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Diffstat (limited to 'sourcemod/scripting/include/smlib/entities.inc')
| -rw-r--r-- | sourcemod/scripting/include/smlib/entities.inc | 2098 |
1 files changed, 2098 insertions, 0 deletions
diff --git a/sourcemod/scripting/include/smlib/entities.inc b/sourcemod/scripting/include/smlib/entities.inc new file mode 100644 index 0000000..91c136b --- /dev/null +++ b/sourcemod/scripting/include/smlib/entities.inc @@ -0,0 +1,2098 @@ +#if defined _smlib_entities_included + #endinput +#endif +#define _smlib_entities_included + +#include <sourcemod> +#include <sdktools_entinput> +#include <sdktools_functions> + +/** + * Macro for iterating trough all children (entities it is parent of) of an entity. + * + * @param 1 Entity Index of the parent. + * @param 2 Name of the children entity index variable (will be only valid in the loop). + */ +#define LOOP_CHILDREN(%1,%2) for (int %2=Entity_GetNextChild(%1); %2 != INVALID_ENT_REFERENCE; %2=Entity_GetNextChild(%1, ++%2)) + +/* + * Checks if an entity is valid and exists. + * + * @param entity Entity Index. + * @return True if the entity is valid, false otherwise. + */ +stock bool Entity_IsValid(int entity) +{ + return IsValidEntity(entity); +} + +/** + * Finds an entity by its name. + * You can optionally specify the classname to search for. + * Note: If the classname is specified it uses The Sourcemod native + * function FindEntityByClassname() which uses the engine's + * linked entity list for finding entities. This might be + * cheaper, use this if you call this function very often. + * + * @param name Name of the entity you want so search. + * @param className Optional: Classname of the entity + * @return Entity index or INVALID_ENT_REFERENCE if not matching entity was found. + */ +stock int Entity_FindByName(const char[] name, const char[] className="") +{ + if (className[0] == '\0') { + // Hack: Double the limit to gets none-networked entities too. + int realMaxEntities = GetMaxEntities() * 2; + for (int entity=0; entity < realMaxEntities; entity++) { + + if (!IsValidEntity(entity)) { + continue; + } + + if (Entity_NameMatches(entity, name)) { + return entity; + } + } + } + else { + int entity = INVALID_ENT_REFERENCE; + while ((entity = FindEntityByClassname(entity, className)) != INVALID_ENT_REFERENCE) { + + if (Entity_NameMatches(entity, name)) { + return entity; + } + } + } + + return INVALID_ENT_REFERENCE; +} + +/** + * Finds an entity by its HammerID. + * The newer version of Valve's Hammer editor + * sets a unique ID for each entity in a map. + * It only finds the first occurence. + * Note: If the classname is specified it uses The Sourcemod native + * function FindEntityByClassname() which uses the engine's + * linked entity list for finding entities. This might be + * cheaper, use this if you call this function very often. + * + * @param hammerId Hammer editor ID + * @param className Optional: Classname of the entity + * @return Edict Index or INVALID_ENT_REFERENCE if no entity was found. + */ +stock int Entity_FindByHammerId(int hammerId, const char[] className="") +{ + if (className[0] == '\0') { + // Hack: Double the limit to gets none-networked entities too. + int realMaxEntities = GetMaxEntities() * 2; + for (int entity=0; entity < realMaxEntities; entity++) { + + if (!IsValidEntity(entity)) { + continue; + } + + if (Entity_GetHammerId(entity) == hammerId) { + return entity; + } + } + } + else { + int entity = INVALID_ENT_REFERENCE; + while ((entity = FindEntityByClassname(entity, className)) != INVALID_ENT_REFERENCE) { + + if (Entity_GetHammerId(entity) == hammerId) { + return entity; + } + } + } + + return INVALID_ENT_REFERENCE; +} + +/** + * Searches for an entity by classname. + * This is a wrapper around FindEntityByClassname + * and has been added for completion. + * + * @param startEnt The entity index after which to begin searching from. Use -1 to start from the first entity. + * @param classname Classname of the entity to find. + * @return Entity index >= 0 if found, -1 otherwise. + */ + +stock int Entity_FindByClassName(int startEntity, const char[] className) +{ + return FindEntityByClassname(startEntity, className); +} + +/** + * Checks if an entity (partially) matches a specific entity class. + * + * @param entity Entity Index. + * @param className Classname String. + * @partialMatch If to do a partial classname check. + * @return True if the classname matches, false otherwise. + */ +stock bool Entity_ClassNameMatches(int entity, const char[] className, bool partialMatch=false) +{ + char entity_className[64]; + Entity_GetClassName(entity, entity_className, sizeof(entity_className)); + + if (partialMatch) { + return (StrContains(entity_className, className) != -1); + } + + return StrEqual(entity_className, className); +} + +/** + * Checks if an entity matches a name + * + * @param entity Entity Index. + * @param class Name String. + * @return True if the name matches, false otherwise. + */ +stock bool Entity_NameMatches(int entity, const char[] name) +{ + char entity_name[128]; + Entity_GetName(entity, entity_name, sizeof(entity_name)); + + return StrEqual(name, entity_name); +} + +/** + * Gets the Name of an entity. + * + * @param entity Entity index. + * @param buffer Return/Output buffer. + * @param size Max size of buffer. + * @return Number of non-null bytes written. + */ +stock int Entity_GetName(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_iName", buffer, size); +} + +/** + * Sets the Name of an entity. + * + * @param entity Entity index. + * @param name The name you want to give. + * @return True on success, false otherwise. + */ +stock bool Entity_SetName(int entity, const char[] name, any ...) +{ + char format[128]; + VFormat(format, sizeof(format), name, 3); + + return DispatchKeyValue(entity, "targetname", format); +} + +/** + * Gets the Classname of an entity. + * This is like GetEdictClassname(), except it works for ALL + * entities, not just edicts. + * + * @param entity Entity index. + * @param buffer Return/Output buffer. + * @param size Max size of buffer. + * @return Number of non-null bytes written. + */ +stock int Entity_GetClassName(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_iClassname", buffer, size); +} + +/** + * Sets the Classname of an entity. + * + * @param entity Entity index. + * @param name The name you want to give. + * @return True on success, false otherwise. + */ +stock bool Entity_SetClassName(int entity, const char[] className) +{ + return DispatchKeyValue(entity, "classname", className); +} + +/** + * Gets the Target name of an other entity + * + * @param entity Entity index. + * @param buffer Return/Output buffer. + * @param size Max size of buffer. + * @return Number of non-null bytes written. + */ +stock int Entity_GetTargetName(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_target", buffer, size); +} + +/** + * Sets the Target name of an other Entity + * + * @param entity Entity index. + * @param name The target name you want to set + * @return True on success, false otherwise. + */ +stock bool Entity_SetTargetName(int entity, const char[] name, any ...) +{ + char format[128]; + VFormat(format, sizeof(format), name, 3); + + return DispatchKeyValue(entity, "target", format); +} + +/** + * Gets the Global Name of an entity. + * + * @param entity Entity index. + * @param buffer Return/Output buffer. + * @param size Max size of buffer. + * @return Number of non-null bytes written. + */ +stock int Entity_GetGlobalName(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_iGlobalname", buffer, size); +} + +/** + * Sets the Global Name of an entity. + * + * @param entity Entity index. + * @param name The global name you want to set. + * @return True on success, false otherwise. + */ +stock bool Entity_SetGlobalName(int entity, const char[] name, any ...) +{ + char format[128]; + VFormat(format, sizeof(format), name, 3); + + return DispatchKeyValue(entity, "globalname", format); +} + +/** + * Gets the Parent name of an entity. + * + * @param entity Entity index. + * @param buffer Return/Output buffer. + * @param size Max size of buffer. + * @return Number of non-null bytes written. + */ +stock int Entity_GetParentName(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_iParent", buffer, size); +} + +/** + * Sets the Parent name of an entity. + * + * @param entity Entity index. + * @param name The parent name you want to set. + * @return True on success, false otherwise. + */ +stock bool Entity_SetParentName(int entity, const char[] name, any ...) +{ + char format[128]; + VFormat(format, sizeof(format), name, 3); + + return DispatchKeyValue(entity, "parentname", format); +} + +/** + * Gets the Hammer-ID of an entity. + * The Hammer Editor gives every entity a unique ID. + * Note: Old maps don't have Hammer-ID's set for entities + * + * @param entity Entity index. + * @return Hammer ID. + */ +stock int Entity_GetHammerId(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_iHammerID"); +} + +/** + * Gets the radius (m_flRadius) of an entity. + * + * @param entity Entity index. + * @return Radius + */ +stock float Entity_GetRadius(int entity) +{ + return GetEntPropFloat(entity, Prop_Data, "m_flRadius"); +} + +/** + * Sets the radius (m_flRadius) of an entity. + * + * @param entity Entity index. + * @param radius Radius value + */ +stock void Entity_SetRadius(int entity, float radius) +{ + SetEntPropFloat(entity, Prop_Data, "m_flRadius", radius); +} + +/** + * Gets the Mins of an entity. + * + * @param entity Entity index. + * @param vec Buffer to hold the vector. + */ +stock void Entity_GetMinSize(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Send, "m_vecMins", vec); +} + +/** + * Sets the Mins of an entity. + * + * @param entity Entity index. + * @param vec Vector. + */ +stock void Entity_SetMinSize(int entity, const float vecMins[3]) +{ + SetEntPropVector(entity, Prop_Send, "m_vecMins", vecMins); +} + +/** + * Gets the Mins of an entity. + * This functions isn't safe to use, use Entity_SetMinMaxSize() instead. + * + * @param entity Entity index + * @param vec Buffer to hold the vector + */ +stock void Entity_GetMaxSize(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Send, "m_vecMaxs", vec); +} + +/** + * Sets the Maxs of an entity. + * This functions isn't safe to use, use Entity_SetMinMaxSize() instead. + * + * @param entity Entity index. + * @param vec Buffer to hold the vector. + */ +stock void Entity_SetMaxSize(int entity, const float vecMaxs[3]) +{ + SetEntPropVector(entity, Prop_Send, "m_vecMaxs", vecMaxs); +} + +/** + * Sets the Min and Max Size of an entity. + * Code is taken from HL2SDK and rewritten for Sourcemod. + * + * @param entity Entity index. + * @param vecMins Min size Vector + * @param vecMaxs Max size Vector + */ +stock void Entity_SetMinMaxSize(int entity, float vecMins[3], float vecMaxs[3]) +{ + // Taken from hl2sdk-ob-valve\game\server\util.cpp SetMinMaxSize() + // Todo: Replace this by a SDK call + for (int i=0; i<3; i++) { + + if (vecMins[i] > vecMaxs[i]) { + ThrowError("Error: mins[%d] > maxs[%d] of entity %d", i, i, EntRefToEntIndex(entity)); + } + } + + float m_vecMins[3], m_vecMaxs[3]; + Entity_GetMinSize(entity, m_vecMins); + Entity_GetMaxSize(entity, m_vecMaxs); + + if (Math_VectorsEqual(m_vecMins, vecMins) && Math_VectorsEqual(m_vecMaxs, vecMaxs)) { + return; + } + + Entity_SetMinSize(entity, vecMins); + Entity_SetMaxSize(entity, vecMaxs); + + float vecSize[3]; + SubtractVectors(vecMaxs, vecMins, vecSize); + Entity_SetRadius(entity, GetVectorLength(vecSize) * 0.5); + + Entity_MarkSurrBoundsDirty(entity); +} + +/* + * Spawn Flags + * Many entities define their specific spawnflags, check the HL2SDK. + */ + +/* + * Phys prop spawnflags + * Taken from hl2sdk-ob-valve\game\shared\props_shared.h + */ +#define SF_PHYSPROP_START_ASLEEP 0x000001 +#define SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE 0x000002 // this prop can't be damaged by physics collisions +#define SF_PHYSPROP_DEBRIS 0x000004 +#define SF_PHYSPROP_MOTIONDISABLED 0x000008 // motion disabled at startup (flag only valid in spawn - motion can be enabled via input) +#define SF_PHYSPROP_TOUCH 0x000010 // can be 'crashed through' by running player (plate glass) +#define SF_PHYSPROP_PRESSURE 0x000020 // can be broken by a player standing on it +#define SF_PHYSPROP_ENABLE_ON_PHYSCANNON 0x000040 // enable motion only if the player grabs it with the physcannon +#define SF_PHYSPROP_NO_ROTORWASH_PUSH 0x000080 // The rotorwash doesn't push these +#define SF_PHYSPROP_ENABLE_PICKUP_OUTPUT 0x000100 // If set, allow the player to +USE this for the purposes of generating an output +#define SF_PHYSPROP_PREVENT_PICKUP 0x000200 // If set, prevent +USE/Physcannon pickup of this prop +#define SF_PHYSPROP_PREVENT_PLAYER_TOUCH_ENABLE 0x000400 // If set, the player will not cause the object to enable its motion when bumped into +#define SF_PHYSPROP_HAS_ATTACHED_RAGDOLLS 0x000800 // Need to remove attached ragdolls on enable motion/etc +#define SF_PHYSPROP_FORCE_TOUCH_TRIGGERS 0x001000 // Override normal debris behavior and respond to triggers anyway +#define SF_PHYSPROP_FORCE_SERVER_SIDE 0x002000 // Force multiplayer physics object to be serverside +#define SF_PHYSPROP_RADIUS_PICKUP 0x004000 // For Xbox, makes small objects easier to pick up by allowing them to be found +#define SF_PHYSPROP_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply. +#define SF_PHYSPROP_NO_COLLISIONS 0x200000 // Don't enable collisions on spawn +#define SF_PHYSPROP_IS_GIB 0x400000 // Limit # of active gibs + +/* + * Physbox Spawnflags. Start at 0x01000 to avoid collision with CBreakable's + * Taken from hl2sdk-ob-valve\game\server\physobj.h + */ +#define SF_PHYSBOX_ASLEEP 0x01000 +#define SF_PHYSBOX_IGNOREUSE 0x02000 +#define SF_PHYSBOX_DEBRIS 0x04000 +#define SF_PHYSBOX_MOTIONDISABLED 0x08000 +#define SF_PHYSBOX_USEPREFERRED 0x10000 +#define SF_PHYSBOX_ENABLE_ON_PHYSCANNON 0x20000 +#define SF_PHYSBOX_NO_ROTORWASH_PUSH 0x40000 // The rotorwash doesn't push these +#define SF_PHYSBOX_ENABLE_PICKUP_OUTPUT 0x80000 +#define SF_PHYSBOX_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply. +#define SF_PHYSBOX_NEVER_PICK_UP 0x200000 // Physcannon will never be able to pick this up. +#define SF_PHYSBOX_NEVER_PUNT 0x400000 // Physcannon will never be able to punt this object. +#define SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE 0x800000 // If set, the player will not cause the object to enable its motion when bumped into + +/* + * Spawnflags for func breakable + * Taken from hl2sdk-ob-valve\game\server\func_break.h + */ +#define SF_BREAK_TRIGGER_ONLY 0x0001 // may only be broken by trigger +#define SF_BREAK_TOUCH 0x0002 // can be 'crashed through' by running player (plate glass) +#define SF_BREAK_PRESSURE 0x0004 // can be broken by a player standing on it +#define SF_BREAK_PHYSICS_BREAK_IMMEDIATELY 0x0200 // the first physics collision this breakable has will immediately break it +#define SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE 0x0400 // this breakable doesn't take damage from physics collisions +#define SF_BREAK_NO_BULLET_PENETRATION 0x0800 // don't allow bullets to penetrate + +/* + * Spawnflags for func_pushable (it's also func_breakable, so don't collide with those flags) + * Taken from hl2sdk-ob-valve\game\server\func_break.h + */ +#define SF_PUSH_BREAKABLE 0x0080 +#define SF_PUSH_NO_USE 0x0100 // player cannot +use pickup this ent + +/** + * Gets the Spawnflags of an entity. + * + * @param entity Entity index. + * @return Spawnflags value + */ +stock int Entity_GetSpawnFlags(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_spawnflags"); +} + +/** + * Sets the Spawnflags of an entity. + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_SetSpawnFlags(int entity, int flags) +{ + SetEntProp(entity, Prop_Data, "m_spawnflags", flags); +} + +/** + * Adds Spawnflags to an entity. + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_AddSpawnFlags(int entity, int flags) +{ + int spawnFlags = Entity_GetSpawnFlags(entity); + spawnFlags |= flags; + Entity_SetSpawnFlags(entity, spawnFlags); +} + +/** + * Removes Spawnflags from an entity. + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_RemoveSpawnFlags(int entity, int flags) +{ + int spawnFlags = Entity_GetSpawnFlags(entity); + spawnFlags &= ~flags; + Entity_SetSpawnFlags(entity, spawnFlags); +} + +/** + * Clears all Spawnflags of an entity. + * + * @param entity Entity index. + * @noretur */ +stock void Entity_ClearSpawnFlags(int entity) +{ + Entity_SetSpawnFlags(entity, 0); +} + +/** + * Returns whether the entity has specific Spawnflags. + * + * @param entity Entity index. + * @param flags Flags value. + * @return True if the entity has the spawnflags set, false otherwise. + */ +stock bool Entity_HasSpawnFlags(int entity, int flags) +{ + return Entity_GetSpawnFlags(entity) & flags == flags; +} + +/* + * Entity flags, CBaseEntity::m_iEFlags + * Taken from: hl2sdk-ob-valve\game\shared\shareddefs.h + */ +enum Entity_Flags +{ + EFL_KILLME = (1<<0), // This entity is marked for death -- This allows the game to actually delete ents at a safe time + EFL_DORMANT = (1<<1), // Entity is dormant, no updates to client + EFL_NOCLIP_ACTIVE = (1<<2), // Lets us know when the noclip command is active. + EFL_SETTING_UP_BONES = (1<<3), // Set while a model is setting up its bones. + EFL_KEEP_ON_RECREATE_ENTITIES = (1<<4), // This is a special entity that should not be deleted when we restart entities only + + EFL_HAS_PLAYER_CHILD= (1<<4), // One of the child entities is a player. + + EFL_DIRTY_SHADOWUPDATE = (1<<5), // Client only- need shadow manager to update the shadow... + EFL_NOTIFY = (1<<6), // Another entity is watching events on this entity (used by teleport) + + // The default behavior in ShouldTransmit is to not send an entity if it doesn't + // have a model. Certain entities want to be sent anyway because all the drawing logic + // is in the client DLL. They can set this flag and the engine will transmit them even + // if they don't have a model. + EFL_FORCE_CHECK_TRANSMIT = (1<<7), + + EFL_BOT_FROZEN = (1<<8), // This is set on bots that are frozen. + EFL_SERVER_ONLY = (1<<9), // Non-networked entity. + EFL_NO_AUTO_EDICT_ATTACH = (1<<10), // Don't attach the edict; we're doing it explicitly + + // Some dirty bits with respect to abs computations + EFL_DIRTY_ABSTRANSFORM = (1<<11), + EFL_DIRTY_ABSVELOCITY = (1<<12), + EFL_DIRTY_ABSANGVELOCITY = (1<<13), + EFL_DIRTY_SURR_COLLISION_BOUNDS = (1<<14), + EFL_DIRTY_SPATIAL_PARTITION = (1<<15), +// UNUSED = (1<<16), + + EFL_IN_SKYBOX = (1<<17), // This is set if the entity detects that it's in the skybox. + // This forces it to pass the "in PVS" for transmission. + EFL_USE_PARTITION_WHEN_NOT_SOL = (1<<18), // Entities with this flag set show up in the partition even when not solid + EFL_TOUCHING_FLUID = (1<<19), // Used to determine if an entity is floating + + // FIXME: Not really sure where I should add this... + EFL_IS_BEING_LIFTED_BY_BARNACLE = (1<<20), + EFL_NO_ROTORWASH_PUSH = (1<<21), // I shouldn't be pushed by the rotorwash + EFL_NO_THINK_FUNCTION = (1<<22), + EFL_NO_GAME_PHYSICS_SIMULATION = (1<<23), + + EFL_CHECK_UNTOUCH = (1<<24), + EFL_DONTBLOCKLOS = (1<<25), // I shouldn't block NPC line-of-sight + EFL_DONTWALKON = (1<<26), // NPC;s should not walk on this entity + EFL_NO_DISSOLVE = (1<<27), // These guys shouldn't dissolve + EFL_NO_MEGAPHYSCANNON_RAGDOLL = (1<<28), // Mega physcannon can't ragdoll these guys. + EFL_NO_WATER_VELOCITY_CHANGE = (1<<29), // Don't adjust this entity's velocity when transitioning into water + EFL_NO_PHYSCANNON_INTERACTION = (1<<30), // Physcannon can't pick these up or punt them + EFL_NO_DAMAGE_FORCES = (1<<31), // Doesn't accept forces from physics damage +}; + +/** + * Gets the Entity flags (m_iEFlags) of an entity. + * + * @param entity Entity index. + * @return Entity flags value + */ +stock Entity_Flags Entity_GetEFlags(int entity) +{ + return view_as<Entity_Flags>(GetEntProp(entity, Prop_Data, "m_iEFlags")); +} + +/** + * Sets the entity's Entity flags (m_iEFlags). + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_SetEFlags(int entity, Entity_Flags flags) +{ + SetEntProp(entity, Prop_Data, "m_iEFlags", flags); +} + +/** + * Adds Entity flags (m_iEFlags) to an entity. + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_AddEFlags(int entity, Entity_Flags flags) +{ + Entity_Flags setFlags = Entity_GetEFlags(entity); + setFlags |= flags; + Entity_SetEFlags(entity, setFlags); +} + +/** + * Removes Entity flags (m_iEFlags) from an entity. + * + * @param entity Entity index. + * @param flags Flags value + */ +stock void Entity_RemoveEFlags(int entity, Entity_Flags flags) +{ + Entity_Flags setFlags = Entity_GetEFlags(entity); + setFlags &= ~flags; + Entity_SetEFlags(entity, setFlags); +} + +/** + * Checks if the entity has specific Entity flags (m_iEFlags) set. + * + * @param entity Entity index. + * @param flags Flags value + * @return True if the flags are set, false otherwise. + */ +stock bool Entity_HasEFlags(int entity, Entity_Flags flags) +{ + Entity_Flags currentEFlags = Entity_GetEFlags(entity); + + return currentEFlags & flags == flags; +} + +/** + * Marks the surrounding bounds of an entity as outdated. + * You normally call this when a collision setting has changed. + * + * @param entity Entity index. + */ +stock void Entity_MarkSurrBoundsDirty(int entity) +{ + Entity_AddEFlags(entity, EFL_DIRTY_SURR_COLLISION_BOUNDS); +} + +/* + * CBaseEntity::m_fFlags Functions + * Use the FL_ Defines (FL_ONGROUND, ...) or + * special entity specific flags. + * Note: The flag FL_AIMTARGET probably doesn't work as + * we have current no way of adding/removing it to the AimTarget List. + */ + +/** + * Gets the Flags of an entity. + * + * @param entity Entity Index. + * @return Entity Flags. + */ +stock int Entity_GetFlags(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_fFlags"); +} + +/** + * Sets the Flags of an entity. + * + * @param entity Entity index. + * @param flags New Flags value + */ +stock void Entity_SetFlags(int entity, int flags) +{ + SetEntProp(entity, Prop_Data, "m_fFlags", flags); +} + +/** + * Adds Flags to the entity + * + * @param entity Entity index. + * @param flags Flags to add + * @noreturn + */ +stock void Entity_AddFlags(int entity, int flags) +{ + int setFlags = Entity_GetFlags(entity); + setFlags |= flags; + Entity_SetFlags(entity, setFlags); +} + +/** + * Removes flags from the entity + * + * @param entity Entity index. + * @param flags Flags to remove + */ +stock void Entity_RemoveFlags(int entity, int flags) +{ + int setFlags = Entity_GetFlags(entity); + setFlags &= ~flags; + Entity_SetFlags(entity, setFlags); +} + +/** + * Toggles the specified flag on the entity. + * Adds the flag to the entity if it doesn't exists + * or removes it otherwise. + * + * @param entity Entity index. + * @param flags Flag to Toggle + */ +stock void Entity_ToggleFlag(int entity, int flag) +{ + int setFlag = Entity_GetFlags(entity); + setFlag ^= flag; + Entity_SetFlags(entity, setFlag); +} + +/** + * Removes all flags from the entity + * + * @param entity Entity index. + */ +stock void Entity_ClearFlags(int entity) +{ + Entity_SetFlags(entity, 0); +} + +/* edict->solid values + * NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves + * SOLID only effects OTHER entities colliding with this one when they move - UGH! + * + * Solid type basically describes how the bounding volume of the object is represented + * NOTE: These numerical values are used in the FGD by the prop code (see prop_dynamic) + * Taken from: hl2sdk-ob-valve\public\const.h + */ + +enum SolidFlags_t +{ + FSOLID_CUSTOMRAYTEST = 0x0001, // Ignore solid type + always call into the entity for ray tests + FSOLID_CUSTOMBOXTEST = 0x0002, // Ignore solid type + always call into the entity for swept box tests + FSOLID_NOT_SOLID = 0x0004, // Are we currently not solid? + FSOLID_TRIGGER = 0x0008, // This is something may be collideable but fires touch functions + // even when it's not collideable (when the FSOLID_NOT_SOLID flag is set) + FSOLID_NOT_STANDABLE = 0x0010, // You can't stand on this + FSOLID_VOLUME_CONTENTS = 0x0020, // Contains volumetric contents (like water) + FSOLID_FORCE_WORLD_ALIGNED = 0x0040, // Forces the collision rep to be world-aligned even if it's SOLID_BSP or SOLID_VPHYSICS + FSOLID_USE_TRIGGER_BOUNDS = 0x0080, // Uses a special trigger bounds separate from the normal OBB + FSOLID_ROOT_PARENT_ALIGNED = 0x0100, // Collisions are defined in root parent's local coordinate space + FSOLID_TRIGGER_TOUCH_DEBRIS = 0x0200, // This trigger will touch debris objects + + FSOLID_MAX_BITS = 10 +}; + +/** + * Gets the solid flags of the entity + * + * @param entity Entity index. + * @return Solid Flags. + */ +stock SolidFlags_t Entity_GetSolidFlags(int entity) +{ + return view_as<SolidFlags_t>(GetEntProp(entity, Prop_Data, "m_usSolidFlags", 2)); +} + +/** + * Sets the solid flags of the entity + * + * @param entity Entity index. + * @param flags Solid Flags. + */ +stock void Entity_SetSolidFlags(int entity, SolidFlags_t flags) +{ + SolidFlags_t oldFlags = Entity_GetSolidFlags(entity); + flags = flags & view_as<SolidFlags_t>(0xFFFF); + + if (oldFlags == flags) { + return; + } + + SetEntProp(entity, Prop_Data, "m_usSolidFlags", flags, 2); + + // These two flags, if changed, can produce different surrounding bounds + if ((oldFlags & (FSOLID_FORCE_WORLD_ALIGNED | FSOLID_USE_TRIGGER_BOUNDS)) != + (flags & (FSOLID_FORCE_WORLD_ALIGNED | FSOLID_USE_TRIGGER_BOUNDS))) + { + Entity_MarkSurrBoundsDirty(entity); + } +} + +/** + * Adds solid flags to the entity + * + * @param entity Entity index. + * @param flags Solid Flags. + */ +stock void Entity_AddSolidFlags(int entity, SolidFlags_t flags) +{ + SolidFlags_t newFlags = Entity_GetSolidFlags(entity); + newFlags |= flags; + Entity_SetSolidFlags(entity, newFlags); +} + +/** + * Removes solid flags from the entity. + * + * @param entity Entity index. + * @param flags Solid Flags. + */ +stock void Entity_RemoveSolidFlags(int entity, SolidFlags_t flags) +{ + SolidFlags_t newFlags = Entity_GetSolidFlags(entity); + newFlags &= ~flags; + Entity_SetSolidFlags(entity, newFlags); +} + +/** + * Removes all solid flags from the entity. + * + * @param entity Entity index. + */ +stock void Entity_ClearSolidFlags(int entity) +{ + Entity_SetSolidFlags(entity, view_as<SolidFlags_t>(0)); +} + +/** + * Checks whether certain solid flags are set on the entity. + * + * @param entity Entity index. + * @param flags Solid Flags. + * @return True if the specified flags are set, false otherwise. + */ +stock bool Entity_SolidFlagsSet(int entity, SolidFlags_t flagMask) +{ + return Entity_GetSolidFlags(entity) & flagMask == flagMask; +} + +enum SolidType_t +{ + SOLID_NONE = 0, // no solid model + SOLID_BSP = 1, // a BSP tree + SOLID_BBOX = 2, // an AABB + SOLID_OBB = 3, // an OBB (not implemented yet) + SOLID_OBB_YAW = 4, // an OBB, constrained so that it can only yaw + SOLID_CUSTOM = 5, // Always call into the entity for tests + SOLID_VPHYSICS = 6, // solid vphysics object, get vcollide from the model and collide with that + SOLID_LAST, +}; + +/** + * Gets the solidity type of the entity + * + * @param entity Entity index. + * @return Solid Type + */ +stock SolidType_t Entity_GetSolidType(int entity) +{ + return view_as<SolidType_t>(GetEntProp(entity, Prop_Data, "m_nSolidType", 1)); +} + +/** + * Sets the solidity type of the entity + * + * @param entity Entity index. + * @param Solid Type value. + */ +stock void Entity_SetSolidType(int entity, SolidType_t value) +{ + SetEntProp(entity, Prop_Send, "m_nSolidType", value, 1); + Entity_MarkSurrBoundsDirty(entity); +} + +/** + * Checks whether the entity is solid or not. + * + * @param entity Entity index. + * @return True if the entity is solid, false otherwise. + */ +stock bool Entity_IsSolid(int entity) +{ + return (Entity_GetSolidType(entity) != SOLID_NONE && + !Entity_SolidFlagsSet(entity, FSOLID_NOT_SOLID)); +} + +/** + * Retrieves the model path of a given entity. + * Returns "*num" for Brush entities. + * + * @param entity entity reference or index + * @param model buffer String for the model + * @param size max size of buffer string + * @return Number of non-null bytes written. + */ +stock int Entity_GetModel(int entity, char[] buffer, int size) +{ + return GetEntPropString(entity, Prop_Data, "m_ModelName", buffer, size); +} + +/** + * Sets the model to a given entity. + * Be sure it has been precached. + * This is an alias for SetEntityModel() + * + * @param entity Entity index + * @param model Model name + */ +stock void Entity_SetModel(int entity, const char[] model) +{ + SetEntityModel(entity, model); +} + +/** + * Gets the entity's model index, if it has one set. + * + * @param entity Entity index. + * @return The Entity's model index + */ +stock int Entity_GetModelIndex(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_nModelIndex", 2); +} + +/** + * Sets the entity's model index (must be precached) + * + * @param entity Entity index. + * @param index Model Index. + */ +stock void Entity_SetModelIndex(int entity, int index) +{ + SetEntProp(entity, Prop_Data, "m_nModelIndex", index, 2); +} + +/** +* Sets the entity's maxspeed to the given value (in units per second) +* +* @param entity Entity index +* @param maxspeed the maximum speed the entity can move +* @noreturn +*/ +stock void Entity_SetMaxSpeed(int entity, float value) +{ + SetEntPropFloat(entity, Prop_Data, "m_flMaxspeed", value); +} + +/* + * Collision groups + * Taken from hl2sdk-ob-valve/public/const.h + */ +enum Collision_Group_t +{ + COLLISION_GROUP_NONE = 0, + COLLISION_GROUP_DEBRIS, // Collides with nothing but world and static stuff + COLLISION_GROUP_DEBRIS_TRIGGER, // Same as debris, but hits triggers + COLLISION_GROUP_INTERACTIVE_DEB, // Collides with everything except other interactive debris or debris + COLLISION_GROUP_INTERACTIVE, // Collides with everything except interactive debris or debris + COLLISION_GROUP_PLAYER, + COLLISION_GROUP_BREAKABLE_GLASS, + COLLISION_GROUP_VEHICLE, + COLLISION_GROUP_PLAYER_MOVEMENT, // For HL2, same as Collision_Group_Player, for + // TF2, this filters out other players and CBaseObjects + COLLISION_GROUP_NPC, // Generic NPC group + COLLISION_GROUP_IN_VEHICLE, // for any entity inside a vehicle + COLLISION_GROUP_WEAPON, // for any weapons that need collision detection + COLLISION_GROUP_VEHICLE_CLIP, // vehicle clip brush to restrict vehicle movement + COLLISION_GROUP_PROJECTILE, // Projectiles! + COLLISION_GROUP_DOOR_BLOCKER, // Blocks entities not permitted to get near moving doors + COLLISION_GROUP_PASSABLE_DOOR, // Doors that the player shouldn't collide with + COLLISION_GROUP_DISSOLVING, // Things that are dissolving are in this group + COLLISION_GROUP_PUSHAWAY, // Nonsolid on client and server, pushaway in player code + + COLLISION_GROUP_NPC_ACTOR, // Used so NPCs in scripts ignore the player. + COLLISION_GROUP_NPC_SCRIPTED // USed for NPCs in scripts that should not collide with each other +}; + +/** + * Gets the collision group of an entity. + * + * @param entity entity index + * @return Entity collision group. + */ +stock Collision_Group_t Entity_GetCollisionGroup(int entity) +{ + return view_as<Collision_Group_t>(GetEntProp(entity, Prop_Data, "m_CollisionGroup")); +} + +/** + * Sets the collision group of an entity. + * + * @param entity entity index + * @param value the new collision group. + */ +stock void Entity_SetCollisionGroup(int entity, Collision_Group_t value) +{ + SetEntProp(entity, Prop_Data, "m_CollisionGroup", value); +} + +/** + * Functions for getting / setting the origin (position) of an entity. + * Go to http://developer.valvesoftware.com/wiki/Origin + * if you want to learn more about origins + */ + +/** + * Gets the Absolute Origin (position) of an entity. + * + * @param entity Entity index. + * @param vec 3 dimensional vector array. + */ +stock void Entity_GetAbsOrigin(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Send, "m_vecOrigin", vec); +} + +/** + * Sets the Absolute Origin (position) of an entity. + * + * @param entity Entity index. + * @param vec 3 dimensional vector array. + */ +stock void Entity_SetAbsOrigin(int entity, const float vec[3]) +{ + // We use TeleportEntity to set the origin more safely + // Todo: Replace this with a call to UTIL_SetOrigin() or CBaseEntity::SetLocalOrigin() + TeleportEntity(entity, vec, NULL_VECTOR, NULL_VECTOR); +} + +/** + * Functions for getting / setting the angles (rotation) of an entity. + * http://developer.valvesoftware.com/wiki/Angles + * if you want to learn more about angles + */ + +/** + * Gets the Angles of an entity + * + * @param entity Entity index. + * @param vec 3 dimensional vector array. + * @noreturn + */ +stock void Entity_GetAbsAngles(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Data, "m_angAbsRotation", vec); +} + +/** + * Sets the Angles of an entity + * + * @param entity Entity index. + * @param vec 3 dimensional vector array. + */ +stock void Entity_SetAbsAngles(int entity, const float vec[3]) +{ + // We use TeleportEntity to set the angles more safely + // Todo: Replace this with a call to CBaseEntity::SetLocalAngles() + TeleportEntity(entity, NULL_VECTOR, vec, NULL_VECTOR); +} + +/** + * Functions for getting / setting the velocity of an entity. + * Go to http://developer.valvesoftware.com/wiki/Velocity + * if you want to learn more about the different kind of velocities. + */ + +/** + * Gets the Local velocity of an entity. + * The local velocity is the velocity generated by the entity. + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_GetLocalVelocity(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Data, "m_vecVelocity", vec); +} + +/** + * Sets the Local velocity of an entity. + * The local velocity is the velocity generated by the entity. + * Only use this if you know what you are doing, + * the entity can overwrite this value on next frame. + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_SetLocalVelocity(int entity, const float vec[3]) +{ + SetEntPropVector(entity, Prop_Data, "m_vecVelocity", vec); +} + +/** + * Gets the Base velocity of an entity. + * The base velocity is the velocity applied + * to the entity from other sources . + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_GetBaseVelocity(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Data, "m_vecBaseVelocity", vec); +} + +/** + * Sets the Base velocity of an entity. + * The base velocity is the velocity applied + * to the entity from other sources . + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_SetBaseVelocity(int entity, const float vec[3]) +{ + SetEntPropVector(entity, Prop_Data, "m_vecBaseVelocity", vec); +} + +/** + * Gets the Absolute velocity of an entity. + * The absolute velocity is the sum of the local + * and base velocities. It's the actual value used to move. + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_GetAbsVelocity(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Data, "m_vecAbsVelocity", vec); +} + +/** + * Sets the Absolute velocity of an entity. + * The absolute velocity is the sum of the local + * and base velocities. It's the actual value used to move. + * + * @param entity Entity index. + * @param vel An 3 dim array + */ +stock void Entity_SetAbsVelocity(int entity, const float vec[3]) +{ + // We use TeleportEntity to set the velocity more safely + // Todo: Replace this with a call to CBaseEntity::SetAbsVelocity() + TeleportEntity(entity, NULL_VECTOR, NULL_VECTOR, vec); +} + +/** + * Returns true if the entity is locked. + * + * @param entity Entity index. + * @return True if locked otherwise false. + */ +stock bool Entity_IsLocked(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_bLocked", 1) != 0; +} + +/** + * Locks an entity. + * + * @param entity Entity index. + */ +stock void Entity_Lock(int entity) +{ + SetEntProp(entity, Prop_Data, "m_bLocked", 1, 1); +} +/** + * Unlocks an entity. + * + * @param entity Entity index. + */ +stock void Entity_UnLock(int entity) +{ + SetEntProp(entity, Prop_Data, "m_bLocked", 0, 1); +} + +/** + * Gets the health of an entity. + * + * @param entity entity index. + * @return current health points + */ +stock int Entity_GetHealth(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_iHealth"); +} + +/** + * Sets the health of an entity. + * + * @param entity Entity index. + * @param value Health to set (anything above 511 will overload) + * @param ignoreMax Ignore the entity's maxhealth setting. + * @param kill Kill the entity if health gets to 0. + * @return The health the entity actually got set to. + */ +stock int Entity_SetHealth(int entity, int value, bool ignoreMax=false, bool kill=true) +{ + int health = value; + + if (!ignoreMax) { + int maxHealth = Entity_GetMaxHealth(entity); + + if (health > maxHealth) { + health = maxHealth; + } + } + + if (health < 0) { + health = 0; + } + + SetEntProp(entity, Prop_Data, "m_iHealth", health); + + if (health <= 0) { + Entity_Kill(entity); + } + + return health; +} + +/** + * Add health to an entity + * + * @param entity Entity index + * @param value Health to add + * @param ignoreMax Ignore the entity's maxhealth setting. + * @param kill Kill the entity if health gets to 0. + * @return Returns the new health value set + */ +stock int Entity_AddHealth(int entity, int value, bool ignoreMax=false, bool kill=true) +{ + int health = Entity_GetHealth(entity); + + health += value; + + return Entity_SetHealth(entity, health, ignoreMax, kill); +} + +/** + * Takes health from an entity + * + * @param entity entity index + * @param value health to add + * @return returns the new health value set + */ +stock int Entity_TakeHealth(int entity, int value, bool ignoreMax=false, bool kill=true) +{ + int health = Entity_GetHealth(entity); + + health -= value; + + return Entity_SetHealth(entity, health, ignoreMax, kill); +} + +/** + * Get the max health of an entity + * + * @param entity Entity Index + * @return Max health points + */ +stock int Entity_GetMaxHealth(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_iMaxHealth"); +} + + +/** + * Set the max health of an entity. + * + * @param entity Entity index + * @param value Max health to set (anything above 511 will overload) + */ +stock void Entity_SetMaxHealth(int entity, int value) +{ + SetEntProp(entity, Prop_Data, "m_iMaxHealth", value); +} + +/** + * Returns the Float distance between an entity + * and a vector origin. + * + * @param entity Entity Index. + * @param target Vector Origin. + * @return Distance Float value. + */ +stock float Entity_GetDistanceOrigin(int entity, const float vec[3]) +{ + float entityVec[3]; + Entity_GetAbsOrigin(entity, entityVec); + + return GetVectorDistance(entityVec, vec); +} + +/** + * Returns the Float distance between two entities. + * Both entities must be valid. + * + * @param entity Entity Index. + * @param target Target Entity Index. + * @return Distance Float value. + */ +stock float Entity_GetDistance(int entity, int target) +{ + float targetVec[3]; + Entity_GetAbsOrigin(target, targetVec); + + return Entity_GetDistanceOrigin(entity, targetVec); +} + +/** + * Checks if the given 2 entitys are within a given range. + * + * @param entity Entity Index. + * @param target Target Entity Index. + * @param distance Max Float distance. + * @return True if the given entities are closer than the given distance value, false otherwise. + */ +stock bool Entity_InRange(int entity, int target, float distance) +{ + if (Entity_GetDistance(entity, target) > distance) { + return false; + } + + return true; +} + +/** + * Enables the motion of an entity. + * + * @param entity Entity index. + * @return True on success, false otherwise + */ +stock bool Entity_EnableMotion(int entity) +{ + return AcceptEntityInput(entity, "enablemotion"); +} + +/** + * Disables the motion of an entity. + * + * @param entity Entity index. + * @return True on success, false otherwise + */ +stock bool Entity_DisableMotion(int entity) +{ + return AcceptEntityInput(entity, "disablemotion"); +} + +/** + * Freezes an entity by setting the FL_FROZEN flag. + * + * @param entity Entity index. + */ +stock void Entity_Freeze(int entity) +{ + Entity_AddFlags(entity, FL_FROZEN); +} + +/** + * Unfreezes an entity by removing the FL_FROZEN flag. + * + * @param entity Entity index. + */ +stock void Entity_UnFreeze(int entity) +{ + Entity_RemoveFlags(entity, FL_FROZEN); +} + + +/** + * This function points an entity to another with the targetname + * and name. Useful for allot of entities like trigger_teleport. + * If the name is not specified it will be generated automatically. + * + * @param entity Entity index. + * @param target Target entity index. + * @param Optional: target name + */ +stock void Entity_PointAtTarget(int entity, int target, const char[] name="") +{ + char targetName[128]; + Entity_GetTargetName(entity, targetName, sizeof(targetName)); + + if (name[0] == '\0') { + + if (targetName[0] == '\0') { + // Let's generate our own name + Format( + targetName, + sizeof(targetName), + "_smlib_Entity_PointAtTarget:%d", + target + ); + } + } + else { + strcopy(targetName, sizeof(targetName), name); + } + + Entity_SetTargetName(entity, targetName); + Entity_SetName(target, targetName); +} + +/** + * This function points a point_hurt entity to another damage target entity.. + * and name. Useful for allot of entities like trigger_teleport. + * If the name is not specified it will be generated automatically. + * + * @param entity Entity index. + * @param target Target entity index. + * @param Optional: target name + */ +stock void Entity_PointHurtAtTarget(int entity, int target, const char[] name="") +{ + char targetName[128]; + Entity_GetTargetName(entity, targetName, sizeof(targetName)); + + if (name[0] == '\0') { + + if (targetName[0] == '\0') { + // Let's generate our own name + Format( + targetName, + sizeof(targetName), + "_smlib_Entity_PointHurtAtTarget:%d", + target + ); + } + } + else { + strcopy(targetName, sizeof(targetName), name); + } + + DispatchKeyValue(entity, "DamageTarget", targetName); + Entity_SetName(target, targetName); +} + +/** + * Checks if an entity is a player or not. + * No checks are done if the entity is actually valid, + * the player is connected or ingame. + * + * @param entity Entity index. + * @return True if the entity is a player, false otherwise. + */ +stock bool Entity_IsPlayer(int entity) +{ + if (entity < 1 || entity > MaxClients) { + return false; + } + + return true; +} + +/** + * Creates an entity by classname. + * + * @param className Classname String. + * @param ForceEdictIndex Edict Index to use. + * @return Entity Index or INVALID_ENT_REFERENCE if the slot is already in use. + */ +stock int Entity_Create(const char[] className, int ForceEdictIndex=-1) +{ + if (ForceEdictIndex != -1 && Entity_IsValid(ForceEdictIndex)) { + return INVALID_ENT_REFERENCE; + } + + return CreateEntityByName(className, ForceEdictIndex); +} + +/** + * Kills an entity on the next frame (delayed). + * It is safe to use with entity loops. + * If the entity is is player ForcePlayerSuicide() is called. + * + * @param kenny Entity index. + * @param killChildren When true, kennys children are killed too. + * @return True on success, false otherwise. + */ +stock bool Entity_Kill(int kenny, bool killChildren=false) +{ + if (Entity_IsPlayer(kenny)) { + // Oh My God! They Killed Kenny!! + ForcePlayerSuicide(kenny); + return true; + } + + if(killChildren){ + return AcceptEntityInput(kenny, "KillHierarchy"); + } + else { + return AcceptEntityInput(kenny, "Kill"); + } +} + +/** + * Kills all entities with the given networked classname. + * It is safe to use with entity loops. + * If the entity is is player ForcePlayerSuicide() is called. + * + * @param className Entity Network Class to search for. + * @return Number of entities killed. + */ +stock int Entity_KillAllByClassName(const char[] className) +{ + int x = 0; + + int entity = INVALID_ENT_REFERENCE; + while ((entity = FindEntityByClassname(entity, className)) != INVALID_ENT_REFERENCE) { + AcceptEntityInput(entity, "kill"); + x++; + } + + return x; +} + +/** + * Gets the owner of an entity. + * For example the owner of a weapon entity. + * + * @param entity Entity index. + * @return Ground Entity or -1 + */ +stock int Entity_GetOwner(int entity) +{ + return GetEntPropEnt(entity, Prop_Data, "m_hOwnerEntity"); +} + +/** + * Sets the owner of an entity. + * For example the owner of a weapon entity. + * + * @param entity Entity index. + */ +stock void Entity_SetOwner(int entity, int newOwner) +{ + SetEntPropEnt(entity, Prop_Send, "m_hOwnerEntity", newOwner); +} + +/** + * Get's the ground entity this entity stands on. + * + * @param entity Entity index. + * @return Ground Entity or -1 + */ +stock int Entity_GetGroundEntity(int entity) +{ + return GetEntPropEnt(entity, Prop_Data, "m_hGroundEntity"); +} + +/* + * Damage definitions + */ + +#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 + +/** + * Does damage to an entity. + * This is a powerful function that allows you to specify + * who the attacker is, the damage type and also what weapon + * should be displayed in the hud kill message. + * Note that for entities that fire another entity (RPG's, Crossbow's, + * you have to pass the bullet's class, not the weapon's class ! + * It hasn't been tested how expensive this function is, as it + * uses the entity point_hurt. + * If you need a cheaper function use Entity_RemoveHealth(). + * + * @param entity Entity index. + * @param damage Amount of damage. + * @param attacker Entity Index of the attacker. + * @param damageType Use the DMG_ definations. + * @param fakeClassName Classname to fake, you can set this if you + * want a specific weapon to be shown in the HUD kill message. + * @param customOrigin Teleport point_hurt to origin before triggering hurt + * useful for damage force calculations e.g. explosions, gun fire direction, ect. + * @return True on success, false otherwise. + */ +stock bool Entity_Hurt(int entity, int damage, int attacker=0, int damageType=DMG_GENERIC, const char[] fakeClassName="", float customOrigin[3]={0.0, 0.0, 0.0}) +{ + static int point_hurt = INVALID_ENT_REFERENCE; + + if (point_hurt == INVALID_ENT_REFERENCE || !IsValidEntity(point_hurt)) { + point_hurt = EntIndexToEntRef(Entity_Create("point_hurt")); + + if (point_hurt == INVALID_ENT_REFERENCE) { + return false; + } + + DispatchSpawn(point_hurt); + } + + AcceptEntityInput(point_hurt, "TurnOn"); + SetEntProp(point_hurt, Prop_Data, "m_nDamage", damage); + SetEntProp(point_hurt, Prop_Data, "m_bitsDamageType", damageType); + + char orignalTargetName[128]; + Entity_GetName(entity, orignalTargetName, sizeof(orignalTargetName)); + Entity_PointHurtAtTarget(point_hurt, entity); + + if (fakeClassName[0] != '\0') { + Entity_SetClassName(point_hurt, fakeClassName); + } + + TeleportEntity(point_hurt, customOrigin, NULL_VECTOR, NULL_VECTOR); + + AcceptEntityInput(point_hurt, "Hurt", attacker); + AcceptEntityInput(point_hurt, "TurnOff"); + + if (fakeClassName[0] != '\0') { + Entity_SetClassName(point_hurt, "point_hurt"); + } + + DispatchKeyValue(entity, "targetname", orignalTargetName); + return true; +} + +/* + * Gets the parent entity of an entity. + * + * @param entity Entity Index. + * @return Entity Index of the parent. + */ +stock int Entity_GetParent(int entity) +{ + return GetEntPropEnt(entity, Prop_Data, "m_pParent"); +} + +/* + * Clears the parent of an entity. + * + * @param entity Entity Index. + */ +stock void Entity_ClearParent(int entity) +{ + //SetVariantString(""); + AcceptEntityInput(entity, "ClearParent"); +} + +/* + * Sets the parent entity of an entity. + * + * @param entity Entity Index. + * @param parent Entity Index of the new parent. + */ +stock void Entity_SetParent(int entity, int parent) +{ + SetVariantString("!activator"); + AcceptEntityInput(entity, "SetParent", parent); +} + + +/* + * Callback for Change_OverTime. + * Note that every parameter is a reference and can be changed during this callback. + * You can get the elapsed time since start by multiply tick with currentCall. + * + * @param entity Entity Index. + * @param interval The current interval from the current game time to execute the next call of this function. + * @param currentCall The current call number (0 is the 1st call at 0.0 seconds, 1 the 2nd call at tick*1 seconds, ...). + * @return When true this callback will be called again at the next defined tick, otherwise it won't. + */ +typedef Entity_ChangeOverTimeCallback = function bool (int &entity, float &interval, int ¤tCall); + +/* + * Creates a timer and provides a callback to change various things about an entity over time. + * + * @param entity Entity Index. + * @param interval Interval from the current game time to execute the given function. + * @noreturn + */ +stock void Entity_ChangeOverTime(int entity, float interval=0.1, Entity_ChangeOverTimeCallback valueCallback) +{ + DataPack dataPack = CreateDataPack(); + WritePackCell(dataPack, EntIndexToEntRef(entity)); + WritePackFloat(dataPack, interval); + WritePackCell(dataPack, 0); + WritePackFunction(dataPack, valueCallback); + ResetPack(dataPack); + __smlib_Timer_ChangeOverTime(INVALID_HANDLE,dataPack); +} + +public Action __smlib_Timer_ChangeOverTime(Handle Timer, DataPack dataPack) +{ + int entity = EntRefToEntIndex(ReadPackCell(dataPack)); + if(!Entity_IsValid(entity)){ + return Plugin_Stop; + } + + float interval = ReadPackFloat(dataPack); + int currentCall = ReadPackCell(dataPack); + Function callback = ReadPackFunction(dataPack); + + any result; + Call_StartFunction(INVALID_HANDLE, callback); + Call_PushCellRef(entity); + Call_PushFloatRef(interval); + Call_PushCellRef(currentCall); + Call_Finish(result); + + if(result == false){ + return Plugin_Stop; + } + + ResetPack(dataPack,true); + WritePackCell(dataPack, EntIndexToEntRef(entity)); + WritePackFloat(dataPack, interval); + WritePackCell(dataPack, currentCall+1); + WritePackFunction(dataPack, callback); + ResetPack(dataPack); + CreateTimer(interval, __smlib_Timer_ChangeOverTime, dataPack); + return Plugin_Stop; +} + + +/** + * Gets the next child, entity is parent of. + * + * @param parent Entity Index (of Parent) + * @param start Start Index. + * @return Entity Index or -1 if no entity was found. + */ +stock int Entity_GetNextChild(int parent, int start=0) +{ + int maxEntities = GetMaxEntities(); + for (int entity=start; entity < maxEntities; entity++) { + + if (!Entity_IsValid(entity)) { + continue; + } + + if (entity > 0 && entity <= MaxClients && !IsClientConnected(entity)) { + continue; + } + + if (Entity_GetParent(entity) == parent) { + return entity; + } + } + + return INVALID_ENT_REFERENCE; +} +/** + * Gets the move/open direction of an entity (only available for func_door*, prop_door* and func_movelinear). + * Ex: if vec[2] is 1.0 a func_door moves straight up. + * + * @param entity Entity index. + * @param vec Vector. + */ +stock void Entity_GetMoveDirection(int entity, float vec[3]) +{ + GetEntPropVector(entity, Prop_Data, "m_vecMoveDir", vec); +} +/** + * Sets the move/open direction of an entity (only available for func_door*, prop_door* and func_movelinear). + * Ex: if vec[2] is 1.0 a func_door moves straight up. + * + * @param entity Entity index. + * @param vec Vector. + */ +stock void Entity_SetMoveDirection(int entity, const float vec[3]) +{ + SetEntPropVector(entity, Prop_Data, "m_vecMoveDir", vec); +} + +/** + * Returns if the entity will force close (won't be blockable by players and/or objects) or not when triggered to move. + * + * @param entity Entity index. + * @return True if the door will force close, otherwise false. + */ +stock bool Entity_GetForceClose(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_bForceClosed") != 0; +} + +/** + * Sets if the door should force close (souldn't be blockable by players and/or objects) or not when triggered to move. + * + * @param entity Entity index. + * @param forceClose If true the door will force close, otherwise it won't. + */ +stock void Entity_SetForceClose(int entity, bool forceClose) +{ + SetEntProp(entity, Prop_Data, "m_bForceClosed", forceClose); +} + +/** + * Gets the speed of a moving entity (like doors: open close speed). + * + * @param entity Entity index. + * @return Speed of the entity. + */ +stock float Entity_GetSpeed(int entity) +{ + return GetEntPropFloat(entity, Prop_Data, "m_flSpeed"); +} + +/** + * Sets how fast an entity moves (like doors: open close speed). + * + * @param entity Entity index. + * @param speed The new speed of the entity. + */ +stock void Entity_SetSpeed(int entity, float speed) +{ + SetEntPropFloat(entity, Prop_Data, "m_flSpeed", speed); +} + +/** + * Gets the damage of a moving entity when blocked (like doors when open or close and players and/or objects are between the entity and something else). + * Note: Negative values add health to the blocking entity. + * + * @param entity Entity index. + * @return Damage. + */ +stock float Entity_GetBlockDamage(int entity) +{ + return GetEntPropFloat(entity, Prop_Data, "m_flBlockDamage"); +} + +/** + * Sets the damage of a moving entity when blocked (like doors when open or close and players and/or objects are between the entity and something else). + * Note: Negative values add health to the blocking entity. + * + * @param entity Entity index. + * @param damage Damage. + */ +stock void Entity_SetBlockDamage(int entity, float damage) +{ + SetEntPropFloat(entity, Prop_Data, "m_flBlockDamage", damage); +} + +/** + * Returns if the given entity is disabled or not. + * + * @param entity Entity index. + * @return True if entity is disabled, otherwise false. + */ +stock bool Entity_IsDisabled(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_bDisabled", 1) != 0; +} + +/** + * Disables the given entity. + * + * @param entity Entity index. + * @return True if successful otherwise false. + */ +stock bool Entity_Disable(int entity) +{ + return AcceptEntityInput(entity, "Disable"); +} + +/** + * Enables the given entity. + * + * @param entity Entity index. + * @return True if successful otherwise false. + */ +stock bool Entity_Enable(int entity) +{ + return AcceptEntityInput(entity, "Enable"); +} + + +// settings for m_takedamage taken from hl2sdk-ob-valve\game\shared\shareddefs.h +#define DAMAGE_NO 0 +#define DAMAGE_EVENTS_ONLY 1 // Call damage functions, but don't modify health +#define DAMAGE_YES 2 +#define DAMAGE_AIM 3 + +/** + * Sets the mode for an entity to take damage. + * Note: This is used to give a client god mode (DAMAGE_NO). + * + * @param entity Entity index. + * @param value Mode, use DAMAGE_* defines. + */ +stock void Entity_SetTakeDamage(int entity, int value) +{ + SetEntProp(entity, Prop_Data, "m_takedamage", value, 1); +} + +/** + * Gets the mode for an entity to take damage. + * Note: When the return value is DAMAGE_NO then the client is using godmode. + * + * @param entity Entity index. + * @return Take damage mode (DAMAGE_*). + */ +stock int Entity_GetTakeDamage(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_takedamage", 1); +} + +/** + * Sets the minimum of damage required to hurt this entity. + * Example: This is used to block any damage done by projectile weapons against a gun ship in Half-Life 2. + * + * @param entity Entity index. + * @param minDamage Minimum required damage. + */ +stock void Entity_SetMinHealthDamage(int entity, int minDamage) +{ + SetEntProp(entity, Prop_Data, "m_iMinHealthDmg", minDamage); +} + +/** + * Gets the minimum of damage required to hurt this entity. + * Example: This is used to block any damage done by projectile weapons against a gun ship in Half-Life 2. + * + * @param entity Entity index. + * @return Minimum required damage. + */ +stock int Entity_GetMinHealthDamage(int entity) +{ + return GetEntProp(entity, Prop_Data, "m_iMinHealthDmg"); +} + +/** + * Gets an entity's color. + * + * @param entity Entity index + * @param color 4 dimensional array where [r,g,b,a] values are stored + * @error Invalid entity index, or lack of mod compliance. + */ +stock void Entity_GetRenderColor(int entity, int color[4]) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) { + Handle gc = LoadGameConfigFile("core.games"); + bool exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop)); + delete gc; + + if (!exists) { + strcopy(prop, sizeof(prop), "m_clrRender"); + } + + gotconfig = true; + } + + int offset = GetEntSendPropOffs(entity, prop); + + if (offset <= 0) { + ThrowError("SetEntityRenderColor not supported by this mod"); + } + + for (int i=0; i < 4; i++) { + color[i] = GetEntData(entity, offset + i, 1); + } +} + +/** + * Sets an entity's color. + * Doesn't change the value, if set to -1. + * + * @param entity Entity index + * @param r Amount of red (0-255) + * @param g Amount of green (0-255) + * @param b Amount of blue (0-255) + * @param a Amount of alpha (0-255) + * @error Invalid entity index, or lack of mod compliance. + */ +stock void Entity_SetRenderColor(int entity, int r=-1, int g=-1, int b=-1, int a=-1) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) { + Handle gc = LoadGameConfigFile("core.games"); + bool exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop)); + delete gc; + + if (!exists) { + strcopy(prop, sizeof(prop), "m_clrRender"); + } + + gotconfig = true; + } + + int offset = GetEntSendPropOffs(entity, prop); + + if (offset <= 0) { + ThrowError("SetEntityRenderColor not supported by this mod"); + } + + if(r != -1) { + SetEntData(entity, offset, r, 1, true); + } + + if(g != -1) { + SetEntData(entity, offset + 1, g, 1, true); + } + + if(b != -1) { + SetEntData(entity, offset + 2, b, 1, true); + } + + if(a != -1) { + SetEntData(entity, offset + 3, a, 1, true); + } +} + +/** + * Sends the 'addouput' command to an entity. + * + * @param entity Entity Index. + * @param input Input command. + * @param activator Entity index which initiated the sequence of actions (-1 for a NULL entity). + * @param caller Entity index from which this event is sent (-1 for a NULL entity). + * @param outputid Unknown. + * @return True if successful, otherwise false. + */ +stock bool Entity_AddOutput(int entity, const char[] input, int activator=-1, int caller=-1, int outputid=0) +{ + SetVariantString(input); + return AcceptEntityInput(entity, "addoutput", activator, caller, outputid); +} |
