644 lines
18 KiB
C++
Executable File
644 lines
18 KiB
C++
Executable File
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Fun Module
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//
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#include <string.h>
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#include "fun.h"
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/*
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JGHG says:
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Ok this is what I use below, it may probably not be right with all natives etc but I try to maintain this style to natives.
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Note that this is still very much subject to change, regarding return values etc!
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(Ok I haven't checked all natives that they comply with this yet, this is just a model I'm working on and which I might implement soon.)
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static cell AMX_NATIVE_CALL nativename(AMX *amx, cell *params) // nativename(argument1, argument2); = 2 params
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{
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// Description what this native does. <--- Description what this native does
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// params[1] = argument1 <--- Description of each argument, so we don't have to allocate new variables and can
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// params[2] = argument2 <--- use the ones in params[n] directly, to save some time.
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// Check receiver and sender validity. <--- Check ents, maybe need to do this better and more proper later?
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CHECK_PLAYER(params[1])
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CHECK_PLAYER(params[2])
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// Get * pointer.
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]); <--- Players require a different function than INDEXENT because of an HLSDK bug
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return 1 <--- If native succeeded, return 1, if the native isn't supposed to return a specific value.
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Note: Should be able to do: if (thenative()) and it should return false when it fails, and true when succeeds... is -1 treated as false, or is 0 a must?
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}
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*/
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// ######## Utils:
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void FUNUTIL_ResetPlayer(int index)
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{
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//MF_PrintSrvConsole("Resetting player index %d! maxclients: %d\n", index, gpGlobals->maxClients);
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for (int i = 1; i <= gpGlobals->maxClients; i++) {
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g_bodyhits[index][i] = (char)((1<<HITGROUP_GENERIC) |
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(1<<HITGROUP_HEAD) |
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(1<<HITGROUP_CHEST) |
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(1<<HITGROUP_STOMACH) |
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(1<<HITGROUP_LEFTARM) |
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(1<<HITGROUP_RIGHTARM)|
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(1<<HITGROUP_LEFTLEG) |
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(1<<HITGROUP_RIGHTLEG));
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}
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// Reset silent slippers
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g_silent[index] = false;
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}
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// ######## Natives:
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static cell AMX_NATIVE_CALL get_client_listening(AMX *amx, cell *params) // get_client_listening(receiver, sender); = 2 params
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{
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// Gets who can listen to who.
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// params[1] = receiver
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// params[2] = sender
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// Check receiver and sender validity.
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CHECK_PLAYER(params[1]);
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CHECK_PLAYER(params[2]);
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// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
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return GETCLIENTLISTENING(params[1], params[2]);
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}
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static cell AMX_NATIVE_CALL set_client_listening(AMX *amx, cell *params) // set_client_listening(receiver, sender, listen); = 3 params
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{
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// Sets who can listen to who.
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// params[1] = receiver
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// params[2] = sender
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// params[3] = listen
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// Check receiver and sender validity.
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CHECK_PLAYER(params[1]);
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CHECK_PLAYER(params[2]);
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// Make a check on params[3] here later, and call run time error when it's wrong.
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// To do: find out the possible values to set (0, 1?)
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// GET- AND SETCLIENTLISTENING returns "qboolean", an int, probably 0 or 1...
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return SETCLIENTLISTENING(params[1], params[2], params[3]);
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}
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static cell AMX_NATIVE_CALL set_user_godmode(AMX *amx, cell *params) // set_user_godmode(index, godmode = 0); = 2 params
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{
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/* Sets player godmode. If you want to disable godmode set only first parameter. */
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// params[1] = index
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// params[2] = godmode = 0
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// Check index.
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CHECK_PLAYER(params[1]);
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// Get player pointer.
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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if (params[2] == 1) {
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// Enable godmode
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pPlayer->v.takedamage = 0.0; // 0.0, the player doesn't seem to be able to get hurt.
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}
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else {
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// Disable godmode
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pPlayer->v.takedamage = 2.0; // 2.0 seems to be standard value?
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}
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_godmode(AMX *amx, cell *params) // get_user_godmode(index); = 1 param
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{
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/* Returns 1 if godmode is set. */
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// params[1] = index
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// Check index.
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CHECK_PLAYER(params[1]);
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// Get player pointer.
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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int godmode = 0;
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if (pPlayer->v.takedamage == 0.0) {
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// God mode is enabled
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godmode = 1;
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}
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return godmode;
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}
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static cell AMX_NATIVE_CALL give_item(AMX *amx, cell *params) // native give_item(index, const item[]); = 2 params
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{
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/* Gives item to player, name of item can start
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* with weapon_, ammo_ and item_. This event
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* is announced with proper message to all players. */
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// params[1] = index
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// params[2] = item...
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// Check index.
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CHECK_PLAYER(params[1]);
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// Get player pointer.
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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// Create item entity pointer
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edict_t *pItemEntity;
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// Make an "intstring" out of 2nd parameter
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int length;
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const char *szItem = MF_GetAmxString(amx, params[2], 1, &length);
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//check for valid item
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if (strncmp(szItem, "weapon_", 7) &&
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strncmp(szItem, "ammo_", 5) &&
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strncmp(szItem, "item_", 5) &&
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strncmp(szItem, "tf_weapon_", 10)
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) {
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return 0;
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}
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//string_t item = MAKE_STRING(szItem);
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string_t item = ALLOC_STRING(szItem); // Using MAKE_STRING makes "item" contents get lost when we leave this scope! ALLOC_STRING seems to allocate properly...
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// Create the entity, returns to pointer
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pItemEntity = CREATE_NAMED_ENTITY(item);
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if (FNullEnt(pItemEntity)) {
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MF_LogError(amx, AMX_ERR_NATIVE, "Item \"%s\" failed to create", szItem);
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return 0;
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}
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//VARS(pItemEntity)->origin = VARS(pPlayer)->origin; // nice to do VARS(ent)->origin instead of ent->v.origin? :-I
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//I'm not sure, normally I use macros too =P
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pItemEntity->v.origin = pPlayer->v.origin;
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pItemEntity->v.spawnflags |= SF_NORESPAWN; //SF_NORESPAWN;
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MDLL_Spawn(pItemEntity);
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int save = pItemEntity->v.solid;
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MDLL_Touch(pItemEntity, ENT(pPlayer));
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//The problem with the original give_item was the
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// item was not removed. I had tried this but it
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// did not work. OLO's implementation is better.
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/*
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int iEnt = ENTINDEX(pItemEntity->v.owner);
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if (iEnt > 32 || iEnt <1 ) {
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MDLL_Think(pItemEntity);
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}*/
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if (pItemEntity->v.solid == save) {
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REMOVE_ENTITY(pItemEntity);
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//the function did not fail - we're just deleting the item
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return -1;
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}
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return ENTINDEX(pItemEntity);
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}
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static cell AMX_NATIVE_CALL spawn(AMX *amx, cell *params) // spawn(id) = 1 param
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{
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// Spawns an entity, this can be a user/player -> spawns at spawnpoints, or created entities seems to need this as a final "kick" into the game? :-)
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// params[1] = entity to spawn
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CHECK_ENTITY(params[1]);
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edict_t *pEnt = GETEDICT(params[1]);
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MDLL_Spawn(pEnt);
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_health(AMX *amx, cell *params) // set_user_health(index, health); = 2 arguments
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{
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// Sets user health. If health is 0 and below, also kill...
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// params[1] = index
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// params[2] = health
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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// Kill if health too low.
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if (params[2] > 0)
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pPlayer->v.health = float(params[2]);
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else
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MDLL_ClientKill(pPlayer);
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_frags(AMX *amx, cell *params) // set_user_frags(index, frags); = 2 arguments
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{
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// Sets user frags.
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// params[1] = index
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// params[2] = frags
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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pPlayer->v.frags = params[2];
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_armor(AMX *amx, cell *params) // set_user_armor(index, armor); = 2 arguments
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{
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// Sets user armor.
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// params[1] = index
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// params[2] = armor
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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pPlayer->v.armorvalue = params[2];
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_origin(AMX *amx, cell *params) // set_user_origin(index, origin[3]); = 2 arguments
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{
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// Sets user origin.
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// params[1] = index
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// params[2] = origin
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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cell *newVectorCell = MF_GetAmxAddr(amx, params[2]);
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SET_SIZE(pPlayer, pPlayer->v.mins, pPlayer->v.maxs);
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SET_ORIGIN(pPlayer, Vector((float)newVectorCell[0], (float)newVectorCell[1], (float)newVectorCell[2]));
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_rendering(AMX *amx, cell *params) // set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16); = 7 arguments
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{
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// Sets user rendering.
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// params[1] = index
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// params[2] = fx
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// params[3] = r
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// params[4] = g
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// params[5] = b
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// params[6] = render
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// params[7] = amount
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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pPlayer->v.renderfx = params[2];
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Vector newVector = Vector(float(params[3]), float(params[4]), float(params[5]));
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pPlayer->v.rendercolor = newVector;
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pPlayer->v.rendermode = params[6];
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pPlayer->v.renderamt = params[7];
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return 1;
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}
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static cell AMX_NATIVE_CALL set_user_maxspeed(AMX *amx, cell *params) // set_user_maxspeed(index, Float:speed = -1.0) = 2 arguments
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{
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// Sets user maxspeed.
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// params[1] = index
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// params[2] = speed (should be -1.0 if not specified) (JGHG: unspecified parameters seems to always be -1.0!)
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REAL fNewSpeed = amx_ctof(params[2]);
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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SETCLIENTMAXSPEED(pPlayer, fNewSpeed);
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pPlayer->v.maxspeed = fNewSpeed;
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_maxspeed(AMX *amx, cell *params) // Float:get_user_maxspeed(index) = 1 argument
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{
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// Gets user maxspeed.
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// params[1] = index
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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return amx_ftoc(pPlayer->v.maxspeed);
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}
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static cell AMX_NATIVE_CALL set_user_gravity(AMX *amx, cell *params) // set_user_gravity(index, Float:gravity = 1.0) = 2 arguments
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{
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// Sets user gravity.
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// params[1] = index
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// params[2] = gravity (=-1.0)
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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pPlayer->v.gravity = amx_ctof(params[2]);
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_gravity(AMX *amx, cell *params) // Float:get_user_gravity(index) = 1 argument
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{
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// Gets user gravity.
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// params[1] = index
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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return amx_ftoc(pPlayer->v.gravity);
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}
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static cell AMX_NATIVE_CALL set_user_hitzones(AMX *amx, cell *params) // set_user_hitzones(index = 0, target = 0, body = 255); = 3 arguments
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{
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// Sets user hitzones.
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// params[1] = the one(s) who shoot(s), shooter
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int shooter = params[1];
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// params[2] = the one getting hit
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int gettingHit = params[2];
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// params[3] = specified hit zones
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int hitzones = params[3];
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//set_user_hitzones(id, 0, 0) // Makes ID not able to shoot EVERYONE - id can shoot on 0 (all) at 0
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//set_user_hitzones(0, id, 0) // Makes EVERYONE not able to shoot ID - 0 (all) can shoot id at 0
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if (shooter == 0 && gettingHit == 0) {
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for (int i = 1; i <= gpGlobals->maxClients; i++) {
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for (int j = 1; j <= gpGlobals->maxClients; j++) {
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g_bodyhits[i][j] = hitzones;
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}
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//g_zones_toHit[i] = hitzones;
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//g_zones_getHit[i] = hitzones;
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}
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}
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else if (shooter == 0 && gettingHit != 0) {
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// "All" shooters, target (gettingHit) should be existing player id
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CHECK_PLAYER(gettingHit);
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// Where can all hit gettingHit?
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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g_bodyhits[i][gettingHit] = hitzones;
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}
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else if (shooter != 0 && gettingHit == 0) {
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// Shooter can hit all in bodyparts.
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CHECK_PLAYER(shooter);
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for (int i = 1; i <= gpGlobals->maxClients; i++)
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g_bodyhits[shooter][i] = hitzones;
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}
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else {
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// Specified, where can player A hit player B?
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CHECK_PLAYER(shooter);
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CHECK_PLAYER(gettingHit);
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g_bodyhits[shooter][gettingHit] = hitzones;
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}
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_hitzones(AMX *amx, cell *params) // get_user_hitzones(index, target); = 2 arguments
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{
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int shooter = params[1];
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CHECK_PLAYER(shooter);
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int target = params[2];
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CHECK_PLAYER(target);
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return g_bodyhits[shooter][target];
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}
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static cell AMX_NATIVE_CALL set_user_noclip(AMX *amx, cell *params) // set_user_noclip(index, noclip = 0); = 2 arguments
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{
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// Sets user to no clipping mode.
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// params[1] = index
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// params[2] = no clip or not...
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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if (params[2] == 1)
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pPlayer->v.movetype = MOVETYPE_NOCLIP;
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else
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pPlayer->v.movetype = MOVETYPE_WALK;
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return 1;
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}
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static cell AMX_NATIVE_CALL get_user_noclip(AMX *amx, cell *params) // get_user_noclip(index); = 1 argument
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{
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// Gets user noclip.
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// params[1] = index
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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return pPlayer->v.movetype == MOVETYPE_NOCLIP;
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}
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// JustinHoMi made this one originally
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static cell AMX_NATIVE_CALL set_user_footsteps(AMX *amx, cell *params) // set_user_footsteps(id, set = 1); = 2 params
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{
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// Gives player silent footsteps.
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// if set=0 it will return footsteps to normal
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// params[1] = index of player
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// params[2] = 0 = normal footstep sound, 1 = silent slippers
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// Check index
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CHECK_PLAYER(params[1]);
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// Fetch player pointer
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edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
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if (params[2]) {
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pPlayer->v.flTimeStepSound = 999;
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g_silent[params[1]] = true;
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}
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else {
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pPlayer->v.flTimeStepSound = STANDARDTIMESTEPSOUND;
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g_silent[params[1]] = false;
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}
|
|
|
|
return 1;
|
|
}
|
|
|
|
static cell AMX_NATIVE_CALL get_user_footsteps(AMX *amx, cell *params)
|
|
{
|
|
CHECK_PLAYER(params[1]);
|
|
|
|
return g_silent[params[1]];
|
|
}
|
|
|
|
// SidLuke
|
|
static cell AMX_NATIVE_CALL strip_user_weapons(AMX *amx, cell *params) // index
|
|
{
|
|
CHECK_PLAYER(params[1]);
|
|
|
|
edict_t* pPlayer = MF_GetPlayerEdict(params[1]);
|
|
|
|
string_t item = MAKE_STRING("player_weaponstrip");
|
|
edict_t *pent = CREATE_NAMED_ENTITY(item);
|
|
|
|
if (FNullEnt(pent))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
MDLL_Spawn(pent);
|
|
MDLL_Use(pent, pPlayer);
|
|
REMOVE_ENTITY(pent);
|
|
|
|
*reinterpret_cast<int *>(MF_PlayerPropAddr(params[1], Player_CurrentWeapon)) = 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
AMX_NATIVE_INFO fun_Exports[] = {
|
|
{"get_client_listen", get_client_listening},
|
|
{"set_client_listen", set_client_listening},
|
|
{"set_user_godmode", set_user_godmode},
|
|
{"get_user_godmode", get_user_godmode},
|
|
{"set_user_health", set_user_health},
|
|
{"give_item", give_item},
|
|
{"spawn", spawn},
|
|
{"set_user_frags", set_user_frags},
|
|
{"set_user_armor", set_user_armor},
|
|
{"set_user_origin", set_user_origin},
|
|
{"set_user_rendering", set_user_rendering},
|
|
{"set_user_maxspeed", set_user_maxspeed},
|
|
{"get_user_maxspeed", get_user_maxspeed},
|
|
{"set_user_gravity", set_user_gravity},
|
|
{"get_user_gravity", get_user_gravity},
|
|
{"get_user_footsteps", get_user_footsteps},
|
|
{"set_user_hitzones", set_user_hitzones},
|
|
{"get_user_hitzones", get_user_hitzones},
|
|
{"set_user_noclip", set_user_noclip},
|
|
{"get_user_noclip", get_user_noclip},
|
|
{"set_user_footsteps", set_user_footsteps},
|
|
{"strip_user_weapons", strip_user_weapons},
|
|
/////////////////// <--- 19 chars max in current small version
|
|
{NULL, NULL}
|
|
};
|
|
|
|
/******************************************************************************************/
|
|
void PlayerPreThink(edict_t *pEntity)
|
|
{
|
|
if (g_silent[ENTINDEX(pEntity)]) {
|
|
pEntity->v.flTimeStepSound = 999;
|
|
RETURN_META(MRES_HANDLED);
|
|
}
|
|
|
|
RETURN_META(MRES_IGNORED);
|
|
}
|
|
|
|
int ClientConnect(edict_t *pPlayer, const char *pszName, const char *pszAddress, char szRejectReason[128])
|
|
{
|
|
// Reset stuff:
|
|
FUNUTIL_ResetPlayer(ENTINDEX(pPlayer));
|
|
|
|
RETURN_META_VALUE(MRES_IGNORED, 0);
|
|
}
|
|
|
|
void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
|
|
TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr);
|
|
if ( ptr->pHit && (ptr->pHit->v.flags& (FL_CLIENT | FL_FAKECLIENT))
|
|
&& shooter && (shooter->v.flags & (FL_CLIENT | FL_FAKECLIENT)) ) {
|
|
int shooterIndex = ENTINDEX(shooter);
|
|
if ( !(g_bodyhits[shooterIndex][ENTINDEX(ptr->pHit)] & (1<<ptr->iHitgroup)) )
|
|
ptr->flFraction = 1.0;
|
|
}
|
|
RETURN_META(MRES_SUPERCEDE);
|
|
}
|
|
|
|
|
|
//int g_hitIndex, g_canTargetGetHit, g_canShooterHitThere;
|
|
//void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *shooter, TraceResult *ptr) {
|
|
// if (!pentToSkip || (pentToSkip->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false || pentToSkip->v.deadflag != DEAD_NO)
|
|
// RETURN_META(MRES_IGNORED);
|
|
//
|
|
// TRACE_LINE(v1, v2, fNoMonsters, shooter, ptr); // Filter shooter
|
|
//
|
|
// if (!ptr->pHit || (ptr->pHit->v.flags & (FL_CLIENT | FL_FAKECLIENT)) == false )
|
|
// RETURN_META(MRES_SUPERCEDE);
|
|
//
|
|
// g_hitIndex = ENTINDEX(ptr->pHit);
|
|
// //bool blocked = false;
|
|
// g_canTargetGetHit = g_zones_getHit[g_hitIndex] & (1 << ptr->iHitgroup);
|
|
// g_canShooterHitThere = g_zones_toHit[ENTINDEX(shooter)] & (1 << ptr->iHitgroup);
|
|
//
|
|
// if (!g_canTargetGetHit || !g_canShooterHitThere) {
|
|
// ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
|
|
// //blocked = true;
|
|
// }
|
|
// /*
|
|
// if (blocked) {
|
|
// MF_PrintSrvConsole("%s was blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
|
|
// }
|
|
// else {
|
|
// MF_PrintSrvConsole("%s was NOT blocked from hitting %s: %d and %d\n", MF_GetPlayerName(ENTINDEX(pentToSkip)), MF_GetPlayerName(hitIndex), canTargetGetHit, canShooterHitThere);
|
|
// }
|
|
// */
|
|
//
|
|
// RETURN_META(MRES_SUPERCEDE);
|
|
//}
|
|
|
|
void OnAmxxAttach()
|
|
{
|
|
MF_AddNatives(fun_Exports);
|
|
}
|
|
|
|
// The content of OnPluginsLoaded() was moved from OnAmxxAttach with AMXx 1.5 because for some reason gpGlobals->maxClients wasn't
|
|
// initialized to its proper value until some time after OnAmxxAttach(). In OnAmxxAttach() it always showed 0. /JGHG
|
|
void OnPluginsLoaded() {
|
|
// Reset stuff - hopefully this should
|
|
for (int i = 1; i <= gpGlobals->maxClients; i++) {
|
|
// Reset all hitzones
|
|
FUNUTIL_ResetPlayer(i);
|
|
}
|
|
}
|
|
/*
|
|
void ClientConnectFakeBot(int index)
|
|
{
|
|
FUNUTIL_ResetPlayer(index);
|
|
//MF_Log("A bot connects, forwarded to fun! The bot is %d!", index);
|
|
//CPlayer* player;
|
|
}
|
|
*/
|