) = 1 argument
{
// Gets user gravity.
// params[1] = index
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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return amx_ftoc ( pPlayer - > v . gravity ) ;
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}
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static cell AMX_NATIVE_CALL set_user_hitzones ( AMX * amx , cell * params ) / / set_user_hitzones ( index = 0 , target = 0 , body = 255 ) ; = 3 arguments
{
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// Sets user hitzones.
// params[1] = the one(s) who shoot(s), shooter
int shooter = params [ 1 ] ;
if ( shooter = = - 1 )
shooter = 0 ;
// params[2] = the one getting hit
int gettingHit = params [ 2 ] ;
if ( gettingHit = = - 1 )
gettingHit = 0 ;
// params[3] = specified hit zones
int hitzones = params [ 3 ] ;
if ( hitzones = = - 1 )
hitzones = 255 ;
//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
if ( shooter = = 0 & & gettingHit = = 0 ) {
// set hitzones for ALL, both where people can hit and where they can _get_ hit.
for ( int i = 1 ; i < = 32 ; i + + ) {
g_zones_toHit [ i ] = hitzones ;
g_zones_getHit [ i ] = hitzones ;
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}
}
else {
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if ( shooter = = 0 ) {
// "All" shooters, target (gettingHit) should be existing player id
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CHECK_PLAYER ( gettingHit ) ;
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// Where can gettingHit get hit by all?
g_zones_getHit [ gettingHit ] = hitzones ;
}
else {
// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
g_zones_toHit [ shooter ] = hitzones ;
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}
}
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return 1 ;
}
static cell AMX_NATIVE_CALL get_user_hitzones ( AMX * amx , cell * params ) / / get_user_hitzones ( index , target ) ; = 2 arguments
{
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// Gets user hitzones.
// params[1] = if this is not 0, return what zones this player can hit
int shooter = params [ 1 ] ;
// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
int gettingHit = params [ 2 ] ;
if ( shooter ) {
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CHECK_PLAYER ( shooter ) ;
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return g_zones_toHit [ shooter ] ;
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}
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else {
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CHECK_PLAYER ( gettingHit ) ;
return g_zones_getHit [ gettingHit ] ;
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}
}
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static cell AMX_NATIVE_CALL set_user_noclip ( AMX * amx , cell * params ) / / set_user_noclip ( index , noclip = 0 ) ; = 2 arguments
{
// Sets user to no clipping mode.
// params[1] = index
// params[2] = no clip or not...
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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if ( params [ 2 ] = = 1 )
pPlayer - > v . movetype = MOVETYPE_NOCLIP ;
else
pPlayer - > v . movetype = MOVETYPE_WALK ;
return 1 ;
}
static cell AMX_NATIVE_CALL get_user_noclip ( AMX * amx , cell * params ) / / get_user_noclip ( index ) ; = 1 argument
{
// Gets user noclip.
// params[1] = index
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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return pPlayer - > v . movetype = = MOVETYPE_NOCLIP ;
}
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// JustinHoMi made this one originally
static cell AMX_NATIVE_CALL set_user_footsteps ( AMX * amx , cell * params ) / / set_user_footsteps ( id , set = 1 ) ; = 2 params
{
// Gives player silent footsteps.
// if set=0 it will return footsteps to normal
// params[1] = index of player
// params[2] = 0 = normal footstep sound, 1 = silent slippers
// Check index
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CHECK_PLAYER ( params [ 1 ] ) ;
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// Fetch player pointer
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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if ( params [ 2 ] ) {
pPlayer - > v . flTimeStepSound = 999 ;
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g_silent [ params [ 1 ] ] = true ;
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}
else {
pPlayer - > v . flTimeStepSound = STANDARDTIMESTEPSOUND ;
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g_silent [ params [ 1 ] ] = false ;
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}
return 1 ;
}
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// SidLuke
static cell AMX_NATIVE_CALL strip_user_weapons ( AMX * amx , cell * params ) { // index
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CHECK_PLAYER ( params [ 1 ] ) ;
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edict_t * pPlayer = MF_GetPlayerEdict ( params [ 1 ] ) ;
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string_t item = MAKE_STRING ( " trigger_once " ) ;
edict_t * pent = CREATE_NAMED_ENTITY ( item ) ;
if ( FNullEnt ( pent ) ) {
return 0 ;
}
KeyValueData pkvd ;
pkvd . szClassName = ( char * ) STRING ( pent - > v . classname ) ;
pkvd . szKeyName = " target " ; // type
pkvd . szValue = " stripper " ;
pkvd . fHandled = false ;
MDLL_KeyValue ( pent , & pkvd ) ;
MDLL_Spawn ( pent ) ;
item = MAKE_STRING ( " player_weaponstrip " ) ;
edict_t * pent2 = CREATE_NAMED_ENTITY ( item ) ;
if ( FNullEnt ( pent2 ) ) {
return 0 ;
}
pkvd . szClassName = ( char * ) STRING ( pent - > v . classname ) ;
pkvd . szKeyName = " targetname " ; // type
pkvd . szValue = " stripper " ;
pkvd . fHandled = false ;
MDLL_KeyValue ( pent2 , & pkvd ) ;
MDLL_Spawn ( pent2 ) ;
pent - > v . origin = pPlayer - > v . origin ;
MDLL_Touch ( pent , pPlayer ) ;
REMOVE_ENTITY ( pent ) ;
REMOVE_ENTITY ( pent2 ) ;
return 1 ;
}
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AMX_NATIVE_INFO fun_Exports [ ] = {
{ " get_client_listen " , get_client_listening } ,
{ " set_client_listen " , set_client_listening } ,
{ " set_user_godmode " , set_user_godmode } ,
{ " get_user_godmode " , get_user_godmode } ,
{ " set_user_health " , set_user_health } ,
{ " give_item " , give_item } ,
{ " spawn " , spawn } ,
{ " set_user_frags " , set_user_frags } ,
{ " set_user_armor " , set_user_armor } ,
{ " set_user_origin " , set_user_origin } ,
{ " set_user_rendering " , set_user_rendering } ,
{ " set_user_maxspeed " , set_user_maxspeed } ,
{ " get_user_maxspeed " , get_user_maxspeed } ,
{ " set_user_gravity " , set_user_gravity } ,
{ " get_user_gravity " , get_user_gravity } ,
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{ " set_user_hitzones " , set_user_hitzones } ,
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{ " get_user_hitzones " , get_user_hitzones } ,
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{ " set_user_noclip " , set_user_noclip } ,
{ " get_user_noclip " , get_user_noclip } ,
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{ " set_user_footsteps " , set_user_footsteps } ,
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{ " strip_user_weapons " , strip_user_weapons } ,
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/////////////////// <--- 19 chars max in current small version
{ NULL , NULL }
} ;
/******************************************************************************************/
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void PlayerPreThink ( edict_t * pEntity )
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{
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if ( g_silent [ ENTINDEX ( pEntity ) ] ) {
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pEntity - > v . flTimeStepSound = 999 ;
RETURN_META ( MRES_HANDLED ) ;
}
RETURN_META ( MRES_IGNORED ) ;
}
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int ClientConnect ( edict_t * pPlayer , const char * pszName , const char * pszAddress , char szRejectReason [ 128 ] )
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{
// Reset stuff:
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FUNUTIL_ResetPlayer ( ENTINDEX ( pPlayer ) ) ;
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RETURN_META_VALUE ( MRES_IGNORED , 0 ) ;
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}
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void TraceLine ( const float * v1 , const float * v2 , int fNoMonsters , edict_t * pentToSkip , TraceResult * ptr ) {
TRACE_LINE ( v1 , v2 , fNoMonsters , pentToSkip , ptr ) ; // pentToSkip gotta be the one that is shooting, so filter it
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int hitIndex = ENTINDEX ( ptr - > pHit ) ;
if ( hitIndex > = 1 & & hitIndex < = gpGlobals - > maxClients ) {
if ( ! (
g_zones_getHit [ hitIndex ] & ( 1 < < ptr - > iHitgroup ) // can ptr->pHit get hit in ptr->iHitgroup at all?
& & g_zones_toHit [ hitIndex ] & ( 1 < < ptr - > iHitgroup ) ) // can pentToSkip hit other people in that hit zone?
) {
ptr - > flFraction = 1.0 ; // set to not hit anything (1.0 = shot doesn't hit anything)
}
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}
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RETURN_META ( MRES_SUPERCEDE ) ;
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}
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void OnAmxxAttach ( )
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{
MF_AddNatives ( fun_Exports ) ;
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// Reset stuff - hopefully this should
for ( int i = 1 ; i < = 32 ; i + + ) {
// Reset all hitzones
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FUNUTIL_ResetPlayer ( i ) ;
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}
}
/*
void ClientConnectFakeBot ( int index )
{
FUNUTIL_ResetPlayer ( index ) ;
//MF_Log("A bot connects, forwarded to fun! The bot is %d!", index);
//CPlayer* player;
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}
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*/