diff --git a/dlls/fakemeta/pev.cpp b/dlls/fakemeta/pev.cpp deleted file mode 100755 index 6e089b2c..00000000 --- a/dlls/fakemeta/pev.cpp +++ /dev/null @@ -1,1096 +0,0 @@ -#include "fakemeta_amxx.h" - -// originally by mahnsawce -static cell AMX_NATIVE_CALL amx_pev(AMX *amx,cell *params) -{ - int index=params[1]; -#ifdef DONT_TOUCH_THIS_AGAIN_BAIL - if (index >= 1 && index <= gpGlobals->maxClients) - { - if (!MF_IsPlayerIngame(index)) - { - MF_LogError(amx, AMX_ERR_NATIVE, "Player %d is not in game", index); - return 0; - } - } else { - if (index > gpGlobals->maxEntities || index < 1) - { - MF_LogError(amx, AMX_ERR_NATIVE, "Invalid entity %d", index); - return 0; - } - } -#endif - CHECK_ENTITY(index); - edict_t *pPlayer = INDEXENT2(index); - int returntype = *params/sizeof(cell); - int valuetype=0; - int iReturn=0; - float fReturn=0; - Vector vReturn=Vector(0,0,0); - byte bReturn[4]={0,0,0,0}; - int iSwitch = params[2]; - if (iSwitch > pev_int_start && iSwitch < pev_int_end) - valuetype=VALUETYPE_INT; - else if (iSwitch > pev_float_start && iSwitch < pev_float_end) - valuetype=VALUETYPE_FLOAT; - else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end) - valuetype=VALUETYPE_VECTOR; - else if (iSwitch > pev_byte_start && iSwitch < pev_byte_end) - valuetype=VALUETYPE_BYTE; - else if (iSwitch > pev_string_start && iSwitch < pev_string_end) - valuetype=VALUETYPE_STRING; - else if (iSwitch > pev_edict_start && iSwitch < pev_edict_end) - valuetype=VALUETYPE_EDICT; - if (iSwitch > pev_int_start && iSwitch < pev_int_end) - { - valuetype=VALUETYPE_INT; - switch(iSwitch) - { - case fixangle: - iReturn = pPlayer->v.fixangle; - break; - case modelindex: - iReturn = pPlayer->v.modelindex; - break; - case viewmodel: - iReturn = pPlayer->v.viewmodel; - break; - case weaponmodel: - iReturn = pPlayer->v.weaponmodel; - break; - case movetype: - iReturn = pPlayer->v.movetype; - break; - case solid: - iReturn = pPlayer->v.solid; - break; - case skin: - iReturn = pPlayer->v.skin; - break; - case body: - iReturn = pPlayer->v.body; - break; - case effects: - iReturn = pPlayer->v.effects; - break; - case light_level: - iReturn = pPlayer->v.light_level; - break; - case sequence: - iReturn = pPlayer->v.sequence; - break; - case gaitsequence: - iReturn = pPlayer->v.gaitsequence; - break; - case rendermode: - iReturn = pPlayer->v.rendermode; - break; - case renderfx: - iReturn = pPlayer->v.renderfx; - break; - case weapons: - iReturn = pPlayer->v.weapons; - break; - case deadflag: - iReturn = pPlayer->v.deadflag; - break; - case button: - iReturn = pPlayer->v.button; - break; - case impulse: - iReturn = pPlayer->v.impulse; - break; - case spawnflags: - iReturn = pPlayer->v.spawnflags; - break; - case flags: - iReturn = pPlayer->v.flags; - break; - case colormap: - iReturn = pPlayer->v.colormap; - break; - case team: - iReturn = pPlayer->v.team; - break; - case waterlevel: - iReturn = pPlayer->v.waterlevel; - break; - case watertype: - iReturn = pPlayer->v.watertype; - break; - case playerclass: - iReturn = pPlayer->v.playerclass; - break; - case weaponanim: - iReturn = pPlayer->v.weaponanim; - break; - case pushmsec: - iReturn = pPlayer->v.pushmsec; - break; - case bInDuck: - iReturn = pPlayer->v.bInDuck; - break; - case flTimeStepSound: - iReturn = pPlayer->v.flTimeStepSound; - break; - case flSwimTime: - iReturn = pPlayer->v.flSwimTime; - break; - case flDuckTime: - iReturn = pPlayer->v.flDuckTime; - break; - case iStepLeft: - iReturn = pPlayer->v.iStepLeft; - break; - case gamestate: - iReturn = pPlayer->v.gamestate; - break; - case oldbuttons: - iReturn = pPlayer->v.oldbuttons; - break; - case groupinfo: - iReturn = pPlayer->v.groupinfo; - break; - case iuser1: - iReturn = pPlayer->v.iuser1; - break; - case iuser2: - iReturn = pPlayer->v.iuser2; - break; - case iuser3: - iReturn = pPlayer->v.iuser3; - break; - case iuser4: - iReturn = pPlayer->v.iuser4; - break; - default: - return 0; - } - } - else if (iSwitch > pev_float_start && iSwitch < pev_float_end) - { - valuetype=VALUETYPE_FLOAT; - switch(iSwitch) - { - case impacttime: - fReturn = pPlayer->v.impacttime; - break; - case starttime: - fReturn = pPlayer->v.starttime; - break; - case idealpitch: - fReturn = pPlayer->v.idealpitch; - break; - case ideal_yaw: - fReturn = pPlayer->v.ideal_yaw; - break; - case pitch_speed: - fReturn = pPlayer->v.pitch_speed; - break; - case yaw_speed: - fReturn = pPlayer->v.yaw_speed; - break; - case ltime: - fReturn = pPlayer->v.ltime; - break; - case nextthink: - fReturn = pPlayer->v.nextthink; - break; - case gravity: - fReturn = pPlayer->v.gravity; - break; - case friction: - fReturn = pPlayer->v.friction; - break; - case frame: - fReturn = pPlayer->v.frame; - break; - case animtime: - fReturn = pPlayer->v.animtime; - break; - case framerate: - fReturn = pPlayer->v.framerate; - break; - case scale: - fReturn = pPlayer->v.scale; - break; - case renderamt: - fReturn = pPlayer->v.renderamt; - break; - case health: - fReturn = pPlayer->v.health; - break; - case frags: - fReturn = pPlayer->v.frags; - break; - case takedamage: - fReturn = pPlayer->v.takedamage; - break; - case max_health: - fReturn = pPlayer->v.max_health; - break; - case teleport_time: - fReturn = pPlayer->v.teleport_time; - break; - case armortype: - fReturn = pPlayer->v.armortype; - break; - case armorvalue: - fReturn = pPlayer->v.armorvalue; - break; - case dmg_take: - fReturn = pPlayer->v.dmg_take; - break; - case dmg_save: - fReturn = pPlayer->v.dmg_save; - break; - case dmg: - fReturn = pPlayer->v.dmg; - break; - case dmgtime: - fReturn = pPlayer->v.dmgtime; - break; - case speed: - fReturn = pPlayer->v.speed; - break; - case air_finished: - fReturn = pPlayer->v.air_finished; - break; - case pain_finished: - fReturn = pPlayer->v.pain_finished; - break; - case radsuit_finished: - fReturn = pPlayer->v.radsuit_finished; - break; - case maxspeed: - fReturn = pPlayer->v.maxspeed; - break; - case fov: - fReturn = pPlayer->v.fov; - break; - case flFallVelocity: - fReturn = pPlayer->v.flFallVelocity; - break; - case fuser1: - fReturn = pPlayer->v.fuser1; - break; - case fuser2: - fReturn = pPlayer->v.fuser2; - break; - case fuser3: - fReturn = pPlayer->v.fuser3; - break; - case fuser4: - fReturn = pPlayer->v.fuser4; - break; - default: - return 0; - break; - } - } - else if (iSwitch > pev_string_start && iSwitch < pev_string_end) - { - valuetype=VALUETYPE_STRING; - switch (iSwitch) - { - case classname: - iReturn = pPlayer->v.classname; - break; - case globalname: - iReturn = pPlayer->v.globalname; - break; - case model: - iReturn = pPlayer->v.model; - break; - case target: - iReturn = pPlayer->v.target; - break; - case targetname: - iReturn = pPlayer->v.targetname; - break; - case netname: - iReturn = pPlayer->v.netname; - break; - case message: - iReturn = pPlayer->v.message; - break; - case noise: - iReturn = pPlayer->v.noise; - break; - case noise1: - iReturn = pPlayer->v.noise1; - break; - case noise2: - iReturn = pPlayer->v.noise2; - break; - case noise3: - iReturn = pPlayer->v.noise3; - break; - default: - return 0; - } - - } - else if (iSwitch > pev_edict_start && iSwitch < pev_edict_end) - { - valuetype=VALUETYPE_EDICT; - switch (iSwitch) - { - case chain: - iReturn = ENTINDEX(pPlayer->v.chain); - break; - case dmg_inflictor: - iReturn = ENTINDEX(pPlayer->v.dmg_inflictor); - break; - case enemy: - iReturn = ENTINDEX(pPlayer->v.enemy); - break; - case aiment: - iReturn = ENTINDEX(pPlayer->v.aiment); - break; - case owner: - iReturn = ENTINDEX(pPlayer->v.owner); - break; - case groundentity: - iReturn = ENTINDEX(pPlayer->v.groundentity); - break; - case euser1: - iReturn = ENTINDEX(pPlayer->v.euser1); - break; - case euser2: - iReturn = ENTINDEX(pPlayer->v.euser2); - break; - case euser3: - iReturn = ENTINDEX(pPlayer->v.euser3); - break; - case euser4: - iReturn = ENTINDEX(pPlayer->v.euser4); - break; - default: - return 0; - } - } - else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end) - { - valuetype=VALUETYPE_VECTOR; - switch(iSwitch) - { - case origin: - vReturn = pPlayer->v.origin; - break; - case oldorigin: - vReturn = pPlayer->v.oldorigin; - break; - case velocity: - vReturn = pPlayer->v.velocity; - break; - case basevelocity: - vReturn = pPlayer->v.basevelocity; - break; - case movedir: - vReturn = pPlayer->v.movedir; - break; - case angles: - vReturn = pPlayer->v.angles; - break; - case avelocity: - vReturn = pPlayer->v.avelocity; - break; - case v_angle: - vReturn = pPlayer->v.v_angle; - break; - case endpos: - vReturn = pPlayer->v.endpos; - break; - case startpos: - vReturn = pPlayer->v.startpos; - break; - case absmin: - vReturn = pPlayer->v.absmin; - break; - case absmax: - vReturn = pPlayer->v.absmax; - break; - case mins: - vReturn = pPlayer->v.mins; - break; - case maxs: - vReturn = pPlayer->v.maxs; - break; - case size: - vReturn = pPlayer->v.size; - break; - case rendercolor: - vReturn = pPlayer->v.rendercolor; - break; - case view_ofs: - vReturn = pPlayer->v.view_ofs; - break; - case vuser1: - vReturn = pPlayer->v.vuser1; - break; - case vuser2: - vReturn = pPlayer->v.vuser2; - break; - case vuser3: - vReturn = pPlayer->v.vuser3; - break; - case vuser4: - vReturn = pPlayer->v.vuser4; - break; - case punchangle: - vReturn = pPlayer->v.punchangle; - break; - default: - return 0; - } - } - else if ((iSwitch > pev_byte_start && iSwitch < pev_byte_end) || (iSwitch > pev_bytearray_start && iSwitch < pev_bytearray_end)) - { - if (iSwitch > pev_byte_start && iSwitch < pev_byte_end) - valuetype=VALUETYPE_INT; - else - valuetype=VALUETYPE_BYTE; - switch(iSwitch) - { - case controller: - { - bReturn[0] = pPlayer->v.controller[0]; - bReturn[1] = pPlayer->v.controller[1]; - bReturn[2] = pPlayer->v.controller[2]; - bReturn[3] = pPlayer->v.controller[3]; - break; - } - case controller_0: - iReturn = pPlayer->v.controller[0]; - break; - case controller_1: - iReturn = pPlayer->v.controller[1]; - break; - case controller_2: - iReturn = pPlayer->v.controller[2]; - break; - case controller_3: - iReturn = pPlayer->v.controller[3]; - break; - case blending: - { - bReturn[0] = pPlayer->v.blending[0]; - bReturn[1] = pPlayer->v.blending[1]; - bReturn[2]=0; - bReturn[3]=0; - break; - } - case blending_0: - iReturn = pPlayer->v.blending[0]; - break; - case blending_1: - iReturn = pPlayer->v.blending[1]; - break; - default: - return 0; - } - } - if (returntype == RETURNTYPE_INT) - { - // We are only returning an integer here. - // If the returned value is a string, return make_string value. - // If the returned value is a float, round it down. - // If the returned value is int, just return it. - // Otherwise, print a warning. - if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_EDICT) - { - return iReturn; - } - else if (valuetype == VALUETYPE_FLOAT) - { - return (int)fReturn; - } - MF_LogError(amx, AMX_ERR_NATIVE, "Invalid return valuetype for pev()."); - return 0; - } - else if (returntype == RETURNTYPE_FLOAT) - { - // We are setting a variable as a float here. - // If it's a float, just set it. - // If it's an integer, convert and set it. - // Otherwise, return an error. - if (valuetype == VALUETYPE_INT) - { - float fTemp = (float)iReturn; - cell *cRet = MF_GetAmxAddr(amx,params[3]); - *cRet = amx_ftoc(fTemp); - return 1; - } - else if (valuetype == VALUETYPE_FLOAT) - { - cell *cRet = MF_GetAmxAddr(amx,params[3]); - *cRet = amx_ftoc(fReturn); - return 1; - } - else if (valuetype == VALUETYPE_VECTOR) - { - cell *cRet = MF_GetAmxAddr(amx,params[3]); - cRet[0] = amx_ftoc(vReturn.x); - cRet[1] = amx_ftoc(vReturn.y); - cRet[2] = amx_ftoc(vReturn.z); - return 1; - } - else if (valuetype == VALUETYPE_BYTE) - { - cell *cRet = MF_GetAmxAddr(amx,params[3]); - if (iSwitch == blending) - { - // Only 2 for blending. - cRet[0]=bReturn[0]; - cRet[1]=bReturn[1]; - return 1; - } - else - { - // There's 4 for controller. - cRet[0]=bReturn[0]; - cRet[1]=bReturn[1]; - cRet[2]=bReturn[2]; - cRet[3]=bReturn[3]; - return 1; - } - } - MF_LogError(amx, AMX_ERR_NATIVE, "Invalid return valuetype for pev()."); - } - else if (returntype == RETURNTYPE_STRING) - { - // Here is a string value that was requested. - // If the returned value is an integer or float, then sprintf() it to string. - // If the returned is a string, then string() it. - - cell *cBlah = MF_GetAmxAddr(amx,params[4]); - int size = cBlah[0]; - if (valuetype == VALUETYPE_INT || valuetype == VALUETYPE_STRING || valuetype == VALUETYPE_EDICT) - { - if (valuetype == VALUETYPE_STRING) - { - MF_SetAmxString(amx, params[3], STRING(iReturn), size); - return 1; - } - else - { - char blah[64]; - sprintf(blah,"%i",iReturn); - MF_SetAmxString(amx, params[3], blah, size); - return 1; - } - - } - if (valuetype == VALUETYPE_FLOAT) - { - char blah[64]; - sprintf(blah,"%f",fReturn); - MF_SetAmxString(amx, params[3], blah, size); - return 1; - } - if (valuetype == VALUETYPE_VECTOR) - { - char blah[256]; - sprintf(blah,"%f %f %f",vReturn.x,vReturn.y,vReturn.z); - MF_SetAmxString(amx, params[3], blah, size); - return 1; - } - if (valuetype == VALUETYPE_BYTE) - { - if (iSwitch == controller) - { - char blah[128]; - sprintf(blah,"%i %i",bReturn[0],bReturn[1]); - MF_SetAmxString(amx,params[3],blah,size); - return 1; - } - else - { - char blah[256]; - sprintf(blah,"%i %i %i %i",bReturn[0],bReturn[1],bReturn[2],bReturn[3]); - MF_SetAmxString(amx,params[3],blah,size); - return 1; - } - } - MF_LogError(amx, AMX_ERR_NATIVE, "Invalid return valuetype for pev()."); - } - return 0; -} - -static cell AMX_NATIVE_CALL amx_set_pev(AMX *amx, cell *params) -{ - // index, pevdata - int index = params[1]; - CHECK_ENTITY(index); - edict_t *pPlayer = INDEXENT2(index); - int iSwitch = params[2]; - cell *blah = MF_GetAmxAddr(amx,params[3]); - if (iSwitch > pev_int_start && iSwitch < pev_int_end) - { - // Grrr... - int iValue = blah[0]; - switch(iSwitch) - { - case fixangle: - pPlayer->v.fixangle = iValue; - return 1; - case modelindex: - pPlayer->v.modelindex = iValue; - return 1; - case viewmodel: - pPlayer->v.viewmodel = iValue; - return 1; - case weaponmodel: - pPlayer->v.weaponmodel = iValue; - return 1; - case movetype: - pPlayer->v.movetype = iValue; - return 1; - case solid: - pPlayer->v.solid = iValue; - return 1; - case skin: - pPlayer->v.skin = iValue; - return 1; - case body: - pPlayer->v.body = iValue; - return 1; - case effects: - pPlayer->v.effects = iValue; - return 1; - case light_level: - pPlayer->v.light_level = iValue; - return 1; - case sequence: - pPlayer->v.sequence = iValue; - return 1; - case gaitsequence: - pPlayer->v.gaitsequence = iValue; - return 1; - case rendermode: - pPlayer->v.rendermode = iValue; - return 1; - case renderfx: - pPlayer->v.renderfx = iValue; - return 1; - case weapons: - pPlayer->v.weapons = iValue; - return 1; - case deadflag: - pPlayer->v.deadflag = iValue; - return 1; - case button: - pPlayer->v.button = iValue; - return 1; - case impulse: - pPlayer->v.impulse = iValue; - return 1; - case spawnflags: - pPlayer->v.spawnflags = iValue; - return 1; - case flags: - pPlayer->v.flags = iValue; - return 1; - case colormap: - pPlayer->v.colormap = iValue; - return 1; - case team: - pPlayer->v.team = iValue; - return 1; - case waterlevel: - pPlayer->v.waterlevel = iValue; - return 1; - case watertype: - pPlayer->v.watertype = iValue; - return 1; - case playerclass: - pPlayer->v.playerclass = iValue; - return 1; - case weaponanim: - pPlayer->v.weaponanim = iValue; - return 1; - case pushmsec: - pPlayer->v.pushmsec = iValue; - return 1; - case bInDuck: - pPlayer->v.bInDuck = iValue; - return 1; - case flTimeStepSound: - pPlayer->v.flTimeStepSound = iValue; - return 1; - case flSwimTime: - pPlayer->v.flSwimTime = iValue; - return 1; - case flDuckTime: - pPlayer->v.flDuckTime = iValue; - return 1; - case iStepLeft: - pPlayer->v.iStepLeft = iValue; - return 1; - case gamestate: - pPlayer->v.gamestate = iValue; - return 1; - case oldbuttons: - pPlayer->v.oldbuttons = iValue; - return 1; - case groupinfo: - pPlayer->v.groupinfo = iValue; - return 1; - case iuser1: - pPlayer->v.iuser1 = iValue; - return 1; - case iuser2: - pPlayer->v.iuser2 = iValue; - return 1; - case iuser3: - pPlayer->v.iuser3 = iValue; - return 1; - case iuser4: - pPlayer->v.iuser4 = iValue; - return 1; - default: - return 0; - } - } - else if (iSwitch > pev_float_start && iSwitch < pev_float_end) - { - float fValue = amx_ctof(blah[0]); - - switch(iSwitch) - { - case impacttime: - pPlayer->v.impacttime = fValue; - return 1; - case starttime: - pPlayer->v.starttime = fValue; - return 1; - case idealpitch: - pPlayer->v.idealpitch = fValue; - return 1; - case ideal_yaw: - pPlayer->v.ideal_yaw = fValue; - case pitch_speed: - pPlayer->v.pitch_speed = fValue; - return 1; - case yaw_speed: - pPlayer->v.yaw_speed = fValue; - return 1; - case ltime: - pPlayer->v.ltime = fValue; - return 1; - case nextthink: - pPlayer->v.nextthink = fValue; - return 1; - case gravity: - pPlayer->v.gravity = fValue; - return 1; - case friction: - pPlayer->v.friction = fValue; - return 1; - case frame: - pPlayer->v.frame = fValue; - return 1; - case animtime: - pPlayer->v.animtime = fValue; - return 1; - case framerate: - pPlayer->v.framerate = fValue; - return 1; - case scale: - pPlayer->v.scale = fValue; - return 1; - case renderamt: - pPlayer->v.renderamt = fValue; - return 1; - case health: - pPlayer->v.health = fValue; - return 1; - case frags: - pPlayer->v.frags = fValue; - return 1; - case takedamage: - pPlayer->v.takedamage = fValue; - return 1; - case max_health: - pPlayer->v.max_health = fValue; - return 1; - case teleport_time: - pPlayer->v.teleport_time = fValue; - return 1; - case armortype: - pPlayer->v.armortype = fValue; - return 1; - case armorvalue: - pPlayer->v.armorvalue = fValue; - return 1; - case dmg_take: - pPlayer->v.dmg_take = fValue; - return 1; - case dmg_save: - pPlayer->v.dmg_save = fValue; - return 1; - case dmg: - pPlayer->v.dmg = fValue; - return 1; - case dmgtime: - pPlayer->v.dmgtime = fValue; - return 1; - case speed: - pPlayer->v.speed = fValue; - return 1; - case air_finished: - pPlayer->v.air_finished = fValue; - return 1; - case pain_finished: - pPlayer->v.pain_finished = fValue; - return 1; - case radsuit_finished: - pPlayer->v.radsuit_finished = fValue; - return 1; - case maxspeed: - pPlayer->v.maxspeed = fValue; - return 1; - case fov: - pPlayer->v.fov = fValue; - return 1; - case flFallVelocity: - pPlayer->v.flFallVelocity = fValue; - return 1; - case fuser1: - pPlayer->v.fuser1 = fValue; - return 1; - case fuser2: - pPlayer->v.fuser2 = fValue; - return 1; - case fuser3: - pPlayer->v.fuser3 = fValue; - return 1; - case fuser4: - pPlayer->v.fuser4 = fValue; - return 1; - default: - return 0; - } - } - else if (iSwitch > pev_string_start && iSwitch < pev_string_end) - { - - int iValue = blah[0]; - switch (iSwitch) - { - case classname: - pPlayer->v.classname = iValue; - return 1; - case globalname: - pPlayer->v.globalname = iValue; - return 1; - case model: - pPlayer->v.model = iValue; - return 1; - case target: - pPlayer->v.target = iValue; - return 1; - case targetname: - pPlayer->v.targetname = iValue; - return 1; - case netname: - pPlayer->v.netname = iValue; - return 1; - case message: - pPlayer->v.message = iValue; - return 1; - case noise: - pPlayer->v.noise = iValue; - return 1; - case noise1: - pPlayer->v.noise1 = iValue; - return 1; - case noise2: - pPlayer->v.noise2 = iValue; - return 1; - case noise3: - pPlayer->v.noise3 = iValue; - return 1; - default: - return 0; - } - - } - else if (iSwitch > pev_edict_start && iSwitch < pev_edict_end) - { - int iValue = blah[0]; - switch (iSwitch) - { - case chain: - pPlayer->v.chain = INDEXENT2(iValue); - return 1; - case dmg_inflictor: - pPlayer->v.dmg_inflictor = INDEXENT2(iValue); - return 1; - case enemy: - pPlayer->v.enemy = INDEXENT2(iValue); - return 1; - case aiment: - pPlayer->v.aiment = INDEXENT2(iValue); - return 1; - case owner: - pPlayer->v.owner = INDEXENT2(iValue); - return 1; - case groundentity: - pPlayer->v.groundentity = INDEXENT2(iValue); - return 1; - case euser1: - pPlayer->v.euser1 = INDEXENT2(iValue); - return 1; - case euser2: - pPlayer->v.euser2 = INDEXENT2(iValue); - return 1; - case euser3: - pPlayer->v.euser3 = INDEXENT2(iValue); - return 1; - case euser4: - pPlayer->v.euser4 = INDEXENT2(iValue); - return 1; - default: - return 0; - } - } - else if (iSwitch > pev_vecarray_start && iSwitch < pev_vecarray_end) - { - cell *vCell = MF_GetAmxAddr(amx,params[3]); - Vector vValue; - vValue.x = amx_ctof(vCell[0]); - vValue.y = amx_ctof(vCell[1]); - vValue.z = amx_ctof(vCell[2]); - switch(iSwitch) - { - case origin: - pPlayer->v.origin = vValue; - return 1; - case oldorigin: - pPlayer->v.oldorigin = vValue; - return 1; - case velocity: - pPlayer->v.velocity = vValue; - return 1; - case basevelocity: - pPlayer->v.basevelocity = vValue; - return 1; - case clbasevelocity: - pPlayer->v.clbasevelocity = vValue; - return 1; - case movedir: - pPlayer->v.movedir = vValue; - return 1; - case angles: - pPlayer->v.angles = vValue; - return 1; - case avelocity: - pPlayer->v.avelocity = vValue; - return 1; - case v_angle: - pPlayer->v.v_angle = vValue; - return 1; - case endpos: - pPlayer->v.endpos = vValue; - return 1; - case startpos: - pPlayer->v.startpos = vValue; - return 1; - case absmin: - pPlayer->v.absmin = vValue; - return 1; - case absmax: - pPlayer->v.absmax = vValue; - return 1; - case mins: - pPlayer->v.mins = vValue; - return 1; - case maxs: - pPlayer->v.maxs = vValue; - return 1; - case size: - pPlayer->v.size = vValue; - return 1; - case rendercolor: - pPlayer->v.rendercolor = vValue; - return 1; - case view_ofs: - pPlayer->v.view_ofs = vValue; - return 1; - case vuser1: - pPlayer->v.vuser1 = vValue; - return 1; - case vuser2: - pPlayer->v.vuser2 = vValue; - return 1; - case vuser3: - pPlayer->v.vuser3 = vValue; - return 1; - case vuser4: - pPlayer->v.vuser4 = vValue; - return 1; - case punchangle: - pPlayer->v.punchangle = vValue; - return 1; - default: - return 0; - } - } - else if (iSwitch > pev_byte_start && iSwitch < pev_byte_end) - { - cell *blah = MF_GetAmxAddr(amx,params[3]); - int iValue = blah[0]; - - switch(iSwitch) - { - case controller_0: - pPlayer->v.controller[0]=iValue; - return 1; - case controller_1: - pPlayer->v.controller[1]=iValue; - return 1; - case controller_2: - pPlayer->v.controller[2]=iValue; - return 1; - case controller_3: - pPlayer->v.controller[3]=iValue; - return 1; - case blending_0: - pPlayer->v.blending[0]=iValue; - return 1; - case blending_1: - pPlayer->v.blending[1]=iValue; - return 1; - default: - return 0; - } - } - else if (iSwitch > pev_bytearray_start && iSwitch < pev_bytearray_end) - { - cell *vCell = MF_GetAmxAddr(amx,params[3]); - switch(iSwitch) - { - case controller: - pPlayer->v.controller[0]=vCell[0]; - pPlayer->v.controller[1]=vCell[1]; - pPlayer->v.controller[2]=vCell[2]; - pPlayer->v.controller[3]=vCell[3]; - return 1; - case blending: - pPlayer->v.controller[0]=vCell[0]; - pPlayer->v.controller[1]=vCell[1]; - return 1; - default: - return 0; - } - } - return 0; -} - -AMX_NATIVE_INFO pev_natives[] = { - { "pev", amx_pev }, - { "set_pev", amx_set_pev }, - {NULL, NULL}, -}; diff --git a/dlls/fakemeta/pev.h b/dlls/fakemeta/pev.h deleted file mode 100755 index efc472f7..00000000 --- a/dlls/fakemeta/pev.h +++ /dev/null @@ -1,162 +0,0 @@ -#ifndef _INCLUDE_PEV_H -#define _INCLUDE_PEV_H - -#define RETURNTYPE_INT 2 -#define RETURNTYPE_FLOAT 3 -#define RETURNTYPE_VECTOR 3 -#define RETURNTYPE_STRING 4 -#define VALUETYPE_INT 1 -#define VALUETYPE_FLOAT 2 -#define VALUETYPE_VECTOR 3 -#define VALUETYPE_EDICT 4 -#define VALUETYPE_STRING 5 -#define VALUETYPE_BYTE 6 - -enum pev_pointers -{ - pev_string_start = 0, - classname, - globalname, - model, - target, - targetname, - netname, - message, - noise, - noise1, - noise2, - noise3, - pev_string_end, - pev_edict_start, - chain, - dmg_inflictor, - enemy, - aiment, - owner, - groundentity, - euser1, - euser2, - euser3, - euser4, - pev_edict_end, - pev_float_start, - impacttime, - starttime, - idealpitch, - ideal_yaw, - pitch_speed, - yaw_speed, - ltime, - nextthink, - gravity, - friction, - frame, - animtime, - framerate, - scale, - renderamt, - health, - frags, - takedamage, - max_health, - teleport_time, - armortype, - armorvalue, - dmg_take, - dmg_save, - dmg, - dmgtime, - speed, - air_finished, - pain_finished, - radsuit_finished, - maxspeed, - fov, - flFallVelocity, - fuser1, - fuser2, - fuser3, - fuser4, - pev_float_end, - pev_int_start, - fixangle, - modelindex, - viewmodel, - weaponmodel, - movetype, - solid, - skin, - body, - effects, - light_level, - sequence, - gaitsequence, - rendermode, - renderfx, - weapons, - deadflag, - button, - impulse, - spawnflags, - flags, - colormap, - team, - waterlevel, - watertype, - playerclass, - weaponanim, - pushmsec, - bInDuck, - flTimeStepSound, - flSwimTime, - flDuckTime, - iStepLeft, - gamestate, - oldbuttons, - groupinfo, - iuser1, - iuser2, - iuser3, - iuser4, - pev_int_end, - pev_byte_start, - controller_0, - controller_1, - controller_2, - controller_3, - blending_0, - blending_1, - pev_byte_end, - pev_bytearray_start, - controller, - blending, - pev_bytearray_end, - pev_vecarray_start, - origin, - oldorigin, - velocity, - basevelocity, - clbasevelocity, - movedir, - angles, - avelocity, - v_angle, - endpos, - startpos, - absmin, - absmax, - mins, - maxs, - size, - rendercolor, - view_ofs, - vuser1, - vuser2, - vuser3, - vuser4, - punchangle, - pev_vecarray_end -}; - -#endif //_INCLUDE_PEV_H -