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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/* Engine functions * * by the AMX Mod X Development Team * thanks to Vexd and mahnsawce * * This file is provided as is (no warranties). */ #if defined _engine_included #endinput #endif #define _engine_included #include#if AMXX_VERSION_NUM >= 175 #pragma reqlib engine #if !defined AMXMODX_NOAUTOLOAD #pragma loadlib engine #endif #else #pragma library engine #endif native traceresult(type,any:...); /* Registers a client impulse to a function. Function is passed the ID of the user. */ native register_impulse(impulse, const function[]); /* Registers a touch action to a function by classnames. Use * to specify any classname. */ native register_touch(const Touched[], const Toucher[], const function[]); /* Registers a think action to a function by classname. */ native register_think(const Classname[], const function[]); /* NOTE: In old engine versions, this was not the case. Values are now WINDOWS values. * You must pass with the windows offset (e.g. if 230 on windows, pass 230 no matter what) * The module will automatically add +5 for Linux. */ /* Precaches an event. */ native precache_event(type, const Name[], any:...); /* set/get a user's speak flags */ native set_speak(iIndex, iSpeakFlags); native get_speak(iIndex); /* Drops an entity to the floor (work?) */ native drop_to_floor(entity); /* Get whole buffer containing keys and their data. */ native get_info_keybuffer(id, buffer[], length); /* Use an entity with another entity. "entUsed" could be a hostage, "entUser" a player. */ native force_use(entUsed, entUser); /* Get globals from server. */ native Float:get_global_float(variable); native get_global_int(variable); native get_global_string(variable, string[], maxlen); native get_global_vector(variable, Float:vector[3]); native get_global_edict(variable); /* Set entity bounds. */ native entity_set_size(index, const Float:mins[3], const Float:maxs[3]); /* Get decal index */ native get_decal_index(const szDecalName[]); /* Returns the distance between two entities. */ native Float:entity_range(ida,idb); /* Sets/gets things in an entities Entvars Struct. */ native entity_get_int(iIndex, iKey); native entity_set_int(iIndex, iKey, iVal); native Float:entity_get_float(iIndex, iKey); native entity_set_float(iIndex, iKey, Float:iVal); native entity_get_vector(iIndex, iKey, Float:vRetVector[3]); native entity_set_vector(iIndex, iKey, const Float:vNewVector[3]); native entity_get_edict(iIndex, iKey); native entity_set_edict(iIndex, iKey, iNewIndex); native entity_get_string(iIndex, iKey, szReturn[], iRetLen); native entity_set_string(iIndex, iKey, const szNewVal[]); native entity_get_byte(iIndex, iKey); native entity_set_byte(iIndex, iKey, iVal); /* Creates an entity, will return the index of the created entity. ClassName must be valid. */ native create_entity(const szClassname[]); /* Finds an entity in the world, will return 0 if nothing is found */ native find_ent_by_class(iIndex, const szClass[]); //optionally you can set a jghg2 type // 1: target, 2:targetname, 0:classname (default) native find_ent_by_owner(iIndex, const szClass[], iOwner, iJghgType=0); native find_ent_by_target(iIndex, const szClass[]); native find_ent_by_tname(iIndex, const szClass[]); native find_ent_by_model(iIndex, const szClass[], const szModel[]); native find_ent_in_sphere(start_from_ent, const Float:origin[3], Float:radius); //this will CBaseEntity::Think() or something from the entity native call_think(entity); /* Is entity valid? */ native is_valid_ent(iIndex); /* Proper origin setting, keeps updated with Half-Life engine. */ native entity_set_origin(iIndex, const Float:fNewOrigin[3]); /* Sets the model of an Entity. */ native entity_set_model(iIndex, const szModel[]); /* Remove an entity from the world. */ native remove_entity(iIndex); /* Return current number of entities in the map */ native entity_count(); /* Simulate two entities colliding/touching. */ native fake_touch(entTouched, entToucher); /* 2 formats. Format: DispatchKeyValue("KeyName","Value") - sets keyvalues for the entity specified in the keyvalue() forward. Format: DispatchKeyValue(index,"KeyName","Value") - Sets keyvalue for entity not specified in keyvalue() forward. */ #if !defined AMXMOD_BCOMPAT native DispatchKeyValue(...); #endif native get_keyvalue(entity, const szKey[], value[], maxLength); native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec); /* Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue. */ native DispatchSpawn(iIndex); /* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */ #if !defined AMXMOD_BCOMPAT native radius_damage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier); #endif /* Will return the contents of a point (inside map? in sky? outside map? etc.). */ native point_contents(const Float:fCheckAt[3]); /* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3] * and an entity index if an entity is hit. */ #if !defined AMXMOD_BCOMPAT native trace_line(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]); #endif /* Traces a hull. */ native trace_hull(const Float:origin[3],hull,ignoredent=0,ignoremonsters=0); /* Traces a line, and returns the normal to the plane hit in vReturn. * Returns 0 if theres no normal. */ native trace_normal(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]); /* Gets the ID of a grenade. */ native get_grenade_id(id, model[], len, grenadeid = 0); /* Gets gpGlobals->time from Half-Life */ native Float:halflife_time(); /* Sets map lighting, #OFF to disable. */ native set_lights(const Lighting[]); /* Sets Player's View to entity iTargetIndex. */ native attach_view(iIndex, iTargetIndex); /* Sets Player's View Mode. * rpgrocket.mdl must be precached in order for this function to work */ native set_view(iIndex, ViewType); /* Direct copy of PLAYBACK_EVENT_FULL from Metamod/HLSDK. If you don't know how that works, you probably shouldn't be using it. */ native playback_event(flags,invoker,eventindex,Float:delay,const Float:origin[3],const Float:angles[3],Float:fparam1,Float:fparam2,iparam1,iparam2,bparam1,bparam2); /* Gets parameters sent from CmdStart. Note that you will receive modified values if any other plugin have changed them. */ native get_usercmd(type,any:...); /* Sets the parameters sent from CmdStart. Note that your changes will be seen by any other plugin doing get_usercmd() */ native set_usercmd(type,any:...); /* Converts a string offset into a real string. Some of the forwards in fakemeta uses string offsets. (FM_CreateNamedEntity) */ native eng_get_string(_string, _returnString[], _len); /* FORWARDS **********/ /* Called when 2 entities touch. * ptr - touched entity * ptd - toucher entity */ forward pfn_touch(ptr, ptd); /* Called once every server frame. May cause lag. */ forward server_frame(); /* Called when a client types kill in console. */ forward client_kill(id); /* Forward for PreThink()/PostThink() on a player. */ forward client_PreThink(id); forward client_PostThink(id); /* Forward for impulses. */ forward client_impulse(id, impulse); /* Called when an entity "thinks" (DispatchThink) */ forward pfn_think(entid); /* Called when an event is played */ forward pfn_playbackevent(flags, entid, eventid, Float:delay, Float:Origin[3], Float:Angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2); /* Called when an entity gets a keyvalue set on it from the engine (ie: map load) Use copy_keyvalue to get the keyvalue information */ forward pfn_keyvalue(entid); /* Called when an entity is spawned */ forward pfn_spawn(entid); //from jghg2 /* As above, but returns number of ents stored in entlist. Use to find a specific type of entity classname (specify in _lookforclassname) around a * certain entity specified in aroundent. All matching ents are stored in entlist. Specify max amount of entities to find in maxents. * If aroundent is 0 its origin is not used, but origin in 6th parameter. Ie, do not specify 6th parameter (origin) if you specified an entity * in aroundent. */ native find_sphere_class(aroundent, const _lookforclassname[], Float:radius, entlist[], maxents, const Float:origin[3] = {0.0, 0.0, 0.0}); /* SDK function - checks if an origin is in an entity's view cone * Set use3d to 1 to do the calculation in 3D. Otherwise it will be in 2D. */ native is_in_viewcone(entity, const Float:origin[3], use3d = 0); //SDK function - checks if an entity is visible to an entity native is_visible(entity, target); //Added at twistedeuphoria's request, see funcwiki for details native trace_forward(const Float:start[3], const Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh); #include
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