265 lines
6.1 KiB
PHP
Executable File
265 lines
6.1 KiB
PHP
Executable File
/* Engine stocks
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*
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* by the AMX Mod X Development Team
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* thanks to AssKicR, Freecode and T(+)rget
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _engine_stocks_included
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#endinput
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#endif
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#define _engine_stocks_included
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#if !defined _amxmodx_included
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#include <amxmodx>
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#endif
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#if !defined _engine_included
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#include <engine>
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#endif
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stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
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{
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new entity = create_entity("trigger_hurt")
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if (entity)
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{
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DispatchKeyValue(entity,"classname","trigger_hurt")
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new szDamage[16]
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// Takedamages only do half damage per attack (damage is damage per second, and it's triggered in 0.5 second intervals).
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// Compensate for that.
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format(szDamage,15,"%f",takedmgdamage * 2)
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DispatchKeyValue(entity,"dmg",szDamage)
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format(szDamage,15,"%i",damagetype)
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DispatchKeyValue(entity,"damagetype",szDamage)
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DispatchKeyValue(entity,"origin","8192 8192 8192")
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DispatchSpawn(entity)
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entity_set_string(entity, EV_SZ_classname, szClassname)
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fake_touch(entity,idvictim)
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remove_entity(entity)
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return 1
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}
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return 0
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}
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//wrapper for find_ent_by_class
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stock find_ent(iStart, szClassname[])
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{
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return find_ent_by_class(iStart, szClassname)
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}
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/* Changes an integer vec to a floating vec
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* This is not a for loop because that's slower
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*/
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stock IVecFVec(IVec[3], Float:FVec[3])
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{
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FVec[0] = float(IVec[0])
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FVec[1] = float(IVec[1])
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FVec[2] = float(IVec[2])
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return 1
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}
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/* Changes a float vec to an integer vec */
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stock FVecIVec(Float:FVec[3], IVec[3])
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{
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IVec[0] = floatround(FVec[0])
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IVec[1] = floatround(FVec[1])
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IVec[2] = floatround(FVec[2])
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return 1
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}
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/* Get the Button(s) user is pressing */
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stock get_user_button(id)
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return entity_get_int(id, EV_INT_button)
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stock get_user_oldbutton(id)
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return entity_get_int(id, EV_INT_oldbuttons)
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/* Get flags an entity is flagged with */
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stock get_entity_flags(ent)
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return entity_get_int(ent, EV_INT_flags)
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/* Get the distance between two entities */
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stock get_entity_distance(ent1, ent2)
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{
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return floatround(entity_range(ent1, ent2))
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}
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/* Get grenade thrown by this user */
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stock get_grenade(id)
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{
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new iGrenade = find_ent_by_class(-1, "grenade")
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while(iGrenade > 0)
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{
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if(entity_get_edict(iGrenade, EV_ENT_owner) == id)
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return iGrenade
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iGrenade = find_ent_by_class(iGrenade, "grenade")
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}
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return 0
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}
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/* Get origin of a brush entity */
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stock get_brush_entity_origin(ent, Float:orig[3])
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{
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new Float:Min[3], Float:Max[3]
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entity_get_vector(ent, EV_VEC_mins, Min)
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entity_get_vector(ent, EV_VEC_maxs, Max)
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orig[0] = (Min[0] + Max[0]) * 0.5
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orig[1] = (Min[1] + Max[1]) * 0.5
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orig[2] = (Min[2] + Max[2]) * 0.5
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return 1
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}
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/* Remove entity by name */
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stock remove_entity_name(eName[])
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{
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new iEntity = find_ent_by_class(-1, eName)
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while (iEntity > 0)
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{
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remove_entity(iEntity)
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iEntity = find_ent_by_class(-1, eName)
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}
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return 1
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}
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/* Get the contents of the point a user is aiming at */
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stock ViewContents(id)
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{
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new origin[3], Float:Orig[3]
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get_user_origin(id, origin, 3)
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Orig[0] = float(origin[0])
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Orig[1] = float(origin[1])
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Orig[2] = float(origin[2])
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return point_contents(Orig)
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}
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stock get_speed(ent)
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{
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new Float:Vel[3]
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entity_get_vector(ent, EV_VEC_velocity, Vel)
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return floatround(vector_length(Vel))
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}
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/* Set rendering of an entity */
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stock set_rendering(index, fx=kRenderFxNone, r=255, g=255, b=255, render=kRenderNormal, amount=16)
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{
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entity_set_int(index,EV_INT_renderfx,fx)
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new Float:RenderColor[3]
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RenderColor[0] = float(r)
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RenderColor[1] = float(g)
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RenderColor[2] = float(b)
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entity_set_vector(index,EV_VEC_rendercolor,RenderColor)
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entity_set_int(index,EV_INT_rendermode,render)
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entity_set_float(index,EV_FL_renderamt,float(amount))
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return 1
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}
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/* Set flags on an entity */
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stock set_entity_flags(ent,flag,onoff)
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{
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if ((entity_get_int(ent,EV_INT_flags)&flag) > 0)
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{
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if (onoff == 1)
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{
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return 2
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}
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else
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{
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entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)-flag)
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return 1
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}
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}
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else
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{
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if (onoff == 0)
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{
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return 2
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}
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else
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{
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entity_set_int(ent,EV_INT_flags,entity_get_int(ent,EV_INT_flags)+flag)
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return 1
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}
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}
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return 0
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}
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/* If visible = 1, entity will be set to be visible, else invisible. */
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stock set_entity_visibility(entity, visible = 1) {
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entity_set_int(entity, EV_INT_effects, visible == 1 ? entity_get_int(entity, EV_INT_effects) & ~EF_NODRAW : entity_get_int(entity, EV_INT_effects) | EF_NODRAW)
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return 1
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}
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/* Returns 1 if entity is visible. */
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stock get_entity_visibility(entity) {
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return !(entity_get_int(entity, EV_INT_effects) & EF_NODRAW)
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}
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stock set_user_velocity(entity, Float:vec[3])
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{
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return entity_set_vector(entity, EV_VEC_velocity, vec)
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}
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stock get_user_velocity(entity, Float:vec[3])
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{
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return entity_get_vector(entity, EV_VEC_velocity, vec)
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}
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/* Backwards compatible */
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
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return radius_damage(fExplodeAt, iDamageMultiplier, iRadiusMultiplier)
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}
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
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return velocity_by_aim(iIndex,iVelocity,vRetValue)
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}
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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stock PointContents(Float:fCheckAt[3]) {
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return point_contents(fCheckAt);
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}
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stock set_size(index, Float:mins[3], Float:maxs[3]) {
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return entity_set_size(index,mins,maxs)
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}
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//by Twilight Suzuka, request addition at29428
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//"Lifted from HLSDK"
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stock IsInWorld( ent )
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{
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new Float:origin[3]
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entity_get_vector(ent,EV_VEC_origin,origin)
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if (origin[0] >= 4096.0) return 0;
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if (origin[1] >= 4096.0) return 0;
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if (origin[2] >= 4096.0) return 0;
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if (origin[0] <= -4096.0) return 0;
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if (origin[1] <= -4096.0) return 0;
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if (origin[2] <= -4096.0) return 0;
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new Float:velocity[3]
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entity_get_vector(ent,EV_VEC_velocity,velocity)
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if (velocity[0] >= 2000) return 0;
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if (velocity[1] >= 2000) return 0;
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if (velocity[2] >= 2000) return 0;
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if (velocity[0] <= -2000) return 0;
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if (velocity[1] <= -2000) return 0;
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if (velocity[2] <= -2000) return 0;
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return 1;
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}
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