/** * 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 . * * 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 . */ #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 #define DMG_CRIT DMG_ACID /**< TF2 crits and minicrits */ #endif #if !defined DMG_RADIUS_MAX #define DMG_RADIUS_MAX DMG_ENERGYBEAM /**< No damage falloff */ #endif #if !defined DMG_NOCLOSEDISTANCEMOD #define DMG_NOCLOSEDISTANCEMOD DMG_POISON /**< Don't do damage falloff too close */ #endif #if !defined DMG_HALF_FALLOFF #define DMG_HALF_FALLOFF DMG_RADIATION /**< 50% damage falloff */ #endif #if !defined DMG_USEDISTANCEMOD #define DMG_USEDISTANCEMOD DMG_SLOWBURN /**< Do damage falloff */ #endif #if !defined DMG_IGNITE #define DMG_IGNITE DMG_PLASMA /**< Ignite victim */ #endif #if !defined DMG_USE_HITLOCATIONS #define DMG_USE_HITLOCATIONS DMG_AIRBOAT /**< Do hit location damage (Like the sniperrifle and ambassador) */ #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); }; /** * When an entity is created * * @param entity Entity index * @param classname Class name */ forward void OnEntityCreated(int entity, const char[] classname); /** * When an entity is spawned * * @param entity Entity index * @param classname Class name */ forward void OnEntitySpawned(int entity, const char[] classname); /** * When an entity is destroyed * * @param entity Entity index */ forward void OnEntityDestroyed(int entity); /** * 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]); /** * 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]); /** * 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); /** * Hooks an entity * * @param entity Entity index * @param type Type of function to hook * @param callback Function to call when hook is called * @return Hook Successful */ native bool SDKHookEx(int entity, SDKHookType type, SDKHookCB callback); /** * 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); /** * 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); /** * 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 };