sm-zombiereloaded-3/env/include/sdkhooks.inc

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/**
* 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 */
SDKHook_Blocked,
SDKHook_BlockedPost,
SDKHook_OnTakeDamageAlive,
SDKHook_OnTakeDamageAlivePost,
SDKHook_CanBeAutobalanced,
};
/*
Alphabetized for easy readability
SDKHook_Blocked,
SDKHook_BlockedPost,
SDKHook_CanBeAutobalanced,
SDKHook_EndTouch,
SDKHook_EndTouchPost,
SDKHook_FireBulletsPost,
SDKHook_GetMaxHealth, (ep2v and later)
SDKHook_GroundEntChangedPost,
SDKHook_OnTakeDamage,
SDKHook_OnTakeDamagePost,
SDKHook_OnTakeDamageAlive,
SDKHook_OnTakeDamageAlivePost,
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
};
typeset SDKHookCB
{
// PreThink/Post
// PostThink/Post
function void (int client);
// Spawn
function Action (int entity);
// GroundEntChanged
// SpawnPost
// Think/Post
// VPhysicsUpdate/Post
function void (int entity);
// EndTouch
// StartTouch
// Touch
// Blocked
function Action (int entity, int other);
// EndTouchPost
// StartTouchPost
// TouchPost
function void (int entity, int other);
// SetTransmit
function Action (int entity, int client);
// WeaponCanSwitchTo
// WeaponCanUse
// WeaponDrop
// WeaponEquip
// WeaponSwitch
function Action (int client, int weapon);
// WeaponCanSwitchToPost
// WeaponCanUsePost
// WeaponDropPost
// WeaponEquipPost
// WeaponSwitchPost
function void (int client, int weapon);
// GetMaxHealth (ep2v and later)
function Action (int entity, int &maxhealth);
// OnTakeDamage
// OnTakeDamageAlive
// 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+
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
// SDKHooks 2.0+
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &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
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
float damageForce[3], float damagePosition[3], int damagecustom);
// OnTakeDamagePost
// OnTakeDamageAlivePost
function void (int victim, int attacker, int inflictor, float damage, int damagetype);
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
const float damageForce[3], const float damagePosition[3], int damagecustom);
// FireBulletsPost
function void (int client, int shots, const char[] weaponname);
// TraceAttack
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &ammotype, int hitbox, int hitgroup);
// TraceAttackPost
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup);
// ShouldCollide
function bool (int entity, int collisiongroup, int contentsmask, bool originalResult);
// Use
function Action (int entity, int activator, int caller, UseType type, float value);
// UsePost
function void (int entity, int activator, int caller, UseType type, float value);
// Reload
function Action (int weapon);
// Reload post
function void (int weapon, bool bSuccessful);
// CanBeAutobalanced
function bool (int client, bool origRet);
};
/**
* @brief When an entity is created
*
* @param entity Entity index
* @param classname Class name
*/
forward void OnEntityCreated(int entity, const char[] classname);
/**
* @brief When an entity is destroyed
*
* @param entity Entity index
*/
forward void OnEntityDestroyed(int entity);
/**
* @brief When the game description is retrieved
*
* @note Not supported on ep2v.
*
* @param gameDesc Game description
* @return Plugin_Changed if gameDesc has been edited, else no change.
*/
forward Action OnGetGameDescription(char gameDesc[64]);
/**
* @brief When the level is initialized
*
* @param mapName Name of the map
* @param mapEntities Entities of the map
* @return Plugin_Changed if mapEntities has been edited, else no change.
*/
forward Action OnLevelInit(const char[] mapName, char 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
*/
native void SDKHook(int 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(int 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
*/
native void SDKUnhook(int 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
*/
native void SDKHooks_TakeDamage(int entity, int inflictor, int attacker,
float damage, int damageType=DMG_GENERIC, int 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.
* @error Invalid client or weapon entity, weapon not owned by client.
*/
native void SDKHooks_DropWeapon(int client, int 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
};