Added test plugin for dumping damage information.
This commit is contained in:
parent
58a1d6dcdf
commit
2c68af4d84
345
env/include/sdkhooks-2.2.inc
vendored
Normal file
345
env/include/sdkhooks-2.2.inc
vendored
Normal file
|
@ -0,0 +1,345 @@
|
|||
#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
|
||||
};
|
||||
|
||||
/*
|
||||
Alphabetized for easy readability
|
||||
|
||||
SDKHook_EndTouch,
|
||||
SDKHook_EndTouchPost,
|
||||
|
||||
SDKHook_FireBulletsPost,
|
||||
|
||||
SDKHook_GroundEntChangedPost,
|
||||
|
||||
SDKHook_OnTakeDamage,
|
||||
SDKHook_OnTakeDamagePost,
|
||||
|
||||
SDKHook_PreThink,
|
||||
SDKHook_PreThinkPost,
|
||||
|
||||
SDKHook_PostThink,
|
||||
SDKHook_PostThinkPost,
|
||||
|
||||
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),
|
||||
|
||||
// GroundEntChanged
|
||||
// Spawn/Post
|
||||
// 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),
|
||||
|
||||
// OnTakeDamage
|
||||
// Note: Force application is dependent on game and damage type(s)
|
||||
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
|
||||
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]),
|
||||
|
||||
// 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)
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* @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
|
||||
*
|
||||
* @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
|
||||
};
|
||||
|
||||
#if !defined REQUIRE_EXTENSIONS
|
||||
public __ext_sdkhooks_SetNTVOptional()
|
||||
{
|
||||
MarkNativeAsOptional("SDKHook");
|
||||
MarkNativeAsOptional("SDKHookEx");
|
||||
MarkNativeAsOptional("SDKUnhook");
|
||||
MarkNativeAsOptional("SDKHooks_TakeDamage");
|
||||
MarkNativeAsOptional("SDKHooks_DropWeapon");
|
||||
}
|
||||
#endif
|
164
src/testsuite/zr/damageinfo.sp
Normal file
164
src/testsuite/zr/damageinfo.sp
Normal file
|
@ -0,0 +1,164 @@
|
|||
/*
|
||||
* ============================================================================
|
||||
*
|
||||
* Zombie:Reloaded
|
||||
*
|
||||
* File: damageinfo.sp
|
||||
* Type: Test plugin
|
||||
* Description: Dumps damage information.
|
||||
*
|
||||
* Copyright (C) 2009-2012 Greyscale, Richard Helgeby
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* 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/>.
|
||||
*
|
||||
* ============================================================================
|
||||
*/
|
||||
|
||||
#pragma semicolon 1
|
||||
#include <sourcemod>
|
||||
#include <sdkhooks-2.2>
|
||||
|
||||
public Plugin:myinfo =
|
||||
{
|
||||
name = "Damage information",
|
||||
author = "Greyscale | Richard Helgeby",
|
||||
description = "Dumps damage information.",
|
||||
version = "1.0.0",
|
||||
url = "http://code.google.com/p/zombiereloaded/"
|
||||
};
|
||||
|
||||
new Handle:hBlockOnTakeDamage;
|
||||
new Handle:hBlockTraceAttack;
|
||||
|
||||
public OnPluginStart()
|
||||
{
|
||||
hBlockOnTakeDamage = CreateConVar("zrtest_blockontakedamage", "0", "Block OnTakeDamage.");
|
||||
hBlockTraceAttack = CreateConVar("zrtest_blocktraceattack", "0", "Block TraceAttack.");
|
||||
|
||||
if (!HookEventEx("player_hurt", Event_PlayerHurt))
|
||||
{
|
||||
LogError("Failed to hook event player_hurt.");
|
||||
}
|
||||
}
|
||||
|
||||
public OnClientPutInServer(client)
|
||||
{
|
||||
SDKHook(client, SDKHook_TraceAttack, TraceAttack);
|
||||
SDKHook(client, SDKHook_OnTakeDamage, OnTakeDamage);
|
||||
}
|
||||
|
||||
public OnClientDisconnect(client)
|
||||
{
|
||||
SDKUnhook(client, SDKHook_TraceAttack, TraceAttack);
|
||||
SDKUnhook(client, SDKHook_OnTakeDamage, OnTakeDamage);
|
||||
}
|
||||
|
||||
public Action:Event_PlayerHurt(Handle:event, const String:name[], bool:dontBroadcast)
|
||||
{
|
||||
new victim = GetClientOfUserId(GetEventInt(event, "userid"));
|
||||
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
|
||||
new hitgroup = GetEventInt(event, "hitgroup");
|
||||
new damage = GetEventInt(event, "dmg_health");
|
||||
new damageArmor = GetEventInt(event, "dmg_armor");
|
||||
decl String:weapon[64];
|
||||
weapon[0] = 0;
|
||||
GetEventString(event, "weapon", weapon, sizeof(weapon));
|
||||
|
||||
decl String:msg[128];
|
||||
msg[0] = 0;
|
||||
|
||||
Format(msg, sizeof(msg), "victim:%d | attacker:%d | hitgroup:%d | dmg:%d | dmg armor:%d | weapon:%s", victim, attacker, hitgroup, damage, damageArmor, weapon);
|
||||
|
||||
PrintToChat(victim, "Receive hurt event -- %s", msg);
|
||||
PrintToConsole(victim, "Receive hurt event -- %s", msg);
|
||||
|
||||
if (attacker > 0 && attacker < MaxClients)
|
||||
{
|
||||
PrintToChat(attacker, "Send hurt event -- %s", msg);
|
||||
PrintToConsole(attacker, "Send hurt event -- %s", msg);
|
||||
}
|
||||
}
|
||||
|
||||
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3])
|
||||
{
|
||||
/*
|
||||
Here we can control whether bullets or other damage that hits the
|
||||
victim's body should be allowed.
|
||||
|
||||
If TraceAttack is blocked, bullets will go through the body and the
|
||||
attacker can't deal any damage to the victim.
|
||||
|
||||
By blocking OnTakeDamage we can use this to allow players to actually
|
||||
hit a player without giving damage to him. This can be used as a simple
|
||||
trace, for example healing the victim instead of damaging him.
|
||||
*/
|
||||
|
||||
decl String:msg[128];
|
||||
msg[0] = 0;
|
||||
|
||||
Format(msg, sizeof(msg), "victim:%d | attacker:%d | inflictor:%d | dmg:%0.2f | dmg type:%d | weapon ent:%d | force:%0.2f | dmg pos:%0.2f", victim, attacker, inflictor, damage, damagetype, weapon, damageForce, damagePosition);
|
||||
|
||||
PrintToChat(victim, "Damage taken -- %s", msg);
|
||||
PrintToConsole(victim, "Damage taken -- %s", msg);
|
||||
|
||||
if (attacker > 0 && attacker < MaxClients)
|
||||
{
|
||||
PrintToChat(attacker, "Damage given -- %s", msg);
|
||||
PrintToConsole(attacker, "Damage given -- %s", msg);
|
||||
}
|
||||
|
||||
if (GetConVarBool(hBlockOnTakeDamage))
|
||||
{
|
||||
return Plugin_Handled;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Plugin_Continue;
|
||||
}
|
||||
}
|
||||
|
||||
public Action:TraceAttack(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup)
|
||||
{
|
||||
/*
|
||||
Here we can control whether bullets or other damage is allowed to hit
|
||||
the player's body.
|
||||
|
||||
If blocked, bullets will go through the body.
|
||||
|
||||
OnTakeDamage decides whether damage is actually allowed.
|
||||
*/
|
||||
|
||||
decl String:msg[128];
|
||||
msg[0] = 0;
|
||||
|
||||
Format(msg, sizeof(msg), "victim:%d | attacker:%d | inflictor:%d | dmg:%0.2f | dmg type:%d | ammo type:%d | hitbox:%d | hitgroup: %d", victim, attacker, inflictor, damage, damagetype, ammotype, hitbox, hitgroup);
|
||||
|
||||
PrintToChat(victim, "Receive attack -- %s", msg);
|
||||
PrintToConsole(victim, "Receive attack -- %s", msg);
|
||||
|
||||
if (attacker > 0 && attacker < MaxClients)
|
||||
{
|
||||
PrintToChat(attacker, "Attacking -- %s", msg);
|
||||
PrintToConsole(attacker, "Attacking -- %s", msg);
|
||||
}
|
||||
|
||||
if (GetConVarBool(hBlockTraceAttack))
|
||||
{
|
||||
return Plugin_Handled;
|
||||
}
|
||||
else
|
||||
{
|
||||
return Plugin_Continue;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user