/sourcemod/scripting/include/sdkhooks.inc
https://bitbucket.org/ksanderson/sdkhooks · Pascal · 373 lines · 180 code · 41 blank · 152 comment · 4 complexity · a068d295aa1b1f883772863fe2ade205 MD5 · raw file
- #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,
- SDKHook_Reload,
- SDKHook_ReloadPost,
- SDKHook_GetMaxHealth, // ep2v and later
- };
- /*
- Alphabetized for easy readability
-
- SDKHook_EndTouch,
- SDKHook_EndTouchPost,
-
- SDKHook_FireBulletsPost,
-
- SDKHook_GetMaxHealth, (ep2v and later)
-
- SDKHook_GroundEntChangedPost,
-
- SDKHook_OnTakeDamage,
- SDKHook_OnTakeDamagePost,
-
- SDKHook_PreThink,
- SDKHook_PreThinkPost,
-
- SDKHook_PostThink,
- SDKHook_PostThinkPost,
-
- SDKHook_Reload,
- SDKHook_ReloadPost,
-
- 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),
-
- // Spawn
- Action:public(entity),
-
- // GroundEntChanged
- // SpawnPost
- // 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),
-
- // GetMaxHealth (ep2v and later)
- Action:public(entity, &maxhealth),
-
- // OnTakeDamage
- // Note: Force application is dependent on game and damage type(s)
- // SDKHooks 1.0+
- Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
- // SDKHooks 2.0+
- Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]),
- // SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
- // DON'T attempt to access 'damagecustom' var if feature status != available
- Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon,
- Float:damageForce[3], Float:damagePosition[3], damagecustom),
-
- // 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),
-
- // Reload
- Action:public(weapon),
-
- // Reload post
- public(weapon, bool:bSuccessful)
- };
- /**
- * @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
- *
- * @note Not supported on ep2v.
- *
- * @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