// vim: set ts=4 sw=4 tw=99 noet: // // AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO"). // Copyright (C) The AMX Mod X Development Team. // Copyright (C) 2004 Lukasz Wlasinski. // // This software is licensed under the GNU General Public License, version 3 or higher. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://alliedmods.net/amxmodx-license // // Module Config // #ifndef __MODULECONFIG_H__ #define __MODULECONFIG_H__ #include // Module info #define MODULE_NAME "TfcX" #define MODULE_VERSION AMXX_VERSION #define MODULE_AUTHOR "AMX Mod X Dev Team" #define MODULE_URL "http://www.amxmodx.org" #define MODULE_LOGTAG "TFCX" #define MODULE_LIBRARY "tfcx" #define MODULE_LIBCLASS "xstats" // If you want the module not to be reloaded on mapchange, remove / 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 // use memory manager/tester? // note that if you use this, you cannot construct/allocate // anything before the module attached (OnAmxxAttach). // be careful of default constructors using new/malloc! // #define MEMORY_TEST // Unless you use STL or exceptions, keep this commented. // It allows you to compile without libstdc++.so as a dependency // #define NO_ALLOC_OVERRIDES // Uncomment this if you are using MSVC8 or greater and want to fix some of the compatibility issues yourself // #define NO_MSVC8_AUTO_COMPAT /** * AMXX Init functions * Also consider using FN_META_* */ /** AMXX query */ //#define FN_AMXX_QUERY OnAmxxQuery /** AMXX Check Game - module API is NOT available here. * Return AMXX_GAME_OK if this module can load on the game, AMXX_GAME_BAD if it cannot. * syntax: int AmxxCheckGame(const char *game) */ #define FN_AMXX_CHECKGAME AmxxCheckGame /** AMXX attach * Do native functions init here (MF_AddNatives) */ #define FN_AMXX_ATTACH OnAmxxAttach /** AMXX Detach (unload) */ //#define FN_AMXX_DETACH OnAmxxDetach /** All plugins loaded * Do forward functions init here (MF_RegisterForward) */ #define FN_AMXX_PLUGINSLOADED OnPluginsLoaded /** All plugins are about to be unloaded */ //#define FN_AMXX_PLUGINSUNLOADING OnPluginsUnloading /** All plugins are now unloaded */ //#define FN_AMXX_PLUGINSUNLOADED OnPluginsUnloaded /**** 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__