Engine

Материал из HLDM Wiki
Версия от 14:42, 14 июня 2013; Nikita (обсуждение | вклад)
(разн.) ← Предыдущая | Текущая версия (разн.) | Следующая → (разн.)
Перейти к навигации Перейти к поиску

Содержание

engine.inc

register_impulse

Registers a client impulse to a function. Function is passed the ID of the user.

native register_impulse(impulse, const function[]);

register_touch

Registers a touch action to a function by classnames. Use * to specify any classname.

native register_touch(const Touched[], const Toucher[], const function[]);

register_think

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.

precache_event

Precaches an event.

native precache_event(type, const Name[], any:...);

set_speak

Set a user's speak

native set_speak(iIndex, iSpeakFlags);

get_speak

Get a user's speak

native get_speak(iIndex);

drop_to_floor

Drops an entity to the floor (work?)

native drop_to_floor(entity);

get_info_keybuffer

Get whole buffer containing keys and their data.

native get_info_keybuffer(id, buffer[], length);

force_use

Use an entity with another entity. "entUsed" could be a hostage, "entUser" a player.

native force_use(entUsed, entUser);

get_global_float

native Float:get_global_float(variable);

get_global_int

native get_global_int(variable);

get_global_string

native get_global_string(variable, string[], maxlen);

get_global_vector

native get_global_vector(variable, Float:vector[3]);

get_global_edict

native get_global_edict(variable);

entity_set_size

Set entity bounds.

native entity_set_size(index, const Float:mins[3], const Float:maxs[3]);

get_decal_index

Get decal index

native get_decal_index(const szDecalName[]);

entity_range

Returns the distance between two entities.

native Float:entity_range(ida,idb);

entity_get_int

Get things in an entities Entvars Struct.

native entity_get_int(iIndex, iKey);

entity_set_int

Set things in an entities Entvars Struct. native entity_set_int(iIndex, iKey, iVal);

entity_get_float

Get things in an entities Entvars Struct.

native Float:entity_get_float(iIndex, iKey);

entity_set_float

native entity_set_float(iIndex, iKey, Float:iVal);

entity_get_vector

Set things in an entities Entvars Struct.

native entity_get_vector(iIndex, iKey, Float:vRetVector[3]);

entity_set_vector

Set things in an entities Entvars Struct.

native entity_set_vector(iIndex, iKey, const Float:vNewVector[3]);

entity_get_edict

Get things in an entities Entvars Struct.

native entity_get_edict(iIndex, iKey);

entity_set_edict

Get things in an entities Entvars Struct.

native entity_set_edict(iIndex, iKey, iNewIndex);

entity_get_string

Get things in an entities Entvars Struct.

native entity_get_string(iIndex, iKey, szReturn[], iRetLen);

entity_set_string

Set things in an entities Entvars Struct.

native entity_set_string(iIndex, iKey, const szNewVal[]);

entity_get_byte

Get things in an entities Entvars Struct.

native entity_get_byte(iIndex, iKey);

entity_set_byte

Set things in an entities Entvars Struct.

native entity_set_byte(iIndex, iKey, iVal);

create_entity

Creates an entity, will return the index of the created entity. ClassName must be valid.

native create_entity(const szClassname[]);

find_ent_by_class

Finds an entity in the world, will return 0 if nothing is found

native find_ent_by_class(iIndex, const szClass[]);

find_ent_by_owner

native find_ent_by_owner(iIndex, const szClass[], iOwner, iJghgType=0);

find_ent_by_target

native find_ent_by_target(iIndex, const szClass[]);

find_ent_by_tname

native find_ent_by_tname(iIndex, const szClass[]);

find_ent_by_model

native find_ent_by_model(iIndex, const szClass[], const szModel[]);

find_ent_in_sphere

native find_ent_in_sphere(start_from_ent, const Float:origin[3], Float:radius);

call_think

this will CBaseEntity::Think() or something from the entity

native call_think(entity);

message_fbegin

Message functions, read message.inc (the same but more faster than fakemeta)

native message_fbegin(dest, msg_type, Float:origin[3]={0.0,0.0,0.0},player=0);

emessage_fbegin

native emessage_fbegin(dest, msg_type, Float:origin[3]={0.0,0.0,0.0}, player=0);

ewrite_fcoord

Message functions, read message.inc (the same but more faster than fakemeta)

native ewrite_fcoord(Float:coord);

write_fcoord

native write_fcoord(Float:coord);

write_fangle

native write_fangle(Float:angle);

ewrite_fangle

native ewrite_fangle(Float:angle);

is_valid_ent

Is entity valid?

native is_valid_ent(iIndex);

entity_set_origin

Proper origin setting, keeps updated with Half-Life engine.

native entity_set_origin(iIndex, const Float:fNewOrigin[3]);

entity_set_model

Sets the model of an Entity.

native entity_set_model(iIndex, const szModel[]);

remove_entity

Remove an entity from the world.

native remove_entity(iIndex);

entity_count

Return current number of entities in the map

native entity_count();

fake_touch

Simulate two entities colliding/touching.

native fake_touch(entTouched, entToucher);

get_keyvalue

native get_keyvalue(entity, const szKey[], value[], maxLength);

copy_keyvalue

native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);

DispatchSpawn

Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue.

native DispatchSpawn(iIndex);

radius_damage

Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage.

native radius_damage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);

point_contents

Will return the contents of a point (inside map? in sky? outside map? etc.).

native point_contents(const Float:fCheckAt[3]);

trace_line

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.

native trace_line(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]);

trace_hull

Traces a hull.

native trace_hull(const Float:origin[3],hull,ignoredent=0,ignoremonsters=0);

trace_normal

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]);

get_grenade_id

Gets the ID of a grenade.

native get_grenade_id(id, model[], len, grenadeid = 0);

halflife_time

Gets gpGlobals->time from Half-Life

native Float:halflife_time();

set_lights

Sets map lighting, #OFF to disable.

native set_lights(const Lighting[]);

attach_view

Sets Player's View to entity iTargetIndex.

native attach_view(iIndex, iTargetIndex);

set_view

Sets Player's View Mode.

native set_view(iIndex, ViewType);

playback_event

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);

get_usercmd

Gets parameters sent from CmdStart. Note that you will receive modified values if any other plugin have changed them.

native get_usercmd(type,any:...);

set_usercmd

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:...);

eng_get_string

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);

pfn_touch

Called when 2 entities touch. ptr - touched entity, ptd - toucher entity.

forward pfn_touch(ptr, ptd);

server_frame

Called once every server frame. May cause lag.

forward server_frame();

client_kill

Called when a client types kill in console.

forward client_kill(id);

client_PreThink

Forward for PreThink() on a player.

forward client_PreThink(id);

client_PostThink

Forward for PostThink() on a player.

forward client_PostThink(id);

client_impulse

Forward for impulses.

forward client_impulse(id, impulse);

pfn_think

Called when an entity "thinks" (DispatchThink)

forward pfn_think(entid);

pfn_playbackevent

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);

pfn_keyvalue

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);

pfn_spawn

Called when an entity is spawned

forward pfn_spawn(entid);

find_sphere_class

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});

is_in_viewcone

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);

is_visible

SDK function - checks if an entity is visible to an entity

native is_visible(entity, target);

is_borderplane_visible

Function checks 4 points on a plane made on an entity based on its bounding box (it is like 4 trace lines made to 4 different points calculated by the bounding box!). Returns 1 if one point from the borderplane is visible.

native is_borderplane_visible(Float:startorigin[3], Float:endorigin[3], Float:mins[3], Float:maxs[3], ignore = DONT_IGNORE_MONSTERS, ignore_ent = 0, Float:mulconst = 1.0);
startorigin Start point (this is the point where the trace starts!)
endorigin End origin, from this origin the plane will be created in right,left,up and down
mins and maxs Are the bounding box of the target entity, use customs if you like
ignore Ignore property (see trace line tutorial)
ignore_ent Ignore entity
mulconst This is a multiplication constant, normally the plane has the size of the cube that surronds the entity. If this constant for example 0.5 then the plane is 1/2 times smaller

is_visible_origin

The same as is_visible but checks origin not an entity

native is_visible_origin(entity, Float:origin[3]);

in_front

Returns 1 if origin is in front of the entity, 0 if not

native in_front(entity, const Float:origin[3]);

trace_texture

The same as fakemeta trace texture but works better, it is more efficient, and it also does not crash the server. Return 1 when we have a valid texture, 0 when not.

native trace_texture(entity, Float:v1[3], Float:v2[3], texture[], len);

trace_forward

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);


engine_stock.inc