Use bitfields instead of char arrays, make natives more useful for blocking TriggerMoved and SolidMoved.
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@ -8,23 +8,17 @@ forward void OnPrePlayerThinkFunctions();
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forward void OnPostPlayerThinkFunctions();
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forward void OnRunThinkFunctionsPost(bool simulating);
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// -1 = Ignore, normal operation.
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// 0 = Block ALL SV_TriggerMoved.
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// >0 = Entity index for which to allow EnumElement to be called.
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// REMEMBER TO CALL THIS AGAIN WITH -1 AFTER USING IT !!!
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native void FilterTriggerMoved(int entity);
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// Block TriggerMoved from being called at all for an entity by setting the bit to 1.
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native void BlockTriggerMoved(int map[2048 / 32], bool set);
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// -1 = Ignore, normal operation.
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// 0 = Block ALL SV_SolidMoved.
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// >0 = Entity index for which to allow SV_SolidMoved to be called.
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// REMEMBER TO CALL THIS AGAIN WITH -1 AFTER USING IT !!!
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native void BlockSolidMoved(int entity);
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// Block SolidMoved from being called at all for an entity by setting the bit to 1.
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native void BlockSolidMoved(int map[2048 / 32], bool set);
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// Block clients SolidMoved from touching an entity by setting it to 1 in the clients map.
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native void FilterClientEntityMap(char map[MAXPLAYERS + 1][2048], bool set);
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// Block clients SolidMoved from touching an entity by setting the bit to 1 in the clients map.
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native void FilterClientEntityMap(int map[((MAXPLAYERS + 1) * 2048) / 32], bool set);
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// Block triggers TriggerMoved from touching any client by setting it to 1 for the entity index.
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native void FilterTriggerTouchPlayers(char map[2048], bool set);
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// Block triggers TriggerMoved from touching any client by setting the bit to 1 for the entity index.
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native void FilterTriggerTouchPlayers(int map[2048 / 32], bool set);
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// Map entities to client entity in FireBullets/SwingOrStab ShouldHitEntity.
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// Aka. shoot and knife through physboxes that are parented to teammates (white knight, gandalf, horse, etc.)
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