Описание:
Расширение, необходимое для работы некоторых плагинов. Загрузка: Версия 0.0.0.3 только для CSS v 34 Версии 0.0.1.x только для Orangebox игр Natives: Natives [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] /**
* @brief enums
*/
enum ClientHookType
{
CHK_TraceAttack = 0, // deprecated, use CHK_TakeDamage
CHK_ProcessUsercmds,
CHK_PreThink,
CHK_PostThink,
CHK_TakeDamage,
CHK_Other
};
enum EntityHookType
{
EHK_Touch = 0,
EHK_VPhysicsUpdate,
EHK_Other
};
funcenum Hooks
{
/**** clients ****/
// TraceAttack hook (pre) (client)
Action:public(client, attacker, inflictor, Float:Damage, &Float:damageMultiplier),
// ProcessUsercmds hook (pre) (client)
Action:public(client, &buttons, &impulse),
// PreThink hook (pre) (client)
// PostThink hook (pre) (client)
Action:public(client),
// TakeDamage hook (pre) (client)
Action:public(client, attacker, inflictor, Float:Damage, &Float:damageMultiplier, damagetype),
// VPhysicsUpdate hook
Action:public(entity),
/**** entities ****/
Action:public(entity, other)
};
/**
* @brief Called whenever an entity is created (currently only entities with an edict index)
* Using GetEdictClasName and similar functions can cause the server to crash.
* For most applications, you should use dhOnEntitySpawned instead.
*
* @param edict Index of the edict.
* @return Pl_Continue
*/
forward ResultType:dhOnEntityCreated(edict);
/**
* @brief Called whenever an entity is spawned (currently only entities with an edict index)
*
* @param edict Index of the edict.
* @return Pl_Continue
*/
forward ResultType:dhOnEntitySpawned(edict);
/**
* @brief Called whenever an entity is deleted (currently only entities with an edict index)
*
* @param edict Index of the edict.
* @return Pl_Continue
*/
forward ResultType:dhOnEntityDeleted(edict);
/**
* @brief Add hook to all clients (players) [for example: TraceAttack]
*
* @param type type of hook.
* @param func function name to send the hook to.
* @return none
*/
native dhAddClientHook(ClientHookType:type, Hooks:func);
/**
* @brief Add hook to specified entity (for example: Touch hook)
* (entities will automatically be unhooked by the extension
* when they are deleted)
*
* @param entity entity to hook
* @param type type of hook.
* @param func function name to send the hook to.
* @return none
*/
native dhHookEntity(entity, EntityHookType:type, Hooks:func);
/**
* @brief Removes a hook from a specified entity (for example: Touch hook)
* (entities will automatically be unhooked by the extension
* when they are deleted)
*
* @param entity entity to unhook
* @param type type of hook.
* @return none
*/
native dhUnHookEntity(entity, EntityHookType:type);
/**
* @brief applies damage to a player or entity
*
* @param entity entity to damage
* @param attacker player/entity attacking
* @param inflictor player/entity doing damage (generally same as attacker unless attacker uses an object/projectile)
* @param damage damage to apply
* @param damagetype type of damage (DMG_BULLET, DMG_FALL, etc.)
* @return false if entity/attacker/inflictor are invalid
* true otherwise
*/
native dhTakeDamage(entity, attacker, inflictor, Float:damage, damagetype);
/**
* @brief Game defines
*/
/* buttons */
#define IN_ATTACK (1 << 0)
#define IN_JUMP (1 << 1)
#define IN_DUCK (1 << 2)
#define IN_FORWARD (1 << 3)
#define IN_BACK (1 << 4)
#define IN_USE (1 << 5)
#define IN_CANCEL (1 << 6)
#define IN_LEFT (1 << 7)
#define IN_RIGHT (1 << 8)
#define IN_MOVELEFT (1 << 9)
#define IN_MOVERIGHT (1 << 10)
#define IN_ATTACK2 (1 << 11)
#define IN_RUN (1 << 12)
#define IN_RELOAD (1 << 13)
#define IN_ALT1 (1 << 14)
#define IN_ALT2 (1 << 15)
#define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
#define IN_SPEED (1 << 17) // Player is holding the speed key
#define IN_WALK (1 << 18) // Player holding walk key
#define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
#define IN_WEAPON1 (1 << 20) // weapon defines these bits
#define IN_WEAPON2 (1 << 21) // weapon defines these bits
#define IN_BULLRUSH (1 << 22)
#define IN_GRENADE1 (1 << 23) // grenade 1
#define IN_GRENADE2 (1 << 24) // grenade 2
/* damage */
// NOTE: TF2 seems to redefine some of the middle flags
// for example, a crit attack passes DMG_ACID.
// Adding DMG_ACID will not make an attack critical though. :(
#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. Оригинал Источник
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