346 lines
9.4 KiB
SourcePawn
346 lines
9.4 KiB
SourcePawn
#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
|