656 lines
18 KiB
C++
Executable File
656 lines
18 KiB
C++
Executable File
/* AMX Mod X
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* Fun Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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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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g_zones_toHit[index] = (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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g_zones_getHit[index] = (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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// 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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// set hitzones for ALL, both where people can hit and where they can _get_ hit.
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for (int i = 1; i <= 32; i++) {
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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 {
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if (shooter == 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 gettingHit get hit by all?
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g_zones_getHit[gettingHit] = hitzones;
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}
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else {
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// "shooter" will now only be able to hit other people in "hitzones". (target should be 0 here)
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g_zones_toHit[shooter] = hitzones;
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}
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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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// Gets user hitzones.
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// params[1] = if this is not 0, return what zones this player can hit
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int shooter = params[1];
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// params[2] = if shooter was 0, and if this is a player, return what zones this player can get hit in, else... make runtime error?
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int gettingHit = params[2];
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if (shooter) {
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if (shooter < 1 || shooter > gpGlobals->maxClients) {
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MF_LogError(amx, AMX_ERR_NATIVE, "Player out of range (%d)", shooter);
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return 0;
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}
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return g_zones_toHit[shooter];
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}
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else {
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CHECK_PLAYER(gettingHit);
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return g_zones_getHit[gettingHit];
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}
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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]);
|
|
|
|
// Fetch player pointer
|
|
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
|
|
|
|
return pPlayer->v.movetype == MOVETYPE_NOCLIP;
|
|
}
|
|
|
|
// JustinHoMi made this one originally
|
|
static cell AMX_NATIVE_CALL set_user_footsteps(AMX *amx, cell *params) // set_user_footsteps(id, set = 1); = 2 params
|
|
{
|
|
// Gives player silent footsteps.
|
|
// if set=0 it will return footsteps to normal
|
|
// params[1] = index of player
|
|
// params[2] = 0 = normal footstep sound, 1 = silent slippers
|
|
|
|
// Check index
|
|
CHECK_PLAYER(params[1]);
|
|
|
|
// Fetch player pointer
|
|
edict_t *pPlayer = MF_GetPlayerEdict(params[1]);
|
|
|
|
if (params[2]) {
|
|
pPlayer->v.flTimeStepSound = 999;
|
|
g_silent[params[1]] = true;
|
|
}
|
|
else {
|
|
pPlayer->v.flTimeStepSound = STANDARDTIMESTEPSOUND;
|
|
g_silent[params[1]] = false;
|
|
}
|
|
|
|
return 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("trigger_once");
|
|
edict_t *pent = CREATE_NAMED_ENTITY( item );
|
|
if ( FNullEnt( pent ) ){
|
|
return 0;
|
|
}
|
|
|
|
KeyValueData pkvd;
|
|
|
|
pkvd.szClassName = (char *)STRING(pent->v.classname);
|
|
pkvd.szKeyName = "target"; // type
|
|
pkvd.szValue = "stripper";
|
|
pkvd.fHandled = false;
|
|
MDLL_KeyValue(pent, &pkvd);
|
|
|
|
MDLL_Spawn(pent);
|
|
|
|
item = MAKE_STRING("player_weaponstrip");
|
|
edict_t *pent2 = CREATE_NAMED_ENTITY( item );
|
|
if ( FNullEnt( pent2 ) ) {
|
|
return 0;
|
|
}
|
|
|
|
pkvd.szClassName = (char *)STRING(pent->v.classname);
|
|
pkvd.szKeyName = "targetname"; // type
|
|
pkvd.szValue = "stripper";
|
|
pkvd.fHandled = false;
|
|
MDLL_KeyValue(pent2, &pkvd);
|
|
|
|
MDLL_Spawn(pent2);
|
|
|
|
pent->v.origin = pPlayer->v.origin;
|
|
|
|
MDLL_Touch(pent, pPlayer);
|
|
|
|
REMOVE_ENTITY(pent);
|
|
REMOVE_ENTITY(pent2);
|
|
|
|
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},
|
|
{"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 *pentToSkip, TraceResult *ptr) {
|
|
TRACE_LINE(v1, v2, fNoMonsters, pentToSkip, ptr); // pentToSkip gotta be the one that is shooting, so filter it
|
|
|
|
int hitIndex = ENTINDEX(ptr->pHit);
|
|
if (hitIndex >= 1 && hitIndex <= gpGlobals->maxClients) {
|
|
if ( !(
|
|
g_zones_getHit[hitIndex] & (1 << ptr->iHitgroup) // can ptr->pHit get hit in ptr->iHitgroup at all?
|
|
&& g_zones_toHit[hitIndex] & (1 << ptr->iHitgroup) ) // can pentToSkip hit other people in that hit zone?
|
|
) {
|
|
ptr->flFraction = 1.0; // set to not hit anything (1.0 = shot doesn't hit anything)
|
|
}
|
|
}
|
|
|
|
RETURN_META(MRES_SUPERCEDE);
|
|
}
|
|
|
|
void OnAmxxAttach()
|
|
{
|
|
MF_AddNatives(fun_Exports);
|
|
|
|
// Reset stuff - hopefully this should
|
|
for (int i = 1; i <= 32; 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;
|
|
}
|
|
*/
|