395 lines
12 KiB
SourcePawn
395 lines
12 KiB
SourcePawn
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2009-2013 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*/
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#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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// this is obviously _not_ a robust check, but it will solve most conflict and is clean
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#if !defined DMG_GENERIC
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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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#endif
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#if !defined DMG_CRIT
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// TF2 crits and minicrits
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#define DMG_CRIT DMG_ACID
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#endif
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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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SDKHook_ShouldCollide,
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SDKHook_PreThinkPost,
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SDKHook_PostThinkPost,
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SDKHook_ThinkPost,
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SDKHook_EndTouchPost,
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SDKHook_GroundEntChangedPost,
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SDKHook_SpawnPost,
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SDKHook_StartTouchPost,
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SDKHook_TouchPost,
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SDKHook_VPhysicsUpdate,
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SDKHook_VPhysicsUpdatePost,
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SDKHook_WeaponCanSwitchToPost,
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SDKHook_WeaponCanUsePost,
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SDKHook_WeaponDropPost,
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SDKHook_WeaponEquipPost,
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SDKHook_WeaponSwitchPost,
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SDKHook_Use,
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SDKHook_UsePost,
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SDKHook_Reload,
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SDKHook_ReloadPost,
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SDKHook_GetMaxHealth, /**< ep2v and later */
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};
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/*
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Alphabetized for easy readability
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SDKHook_EndTouch,
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SDKHook_EndTouchPost,
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SDKHook_FireBulletsPost,
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SDKHook_GetMaxHealth, (ep2v and later)
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SDKHook_GroundEntChangedPost,
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SDKHook_OnTakeDamage,
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SDKHook_OnTakeDamagePost,
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SDKHook_PreThink,
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SDKHook_PreThinkPost,
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SDKHook_PostThink,
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SDKHook_PostThinkPost,
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SDKHook_Reload,
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SDKHook_ReloadPost,
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SDKHook_SetTransmit,
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SDKHook_ShouldCollide,
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SDKHook_Spawn,
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SDKHook_SpawnPost,
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SDKHook_StartTouch,
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SDKHook_StartTouchPost,
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SDKHook_Think,
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SDKHook_ThinkPost,
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SDKHook_Touch,
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SDKHook_TouchPost,
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SDKHook_TraceAttack,
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SDKHook_TraceAttackPost,
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SDKHook_Use,
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SDKHook_UsePost,
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SDKHook_VPhysicsUpdate,
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SDKHook_VPhysicsUpdatePost,
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SDKHook_WeaponCanSwitchTo,
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SDKHook_WeaponCanSwitchToPost,
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SDKHook_WeaponCanUse,
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SDKHook_WeaponCanUsePost,
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SDKHook_WeaponDrop,
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SDKHook_WeaponDropPost,
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SDKHook_WeaponEquip,
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SDKHook_WeaponEquipPost,
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SDKHook_WeaponSwitch,
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SDKHook_WeaponSwitchPost
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*/
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enum UseType
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{
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Use_Off,
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Use_On,
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Use_Set,
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Use_Toggle
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};
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funcenum SDKHookCB
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{
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// PreThink/Post
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// PostThink/Post
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public(client),
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// Spawn
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Action:public(entity),
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// GroundEntChanged
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// SpawnPost
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// Think/Post
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// VPhysicsUpdate/Post
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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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Action:public(entity, other),
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// EndTouchPost
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// StartTouchPost
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// TouchPost
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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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// WeaponCanSwitchToPost
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// WeaponCanUsePost
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// WeaponDropPost
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// WeaponEquipPost
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// WeaponSwitchPost
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public(client, weapon),
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// GetMaxHealth (ep2v and later)
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Action:public(entity, &maxhealth),
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// OnTakeDamage
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// Note: The weapon parameter is not used by all games and damage sources.
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// Note: Force application is dependent on game and damage type(s)
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// SDKHooks 1.0+
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
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// SDKHooks 2.0+
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]),
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// SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
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// DON'T attempt to access 'damagecustom' var if feature status != available
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon,
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Float:damageForce[3], Float:damagePosition[3], damagecustom),
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// OnTakeDamagePost
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public(victim, attacker, inflictor, Float:damage, damagetype),
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public(victim, attacker, inflictor, Float:damage, damagetype, weapon, const Float:damageForce[3], const Float:damagePosition[3]),
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// FireBulletsPost
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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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// ShouldCollide
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bool:public(entity, collisiongroup, contentsmask, bool:originalResult),
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// Use
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Action:public(entity, activator, caller, UseType:type, Float:value),
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// UsePost
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public(entity, activator, caller, UseType:type, Float:value),
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// Reload
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Action:public(weapon),
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// Reload post
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public(weapon, bool:bSuccessful)
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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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* @note Not supported on ep2v.
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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 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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* @return bool Hook Successful
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*/
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native bool:SDKHookEx(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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/**
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* @brief Applies damage to an entity
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*
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* @note Force application is dependent on game and damage type(s)
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*
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* @param entity Entity index taking damage
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* @param inflictor Inflictor entity index
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* @param attacker Attacker entity index
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* @param damage Amount of damage
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* @param damageType Bitfield of damage types
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* @param weapon Weapon index (orangebox and later) or -1 for unspecified
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* @param damageForce Velocity of damage force
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* @param damagePosition Origin of damage
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* @noreturn
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*/
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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);
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/**
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* @brief Forces a client to drop the specified weapon
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*
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* @param client Client index.
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* @param weapon Weapon entity index.
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* @param vecTarget Location to toss weapon to, or NULL_VECTOR for default.
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* @param vecVelocity Velocity at which to toss weapon, or NULL_VECTOR for default.
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* @noreturn
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* @error Invalid client or weapon entity, weapon not owned by client.
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*/
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native SDKHooks_DropWeapon(client, weapon, const Float:vecTarget[3]=NULL_VECTOR, const Float:vecVelocity[3]=NULL_VECTOR);
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/**
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* Do not edit below this line!
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*/
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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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