148 lines
4.4 KiB
PHP
148 lines
4.4 KiB
PHP
#if defined _hamsandwich_included
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#endinput
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#endif
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#define _hamsandwich_included
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#if AMXX_VERSION_NUM >= 175
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#pragma reqlib hamsandwich
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib hamsandwich
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#endif
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#else
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#pragma library hamsandwich
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#endif
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/**
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* Ham Sandwich general usage
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* -
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* Mods supported:
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* cs:
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* * 1.6 - legimate, most up to date version
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* * linux 32bit and windows
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* * czero - legimate, most up to date version
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* * linux 32bit and windows
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* * czero untested, theoretically it should work
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* dod:
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* * whatever the most up to date legitimate version is (1.3?)
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* * linux and windows
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* * windows untested, should work
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* tfc:
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* * whatever most up to date legitimate version is
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* * linux and windows
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* * windows untested, should work
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* ns:
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* * 3.2 beta 2
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* * linux and windows
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* * windows untested, should work
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* ts:
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* * 2.1
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* * linux and windows
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* * windows untested, should work
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* sven:
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* * 3.0
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* * windows
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* * windows untested, should work
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* -
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* The module will automatically use the relevant function depending
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* on what game mod is loaded. You only have to tell it to do the damage.
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* -
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* Be VERY VERY careful. I check _NO_ bounds in any of the natives
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* Also, these call the game's private function, and I do not have
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* the time nor desire to figure out the quirks of each mod's function
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* -
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* The USE natives haven't been tested yet, but should work!
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* -
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* The only mod I tested the windows version of takedamage
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* for was cs 1.6. It's much easier for me to test linux.
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*/
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/**
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* Calls the mod's private damage routine.
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* -
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* parameters:
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* id: index of the entity that is to be damaged
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*
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* inflictor: the entity that is "doing the damage" (eg a weapon)
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*
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* attacker: the entity who controls the inflictor (eg weapon holder)
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*
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* damage: how much damage to do to the victim
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*
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* type: bitmask of damage flags. Most mods do not
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* follow the standard HLSDK damage flags, so
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* you may have to do some testing!
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* The only flags I figured out were CS related:
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* * (1<<6) = no slowdown on damage
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* * (1<<13) = always gib
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* * (1<<12) = never gib
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*
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* -
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* Note: Setting damage to a ridiculously high value can mess up
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* some mods!
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*/
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native hs_takedamage(id,inflictor,attacker,Float:damage,type);
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native hs_etakedamage(id,inflictor,attacker,Float:damage,type);
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/**
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* Calls the mod's private use routine.
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* -
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* parameters:
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* id: index of the entity that is to be used
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*
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* activator: the entity that is "doing the use" (eg a trigger_multiple)
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*
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* caller: the entity who controls the activator (eg the player who trigger the trigger_multiple)
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*
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* use_type: how to use the entity
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* TYPICAL settings in HLSDK are:
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* 0 = USE_OFF - turns the object "off"
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* 1 = USE_ON - turns the object "on"
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* 2 = USE_SET - sets the object use state (uses the value flag)
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* 3 = USE_TOGGLE - toggles the state (from on->off and off->on)
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*
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* use_value: set when USE_SET is invoked
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* TYPICALLY USE_SET is only used for players using an object
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* when he begins using it, the use_value is set to 1.0
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* when he's done using it, the use_value is set to 0.0
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*
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* -
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* NOTE: This native was not tested at all beyond theory tests!
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*/
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native hs_use(id,activator,caller,use_type,Float:use_value);
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native hs_euse(id,activator,caller,use_type,Float:use_value);
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enum
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{
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HAM_UNSET = 0,
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HAM_IGNORED,
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HAM_HANDLED,
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HAM_OVERRIDE,
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HAM_SUPERCEDE
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};
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/**
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* Forwards all takedamage routines that would occur to the given
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* classname to the public provided.
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*
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* Parameters are:
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* function(IDVictim, IDInflictor, IDAttacker, Float:Damage, DamageType)
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*
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* Note: For now, this will also intercept calls to hs_takedamage
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* that is very likely to change shortly in the future.
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*/
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native register_takedamage(const classname[], const function[]);
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/**
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* Forwards all use routines that would occur to the given
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* classname to the public provided.
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*
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* Parameters are:
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* function(IDUsed, IDActivator, IDCaller, UseType, Float:UseValue)
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*
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* Note: For now, this will also intercept calls to hs_use
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* that is very likely to change shortly in the future.
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*/
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native register_use(const classname[], const function[]); |