#if defined _ham_const_included #endinput #endif #define _ham_const_included /** * Ham return types. * - * Return these from hooks to disable calling the target function. * Numbers match up with fakemeta's FMRES_* for clarity. They are interchangable. * 0 (or no return) is also interpretted as HAM_IGNORED. */ #define HAM_IGNORED 1 /**< Calls target function, returns normal value */ #define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */ #define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */ #define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */ /** * A few notes about all of the following functions: * - Not all functions will do as you expect on all mods. * If a function does not do what you would believe it should * DO NOT file a bug report, you will be ignored. * * - Passing invalid parameters has potential to crash the server * So be careful, and adequately test! * * - All functions take (and pass) a "this" index as the first param. * This is the entity from which the function is being executed on. * * - All functions and forwards (eg: {Register,Execute}Ham[B]) require * the mod to have the pev and base keys in addition to the function * keys for the corresponding mod/operating system in hamdata.ini */ enum Ham { /** * Description: This is typically called whenever an entity is created. * It is the virtual equivilent of spawn from the engine. * Some mods call this on player spawns too. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_Spawn, this); */ Ham_Spawn = 0, /** * Description: This is typically called on map change. * This will typically precache all assets required by the entity. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_Precache, this); */ Ham_Precache, /** * Description: Typically this is similar to an engine keyvalue call. * Use the kvd natives from fakemeta to handle the kvd_handle passed. * NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead! * Forward params: function(this, kvd_handle); * Return type: None. * Execute params: ExecuteHam(Ham_Keyvalue, this, kvd_handle); */ Ham_Keyvalue, /** * Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc) * Forward params: function(this) * Return type: Integer. * Execute params: ExecuteHam(Ham_ObjectCaps, this); */ Ham_ObjectCaps, /** * Description: Usually called to activate some objects. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_Activate, this); */ Ham_Activate, /** * Description: Usually called after the engine call with the same name. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this); */ Ham_SetObjectCollisionBox, /** * Description: Returns an integer number that corresponds with what type of entity this is. * Forward params: function(this) * Return type: Integer. * Execute params: ExecuteHam(Ham_Classify, this); */ Ham_Classify, /** * Description: Typically called when an entity dies to notify any children entities about the death. * Forward params: function(this, idchild) * Return type: None. * Execute params: ExecuteHam(Ham_DeathNotice, this, idchild) */ Ham_DeathNotice, /** * Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon. * Use the get/set tr2 natives in fakemeta to handle the traceresult data. * Do not use a handle of 0 as a traceresult in execution, use get_tr_handle(0) instead. * Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits) * Return type: None. * Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits); */ Ham_TraceAttack, /** * Description: Usually called whenever an entity takes any kind of damage. * Inflictor is the entity that caused the damage (such as a gun). * Attacker is the entity that tirggered the damage (such as the gun's owner). * Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits); * Return type: Integer. * Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits); */ Ham_TakeDamage, /** * Description: Usually called whenever an entity gets a form of a heal. * Forward params: function(this, Float:health, damagebits); * Return type: Integer. * Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits); */ Ham_TakeHealth, /** * Description: Normally called whenever an entity dies. * Forward params: function(this, idattacker, shouldgib) * Return type: None. * Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib); */ Ham_Killed, /** * Description: Normally returns the blood color of the entity. * Forward params: function(this) * Return type: Integer. * Execute params: ExecuteHam(Ham_BloodColor, this) */ Ham_BloodColor, Ham_TraceBleed, Ham_IsTriggered, Ham_MyMonsterPointer, Ham_MySquadMonsterPointer, Ham_GetToggleState, /** * Description: Typically adds points to the entity. * Forward params: function(this, points, bool:cangonegative); * Return type: None. * Execute params: ExecuteHam(Ham_BloodColor, this, points, bool:cangonegative); */ Ham_AddPoints, /** * Description: Typically adds points to the entity's team. * Forward params: function(this, points, bool:cangonegative); * Return type: None. * Execute params: ExecuteHam(Ham_BloodColor, this, points, bool:cangonegative); */ Ham_AddPointsToTeam, /** * Description: Adds an item to the player's inventory. * Forward params: function(this, idother); * Return type: Integer. * Execute params: ExecuteHam(Ham_AddPlayerItem, this, idother); */ Ham_AddPlayerItem, /** * Description: Removes an item to the player's inventory. * Forward params: function(this, idother); * Return type: Integer. * Execute params: ExecuteHam(Ham_RemovePlayerItem, this, idother); */ Ham_RemovePlayerItem, Ham_GiveAmmo, Ham_GetDelay, /** * Description: Whether or not the entity is moving. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsMoving, this); */ Ham_IsMoving, Ham_OverrideReset, Ham_DamageDecal, Ham_SetToggleState, /** * Description: Not entirely sure what this does. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_StartSneaking, this); */ Ham_StartSneaking, /** * Description: Not entirely sure what this does. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_StopSneaking, this); */ Ham_StopSneaking, Ham_OnControls, /** * Description: Whether or not the entity is sneaking. * Forward params: function(this); * Return type: None. * Execute params: ExecuteHam(Ham_IsSneaking, this); */ Ham_IsSneaking, /** * Description: Whether or not the entity is alive. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsAlive, this); */ Ham_IsAlive, /** * Description: Whether or not the entity uses a BSP model. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsBSPModel, this); */ Ham_IsBSPModel, /** * Description: Whether or not the entity can reflect gauss shots.. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_ReflectGauss, this); */ Ham_ReflectGauss, Ham_HasTarget, /** * Description: Whether or not the entity is in the world. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsInWorld, this); */ Ham_IsInWorld, /** * Description: Whether or not the entity is a player. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsPlayer, this); */ Ham_IsPlayer, /** * Description: Whether or not the entity is a net client. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_IsNetClient, this); */ Ham_IsNetClient, /** * Description: Get the entity's team id. * Forward params: function(this); * Return type: String (string length returned and string byref'd in ExecuteHam). * Execute params: ExecuteHam(Ham_IsPlayer, this, buffer[], size); */ Ham_TeamId, /** * Description: Returns the next target of this. * Forward params: function(this); * Execute params: ExecuteHam(Ham_GetNextTarget, this); */ Ham_GetNextTarget, /** * Description: Called whenever an entity thinks. * Forward params: function(this) * Return type: None. * Execute params: ExecuteHam(Ham_Think, this); */ Ham_Think, /** * Description: Called whenever two entities touch. * Forward params: function(this, idother); * Return type: None. * Execute params: ExecuteHam(Ham_Touch, this, idother); */ Ham_Touch, /** * Description: Called whenver one entity uses another. * Forward params: function(this, idcaller, idactivator, use_type, Float:value) * Return type: None. * Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value); */ Ham_Use, /** * Description: Normally called whenever one entity blocks another from moving. * Forward params: function(this, idother); * Return type: None. * Execute params: ExecuteHam(Ham_Blocked, this, idother); */ Ham_Blocked, /** * Description: Normally called when a map-based item respawns, such as a health kit or something. * Forward params: function(this); * Return type: CBaseEntity. * Execute params: ExecuteHam(Ham_Respawn, this); */ Ham_Respawn, /** * Description: Used in Half-Life to update a monster's owner. * Forward params: function(this); * Return type: None. * Execute params: ExecuteHam(Ham_UpdateOwner, this); */ Ham_UpdateOwner, /** * Description: Normally called whenever a barnacle grabs the entity. * Forward params: function(this); * Return type: Integer. * Execute params: ExecuteHam(Ham_FBecomeProne, this); */ Ham_FBecomeProne, /** * Description: Returns the center of the entity. * Forward params: function(this); * Return type: Vector (byref'd in Execute). * Execute params: ExecuteHam(Ham_Center, this, Float:output[3]); */ Ham_Center, /** * Description: Returns the eye position of the entity. * Forward params: function(this); * Return type: Vector (byref'd in Execute). * Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]); */ Ham_EyePosition, /** * Description: Returns the ear position of the entity. * Forward params: function(this); * Return type: Vector (byref'd in Execute). * Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]); */ Ham_EarPosition, /** * Description: Position to shoot at. * Forward params: function(this, Float:srcvector[3]); * Return type: Vector (byref'd in Execute). * Execute params: ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3]) */ Ham_BodyTarget, Ham_Illumination, Ham_FVisible, Ham_FVecVisible, Ham_Player_Jump, Ham_Player_Duck, Ham_Player_PreThink, Ham_Player_PostThink, Ham_Player_GetGunPosition, Ham_Player_ShouldFadeOnDeath, Ham_Player_ImpulseCommands, Ham_Player_UpdateClientData, /** * Items have all the attributes of normal entities in addition to these. */ Ham_Item_AddToPlayer, Ham_Item_AddDuplicate, Ham_Item_GetItemInfo, Ham_Item_CanDeploy, Ham_Item_Deploy, Ham_Item_CanHolster, Ham_Item_Holster, Ham_Item_UpdateItemInfo, Ham_Item_PreFrame, Ham_Item_PostFrame, Ham_Item_Drop, Ham_Item_Kill, Ham_Item_AttachToPlayer, Ham_Item_PrimaryAmmoIndex, Ham_Item_SecondaryAmmoIndex, Ham_Item_UpdateClientData, Ham_Item_GetWeaponPtr, Ham_Item_ItemSlot, /** * Weapons have all the attributes to Ham_Item_*, in addition to these. */ Ham_Weapon_ExtractAmmo, Ham_Weapon_ExtractClipAmmo, Ham_Weapon_AddWeapon, Ham_Weapon_PlayEmptySound, Ham_Weapon_ResetEmptySound, Ham_Weapon_SendWeaponAnim, Ham_Weapon_IsUsable, Ham_Weapon_PrimaryAttack, Ham_Weapon_SecondaryAttack, Ham_Weapon_Reload, Ham_Weapon_WeaponIdle, Ham_Weapon_RetireWeapon, Ham_Weapon_ShouldWeaponIdle, Ham_Weapon_UseDecrement, Ham_TS_BreakableRespawn, Ham_TS_CanUsedThroughWalls, Ham_TS_RespawnWait, /** * Description: This is called on a map reset for most map based entities. * Forward params: function(this); * Execute params: ExecuteHam(Ham_CS_Restart, this); */ Ham_CS_Restart, /** * Description: Respawn function for players/bots only! Do not use this on non player/bot entities! * Forward params: function(this); * Execute params: ExecuteHam(Ham_CS_RoundRespawn, this); */ Ham_CS_RoundRespawn, Ham_DOD_RoundRespawn, Ham_DOD_RoundRespawnEnt, Ham_DOD_RoundStore, Ham_DOD_AreaSetIndex, Ham_DOD_AreaSendStatus, Ham_DOD_GetState, Ham_DOD_GetStateEnt, Ham_TFC_EngineerUse, Ham_TFC_Finished, Ham_TFC_EmpExplode, Ham_TFC_CalcEmpDmgRad, Ham_TFC_TakeEmpBlast, Ham_TFC_EmpRemove, Ham_TFC_TakeConcussionBlast, Ham_TFC_Concuss, Ham_ESF_IsEnvModel, // Only valid in ESF Open Beta Ham_ESF_TakeDamage2, // Only valid in ESF Open Beta Ham_NS_GetPointValue, Ham_NS_AwardKill, Ham_NS_ResetEntity, Ham_NS_UpdateOnRemove, /** * DONT USE ME LOL */ HAM_LAST_ENTRY_DONT_USE_ME_LOL }; enum HamError { HAM_OK = 0, HAM_INVALID_FUNC, // The function is not valid HAM_FUNC_NOT_CONFIGURED, // This function is not configured in hamdata.ini HAM_ERR_END };