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Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdkhooks.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/sdkhooks.inc | 394 |
1 files changed, 0 insertions, 394 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdkhooks.inc b/sourcemod-1.5-dev/scripting/include/sdkhooks.inc deleted file mode 100644 index 2b25504..0000000 --- a/sourcemod-1.5-dev/scripting/include/sdkhooks.inc +++ /dev/null @@ -1,394 +0,0 @@ -/** - * vim: set ts=4 : - * ============================================================================= - * SourceMod (C)2009-2013 AlliedModders LLC. All rights reserved. - * ============================================================================= - * - * This file is part of the SourceMod/SourcePawn SDK. - * - * This program is free software; you can redistribute it and/or modify it under - * the terms of the GNU General Public License, version 3.0, as published by the - * Free Software Foundation. - * - * This program is distributed in the hope that it will be useful, but WITHOUT - * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS - * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more - * details. - * - * You should have received a copy of the GNU General Public License along with - * this program. If not, see <http://www.gnu.org/licenses/>. - * - * As a special exception, AlliedModders LLC gives you permission to link the - * code of this program (as well as its derivative works) to "Half-Life 2," the - * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software - * by the Valve Corporation. You must obey the GNU General Public License in - * all respects for all other code used. Additionally, AlliedModders LLC grants - * this exception to all derivative works. AlliedModders LLC defines further - * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), - * or <http://www.sourcemod.net/license.php>. - */ - -#if defined _sdkhooks_included - #endinput -#endif -#define _sdkhooks_included - -// this is obviously _not_ a robust check, but it will solve most conflict and is clean -#if !defined DMG_GENERIC -#define DMG_GENERIC 0 /**< generic damage was done */ -#define DMG_CRUSH (1 << 0) /**< crushed by falling or moving object. - NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage. - DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead. */ -#define DMG_BULLET (1 << 1) /**< shot */ -#define DMG_SLASH (1 << 2) /**< cut, clawed, stabbed */ -#define DMG_BURN (1 << 3) /**< heat burned */ -#define DMG_VEHICLE (1 << 4) /**< hit by a vehicle */ -#define DMG_FALL (1 << 5) /**< fell too far */ -#define DMG_BLAST (1 << 6) /**< explosive blast damage */ -#define DMG_CLUB (1 << 7) /**< crowbar, punch, headbutt */ -#define DMG_SHOCK (1 << 8) /**< electric shock */ -#define DMG_SONIC (1 << 9) /**< sound pulse shockwave */ -#define DMG_ENERGYBEAM (1 << 10) /**< laser or other high energy beam */ -#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) /**< Prevent a physics force */ -#define DMG_NEVERGIB (1 << 12) /**< with this bit OR'd in, no damage type will be able to gib victims upon death */ -#define DMG_ALWAYSGIB (1 << 13) /**< with this bit OR'd in, any damage type can be made to gib victims upon death. */ -#define DMG_DROWN (1 << 14) /**< Drowning */ -#define DMG_PARALYZE (1 << 15) /**< slows affected creature down */ -#define DMG_NERVEGAS (1 << 16) /**< nerve toxins, very bad */ -#define DMG_POISON (1 << 17) /**< blood poisoning - heals over time like drowning damage */ -#define DMG_RADIATION (1 << 18) /**< radiation exposure */ -#define DMG_DROWNRECOVER (1 << 19) /**< drowning recovery */ -#define DMG_ACID (1 << 20) /**< toxic chemicals or acid burns */ -#define DMG_SLOWBURN (1 << 21) /**< in an oven */ -#define DMG_REMOVENORAGDOLL (1 << 22) /**< with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed. - use this to kill an entity that you've already got a server-side ragdoll for */ -#define DMG_PHYSGUN (1 << 23) /**< Hit by manipulator. Usually doesn't do any damage. */ -#define DMG_PLASMA (1 << 24) /**< Shot by Cremator */ -#define DMG_AIRBOAT (1 << 25) /**< Hit by the airboat's gun */ -#define DMG_DISSOLVE (1 << 26) /**< Dissolving! */ -#define DMG_BLAST_SURFACE (1 << 27) /**< A blast on the surface of water that cannot harm things underwater */ -#define DMG_DIRECT (1 << 28) -#define DMG_BUCKSHOT (1 << 29) /**< not quite a bullet. Little, rounder, different. */ -#endif - -#if !defined DMG_CRIT - // TF2 crits and minicrits - #define DMG_CRIT DMG_ACID -#endif - -enum SDKHookType -{ - SDKHook_EndTouch, - SDKHook_FireBulletsPost, - SDKHook_OnTakeDamage, - SDKHook_OnTakeDamagePost, - SDKHook_PreThink, - SDKHook_PostThink, - SDKHook_SetTransmit, - SDKHook_Spawn, - SDKHook_StartTouch, - SDKHook_Think, - SDKHook_Touch, - SDKHook_TraceAttack, - SDKHook_TraceAttackPost, - SDKHook_WeaponCanSwitchTo, - SDKHook_WeaponCanUse, - SDKHook_WeaponDrop, - SDKHook_WeaponEquip, - SDKHook_WeaponSwitch, - SDKHook_ShouldCollide, - SDKHook_PreThinkPost, - SDKHook_PostThinkPost, - SDKHook_ThinkPost, - SDKHook_EndTouchPost, - SDKHook_GroundEntChangedPost, - SDKHook_SpawnPost, - SDKHook_StartTouchPost, - SDKHook_TouchPost, - SDKHook_VPhysicsUpdate, - SDKHook_VPhysicsUpdatePost, - SDKHook_WeaponCanSwitchToPost, - SDKHook_WeaponCanUsePost, - SDKHook_WeaponDropPost, - SDKHook_WeaponEquipPost, - SDKHook_WeaponSwitchPost, - SDKHook_Use, - SDKHook_UsePost, - SDKHook_Reload, - SDKHook_ReloadPost, - SDKHook_GetMaxHealth, /**< ep2v and later */ -}; - -/* - Alphabetized for easy readability - - SDKHook_EndTouch, - SDKHook_EndTouchPost, - - SDKHook_FireBulletsPost, - - SDKHook_GetMaxHealth, (ep2v and later) - - SDKHook_GroundEntChangedPost, - - SDKHook_OnTakeDamage, - SDKHook_OnTakeDamagePost, - - SDKHook_PreThink, - SDKHook_PreThinkPost, - - SDKHook_PostThink, - SDKHook_PostThinkPost, - - SDKHook_Reload, - SDKHook_ReloadPost, - - SDKHook_SetTransmit, - - SDKHook_ShouldCollide, - - SDKHook_Spawn, - SDKHook_SpawnPost, - - SDKHook_StartTouch, - SDKHook_StartTouchPost, - - SDKHook_Think, - SDKHook_ThinkPost, - - SDKHook_Touch, - SDKHook_TouchPost, - - SDKHook_TraceAttack, - SDKHook_TraceAttackPost, - - SDKHook_Use, - SDKHook_UsePost, - - SDKHook_VPhysicsUpdate, - SDKHook_VPhysicsUpdatePost, - - SDKHook_WeaponCanSwitchTo, - SDKHook_WeaponCanSwitchToPost, - - SDKHook_WeaponCanUse, - SDKHook_WeaponCanUsePost, - - SDKHook_WeaponDrop, - SDKHook_WeaponDropPost, - - SDKHook_WeaponEquip, - SDKHook_WeaponEquipPost, - - SDKHook_WeaponSwitch, - SDKHook_WeaponSwitchPost -*/ - -enum UseType -{ - Use_Off, - Use_On, - Use_Set, - Use_Toggle -}; - -funcenum SDKHookCB -{ - // PreThink/Post - // PostThink/Post - public(client), - - // Spawn - Action:public(entity), - - // GroundEntChanged - // SpawnPost - // Think/Post - // VPhysicsUpdate/Post - public(entity), - - // EndTouch - // StartTouch - // Touch - Action:public(entity, other), - - // EndTouchPost - // StartTouchPost - // TouchPost - public(entity, other), - - // SetTransmit - Action:public(entity, client), - - // WeaponCanSwitchTo - // WeaponCanUse - // WeaponDrop - // WeaponEquip - // WeaponSwitch - Action:public(client, weapon), - - // WeaponCanSwitchToPost - // WeaponCanUsePost - // WeaponDropPost - // WeaponEquipPost - // WeaponSwitchPost - public(client, weapon), - - // GetMaxHealth (ep2v and later) - Action:public(entity, &maxhealth), - - // OnTakeDamage - // Note: The weapon parameter is not used by all games and damage sources. - // Note: Force application is dependent on game and damage type(s) - // SDKHooks 1.0+ - Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype), - // SDKHooks 2.0+ - Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]), - // SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability. - // DON'T attempt to access 'damagecustom' var if feature status != available - Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, - Float:damageForce[3], Float:damagePosition[3], damagecustom), - - // OnTakeDamagePost - public(victim, attacker, inflictor, Float:damage, damagetype), - public(victim, attacker, inflictor, Float:damage, damagetype, weapon, const Float:damageForce[3], const Float:damagePosition[3]), - - // FireBulletsPost - public(client, shots, const String:weaponname[]), - - // TraceAttack - Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup), - - // TraceAttackPost - public(victim, attacker, inflictor, Float:damage, damagetype, ammotype, hitbox, hitgroup), - - // ShouldCollide - bool:public(entity, collisiongroup, contentsmask, bool:originalResult), - - // Use - Action:public(entity, activator, caller, UseType:type, Float:value), - - // UsePost - public(entity, activator, caller, UseType:type, Float:value), - - // Reload - Action:public(weapon), - - // Reload post - public(weapon, bool:bSuccessful) -}; - - -/** - * @brief When an entity is created - * - * @param entity Entity index - * @param classname Class name - * @noreturn - */ -forward OnEntityCreated(entity, const String:classname[]); - -/** - * @brief When an entity is destroyed - * - * @param entity Entity index - * @noreturn - */ -forward OnEntityDestroyed(entity); - -/** - * @brief When the game description is retrieved - * - * @note Not supported on ep2v. - * - * @param gameDesc Game description - * @noreturn - */ -forward Action:OnGetGameDescription(String:gameDesc[64]); - -/** - * @brief When the level is initialized - * - * @param mapName Name of the map - * @param mapEntities Entities of the map - * @noreturn - */ -forward Action:OnLevelInit(const String:mapName[], String:mapEntities[2097152]); - -/** - * @brief Hooks an entity - * - * @param entity Entity index - * @param type Type of function to hook - * @param callback Function to call when hook is called - * @noreturn - */ -native SDKHook(entity, SDKHookType:type, SDKHookCB:callback); - -/** - * @brief Hooks an entity - * - * @param entity Entity index - * @param type Type of function to hook - * @param callback Function to call when hook is called - * @return bool Hook Successful - */ -native bool:SDKHookEx(entity, SDKHookType:type, SDKHookCB:callback); - -/** - * @brief Unhooks an entity - * - * @param entity Entity index - * @param type Type of function to unhook - * @param callback Callback function to unhook - * @noreturn - */ -native SDKUnhook(entity, SDKHookType:type, SDKHookCB:callback); - -/** - * @brief Applies damage to an entity - * - * @note Force application is dependent on game and damage type(s) - * - * @param entity Entity index taking damage - * @param inflictor Inflictor entity index - * @param attacker Attacker entity index - * @param damage Amount of damage - * @param damageType Bitfield of damage types - * @param weapon Weapon index (orangebox and later) or -1 for unspecified - * @param damageForce Velocity of damage force - * @param damagePosition Origin of damage - * @noreturn - */ -native SDKHooks_TakeDamage(entity, inflictor, attacker, Float:damage, damageType=DMG_GENERIC, weapon=-1, const Float:damageForce[3]=NULL_VECTOR, const Float:damagePosition[3]=NULL_VECTOR); - -/** - * @brief Forces a client to drop the specified weapon - * - * @param client Client index. - * @param weapon Weapon entity index. - * @param vecTarget Location to toss weapon to, or NULL_VECTOR for default. - * @param vecVelocity Velocity at which to toss weapon, or NULL_VECTOR for default. - * @noreturn - * @error Invalid client or weapon entity, weapon not owned by client. - */ -native SDKHooks_DropWeapon(client, weapon, const Float:vecTarget[3]=NULL_VECTOR, const Float:vecVelocity[3]=NULL_VECTOR); - -/** - * Do not edit below this line! - */ -public Extension:__ext_sdkhooks = -{ - name = "SDKHooks", - file = "sdkhooks.ext", -#if defined AUTOLOAD_EXTENSIONS - autoload = 1, -#else - autoload = 0, -#endif -#if defined REQUIRE_EXTENSIONS - required = 1, -#else - required = 0, -#endif -}; |
