168 lines
5.2 KiB
SourcePawn
168 lines
5.2 KiB
SourcePawn
#if defined _sdkhooks_included
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#endinput
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#endif
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#define _sdkhooks_included
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
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// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
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// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
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#define DMG_BULLET (1 << 1) // shot
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#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
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#define DMG_BURN (1 << 3) // heat burned
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#define DMG_VEHICLE (1 << 4) // hit by a vehicle
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#define DMG_FALL (1 << 5) // fell too far
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#define DMG_BLAST (1 << 6) // explosive blast damage
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#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1 << 8) // electric shock
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#define DMG_SONIC (1 << 9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
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#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
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#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
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#define DMG_DROWN (1 << 14) // Drowning
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#define DMG_PARALYZE (1 << 15) // slows affected creature down
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#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
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#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
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#define DMG_RADIATION (1 << 18) // radiation exposure
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#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
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#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1 << 21) // in an oven
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#define DMG_REMOVENORAGDOLL (1 << 22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
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// use this to kill an entity that you've already got a server-side ragdoll for
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#define DMG_PHYSGUN (1 << 23) // Hit by manipulator. Usually doesn't do any damage.
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#define DMG_PLASMA (1 << 24) // Shot by Cremator
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#define DMG_AIRBOAT (1 << 25) // Hit by the airboat's gun
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#define DMG_DISSOLVE (1 << 26) // Dissolving!
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#define DMG_BLAST_SURFACE (1 << 27) // A blast on the surface of water that cannot harm things underwater
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#define DMG_DIRECT (1 << 28)
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#define DMG_BUCKSHOT (1 << 29) // not quite a bullet. Little, rounder, different.
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enum SDKHookType
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{
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SDKHook_EndTouch,
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SDKHook_FireBulletsPost,
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SDKHook_OnTakeDamage,
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SDKHook_OnTakeDamagePost,
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SDKHook_PreThink,
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SDKHook_PostThink,
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SDKHook_SetTransmit,
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SDKHook_Spawn,
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SDKHook_StartTouch,
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SDKHook_Think,
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SDKHook_Touch,
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SDKHook_TraceAttack,
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SDKHook_TraceAttackPost,
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SDKHook_WeaponCanSwitchTo,
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SDKHook_WeaponCanUse,
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SDKHook_WeaponDrop,
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SDKHook_WeaponEquip,
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SDKHook_WeaponSwitch
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}
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funcenum SDKHookCB
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{
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// PreThink
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// PostThink
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public(client),
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// Spawn
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// Think
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public(entity),
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// EndTouch
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// StartTouch
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// Touch
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public(entity, other),
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// SetTransmit
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Action:public(entity, client),
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// WeaponCanSwitchTo
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// WeaponCanUse
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// WeaponDrop
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// WeaponEquip
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// WeaponSwitch
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Action:public(client, weapon),
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// OnTakeDamage
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
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// OnTakeDamagePost
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public(victim, attacker, inflictor, Float:damage, damagetype),
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// FireBullets
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public(client, shots, const String:weaponname[]),
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// TraceAttack
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup),
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// TraceAttackPost
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public(victim, attacker, inflictor, Float:damage, damagetype, ammotype, hitbox, hitgroup)
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}
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/**
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* @brief When an entity is created
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*
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* @param entity Entity index
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* @param classname Class name
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* @noreturn
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*/
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forward OnEntityCreated(entity, const String:classname[]);
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/**
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* @brief When an entity is destroyed
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*
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* @param entity Entity index
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* @noreturn
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*/
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forward OnEntityDestroyed(entity);
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/**
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* @brief When the game description is retrieved
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*
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* @param gameDesc Game description
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* @noreturn
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*/
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forward Action:OnGetGameDescription(String:gameDesc[64]);
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/**
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* @brief When the level is initialized
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*
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* @param mapName Name of the map
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* @param mapEntities Entities of the map
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* @noreturn
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*/
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forward Action:OnLevelInit(const String:mapName[], String:mapEntities[2097152]);
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/**
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* @brief Hooks an entity
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*
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* @param entity Entity index
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* @param type Type of function to hook
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* @param callback Function to call when hook is called
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* @noreturn
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*/
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native SDKHook(entity, SDKHookType:type, SDKHookCB:callback);
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/**
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* @brief Unhooks an entity
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*
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* @param entity Entity index
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* @param type Type of function to unhook
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* @param callback Callback function to unhook
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* @noreturn
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*/
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native SDKUnhook(entity, SDKHookType:type, SDKHookCB:callback);
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/** Do Not Edit Below This Line **/
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public Extension:__ext_sdkhooks =
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{
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name = "sdkhooks",
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file = "sdkhooks.ext",
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#if defined AUTOLOAD_EXTENSIONS
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autoload = 1,
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#else
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autoload = 0,
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#endif
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#if defined REQUIRE_EXTENSIONS
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required = 1,
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#else
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required = 0,
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#endif
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};
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