sm-zombiereloaded-3/env/include/sdkhooks.inc

210 lines
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SourcePawn

#if defined _sdkhooks_included
#endinput
#endif
#define _sdkhooks_included
#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.
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
};
/*
Alphabetized for easy readability
SDKHook_EndTouch
SDKHook_FireBulletsPost
SDKHook_OnTakeDamage
SDKHook_OnTakeDamagePost
SDKHook_PreThink
SDKHook_PreThinkPost
SDKHook_PostThink
SDKHook_PostThinkPost
SDKHook_SetTransmit
SDKHook_ShouldCollide
SDKHook_Spawn
SDKHook_StartTouch
SDKHook_Think
SDKHook_ThinkPost
SDKHook_Touch
SDKHook_TraceAttack
SDKHook_TraceAttackPost
SDKHook_WeaponCanSwitchTo
SDKHook_WeaponCanUse
SDKHook_WeaponDrop
SDKHook_WeaponEquip
SDKHook_WeaponSwitch
*/
funcenum SDKHookCB
{
// PreThink/Post
// PostThink/Post
public(client),
// Spawn
// Think/Post
public(entity),
// EndTouch
// StartTouch
// Touch
public(entity, other),
// SetTransmit
Action:public(entity, client),
// WeaponCanSwitchTo
// WeaponCanUse
// WeaponDrop
// WeaponEquip
// WeaponSwitch
Action:public(client, weapon),
// OnTakeDamage
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
// OnTakeDamagePost
public(victim, attacker, inflictor, Float:damage, damagetype),
// FireBullets
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
Action:public(entity, &collisiongroup, &contentsmask, &bool:result)
};
/**
* @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);
/** 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
};