Oh goodness, let the bugs begin...
1) New hookable GameDLL funcs: UpdateClientData, AddToFullPack, CmdStart, CmdEnd (at28754) 2) New GameDLL funcs that can be called via dllfunc: UpdateClientData, AddToFullPack, CmdStart, CmdEnd 3) New natives to read/write special data structures associated with the above GameDLL funcs: get/set_cd (ClientData), get/set_es (EntityState), get/set_uc (UserCmd)
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@ -155,7 +155,7 @@ stock EF_PrecacheEvent(type, const STRING[])
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return engfunc(EngFunc_PrecacheEvent, type, STRING)
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stock EF_PlaybackEvent(flags, const INVOKER, eventindex, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2)
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return engfunc(EngFunc_PlaybackEvent, flags, INVOKER, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2)
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stock EF_CheckVisibility(const ENTITY, set[])
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stock EF_CheckVisibility(const ENTITY, set)
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return engfunc(EngFunc_CheckVisibility, ENTITY, set)
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stock EF_GetCurrentPlayer()
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@ -248,4 +248,14 @@ stock DF_pfnAllowLagCompensation()
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stock DF_MetaFunc_CallGameEntity(const STRING[], const ENTITY)
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return dllfunc(MetaFunc_CallGameEntity, STRING, ENTITY)
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stock DF_ClientUserInfoChanged(const IDPLAYER)
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return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER)
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return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER)
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stock DF_UpdateClientData(const ENTITY, sendweapons, const cd = 0)
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return dllfunc(DLLFunc_UpdateClientData, ENTITY, sendweapons, cd)
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stock DF_AddToFullPack(state = 0, e, ENT, HOST, hostflags, player, set)
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return dllfunc(state, e, ENT, HOST, hostflags, player, set)
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stock DF_CmdStart(const PLAYER, const CMD = 0, randomSeed)
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return dllfunc(PLAYER, CMD, randomSeed)
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stock DF_CmdEnd(const PLAYER)
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return dllfunc(PLAYER)
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