/* Engine functions * * by the AMX Mod X Development Team * thanks to Vexd * * This file is provided as is (no warranties). */ #if defined _engine_included #endinput #endif #define _engine_included #include /* These functinos are used to generate client messages. * You may generate menu, smoke, shockwaves, thunderlights, * intermission and many many others messages. * See HL SDK for more examples. */ /* REMOVED (remove this comment section later when moving this back to amxx) /jghg native message_begin( dest, msg_type, origin[3]={0,0,0},player=0); native message_end(); native write_byte( x ); native write_char( x ); native write_short( x ); native write_long( x ); native write_entity( x ); native write_angle( x ); native write_coord( x ); native write_string( x[] ); */ /* This is a highly experimental command that will directly hook a message in the engine! * You can overwrite the message before anything happens and either let the message continue * or fully block it. Here is how it works: * If you hook a message, the message is stored but not sent. You have the opportunity to * not only execute code, but to get/set the contents of the message, before you choose to * either block it or let it go on its way. The hooked function will be passed a msg_id. */ native register_message(iMsgId, szFunction[]); /* The get/set _msg commands will utterly fail if used outside a hooked message scope. * They should never, NEVER, EVER be used unless inside a registered message function. * There are eight different ways of sending a message, five are ints, two are floats, and one is string. * These are denoted by iArgType. argn is the number * of the argument. Exceeding the bounds of 1 to get_msg_args() is a bad idea. */ /* Gets number of arguments that were passed to this message */ native get_msg_args(); /* Gets the argument type of argument argn */ native get_msg_argtype(argn); /* Gets the value of argn. */ native get_msg_arg_int(argn); native Float:get_msg_arg_float(argn); native get_msg_arg_string(argn, szReturn[], iLength); /* sets the value of argn. */ native set_msg_arg_int(argn, argtype, iValue); native set_msg_arg_float(argn, argtype, Float:fValue); native set_msg_arg_string(argn, szString[]); /* Note, the offsets are passed as linux values, not windows values. * Although the engine module will automatically calculate the difference, * you must pass with the +5 linux offset (e.g. if 230 on windows, pass 235 no matter what) */ /* Gets pvPrivateData offset. */ native get_offset(id, offset); native Float:get_offset_float(id, offset); native get_offset_short(id, offset); /* sets pvPrivateData offset. */ native set_offset(id, offset, value); native set_offset_float(id, offset, Float:value); native set_offset_short(id, offset); /* Precaches any file. */ native precache_generic(szFile[]); /* Precaches an event. */ native precache_event(type, Name[], {float,_}:...); //Drops an entity to the floor (work?) native drop_to_floor(entity) /* Get whole buffer containing keys and their data. */ native get_info_keybuffer(id, buffer[], length); /* Use an entity with another entity. "used" could be a hostage, "user" a player. */ native force_use(pPlayer, pEntity); /* Get globals from server. */ native Float:get_global_float(variable); native get_global_int(variable); native get_global_string(variable, string[], maxlen); native get_global_vector(variable, Float:vector[3]); native get_global_edict(variable); /* Set entity bounds. */ native set_size(index, Float:mins[3], Float:maxs[3]); /* Get decal index */ native get_decal_index(const szDecalName[]); /* Sets/gets things in an entities Entvars Struct. */ native entity_get_int(iIndex, iKey); native entity_set_int(iIndex, iKey, iVal); native Float:entity_get_float(iIndex, iKey); native entity_set_float(iIndex, iKey, Float:iVal); native entity_get_vector(iIndex, iKey, Float:vRetVector[3]); native entity_set_vector(iIndex, iKey, Float:vNewVector[3]); native entity_get_edict(iIndex, iKey); native entity_set_edict(iIndex, iKey, iNewIndex); native entity_get_string(iIndex, iKey, szReturn[], iRetLen); native entity_set_string(iIndex, iKey, szNewVal[]); native entity_get_byte(iIndex, iKey); native entity_set_byte(iIndex, iKey, iVal); /* Creates an entity, will return the index of the created entity. ClassName must be valid. */ native create_entity(szClassname[]); /* Finds an entity in the world, will return 0 if nothing is found */ native find_ent_by_class(iIndex, szClass[]); native find_ent_by_owner(iIndex, szClass[], iOwner); native find_ent_by_target(iIndex, szClass[]); native find_ent_by_tname(iIndex, szClass[]); native find_ent_by_model(iIndex, szClass[], szModel[]); //this will CBaseEntity::Think() or something from the entity native call_think(entity) /* Is entity valid? */ native is_valid_ent(iIndex); /* Proper origin setting, keeps updated with Half-Life engine. */ native entity_set_origin(iIndex, Float:fNewOrigin[3]); /* Sets the model of an Entity. */ native entity_set_model(iIndex, szModel[]); /* Remove an entity from the world. */ native remove_entity(iIndex); /* Return current number of entities in the map */ native entity_count(); /* Simulate two entities colliding/touching. */ native fake_touch(iToucher, iTouched); /* Dispatch a KeyValuePair, used for initalizing entities when a map spawns them. */ native DispatchKeyValue(iIndex, szKey[], szValue[]); /* Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue. */ native DispatchSpawn(iIndex); /* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */ native RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier); /* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */ native VelocityByAim(iIndex, iVelocity, Float:vRetValue[3]); /* Will return the contents of a point (inside map? in sky? outside map? etc.). */ native PointContents(Float:fCheckAt[3]); /* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3] * and an entity index if an entity is hit. */ native trace_line(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]); /* Traces a line, and returns the normal to the plane hit in vReturn. * Returns 0 if theres no normal. */ native trace_normal(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]); /* Changes a Vector to an Angle vector. */ native vector_to_angle(Float:fVector[3], Float:vReturn[3]); /* Gets the length of a vector (float[3]). */ native Float:vector_length(Float:vVector[3]); /* Gets the distance between 2 vectors (float[3]). */ native Float:vector_distance(Float:vVector[3], Float:vVector2[3]); /* Gets the ID of a grenade. */ native get_grenade_id(id, model[], len, grenadeid = 0); /* Gets gpGlobals->time from Half-Life */ native Float:halflife_time(); /* Sets map lighting, #OFF to disable. */ native set_lights(const Lighting[]); // Sets/Gets what engine messages are blocked. */ native set_msg_block(iMessage, iMessageFlags); native get_msg_block(iMessage); /* Sets Player's View to entity iTargetIndex. */ native attach_view(iIndex, iTargetIndex); /* Sets Player's View Mode. */ native set_view(iIndex, ViewType); /* Called when 2 entities touch. */ forward pfn_touch(ptr, ptd); /* Called once every server frame. May cause lag. */ forward server_frame(); /* Called when a client types kill in console. */ forward client_kill(id); /* Forward for PreThink()/PostThink() on a player. */ forward client_PreThink(id); forward client_PostThink(id); #include