Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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#if defined _reapi_included #endinput #endif #define _reapi_included #if AMXX_VERSION_NUM >= 175 #pragma reqlib reapi #if !defined AMXMODX_NOAUTOLOAD #pragma loadlib reapi #endif #else #pragma library reapi #endif enum hooks_tables_e { ht_engine, ht_gamedll, ht_animating, ht_player, ht_gamerules, ht_rechecker, ht_grenade, ht_weaponbox }; enum members_tables_e { mt_gamerules, mt_base, mt_animating, mt_basemonster, mt_player, mt_entvars, mt_playermove, mt_movevars, mt_usercmd, mt_pmtrace, mt_csplayer, mt_baseitem, mt_baseweapon, mt_weaponbox, mt_armoury, mt_grenade, mt_p228, mt_scout, mt_hegrenade, mt_xm1014, mt_c4, mt_mac10, mt_aug, mt_smokegrenade, mt_elite, mt_fiveseven, mt_ump45, mt_sg550, mt_galil, mt_famas, mt_usp, mt_glock18, mt_awp, mt_mp5n, mt_m249, mt_m3, mt_m4a1, mt_tmp, mt_g3sg1, mt_deagle, mt_sg552, mt_ak47, mt_knife, mt_p90, mt_shield, mt_rebuystruct, mt_mapinfo, mt_csplayerweapon }; // Is like FNullEnt #define is_nullent(%0) (%0 == 0 || is_entity(%0) == false) #define MAX_REGION_RANGE 1024 #define BEGIN_FUNC_REGION(%0) (any:MAX_REGION_RANGE * hooks_tables_e:ht_%0) #define BEGIN_MEMBER_REGION(%0) (any:MAX_REGION_RANGE * members_tables_e:mt_%0) #include#include #include // @note: only for ReHLDS #include // @note: only for gamedll Counter-Strike (ReGameDLL_CS) // addons #include #include #include /** * Hookchain return types */ enum { HC_CONTINUE = 0, // Plugin didn't take any action HC_SUPERCEDE, // Skip real function, use my return value HC_BREAK // Skip all forwards and real function, use my return value // @note Warning: Be very careful, using this type of return will skip calls for all following AMXX plugins }; /** * Hookchain argument types */ enum AType { ATYPE_INTEGER = 0, ATYPE_FLOAT, ATYPE_STRING, ATYPE_CLASSPTR, ATYPE_EDICT }; enum HookChain { INVALID_HOOKCHAIN = 0 }; /* * Hook API function that are available into enum. * Look at the enums for parameter lists. * * @param function The function to hook * @param callback The forward to call * @param post Whether or not to forward this in post * * @return Returns a hook handle. Use EnableHookChain/DisableHookChain to toggle the forward on or off */ native HookChain:RegisterHookChain({EngineFunc, GamedllFunc, GamedllFunc_CBaseAnimating, GamedllFunc_CBasePlayer, GamedllFunc_CSGameRules, GamedllFunc_CGrenade, GamedllFunc_CWeaponBox, ReCheckerFunc}:function_id, const callback[], post = 0); /* * Stops a hook from triggering. * Use the return value from RegisterHookChain as the parameter here! * * @param hook The hook to stop * */ native bool:DisableHookChain(HookChain:hook); /* * Starts a hook back up. * Use the return value from RegisterHookChain as the parameter here! * * @param hook The hook to re-enable * * @return Returns true if the function is successfully executed, otherwise false */ native bool:EnableHookChain(HookChain:hook); /* * Sets the return value of a hookchain. * * @param type To specify the ATYPE_* parameter, look at the enum AType * @param value The value to set the return to * */ native SetHookChainReturn(AType:type, any:...); /* * Gets the return value of the current hookchain. * This has no effect in pre hookchain. * * @param type To specify the ATYPE_* parameter, look at the enum AType * @param [maxlen] Max length of string (optional) * * @return If an integer or boolean or one byte or float, array or everything else is passed via 1st argument and more */ native any:GetHookChainReturn(AType:type, any:...); /* * Set hookchain argument. * This has no effect in post hookchain. * * @param number Number of argument * @param value New value * @param [maxlen] Max length of string (optional) * * @return Returns true if the function is successfully executed, otherwise false */ native SetHookChainArg(number, AType:type, any:...); /* * Compares the entity to a specified classname. * @note This native also checks the validity of an entity. * * @return true/false */ native bool:FClassnameIs(const entityIndex, const className[]); /* * To get WeaponIdType from grenade entity * * @param entity Grenade entity * * @return return enum's of WeaponIdType */ native WeaponIdType:GetGrenadeType(const entityIndex); /* * Sets the view entity on a client. * This allows pfnSetView able to hooks. * * @param index Client index * @param viewEntity Entity index * */ native engset_view(const index, const const viewEntity); /* * Gets the return index of the current view entity on a client. * * @param index Client index * */ native get_viewent(const index); /* * Check if the entity is valid. * * @return true/false */ native bool:is_entity(const entityIndex); /* * Check if ReHLDS is available. * * @return true/false */ native bool:is_rehlds(); /* * Check if ReGameDLL is available. * * @return true/false */ native bool:is_regamedll(); /* * Check if Reunion is available. * * @return true/false * */ native bool:has_reunion(); /* * Check if VTC is available. * * @return true/false */ native bool:has_vtc(); /* * Check if Rechecker is available. * * @return true/false */ native bool:has_rechecker(); /* * This is the callback from the module that gives major/minor versions for verifying compatibility for ReAPI versions. * If an AMXX plugin gets a failure, then you do need to upgrade to the latest version of the ReAPI module or update the files included for AMXX plugins. * Do not modify this! */ public __reapi_version_check(const majorVersion, const minorVersion) { if (majorVersion != REAPI_VERSION_MAJOR) { new temp[512]; formatex(temp, sizeof temp - 1, "[ReAPI]: Api major version mismatch; expected %d, real %d", REAPI_VERSION_MAJOR, majorVersion); set_fail_state(temp); return; } if (minorVersion < REAPI_VERSION_MINOR) { new temp[512]; formatex(temp, sizeof temp - 1, "[ReAPI]: Api minor version mismatch; expected at least %d, real %d", REAPI_VERSION_MINOR, minorVersion); set_fail_state(temp); return; } }
Pobierz plik reapi.inc