Initial import

This commit is contained in:
Johnny Bergström 2005-04-29 22:47:00 +00:00
parent ebf0945c6e
commit 9d200888ff
8 changed files with 6338 additions and 0 deletions

47
dlls/metamapx/JBRandom.h Executable file
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#ifndef INCLUDED_JBRANDOM
#define INCLUDED_JBRANDOM
#include <ctime>
#include <cstdlib>
class JBRandom
{
public:
JBRandom();
~JBRandom();
static int JBRandomize(int lowestNumber,int highestNumber)
{
if (!init)
{
init = true;
srand(time(0));
}
int answer = (rand() % ((highestNumber + 1) - lowestNumber)) + lowestNumber;
return answer;
};
static bool JBProbabilityPercent(short probability) // probability should be 1(%) to 100 (ie, percent)
{
if (!init)
{
init = true;
srand(time(0));
}
if (rand() % 100 + 1 <= probability)
return true;
else
return false;
};
private:
static bool init;
};
bool JBRandom::init = false;
#endif

2990
dlls/metamapx/amxxmodule.cpp Executable file

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2152
dlls/metamapx/amxxmodule.h Executable file

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460
dlls/metamapx/metamap.cpp Executable file
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#include "metamap.h"
bool& VisitedAccess(unsigned int col, unsigned int lin, bool* visited)
{
return visited[lin * COLUMNS + col];
}
cell* MatrixWrite(UINT col, UINT lin, cell* theMatrix)
{
return &(theMatrix[lin * COLUMNS + col]);
//return &(crossword.at());
}
const cell* MatrixRead(UINT col, UINT lin, cell* theMatrix)
{
return &(theMatrix[lin * COLUMNS + col]);
//return &(crossword.at());
}
void AddSpace(int column, int line, vector<CSpace>& spaces)
{
spaces.push_back(CSpace(column, line));
}
void EmptyMatrix(cell* theMatrix) {
for (UINT i = 0; i < COLUMNS; i++) {
for (UINT j = 0; j < LINES; j++) {
*(MatrixWrite(i, j, theMatrix)) = SPACE_EMPTY;
}
}
}
bool BoundaryAndWallCheck(const UINT column, const UINT line, bool* CRvisited, cell* theMatrix)
{
if (column >= 0 && column < COLUMNS && line >= 0 && line < LINES) {
// That's boundaries, now walls, and visited!
if (*MatrixRead(column, line, theMatrix) == SPACE_EMPTY) //if (theMatrix[column][line] == SPACE_EMPTY) {
if (!(VisitedAccess(column, line, CRvisited)))//if (!CRvisited[column][line])
return true;
/*else {
cout << "Visited" << column << ',' << line << '!';
}*/
}
return false;
}
int Difference(int i, int j) {
if (i > j)
return i - j;
else
return j - i;
}
bool CheckReach(const UINT currentColumn, const UINT currentLine, const UINT targetColumn, const UINT targetLine, bool* CRvisited, cell* theMatrix)
{
//cout << '>' << currentColumn << ',' << currentLine;
if (currentColumn < 0 || currentColumn >= COLUMNS || currentLine < 0 || currentLine >= LINES
|| targetColumn < 0 || targetColumn >= COLUMNS || targetLine < 0 || targetLine >= LINES) {
MF_Log("Metamap: Out of range in CheckReach! currentColumn %d currentLine %d targetColumn %d targetLine %d");
throw;
}
// This should happen when the spaces are directly next to each other.
if (currentColumn == targetColumn && Difference(currentLine, targetLine) == 1
|| currentLine == targetLine && Difference(currentColumn, targetColumn) == 1) {
//cout << "Returns yes here because " << currentColumn << "," << currentLine << " and " << targetColumn << "," << targetLine << " are next to each other.";
//cout << "=nextTo";
return true;
}
else if (*MatrixRead(currentColumn, currentLine, theMatrix) == SPACE_WALL) //else if (theMatrix[currentColumn][currentLine] == SPACE_WALL)
return false;
(VisitedAccess(currentColumn, currentLine, CRvisited)) = true; //CRvisited[currentColumn][currentLine] = true;
// Spaces are now at least two manhattan units from each other.
// Try to go in the general direction of target (should be one or two possibilites here, depending on if we are on the same line/column or not)
bool goLeft = false, goUp = false, goRight = false, goDown = false;
if (targetColumn < currentColumn)
goLeft = true;
else if (targetColumn > currentColumn)
goRight = true;
if (targetLine < currentLine)
goUp = true;
else if (targetLine > currentLine)
goDown = true;
// Left
int leftColumn = currentColumn - 1;
int leftLine = currentLine;
// Up
int upColumn = currentColumn;
int upLine = currentLine - 1;
// Right
int rightColumn = currentColumn + 1;
int rightLine = currentLine;
// Down
int downColumn = currentColumn;
int downLine = currentLine + 1;
int nextColumn[4], nextLine[4];
bool nextCheck[4];
if (goLeft) {
nextColumn[0] = leftColumn;
nextLine[0] = leftLine;
nextCheck[0] = BoundaryAndWallCheck(nextColumn[0], nextLine[0], CRvisited, theMatrix);
if (goUp) {
nextColumn[1] = upColumn;
nextLine[1] = upLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = downColumn;
nextLine[2] = downLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = rightColumn;
nextLine[3] = rightLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
else {
nextColumn[1] = downColumn;
nextLine[1] = downLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = upColumn;
nextLine[2] = upLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = rightColumn;
nextLine[3] = rightLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
}
else if (goRight) {
nextColumn[0] = rightColumn;
nextLine[0] = rightLine;
nextCheck[0] = BoundaryAndWallCheck(nextColumn[0], nextLine[0], CRvisited, theMatrix);
if (goUp) {
nextColumn[1] = upColumn;
nextLine[1] = upLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = downColumn;
nextLine[2] = downLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = leftColumn;
nextLine[3] = leftLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
else {
nextColumn[1] = downColumn;
nextLine[1] = downLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = upColumn;
nextLine[2] = upLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = leftColumn;
nextLine[3] = leftLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
}
else {
if (goUp) {
nextColumn[0] = upColumn;
nextLine[0] = upLine;
nextCheck[0] = BoundaryAndWallCheck(nextColumn[0], nextLine[0], CRvisited, theMatrix);
nextColumn[1] = leftColumn;
nextLine[1] = leftLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = rightColumn;
nextLine[2] = rightLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = downColumn;
nextLine[3] = downLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
else {
nextColumn[0] = downColumn;
nextLine[0] = downLine;
nextCheck[0] = BoundaryAndWallCheck(nextColumn[0], nextLine[0], CRvisited, theMatrix);
nextColumn[1] = leftColumn;
nextLine[1] = leftLine;
nextCheck[1] = BoundaryAndWallCheck(nextColumn[1], nextLine[1], CRvisited, theMatrix);
nextColumn[2] = rightColumn;
nextLine[2] = rightLine;
nextCheck[2] = BoundaryAndWallCheck(nextColumn[2], nextLine[2], CRvisited, theMatrix);
nextColumn[3] = upColumn;
nextLine[3] = upLine;
nextCheck[3] = BoundaryAndWallCheck(nextColumn[3], nextLine[3], CRvisited, theMatrix);
}
}
for (int i = 0; i < 4; i++) {
if (nextCheck[i] && CheckReach(nextColumn[i], nextLine[i], targetColumn, targetLine, CRvisited, theMatrix)) {
return true;
}
}
return false;
}
bool CheckReaches(const UINT column, const UINT line, cell* theMatrix) {
// can left, up, right and down still reach each other? if so, this move can be done.
// Can left reach up, can up reach right, and can right reach down = good move.
bool checkSpaces[4];
int columns[4]; // These CANNOT be UINT! Evaluted >0 with expected possibility of going below 0!
int lines[4]; // These CANNOT be UINT! Evaluted >0 with expected possibility of going below 0!
// Left
columns[0] = column - 1;
lines[0] = line;
// Boundary + wall check //checkSpaces[0] = columns[0] >= 0 ? (theMatrix[columns[0]][lines[0]] == SPACE_EMPTY ? true : false) : false; // Boundary + wall check
checkSpaces[0] = columns[0] >= 0 ? (*MatrixRead(columns[0], lines[0], theMatrix) == SPACE_EMPTY ? true : false) : false;
// Up
columns[1] = column;
lines[1] = line - 1;
//checkSpaces[1] = lines[1] >= 0 ? (theMatrix[columns[1]][lines[1]] == SPACE_EMPTY ? true : false) : false; // Boundary + wall check
checkSpaces[1] = lines[1] >= 0 ? (*MatrixRead(columns[1], lines[1], theMatrix) == SPACE_EMPTY ? true : false) : false;
// Right
columns[2] = column + 1;
lines[2] = line;
//checkSpaces[2] = columns[2] < COLUMNS ? (theMatrix[columns[2]][lines[2]] == SPACE_EMPTY ? true : false) : false; // Boundary + wall check
checkSpaces[2] = columns[2] < (int)COLUMNS ? (*MatrixRead(columns[2], lines[2], theMatrix) == SPACE_EMPTY ? true : false) : false;
// Down
columns[3] = column;
lines[3] = line + 1;
//checkSpaces[3] = lines[3] < LINES ? (theMatrix[columns[3]][lines[3]] == SPACE_EMPTY ? true : false) : false; // Boundary + wall check
checkSpaces[3] = lines[3] < (int)LINES ? (*MatrixRead(columns[3], lines[3], theMatrix) == SPACE_EMPTY ? true : false) : false;
for (int j = 0, spacesToCheck = 0; j < 4; j++) {
if (checkSpaces[j])
spacesToCheck++;
}
if (spacesToCheck == 1) {
// If only one space to check, the other are already used by walls or out of bounds, so don't bother checking anything more, just return true!
return true;
}
else if (spacesToCheck == 0) {
// If this is ever 0, we probably made an error earlier?
//PrintMatrix(column, line);
//cout << "Should check around: " << column << ',' << line << " is " << ((theMatrix[column][line] == SPACE_EMPTY) ? "empty" : "a wall") << endl;
MF_Log("Metamap: Error - unreachable area may have been created earlier, quitting...");
throw;
}
//cout << "Should find " << spacesToCheck << " connections." << endl;
//int connectionsToFind
bool reaches;
int tested = 0;
int connections = 0;
//vector<bool> CRvisited; <-- burn in hell, STL! :-D
//CRvisited.resize(COLUMNS * LINES);
bool* visited = new bool[COLUMNS * LINES];
//EmptyMatrix(theMatrix, visited);
//bool CRvisited[COLUMNS][LINES];
for (UINT i = 0; i < 4; i++) {
if (!checkSpaces[i])
continue;
// We should be able to return true here, because if A can reach B, B can also reach A. :-)
//if (connections == 1 && spacesToCheck == 2)
//return true;
reaches = false;
tested = 0;
for (UINT j = i + 1; tested < 4; j++) {
if (j == 4)
j = 0;
tested++; // we have tested this direction
if (i == j || !checkSpaces[j])
continue;
//cout << "Can " << columns[i] << ',' << lines[i] << " reach " << columns[j] << ',' << lines[j] << '?';
for (UINT l = 0; l < LINES; l++) {
for (UINT k = 0; k < COLUMNS; k++) {
(VisitedAccess(k, l, visited)) = false;//CRvisited[l][k] = false;
}
}
//MF_Log("i: %d, calls CheckReach(%d, %d, %d, %d, CRvisited, theMatrix)", i, columns[i], lines[i], columns[j], lines[j]);
if (CheckReach(columns[i], lines[i], columns[j], lines[j], visited, theMatrix)) {
//cout << " Yes, " << columns[i] << ',' << lines[i] << " reaches " << columns[j] << ',' << lines[j] << ", indexes " << i << " and " << j << '.' << endl;
reaches = true;
connections++;
break; // break, don't check this space anymore, go on check with the rest.
}
else {
// Really, if A cannot ever reach B, it does not matter if A can reach C! :-)
delete [] visited;
return false;
}
//cout << " No!" << endl;
}
// If we can't reach any of the other spaces, return false here.
if (!reaches) {
//cout << columns[i] << ',' << lines[i] << " can't reach any other space! Returning false here..." << endl;
delete [] visited;
return false;
}
}
delete [] visited;
return true;
}
bool PlaceWalls2(const UINT WALLSTOPLACE, cell* theMatrix)
{
if (WALLSTOPLACE > COLUMNS * LINES) {
MF_Log("Metamap: Too many walls!");
return false;
}
UINT wallsPlaced = 0;
// Find all empty spaces, add them to vector.
vector<CSpace> emptySpaces;
//int round = 0;
while (wallsPlaced < WALLSTOPLACE) {
//round++;
//cout << "Starting new round, we should place " << wallsToPlace << " but have so far only placed " << wallsPlaced << " walls." << endl;
//system("PAUSE");
for (UINT i = 0, empties = 0; i < COLUMNS; i++) {
for (UINT j = 0; j < LINES; j++) {
if (*(MatrixRead(i, j, theMatrix)) == SPACE_EMPTY) { // if (theMatrix[i][j] == SPACE_EMPTY) {
AddSpace(i, j, emptySpaces);
empties++;
}
}
}
#if defined _debug
MF_Log("Added %d empty spaces... %d elements in emptySpaces", empties, emptySpaces.size());
#endif
for (UINT column, line, element; wallsPlaced < WALLSTOPLACE && !emptySpaces.empty(); wallsPlaced++) {
element = JBRandom::JBRandomize(0, emptySpaces.size() - 1);
column = emptySpaces[element].column;
line = emptySpaces[element].line;
//MF_Log("element %d in column %d, line %d", element, column, line);
*(MatrixWrite(column, line, theMatrix)) = SPACE_WALL;// theMatrix[column][line] = SPACE_WALL;
//PrintMatrix(column, line);
// Is it possible to place a wall here without blocking anything?
if (!CheckReaches(column, line, theMatrix)) {
//cout << "No!" << endl;
*(MatrixWrite(column, line, theMatrix)) = SPACE_EMPTY; //theMatrix[column][line] = SPACE_EMPTY;
wallsPlaced--;
//system("PAUSE");
}
emptySpaces.erase(&emptySpaces[element]);
//cout << emptySpaces.size() << endl;
//system("PAUSE");
}
//cout << "One round ready..." << endl;
//PrintMatrix();
//system("PAUSE");
}
return true;
}
void CountWalls(cell* theMatrix) {
int walls = 0, empties = 0, others = 0;
for (UINT i = 0; i < LINES * COLUMNS; i++) {
if (theMatrix[i] == SPACE_EMPTY)
empties++;
else if (theMatrix[i] == SPACE_WALL)
walls++;
else
others++;
}
MF_Log("Walls: %d empties: %d others: %d", walls, empties, others);
}
static cell AMX_NATIVE_CALL metamap_getmap(AMX *amx, cell *params) // native metamap_getmap(matrix[], columns, lines, walls); = 4 params
{
#if defined _DEBUG
MF_Log("metamap_getmap start");
#endif
g_amx = amx;
// Get matrix
cell* theMatrix = MF_GetAmxAddr(amx, params[1]);
// Get rest of the parameters
COLUMNS = params[2];
LINES = params[3];
const int WALLS = params[4];
if (COLUMNS <= 0) {
MF_Log("Too few columns! (%d)", COLUMNS);
MF_RaiseAmxError(g_amx, AMX_ERR_NATIVE);
return 0;
}
else if (LINES <= 0) {
MF_Log("Too few lines! (%d)", LINES);
MF_RaiseAmxError(g_amx, AMX_ERR_NATIVE);
return 0;
}
else if (WALLS <= 0) {
MF_Log("Too few walls! (%d)", WALLS);
MF_RaiseAmxError(g_amx, AMX_ERR_NATIVE);
return 0;
}
try {
EmptyMatrix(theMatrix);
#if defined _DEBUG
CountWalls(theMatrix);
#endif
if (!PlaceWalls2(WALLS, theMatrix)) {
MF_RaiseAmxError(g_amx, AMX_ERR_NATIVE);
return 0;
}
#if defined _DEBUG
MF_Log("After placing walls:");
CountWalls(theMatrix);
#endif
}
catch (...) {
MF_Log("Metamap, main: Unhandled exception.");
MF_RaiseAmxError(g_amx, AMX_ERR_NATIVE);
return 0;
}
#if defined _DEBUG
MF_Log("metamap_getmap end");
#endif
return 1;
}
/******************************************************************************************/
AMX_NATIVE_INFO metamap_Exports[] = {
{"metamap_getmap", metamap_getmap},
/////////////////// <--- 19 chars max
{NULL, NULL}
};
void OnAmxxAttach()
{
MF_AddNatives(metamap_Exports);
}

19
dlls/metamapx/metamap.h Executable file
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#include <vector>
#include "JBRandom.h"
#include "amxxmodule.h"
using namespace std;
enum SpaceContent {SPACE_EMPTY = 0, SPACE_WALL = 1};
typedef unsigned int UINT;
class CSpace
{
public:
CSpace(UINT columnIn, UINT lineIn) {column = columnIn; line = lineIn;}
UINT column, line;
};
// Globals
UINT COLUMNS, LINES;
AMX *g_amx;

9
dlls/metamapx/metamap.inc Executable file
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// METAMAP module
#if !defined INCLUDED_METAMAP
#define INCLUDED_METAMAP
// Matrix must be of size columns * lines!
native metamap_getmap(matrix[], columns, lines, walls);
#endif // INCLUDED_METAMAP

199
dlls/metamapx/metamap.vcproj Executable file
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<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="metamap"
ProjectGUID="{940FB7A7-5345-47C4-90BC-238AE6B75D1B}"
SccProjectName=""
SccLocalPath="">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_USRDLL;metamap_EXPORTS"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderFile=".\Debug/metamap.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
BrowseInformation="1"
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Debug/metamap.dll"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
ModuleDefinitionFile=""
GenerateDebugInformation="TRUE"
ProgramDatabaseFile=".\Debug/metamap.pdb"
ImportLibrary=".\Debug/metamap.lib"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="_DEBUG"
MkTypLibCompatible="TRUE"
SuppressStartupBanner="TRUE"
TargetEnvironment="1"
TypeLibraryName=".\Debug/metamap.tlb"
HeaderFileName=""/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="4105"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;metamap_EXPORTS"
StringPooling="TRUE"
RuntimeLibrary="0"
EnableFunctionLevelLinking="TRUE"
UsePrecompiledHeader="2"
PrecompiledHeaderFile=".\Release/metamap.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
BrowseInformation="1"
WarningLevel="3"
SuppressStartupBanner="TRUE"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Release/metamap_amxx.dll"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
ModuleDefinitionFile=""
ProgramDatabaseFile=".\Release/metamap.pdb"
ImportLibrary=".\Release/metamap.lib"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
PreprocessorDefinitions="NDEBUG"
MkTypLibCompatible="TRUE"
SuppressStartupBanner="TRUE"
TargetEnvironment="1"
TypeLibraryName=".\Release/metamap.tlb"
HeaderFileName=""/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="4105"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat">
<File
RelativePath=".\amxxmodule.cpp">
</File>
<File
RelativePath="metamap.cpp">
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS;_MBCS;_USRDLL;metamap_EXPORTS;$(NoInherit)"
BasicRuntimeChecks="3"
BrowseInformation="1"/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_MBCS;_USRDLL;metamap_EXPORTS;$(NoInherit)"
BrowseInformation="1"/>
</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl">
<File
RelativePath=".\amxxmodule.h">
</File>
<File
RelativePath="metamap.h">
</File>
<File
RelativePath=".\moduleconfig.h">
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe">
<File
RelativePath=".\howto.txt">
</File>
</Filter>
<File
RelativePath="metamap.inc">
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

462
dlls/metamapx/moduleconfig.h Executable file
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// Configuration
#ifndef __MODULECONFIG_H__
#define __MODULECONFIG_H__
// Module info
#define MODULE_NAME "Metamap X"
#define MODULE_VERSION "0.1"
#define MODULE_AUTHOR "JGHG"
#define MODULE_URL "http://www.tcwonline.org/johnnygothisgun/"
#define MODULE_LOGTAG "METAMAPX"
// If you don't want the module to be reloaded on mapchange, comment out the next line
//#define MODULE_RELOAD_ON_MAPCHANGE
#ifdef __DATE__
#define MODULE_DATE __DATE__
#else // __DATE__
#define MODULE_DATE "Unknown"
#endif // __DATE__
// metamod plugin?
// #define USE_METAMOD
// - AMXX Init functions
// Also consider using FN_META_*
// AMXX query
//#define FN_AMXX_QUERY OnAmxxQuery
// AMXX attach
// Do native functions init here (MF_AddNatives)
#define FN_AMXX_ATTACH OnAmxxAttach
// AMXX detach
//#define FN_AMXX_DETACH OnAmxxDetach
// All plugins loaded
// Do forward functions init here (MF_RegisterForward)
// #define FN_AMXX_PLUGINSLOADED OnPluginsLoaded
/**** METAMOD ****/
// If your module doesn't use metamod, you may close the file now :)
#ifdef USE_METAMOD
// ----
// Hook Functions
// Uncomment these to be called
// You can also change the function name
// - Metamod init functions
// Also consider using FN_AMXX_*
// Meta query
//#define FN_META_QUERY OnMetaQuery
// Meta attach
//#define FN_META_ATTACH OnMetaAttach
// Meta detach
//#define FN_META_DETACH OnMetaDetach
// (wd) are Will Day's notes
// - GetEntityAPI2 functions
// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
// #define FN_DispatchSpawn DispatchSpawn /* pfnSpawn() */
// #define FN_DispatchThink DispatchThink /* pfnThink() */
// #define FN_DispatchUse DispatchUse /* pfnUse() */
// #define FN_DispatchTouch DispatchTouch /* pfnTouch() */
// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
// #define FN_DispatchKeyValue DispatchKeyValue /* pfnKeyValue() */
// #define FN_DispatchSave DispatchSave /* pfnSave() */
// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
// #define FN_SaveWriteFields SaveWriteFields /* pfnSaveWriteFields() */
// #define FN_SaveReadFields SaveReadFields /* pfnSaveReadFields() */
// #define FN_SaveGlobalState SaveGlobalState /* pfnSaveGlobalState() */
// #define FN_RestoreGlobalState RestoreGlobalState /* pfnRestoreGlobalState() */
// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
// #define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
// #define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
// #define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
// #define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
// #define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
// #define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
// #define FN_StartFrame StartFrame /* pfnStartFrame() */
// #define FN_ParmsNewLevel ParmsNewLevel /* pfnParmsNewLevel() */
// #define FN_ParmsChangeLevel ParmsChangeLevel /* pfnParmsChangeLevel() */
// #define FN_GetGameDescription GetGameDescription /* pfnGetGameDescription() Returns string describing current .dll. E.g. "TeamFotrress 2" "Half-Life" */
// #define FN_PlayerCustomization PlayerCustomization /* pfnPlayerCustomization() Notifies .dll of new customization for player. */
// #define FN_SpectatorConnect SpectatorConnect /* pfnSpectatorConnect() Called when spectator joins server */
// #define FN_SpectatorDisconnect SpectatorDisconnect /* pfnSpectatorDisconnect() Called when spectator leaves the server */
// #define FN_SpectatorThink SpectatorThink /* pfnSpectatorThink() Called when spectator sends a command packet (usercmd_t) */
// #define FN_Sys_Error Sys_Error /* pfnSys_Error() Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint. SDK2 */
// #define FN_PM_Move PM_Move /* pfnPM_Move() (wd) SDK2 */
// #define FN_PM_Init PM_Init /* pfnPM_Init() Server version of player movement initialization; (wd) SDK2 */
// #define FN_PM_FindTextureType PM_FindTextureType /* pfnPM_FindTextureType() (wd) SDK2 */
// #define FN_SetupVisibility SetupVisibility /* pfnSetupVisibility() Set up PVS and PAS for networking for this client; (wd) SDK2 */
// #define FN_UpdateClientData UpdateClientData /* pfnUpdateClientData() Set up data sent only to specific client; (wd) SDK2 */
// #define FN_AddToFullPack AddToFullPack /* pfnAddToFullPack() (wd) SDK2 */
// #define FN_CreateBaseline CreateBaseline /* pfnCreateBaseline() Tweak entity baseline for network encoding allows setup of player baselines too.; (wd) SDK2 */
// #define FN_RegisterEncoders RegisterEncoders /* pfnRegisterEncoders() Callbacks for network encoding; (wd) SDK2 */
// #define FN_GetWeaponData GetWeaponData /* pfnGetWeaponData() (wd) SDK2 */
// #define FN_CmdStart CmdStart /* pfnCmdStart() (wd) SDK2 */
// #define FN_CmdEnd CmdEnd /* pfnCmdEnd() (wd) SDK2 */
// #define FN_ConnectionlessPacket ConnectionlessPacket /* pfnConnectionlessPacket() (wd) SDK2 */
// #define FN_GetHullBounds GetHullBounds /* pfnGetHullBounds() (wd) SDK2 */
// #define FN_CreateInstancedBaselines CreateInstancedBaselines /* pfnCreateInstancedBaselines() (wd) SDK2 */
// #define FN_InconsistentFile InconsistentFile /* pfnInconsistentFile() (wd) SDK2 */
// #define FN_AllowLagCompensation AllowLagCompensation /* pfnAllowLagCompensation() (wd) SDK2 */
// - GetEntityAPI2_Post functions
// #define FN_GameDLLInit_Post GameDLLInit_Post
// #define FN_DispatchSpawn_Post DispatchSpawn_Post
// #define FN_DispatchThink_Post DispatchThink_Post
// #define FN_DispatchUse_Post DispatchUse_Post
// #define FN_DispatchTouch_Post DispatchTouch_Post
// #define FN_DispatchBlocked_Post DispatchBlocked_Post
// #define FN_DispatchKeyValue_Post DispatchKeyValue_Post
// #define FN_DispatchSave_Post DispatchSave_Post
// #define FN_DispatchRestore_Post DispatchRestore_Post
// #define FN_DispatchObjectCollsionBox_Post DispatchObjectCollsionBox_Post
// #define FN_SaveWriteFields_Post SaveWriteFields_Post
// #define FN_SaveReadFields_Post SaveReadFields_Post
// #define FN_SaveGlobalState_Post SaveGlobalState_Post
// #define FN_RestoreGlobalState_Post RestoreGlobalState_Post
// #define FN_ResetGlobalState_Post ResetGlobalState_Post
// #define FN_ClientConnect_Post ClientConnect_Post
// #define FN_ClientDisconnect_Post ClientDisconnect_Post
// #define FN_ClientKill_Post ClientKill_Post
// #define FN_ClientPutInServer_Post ClientPutInServer_Post
// #define FN_ClientCommand_Post ClientCommand_Post
// #define FN_ClientUserInfoChanged_Post ClientUserInfoChanged_Post
// #define FN_ServerActivate_Post ServerActivate_Post
// #define FN_ServerDeactivate_Post ServerDeactivate_Post
// #define FN_PlayerPreThink_Post PlayerPreThink_Post
// #define FN_PlayerPostThink_Post PlayerPostThink_Post
// #define FN_StartFrame_Post StartFrame_Post
// #define FN_ParmsNewLevel_Post ParmsNewLevel_Post
// #define FN_ParmsChangeLevel_Post ParmsChangeLevel_Post
// #define FN_GetGameDescription_Post GetGameDescription_Post
// #define FN_PlayerCustomization_Post PlayerCustomization_Post
// #define FN_SpectatorConnect_Post SpectatorConnect_Post
// #define FN_SpectatorDisconnect_Post SpectatorDisconnect_Post
// #define FN_SpectatorThink_Post SpectatorThink_Post
// #define FN_Sys_Error_Post Sys_Error_Post
// #define FN_PM_Move_Post PM_Move_Post
// #define FN_PM_Init_Post PM_Init_Post
// #define FN_PM_FindTextureType_Post PM_FindTextureType_Post
// #define FN_SetupVisibility_Post SetupVisibility_Post
// #define FN_UpdateClientData_Post UpdateClientData_Post
// #define FN_AddToFullPack_Post AddToFullPack_Post
// #define FN_CreateBaseline_Post CreateBaseline_Post
// #define FN_RegisterEncoders_Post RegisterEncoders_Post
// #define FN_GetWeaponData_Post GetWeaponData_Post
// #define FN_CmdStart_Post CmdStart_Post
// #define FN_CmdEnd_Post CmdEnd_Post
// #define FN_ConnectionlessPacket_Post ConnectionlessPacket_Post
// #define FN_GetHullBounds_Post GetHullBounds_Post
// #define FN_CreateInstancedBaselines_Post CreateInstancedBaselines_Post
// #define FN_InconsistentFile_Post InconsistentFile_Post
// #define FN_AllowLagCompensation_Post AllowLagCompensation_Post
// - GetEngineAPI functions
// #define FN_PrecacheModel PrecacheModel
// #define FN_PrecacheSound PrecacheSound
// #define FN_SetModel SetModel
// #define FN_ModelIndex ModelIndex
// #define FN_ModelFrames ModelFrames
// #define FN_SetSize SetSize
// #define FN_ChangeLevel ChangeLevel
// #define FN_GetSpawnParms GetSpawnParms
// #define FN_SaveSpawnParms SaveSpawnParms
// #define FN_VecToYaw VecToYaw
// #define FN_VecToAngles VecToAngles
// #define FN_MoveToOrigin MoveToOrigin
// #define FN_ChangeYaw ChangeYaw
// #define FN_ChangePitch ChangePitch
// #define FN_FindEntityByString FindEntityByString
// #define FN_GetEntityIllum GetEntityIllum
// #define FN_FindEntityInSphere FindEntityInSphere
// #define FN_FindClientInPVS FindClientInPVS
// #define FN_EntitiesInPVS EntitiesInPVS
// #define FN_MakeVectors MakeVectors
// #define FN_AngleVectors AngleVectors
// #define FN_CreateEntity CreateEntity
// #define FN_RemoveEntity RemoveEntity
// #define FN_CreateNamedEntity CreateNamedEntity
// #define FN_MakeStatic MakeStatic
// #define FN_EntIsOnFloor EntIsOnFloor
// #define FN_DropToFloor DropToFloor
// #define FN_WalkMove WalkMove
// #define FN_SetOrigin SetOrigin
// #define FN_EmitSound EmitSound
// #define FN_EmitAmbientSound EmitAmbientSound
// #define FN_TraceLine TraceLine
// #define FN_TraceToss TraceToss
// #define FN_TraceMonsterHull TraceMonsterHull
// #define FN_TraceHull TraceHull
// #define FN_TraceModel TraceModel
// #define FN_TraceTexture TraceTexture
// #define FN_TraceSphere TraceSphere
// #define FN_GetAimVector GetAimVector
// #define FN_ServerCommand ServerCommand
// #define FN_ServerExecute ServerExecute
// #define FN_engClientCommand engClientCommand
// #define FN_ParticleEffect ParticleEffect
// #define FN_LightStyle LightStyle
// #define FN_DecalIndex DecalIndex
// #define FN_PointContents PointContents
// #define FN_MessageBegin MessageBegin
// #define FN_MessageEnd MessageEnd
// #define FN_WriteByte WriteByte
// #define FN_WriteChar WriteChar
// #define FN_WriteShort WriteShort
// #define FN_WriteLong WriteLong
// #define FN_WriteAngle WriteAngle
// #define FN_WriteCoord WriteCoord
// #define FN_WriteString WriteString
// #define FN_WriteEntity WriteEntity
// #define FN_CVarRegister CVarRegister
// #define FN_CVarGetFloat CVarGetFloat
// #define FN_CVarGetString CVarGetString
// #define FN_CVarSetFloat CVarSetFloat
// #define FN_CVarSetString CVarSetString
// #define FN_AlertMessage AlertMessage
// #define FN_EngineFprintf EngineFprintf
// #define FN_PvAllocEntPrivateData PvAllocEntPrivateData
// #define FN_PvEntPrivateData PvEntPrivateData
// #define FN_FreeEntPrivateData FreeEntPrivateData
// #define FN_SzFromIndex SzFromIndex
// #define FN_AllocString AllocString
// #define FN_GetVarsOfEnt GetVarsOfEnt
// #define FN_PEntityOfEntOffset PEntityOfEntOffset
// #define FN_EntOffsetOfPEntity EntOffsetOfPEntity
// #define FN_IndexOfEdict IndexOfEdict
// #define FN_PEntityOfEntIndex PEntityOfEntIndex
// #define FN_FindEntityByVars FindEntityByVars
// #define FN_GetModelPtr GetModelPtr
// #define FN_RegUserMsg RegUserMsg
// #define FN_AnimationAutomove AnimationAutomove
// #define FN_GetBonePosition GetBonePosition
// #define FN_FunctionFromName FunctionFromName
// #define FN_NameForFunction NameForFunction
// #define FN_ClientPrintf ClientPrintf
// #define FN_ServerPrint ServerPrint
// #define FN_Cmd_Args Cmd_Args
// #define FN_Cmd_Argv Cmd_Argv
// #define FN_Cmd_Argc Cmd_Argc
// #define FN_GetAttachment GetAttachment
// #define FN_CRC32_Init CRC32_Init
// #define FN_CRC32_ProcessBuffer CRC32_ProcessBuffer
// #define FN_CRC32_ProcessByte CRC32_ProcessByte
// #define FN_CRC32_Final CRC32_Final
// #define FN_RandomLong RandomLong
// #define FN_RandomFloat RandomFloat
// #define FN_SetView SetView
// #define FN_Time Time
// #define FN_CrosshairAngle CrosshairAngle
// #define FN_LoadFileForMe LoadFileForMe
// #define FN_FreeFile FreeFile
// #define FN_EndSection EndSection
// #define FN_CompareFileTime CompareFileTime
// #define FN_GetGameDir GetGameDir
// #define FN_Cvar_RegisterVariable Cvar_RegisterVariable
// #define FN_FadeClientVolume FadeClientVolume
// #define FN_SetClientMaxspeed SetClientMaxspeed
// #define FN_CreateFakeClient CreateFakeClient
// #define FN_RunPlayerMove RunPlayerMove
// #define FN_NumberOfEntities NumberOfEntities
// #define FN_GetInfoKeyBuffer GetInfoKeyBuffer
// #define FN_InfoKeyValue InfoKeyValue
// #define FN_SetKeyValue SetKeyValue
// #define FN_SetClientKeyValue SetClientKeyValue
// #define FN_IsMapValid IsMapValid
// #define FN_StaticDecal StaticDecal
// #define FN_PrecacheGeneric PrecacheGeneric
// #define FN_GetPlayerUserId GetPlayerUserId
// #define FN_BuildSoundMsg BuildSoundMsg
// #define FN_IsDedicatedServer IsDedicatedServer
// #define FN_CVarGetPointer CVarGetPointer
// #define FN_GetPlayerWONId GetPlayerWONId
// #define FN_Info_RemoveKey Info_RemoveKey
// #define FN_GetPhysicsKeyValue GetPhysicsKeyValue
// #define FN_SetPhysicsKeyValue SetPhysicsKeyValue
// #define FN_GetPhysicsInfoString GetPhysicsInfoString
// #define FN_PrecacheEvent PrecacheEvent
// #define FN_PlaybackEvent PlaybackEvent
// #define FN_SetFatPVS SetFatPVS
// #define FN_SetFatPAS SetFatPAS
// #define FN_CheckVisibility CheckVisibility
// #define FN_DeltaSetField DeltaSetField
// #define FN_DeltaUnsetField DeltaUnsetField
// #define FN_DeltaAddEncoder DeltaAddEncoder
// #define FN_GetCurrentPlayer GetCurrentPlayer
// #define FN_CanSkipPlayer CanSkipPlayer
// #define FN_DeltaFindField DeltaFindField
// #define FN_DeltaSetFieldByIndex DeltaSetFieldByIndex
// #define FN_DeltaUnsetFieldByIndex DeltaUnsetFieldByIndex
// #define FN_SetGroupMask SetGroupMask
// #define FN_engCreateInstancedBaseline engCreateInstancedBaseline
// #define FN_Cvar_DirectSet Cvar_DirectSet
// #define FN_ForceUnmodified ForceUnmodified
// #define FN_GetPlayerStats GetPlayerStats
// #define FN_AddServerCommand AddServerCommand
// #define FN_Voice_GetClientListening Voice_GetClientListening
// #define FN_Voice_SetClientListening Voice_SetClientListening
// #define FN_GetPlayerAuthId GetPlayerAuthId
// - GetEngineAPI_Post functions
// #define FN_PrecacheModel_Post PrecacheModel_Post
// #define FN_PrecacheSound_Post PrecacheSound_Post
// #define FN_SetModel_Post SetModel_Post
// #define FN_ModelIndex_Post ModelIndex_Post
// #define FN_ModelFrames_Post ModelFrames_Post
// #define FN_SetSize_Post SetSize_Post
// #define FN_ChangeLevel_Post ChangeLevel_Post
// #define FN_GetSpawnParms_Post GetSpawnParms_Post
// #define FN_SaveSpawnParms_Post SaveSpawnParms_Post
// #define FN_VecToYaw_Post VecToYaw_Post
// #define FN_VecToAngles_Post VecToAngles_Post
// #define FN_MoveToOrigin_Post MoveToOrigin_Post
// #define FN_ChangeYaw_Post ChangeYaw_Post
// #define FN_ChangePitch_Post ChangePitch_Post
// #define FN_FindEntityByString_Post FindEntityByString_Post
// #define FN_GetEntityIllum_Post GetEntityIllum_Post
// #define FN_FindEntityInSphere_Post FindEntityInSphere_Post
// #define FN_FindClientInPVS_Post FindClientInPVS_Post
// #define FN_EntitiesInPVS_Post EntitiesInPVS_Post
// #define FN_MakeVectors_Post MakeVectors_Post
// #define FN_AngleVectors_Post AngleVectors_Post
// #define FN_CreateEntity_Post CreateEntity_Post
// #define FN_RemoveEntity_Post RemoveEntity_Post
// #define FN_CreateNamedEntity_Post CreateNamedEntity_Post
// #define FN_MakeStatic_Post MakeStatic_Post
// #define FN_EntIsOnFloor_Post EntIsOnFloor_Post
// #define FN_DropToFloor_Post DropToFloor_Post
// #define FN_WalkMove_Post WalkMove_Post
// #define FN_SetOrigin_Post SetOrigin_Post
// #define FN_EmitSound_Post EmitSound_Post
// #define FN_EmitAmbientSound_Post EmitAmbientSound_Post
// #define FN_TraceLine_Post TraceLine_Post
// #define FN_TraceToss_Post TraceToss_Post
// #define FN_TraceMonsterHull_Post TraceMonsterHull_Post
// #define FN_TraceHull_Post TraceHull_Post
// #define FN_TraceModel_Post TraceModel_Post
// #define FN_TraceTexture_Post TraceTexture_Post
// #define FN_TraceSphere_Post TraceSphere_Post
// #define FN_GetAimVector_Post GetAimVector_Post
// #define FN_ServerCommand_Post ServerCommand_Post
// #define FN_ServerExecute_Post ServerExecute_Post
// #define FN_engClientCommand_Post engClientCommand_Post
// #define FN_ParticleEffect_Post ParticleEffect_Post
// #define FN_LightStyle_Post LightStyle_Post
// #define FN_DecalIndex_Post DecalIndex_Post
// #define FN_PointContents_Post PointContents_Post
// #define FN_MessageBegin_Post MessageBegin_Post
// #define FN_MessageEnd_Post MessageEnd_Post
// #define FN_WriteByte_Post WriteByte_Post
// #define FN_WriteChar_Post WriteChar_Post
// #define FN_WriteShort_Post WriteShort_Post
// #define FN_WriteLong_Post WriteLong_Post
// #define FN_WriteAngle_Post WriteAngle_Post
// #define FN_WriteCoord_Post WriteCoord_Post
// #define FN_WriteString_Post WriteString_Post
// #define FN_WriteEntity_Post WriteEntity_Post
// #define FN_CVarRegister_Post CVarRegister_Post
// #define FN_CVarGetFloat_Post CVarGetFloat_Post
// #define FN_CVarGetString_Post CVarGetString_Post
// #define FN_CVarSetFloat_Post CVarSetFloat_Post
// #define FN_CVarSetString_Post CVarSetString_Post
// #define FN_AlertMessage_Post AlertMessage_Post
// #define FN_EngineFprintf_Post EngineFprintf_Post
// #define FN_PvAllocEntPrivateData_Post PvAllocEntPrivateData_Post
// #define FN_PvEntPrivateData_Post PvEntPrivateData_Post
// #define FN_FreeEntPrivateData_Post FreeEntPrivateData_Post
// #define FN_SzFromIndex_Post SzFromIndex_Post
// #define FN_AllocString_Post AllocString_Post
// #define FN_GetVarsOfEnt_Post GetVarsOfEnt_Post
// #define FN_PEntityOfEntOffset_Post PEntityOfEntOffset_Post
// #define FN_EntOffsetOfPEntity_Post EntOffsetOfPEntity_Post
// #define FN_IndexOfEdict_Post IndexOfEdict_Post
// #define FN_PEntityOfEntIndex_Post PEntityOfEntIndex_Post
// #define FN_FindEntityByVars_Post FindEntityByVars_Post
// #define FN_GetModelPtr_Post GetModelPtr_Post
// #define FN_RegUserMsg_Post RegUserMsg_Post
// #define FN_AnimationAutomove_Post AnimationAutomove_Post
// #define FN_GetBonePosition_Post GetBonePosition_Post
// #define FN_FunctionFromName_Post FunctionFromName_Post
// #define FN_NameForFunction_Post NameForFunction_Post
// #define FN_ClientPrintf_Post ClientPrintf_Post
// #define FN_ServerPrint_Post ServerPrint_Post
// #define FN_Cmd_Args_Post Cmd_Args_Post
// #define FN_Cmd_Argv_Post Cmd_Argv_Post
// #define FN_Cmd_Argc_Post Cmd_Argc_Post
// #define FN_GetAttachment_Post GetAttachment_Post
// #define FN_CRC32_Init_Post CRC32_Init_Post
// #define FN_CRC32_ProcessBuffer_Post CRC32_ProcessBuffer_Post
// #define FN_CRC32_ProcessByte_Post CRC32_ProcessByte_Post
// #define FN_CRC32_Final_Post CRC32_Final_Post
// #define FN_RandomLong_Post RandomLong_Post
// #define FN_RandomFloat_Post RandomFloat_Post
// #define FN_SetView_Post SetView_Post
// #define FN_Time_Post Time_Post
// #define FN_CrosshairAngle_Post CrosshairAngle_Post
// #define FN_LoadFileForMe_Post LoadFileForMe_Post
// #define FN_FreeFile_Post FreeFile_Post
// #define FN_EndSection_Post EndSection_Post
// #define FN_CompareFileTime_Post CompareFileTime_Post
// #define FN_GetGameDir_Post GetGameDir_Post
// #define FN_Cvar_RegisterVariable_Post Cvar_RegisterVariable_Post
// #define FN_FadeClientVolume_Post FadeClientVolume_Post
// #define FN_SetClientMaxspeed_Post SetClientMaxspeed_Post
// #define FN_CreateFakeClient_Post CreateFakeClient_Post
// #define FN_RunPlayerMove_Post RunPlayerMove_Post
// #define FN_NumberOfEntities_Post NumberOfEntities_Post
// #define FN_GetInfoKeyBuffer_Post GetInfoKeyBuffer_Post
// #define FN_InfoKeyValue_Post InfoKeyValue_Post
// #define FN_SetKeyValue_Post SetKeyValue_Post
// #define FN_SetClientKeyValue_Post SetClientKeyValue_Post
// #define FN_IsMapValid_Post IsMapValid_Post
// #define FN_StaticDecal_Post StaticDecal_Post
// #define FN_PrecacheGeneric_Post PrecacheGeneric_Post
// #define FN_GetPlayerUserId_Post GetPlayerUserId_Post
// #define FN_BuildSoundMsg_Post BuildSoundMsg_Post
// #define FN_IsDedicatedServer_Post IsDedicatedServer_Post
// #define FN_CVarGetPointer_Post CVarGetPointer_Post
// #define FN_GetPlayerWONId_Post GetPlayerWONId_Post
// #define FN_Info_RemoveKey_Post Info_RemoveKey_Post
// #define FN_GetPhysicsKeyValue_Post GetPhysicsKeyValue_Post
// #define FN_SetPhysicsKeyValue_Post SetPhysicsKeyValue_Post
// #define FN_GetPhysicsInfoString_Post GetPhysicsInfoString_Post
// #define FN_PrecacheEvent_Post PrecacheEvent_Post
// #define FN_PlaybackEvent_Post PlaybackEvent_Post
// #define FN_SetFatPVS_Post SetFatPVS_Post
// #define FN_SetFatPAS_Post SetFatPAS_Post
// #define FN_CheckVisibility_Post CheckVisibility_Post
// #define FN_DeltaSetField_Post DeltaSetField_Post
// #define FN_DeltaUnsetField_Post DeltaUnsetField_Post
// #define FN_DeltaAddEncoder_Post DeltaAddEncoder_Post
// #define FN_GetCurrentPlayer_Post GetCurrentPlayer_Post
// #define FN_CanSkipPlayer_Post CanSkipPlayer_Post
// #define FN_DeltaFindField_Post DeltaFindField_Post
// #define FN_DeltaSetFieldByIndex_Post DeltaSetFieldByIndex_Post
// #define FN_DeltaUnsetFieldByIndex_Post DeltaUnsetFieldByIndex_Post
// #define FN_SetGroupMask_Post SetGroupMask_Post
// #define FN_engCreateInstancedBaseline_Post engCreateInstancedBaseline_Post
// #define FN_Cvar_DirectSet_Post Cvar_DirectSet_Post
// #define FN_ForceUnmodified_Post ForceUnmodified_Post
// #define FN_GetPlayerStats_Post GetPlayerStats_Post
// #define FN_AddServerCommand_Post AddServerCommand_Post
// #define FN_Voice_GetClientListening_Post Voice_GetClientListening_Post
// #define FN_Voice_SetClientListening_Post Voice_SetClientListening_Post
// #define FN_GetPlayerAuthId_Post GetPlayerAuthId_Post
// #define FN_OnFreeEntPrivateData OnFreeEntPrivateData
// #define FN_GameShutdown GameShutdown
// #define FN_ShouldCollide ShouldCollide
// #define FN_OnFreeEntPrivateData_Post OnFreeEntPrivateData_Post
// #define FN_GameShutdown_Post GameShutdown_Post
// #define FN_ShouldCollide_Post ShouldCollide_Post
#endif // USE_METAMOD
#endif // __MODULECONFIG_H__