Initial Import.
This commit is contained in:
parent
63fa8a2335
commit
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10
dlls/engine/engine.def
Executable file
10
dlls/engine/engine.def
Executable file
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LIBRARY engine
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EXPORTS
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GiveFnptrsToDll @1
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Meta_Attach @2
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Meta_Detach @3
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Meta_Query @4
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AMX_Attach @5
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AMX_Detach @7
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SECTIONS
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.data READ WRITE
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121
dlls/engine/engine.dsp
Executable file
121
dlls/engine/engine.dsp
Executable file
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@ -0,0 +1,121 @@
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# Microsoft Developer Studio Project File - Name="engine" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
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CFG=engine - Win32 Debug
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "engine.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "engine.mak" CFG="engine - Win32 Debug"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "engine - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VEXDUM_EXPORTS" /YX /FD /c
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# ADD CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VEXDUM_EXPORTS" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
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!ELSEIF "$(CFG)" == "engine - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "Debug"
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# PROP BASE Intermediate_Dir "Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VEXDUM_EXPORTS" /YX /FD /GZ /c
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# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VEXDUM_EXPORTS" /YX /FD /GZ /c
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
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!ENDIF
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# Begin Target
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# Name "engine - Win32 Release"
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# Name "engine - Win32 Debug"
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# Begin Group "Source Files"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# End Group
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# Begin Group "Header Files"
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# PROP Default_Filter "h;hpp;hxx;hm;inl"
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# Begin Source File
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SOURCE=.\amx.h
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# End Source File
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# Begin Source File
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SOURCE=.\meta_api.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\modules.h
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# End Source File
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# End Group
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# Begin Group "Resource Files"
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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# Begin Source File
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SOURCE=.\engine.inc
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# End Source File
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# Begin Source File
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SOURCE=.\engine.def
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# End Source File
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# End Group
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# End Target
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# End Project
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29
dlls/engine/engine.dsw
Executable file
29
dlls/engine/engine.dsw
Executable file
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@ -0,0 +1,29 @@
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Microsoft Developer Studio Workspace File, Format Version 6.00
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# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
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###############################################################################
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Project: "engine"=".\engine.dsp" - Package Owner=<4>
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Package=<5>
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{{{
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}}}
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Package=<4>
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{{{
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}}}
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###############################################################################
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Global:
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Package=<5>
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{{{
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}}}
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Package=<3>
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{{{
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}}}
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###############################################################################
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@ -1,15 +1,12 @@
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/* <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <>
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* Project:Vexd Utility Module
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* By: Vexd
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/****************************************************************************
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* Project: AMX Mod X
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* By: BAILOPAN, JohnnyGotHisGun, Manip, PM, SniperBeamer
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*
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* Purpose:This module provides more options for working with entities and other
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* things that are half-life related using amxmod scripts.
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* Purpose:Engine and entity related natives for AMXX scripting.
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*
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* Notes: This module is in 1 large file because it used to be multiple smaller
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* modules. I never intended this module to have so many functions, but I kept
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* adding things, never splitting into more files, so it ended up like this.
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* You must have the Half-life software development kit, and the include directories
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* properly set up to compile this module. You also may need the metamod source.
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* Notes: Many core functions of this module were originally made by VexD.
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* VexD gets the credit for setting up the framework for this, as it was
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* Originally VexD Utilities
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*
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* Licence:
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* This program is free software; you can redistribute it and/or modify
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*
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* Full licence can be found at:
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* http://www.gnu.org/licenses/gpl.txt
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* <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> <> */
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***************************************************************************/
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#include <extdll.h>
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#include <meta_api.h>
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std::vector<AmxCall> vServerFrameCallList;
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//This was originally by VexD
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//Thank you for an excellent piece of work, VexD!
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#define NAME "Engine Module"
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#define AUTHOR "BAILOPAN"
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#define VERSION "0.1"
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#define VERSION "0.2"
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#define URL "No Website"
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#define LOGTAG "AMXXE"
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#define DATE __DATE__
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GlobalInfo GlInfo;
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cvar_t vx_version = {"vx_version", VERSION, FCVAR_SERVER, 0};
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cvar_t amxxe_version = {"amxxe_version", VERSION, FCVAR_SERVER, 0};
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plugin_info_t Plugin_info = {
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META_INTERFACE_VERSION,
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/********************* Begin Utility Functions ******************************/
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//(BAILOPAN)
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//Sets a pvPrivateData offset for a player (player, offset, val, float=0)
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static cell AMX_NATIVE_CALL set_offset(AMX *amx, cell *params)
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{
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int index = params[1];
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int off = params[2];
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if (index < 1 || index > gpGlobals->maxClients) {
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AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
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return 0;
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}
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edict_t *Player = INDEXENT(index);
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#ifndef __linux__
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off -= 5;
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#endif
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*((int *)Player->pvPrivateData + off) = params[3];
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return 1;
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}
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//(BAILOPAN)
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//Sets a pvPrivateData offset for a player (player, offset, Float:val)
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static cell AMX_NATIVE_CALL set_offset_float(AMX *amx, cell *params)
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{
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int index = params[1];
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int off = params[2];
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if (index < 1 || index > gpGlobals->maxClients) {
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AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
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return 0;
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}
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edict_t *Player = INDEXENT(index);
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#ifndef __linux__
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off -= 5;
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#endif
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*((float *)Player->pvPrivateData + off) = params[3];
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return 1;
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}
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//(BAILOPAN)
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//Gets a pvPrivateData offset for a player (player, offset, float=0)
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static cell AMX_NATIVE_CALL get_offset(AMX *amx, cell *params)
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{
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int index = params[1];
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int off = params[2];
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if (index < 1 || index > gpGlobals->maxClients) {
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AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
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return 0;
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}
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edict_t *Player = INDEXENT(index);
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#ifndef __linux__
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off -= 5;
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#endif
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return (int)*((int *)Player->pvPrivateData + off);
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return 1;
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}
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//(BAILOPAN)
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//Gets a pvPrivateData offset for a player (player, offset, float=0)
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static cell AMX_NATIVE_CALL get_offset_float(AMX *amx, cell *params)
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{
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int index = params[1];
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int off = params[2];
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float retVal;
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if (index < 1 || index > gpGlobals->maxClients) {
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AMX_RAISEERROR(amx, AMX_ERR_NATIVE);
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return 0;
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}
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edict_t *Player = INDEXENT(index);
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#ifndef __linux__
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off -= 5;
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#endif
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retVal = ((float)*((float *)Player->pvPrivateData + off));
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return *(cell*)((void *)&retVal);
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return 1;
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}
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// Finds edict points that are in a sphere, used in RadiusDamage.
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edict_t *UTIL_FindEntityInSphere(edict_t *pStart, const Vector &vecCenter, float flRadius) {
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if (!pStart) pStart = NULL;
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// This is where we register any Console-variables we have.
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void GameInit(void) {
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CVAR_REGISTER(&vx_version);
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CVAR_REGISTER(&amxxe_version);
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}
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// Check if they are using a model, if so, don't let CS know.
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{"set_user_footsteps", set_user_footsteps },
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{"get_user_footsteps", set_user_footsteps },
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{"get_offset", get_offset},
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{"get_offset_float", get_offset_float},
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{"set_offset", set_offset},
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{"set_offset_float", set_offset_float},
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{"TraceLn", TraceLn},
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{"TraceNormal", TraceNormal},
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{"VecToAngles", VecToAngles},
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