Added module auto load to hamsammich.

Started the stupid comment crap.
This commit is contained in:
Steve Dudenhoeffer 2007-05-05 12:36:12 +00:00
parent bd2ad31f5e
commit 1f1ecfa590

View File

@ -1,24 +1,170 @@
/**
* Ham Sandwich module include file.
* (c) 2007, The AMX Mod X Development Team
*
* -
* 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.
*/
/**
* Ham Sandwich is a module that is used to hook virtual functions of entities.
* Virtual functions are mod-specific functions. This means that in order
* for this to work on a mod, it needs to be configured with the hamdata.ini
* file.
* Be very careful with parameter passing to these functions.
*/
#if defined _hamsandwich_included #if defined _hamsandwich_included
#endinput #endinput
#endif #endif
#define _hamsandwich_included #define _hamsandwich_included
#if AMXX_VERSION_NUM >= 175
#pragma reqlib hamsandwich
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib hamsandwich
#endif
#else
#pragma library hamsandwich
#endif
/**
* A few notes about all of the following functions:
* - Not all functions will do as you expect on all mods.
* If a function does not do what you would believe it should
* DO NOT file a bug report, you will be ignored.
*
* - Passing invalid parameters has potential to crash the server
* So be careful, and adequately test!
*
* - All functions take (and pass) a "this" index as the first param.
* This is the entity from which the function is being executed on.
*/
enum Ham enum Ham
{ {
Ham_Spawn = 0, /**
* Description: This is typically called whenever an entity is created.
* It is the virtual equivilent of spawn from the engine.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_Spawn, this);
*/
Ham_Spawn = 0,
/**
* Description: This is typically called on map change.
* This will typically precache all assets required by the entity.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_Precache, this);
*/
Ham_Precache, Ham_Precache,
/**
* Description: Typically this is similar to an engine keyvalue call.
* Use the kvd natives from fakemeta to handle the kvd_handle passed.
* NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead!
* Forward params: function(this, kvd_handle);
*/
Ham_Keyvalue, Ham_Keyvalue,
/**
* Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc)
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_ObjectCaps, this);
*/
Ham_ObjectCaps, Ham_ObjectCaps,
/**
* Description: Usually called to activate some objects.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_Activate, this);
*/
Ham_Activate, Ham_Activate,
/**
* Description: Usually called after the engine call with the same name.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this);
*/
Ham_SetObjectCollisionBox, Ham_SetObjectCollisionBox,
/**
* Description: Returns an integer number that corresponds with what type of entity this is.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_Classify, this);
*/
Ham_Classify, Ham_Classify,
/**
* Description: Typically called when an entity dies to notify any children entities about the death.
* Forward params: function(this, idchild)
* Execute params: ExecuteHam(Ham_DeathNotice, this, idchild)
*/
Ham_DeathNotice, Ham_DeathNotice,
/**
* Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.
* Use the get/set tr2 natives in fakemeta to handle the traceresult data.
* Do not use a handle of 0 as a traceresult in execution, use get_tr_handle(0) instead.
* Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)
* Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);
*/
Ham_TraceAttack, Ham_TraceAttack,
/**
* Description: Usually called whenever an entity takes any kind of damage.
* Inflictor is the entity that caused the damage (such as a gun).
* Attacker is the entity that tirggered the damage (such as the gun's owner).
* Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits);
* Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);
*/
Ham_TakeDamage, Ham_TakeDamage,
/**
* Description: Usually called whenever an entity gets a form of a heal.
* Forward params: function(this, Float:health, damagebits);
* Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);
*/
Ham_TakeHealth, Ham_TakeHealth,
/**
* Description: Normally called whenever an entity dies.
* Forward params: function(this, idattacker, shouldgib)
* Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib);
*/
Ham_Killed, Ham_Killed,
/**
* Description: Normally returns the blood color of the entity.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_BloodColor, this)
*/
Ham_BloodColor, Ham_BloodColor,
Ham_TraceBleed, Ham_TraceBleed,
Ham_IsTriggered, Ham_IsTriggered,
Ham_GetToggleState, Ham_GetToggleState,
@ -28,32 +174,164 @@ enum Ham
Ham_RemovePlayerItem, Ham_RemovePlayerItem,
Ham_GiveAmmo, Ham_GiveAmmo,
Ham_GetDelay, Ham_GetDelay,
/**
* Description: Whether or not the entity is moving.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsMoving, this);
*/
Ham_IsMoving, Ham_IsMoving,
Ham_OverrideReset, Ham_OverrideReset,
Ham_DamageDecal, Ham_DamageDecal,
Ham_SetToggleState, Ham_SetToggleState,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_StartSneaking, this);
*/
Ham_StartSneaking, Ham_StartSneaking,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_StopSneaking, this);
*/
Ham_StopSneaking, Ham_StopSneaking,
Ham_OnControls, Ham_OnControls,
/**
* Description: Whether or not the entity is sneaking.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsSneaking, this);
*/
Ham_IsSneaking, Ham_IsSneaking,
/**
* Description: Whether or not the entity is alive.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsAlive, this);
*/
Ham_IsAlive, Ham_IsAlive,
/**
* Description: Whether or not the entity uses a BSP model.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsBSPModel, this);
*/
Ham_IsBSPModel, Ham_IsBSPModel,
/**
* Description: Whether or not the entity can reflect gauss shots..
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_ReflectGauss, this);
*/
Ham_ReflectGauss, Ham_ReflectGauss,
Ham_HasTarget, Ham_HasTarget,
/**
* Description: Whether or not the entity is in the world.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsInWorld, this);
*/
Ham_IsInWorld, Ham_IsInWorld,
/**
* Description: Whether or not the entity is a player.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsPlayer, this);
*/
Ham_IsPlayer, Ham_IsPlayer,
/**
* Description: Whether or not the entity is a net client.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsNetClient, this);
*/
Ham_IsNetClient, Ham_IsNetClient,
/**
* Description: Get the entity's team id.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_IsPlayer, this, buffer[], size);
*/
Ham_TeamId, Ham_TeamId,
/**
* Description: Returns the next target of this.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_GetNextTarget, this);
*/
Ham_GetNextTarget, Ham_GetNextTarget,
/**
* Description: Called whenever an entity thinks.
* Forward params: function(this)
* Execute params: ExecuteHam(Ham_Think, this);
*/
Ham_Think, Ham_Think,
/**
* Description: Called whenever two entities touch.
* Forward params: function(this, idother);
* Execute params: ExecuteHam(Ham_Touch, this, idother);
*/
Ham_Touch, Ham_Touch,
/**
* Description: Called whenver one entity uses another.
* Forward params: function(this, idcaller, idactivator, use_type, Float:value)
* Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);
*/
Ham_Use, Ham_Use,
/**
* Description: Normally called whenever one entity blocks another from moving.
* Forward params: function(this, idother);
* Execute params: ExecuteHam(Ham_Blocked, this, idother);
*/
Ham_Blocked, Ham_Blocked,
/**
* Description: Normally called when a map-based item respawns, such as a health kit or something.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_Respawn, this);
*/
Ham_Respawn, Ham_Respawn,
/**
* Description: Used in Half-Life to update a monster's owner.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_UpdateOwner, this);
*/
Ham_UpdateOwner, Ham_UpdateOwner,
/**
* Description: Normally called whenever a barnacle grabs the entity.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_FBecomeProne, this);
*/
Ham_FBecomeProne, Ham_FBecomeProne,
/**
* Description: Returns the center of the entity.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_Center, this, Float:output[3]);
*/
Ham_Center, Ham_Center,
/**
* Description: Returns the eye position of the entity.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]);
*/
Ham_EyePosition, Ham_EyePosition,
/**
* Description: Returns the ear position of the entity.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]);
*/
Ham_EarPosition, Ham_EarPosition,
Ham_BodyTarget, Ham_BodyTarget,
Ham_Illumination, Ham_Illumination,
@ -64,6 +342,11 @@ enum Ham
Ham_TS_CanUsedThroughWalls, Ham_TS_CanUsedThroughWalls,
Ham_TS_RespawnWait, Ham_TS_RespawnWait,
/**
* Description: This is called on a map reset for most map based entities.
* Forward params: function(this);
* Execute params: ExecuteHam(Ham_Respawn, this);
*/
Ham_CS_Restart, Ham_CS_Restart,
Ham_DOD_RoundRespawn, Ham_DOD_RoundRespawn,
@ -90,6 +373,9 @@ enum Ham
Ham_NS_UpdateOnRemove, Ham_NS_UpdateOnRemove,
/**
* DONT USE ME LOL
*/
HAM_LAST_ENTRY_DONT_USE_ME_LOL HAM_LAST_ENTRY_DONT_USE_ME_LOL
}; };
@ -115,7 +401,7 @@ native RegisterHam(Ham:function, const callback[], const entity[], post=0);
* @param function The function to call. * @param function The function to call.
* @param id The id of the entity to execute it on. * @param id The id of the entity to execute it on.
*/ */
native ExecuteHam(Ham:function, id, any:...); native ExecuteHam(Ham:function, this, any:...);
/** /**
* Executes the virtual function on the entity, this will trigger all hooks on that function. * Executes the virtual function on the entity, this will trigger all hooks on that function.
@ -125,7 +411,7 @@ native ExecuteHam(Ham:function, id, any:...);
* @param function The function to call. * @param function The function to call.
* @param id The id of the entity to execute it on. * @param id The id of the entity to execute it on.
*/ */
native ExecuteHamB(Ham:function, id, any:...); native ExecuteHamB(Ham:function, this, any:...);
/** /**