amxmodx/dlls/fakemeta/dllfunc.cpp

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#include "fakemeta_amxx.h"
//by mahnsawce from his NS module
static cell AMX_NATIVE_CALL dllfunc(AMX *amx,cell *params)
{
int type;
int index;
int indexb;
char *temp = "";
char *temp2 = "";
char *temp3 = "";
vec3_t Vec1;
vec3_t Vec2;
int iparam1;
int len;
cell *cRet;
type = params[1];
switch(type)
{
// pfnGameInit
case DLLFunc_GameInit: // void) ( void );
gpGamedllFuncs->dllapi_table->pfnGameInit();
return 1;
// pfnSpawn
case DLLFunc_Spawn: // int ) ( edict_t *pent );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
return gpGamedllFuncs->dllapi_table->pfnSpawn(INDEXENT2(index));
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// pfnThink
case DLLFunc_Think: // void ) ( edict_t *pent );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnThink(INDEXENT2(index));
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return 1;
// pfnUse
case DLLFunc_Use: // void ) ( edict_t *pentUsed, edict_t *pentOther );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
cRet = MF_GetAmxAddr(amx,params[3]);
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indexb=cRet[0];
CHECK_ENTITY(indexb);
gpGamedllFuncs->dllapi_table->pfnUse(INDEXENT2(index),INDEXENT2(indexb));
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return 1;
// pfnTouch
case DLLFunc_Touch: // void ) ( edict_t *pentTouched, edict_t *pentOther );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
cRet = MF_GetAmxAddr(amx,params[3]);
indexb=cRet[0];
CHECK_ENTITY(indexb);
gpGamedllFuncs->dllapi_table->pfnTouch(INDEXENT2(index),INDEXENT2(indexb));
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return 1;
case DLLFunc_Blocked: // void ) ( edict_t *pentBlocked, edict_t *pentOther );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
cRet = MF_GetAmxAddr(amx,params[3]);
indexb=cRet[0];
CHECK_ENTITY(indexb);
gpGamedllFuncs->dllapi_table->pfnBlocked(INDEXENT2(index),INDEXENT2(indexb));
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return 1;
case DLLFunc_SetAbsBox: // void ) ( edict_t *pent );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnSetAbsBox(INDEXENT2(index));
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return 1;
case DLLFunc_ClientConnect: // bool) ( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
// index,szName,szAddress,szRetRejectReason,size
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
temp = MF_GetAmxString(amx,params[3],0,&len);
temp2 = MF_GetAmxString(amx,params[4],1,&len);
//temp3 = GET_AMXSTRING(amx,params[5],2,len);
iparam1 = MDLL_ClientConnect(INDEXENT2(index),STRING(ALLOC_STRING(temp)),STRING(ALLOC_STRING(temp2)),temp3);
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cRet = MF_GetAmxAddr(amx,params[6]);
MF_SetAmxString(amx,params[5],temp3,cRet[0]);
return iparam1;
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case DLLFunc_ClientDisconnect: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnClientDisconnect(INDEXENT2(index));
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return 1;
case DLLFunc_ClientKill: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnClientKill(INDEXENT2(index));
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return 1;
case DLLFunc_ClientPutInServer: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnClientPutInServer(INDEXENT2(index));
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return 1;
case DLLFunc_ServerDeactivate: // void) ( void );
gpGamedllFuncs->dllapi_table->pfnServerDeactivate();
return 1;
case DLLFunc_PlayerPreThink: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnPlayerPreThink(INDEXENT2(index));
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return 1;
case DLLFunc_PlayerPostThink: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnPlayerPostThink(INDEXENT2(index));
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return 1;
case DLLFunc_StartFrame: // void ) ( void );
gpGamedllFuncs->dllapi_table->pfnStartFrame();
return 1;
case DLLFunc_ParmsNewLevel: // void ) ( void );
gpGamedllFuncs->dllapi_table->pfnParmsNewLevel();
case DLLFunc_ParmsChangeLevel: // void ) ( void );
gpGamedllFuncs->dllapi_table->pfnParmsChangeLevel();
// Returns string describing current .dll. E.g., TeamFotrress 2, Half-Life
case DLLFunc_GetGameDescription: // const char * )( void );
temp = (char*)gpGamedllFuncs->dllapi_table->pfnGetGameDescription();
cRet = MF_GetAmxAddr(amx,params[3]);
MF_SetAmxString(amx,params[2],temp,cRet[0]);
return 1;
// Spectator funcs
case DLLFunc_SpectatorConnect: // void) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnSpectatorConnect(INDEXENT2(index));
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return 1;
case DLLFunc_SpectatorDisconnect: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnSpectatorDisconnect(INDEXENT2(index));
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return 1;
case DLLFunc_SpectatorThink: // void ) ( edict_t *pEntity );
cRet = MF_GetAmxAddr(amx,params[2]);
index=cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnSpectatorThink(INDEXENT2(index));
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return 1;
// Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint.
case DLLFunc_Sys_Error: // void ) ( const char *error_string );
temp = MF_GetAmxString(amx,params[2],0,&len);
gpGamedllFuncs->dllapi_table->pfnSys_Error(STRING(ALLOC_STRING(temp)));
return 1;
case DLLFunc_PM_FindTextureType: // char )( char *name );
temp = MF_GetAmxString(amx,params[2],0,&len);
return gpGamedllFuncs->dllapi_table->pfnPM_FindTextureType(temp);
case DLLFunc_RegisterEncoders: // void ) ( void );
gpGamedllFuncs->dllapi_table->pfnRegisterEncoders;
return 1;
// Enumerates player hulls. Returns 0 if the hull number doesn't exist, 1 otherwise
case DLLFunc_GetHullBounds: // int) ( int hullnumber, float *mins, float *maxs );
cRet = MF_GetAmxAddr(amx,params[2]);
iparam1 = gpGamedllFuncs->dllapi_table->pfnGetHullBounds(cRet[0],Vec1,Vec2);
cRet = MF_GetAmxAddr(amx,params[3]);
cRet[0]=amx_ftoc(Vec1[0]);
cRet[1]=amx_ftoc(Vec1[1]);
cRet[2]=amx_ftoc(Vec1[2]);
cRet = MF_GetAmxAddr(amx,params[4]);
cRet[0]=amx_ftoc(Vec2[0]);
cRet[1]=amx_ftoc(Vec2[1]);
cRet[2]=amx_ftoc(Vec2[2]);
return iparam1;
// Create baselines for certain "unplaced" items.
case DLLFunc_CreateInstancedBaselines: // void ) ( void );
gpGamedllFuncs->dllapi_table->pfnCreateInstancedBaselines();
return 1;
case DLLFunc_pfnAllowLagCompensation: // int )( void );
return gpGamedllFuncs->dllapi_table->pfnAllowLagCompensation();
// I know this doesn't fit with dllfunc, but I dont want to create another native JUST for this.
case MetaFunc_CallGameEntity: // bool (plid_t plid, const char *entStr,entvars_t *pev);
temp = MF_GetAmxString(amx,params[2],0,&len);
cRet = MF_GetAmxAddr(amx,params[3]);
index = cRet[0];
CHECK_ENTITY(index);
iparam1 = gpMetaUtilFuncs->pfnCallGameEntity(PLID,STRING(ALLOC_STRING(temp)),VARS(INDEXENT2(index)));
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return iparam1;
case DLLFunc_ClientUserInfoChanged: // void ) (edict_t *pEntity, char *infobuffer)
cRet = MF_GetAmxAddr(amx,params[1]);
index = cRet[0];
CHECK_ENTITY(index);
gpGamedllFuncs->dllapi_table->pfnClientUserInfoChanged(INDEXENT2(index),(*g_engfuncs.pfnGetInfoKeyBuffer)(INDEXENT2(index)));
return 1;
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default:
MF_LogError(amx, AMX_ERR_NATIVE, "Unknown dllfunc entry %d", type);
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return 0;
}
}
AMX_NATIVE_INFO dllfunc_natives[] = {
{"dllfunc", dllfunc},
{NULL, NULL},
};