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reapi_gamedll_const.inc
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#if defined _reapi_gamedll_const_included
#endinput
#endif
#define _reapi_gamedll_const_included
/**
* Returns true if round has ended by expired time
*
* @note Use this for hookchain RG_RoundEnd with the parameter ScenarioEventEndRound:event
*/
#define IsRoundExpireEvent(%0) (((1 << _:(%0) + _:ScenarioEventEndRound:0) & ((1 << _:ROUND_TARGET_SAVED) | (1 << _:ROUND_HOSTAGE_NOT_RESCUED) | (1 << _:ROUND_TERRORISTS_NOT_ESCAPED) | (1 << _:ROUND_VIP_NOT_ESCAPED) | (1 << _:ROUND_GAME_OVER))) != 0)
/**
* suppress warning: 200 on amxmodx 1.8.2
*/
#if AMXX_VERSION_NUM < 183
#define RG_CBaseAnimating_ResetSequenceInfo RG_CBaseAnimating_ResetSequence
#define RG_CBasePlayer_Observer_IsValidTarget RG_CBasePlayer_Observer_IsValid
#define RG_CSGameRules_FShouldSwitchWeapon RG_CSGameRules_ShouldSwitchWpn
#define RG_CSGameRules_GetNextBestWeapon RG_CSGameRules_GetNextBestWpn
#define RG_CSGameRules_FlPlayerFallDamage RG_CSGameRules_PlayerFallDmg
#define RG_CSGameRules_FPlayerCanTakeDamage RG_CSGameRules_PlayerCanTakeDmg
#define RG_CSGameRules_FPlayerCanRespawn RG_CSGameRules_PlayerCanRespawn
#define RG_CSGameRules_GetPlayerSpawnSpot RG_CSGameRules_PlayerSpawnSpot
#define RG_CSGameRules_ClientUserInfoChanged RG_CSGameRules_UserInfoChanged
#define RG_CSGameRules_CanHavePlayerItem RG_CSGameRules_CanPlayerItem
#define RG_CSGameRules_DeadPlayerWeapons RG_CSGameRules_DeadPlayerWpn
#define RG_CSGameRules_CheckMapConditions RG_CSGameRules_CheckMapCond
#define RG_CSGameRules_CheckWinConditions RG_CSGameRules_CheckWinCond
#define RG_CSGameRules_CanPlayerHearPlayer RG_CSGameRules_CanPlrHearPlr
#define RG_CBasePlayer_SetClientUserInfoModel RG_CBasePlayer_SetUserInfoModel
#define RG_CBasePlayer_SetClientUserInfoName RG_CBasePlayer_SetUserInfoName
#define m_Shield_hEntToIgnoreTouchesFrom m_Shield_EntToIgnoreTouchesFrom
#define RG_CBasePlayer_RemoveSpawnProtection RG_CBasePlayer_RemoveProtection
#define RG_CBasePlayer_SetSpawnProtection RG_CBasePlayer_SetProtection
#define RG_CBasePlayerWeapon_DefaultDeploy RG_CBaseWeapon_DefDeploy
#define RG_CBasePlayerWeapon_DefaultReload RG_CBaseWeapon_DefReload
#define RG_CBasePlayerWeapon_DefaultShotgunReload RG_CBaseWeapon_DefShotgunReload
#define RG_CBasePlayer_Observer_SetMode RG_CBasePlayer_Observer_SetMod
#define RG_CBasePlayer_Observer_FindNextPlayer RG_CBasePlayer_Observer_FindNxt
#endif
/**
* enum UnifiedSignals
*/
enum UnifiedSignals
{
US_Signal,
US_State
};
/**
* enum AccountSet
*/
enum AccountSet
{
AS_SET, // Setts the value of the account
AS_ADD // Adds a value to the account
};
/**
* Weapon info types for use with rg_set_weapon_info/rg_get_weapon_info()
*/
enum WpnInfo
{
/*
* Description: -
* Return type: enum WeaponIdType
* Get params: rg_get_weapon_info(const weapon_name[], WI_ID);
* Set params: -
*/
WI_ID,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_COST);
* Set params: rg_set_weapon_info(const weapon_id, WI_COST, const value);
*/
WI_COST,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_CLIP_COST);
* Set params: rg_set_weapon_info(const weapon_id, WI_CLIP_COST, const value);
*/
WI_CLIP_COST,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_BUY_CLIP_SIZE);
* Set params: rg_set_weapon_info(const weapon_id, WI_BUY_CLIP_SIZE, const value);
*/
WI_BUY_CLIP_SIZE,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_GUN_CLIP_SIZE);
* Set params: rg_set_weapon_info(const weapon_id, WI_GUN_CLIP_SIZE, const value);
*/
WI_GUN_CLIP_SIZE,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_MAX_ROUNDS);
* Set params: rg_set_weapon_info(const weapon_id, WI_MAX_ROUNDS, const value);
*/
WI_MAX_ROUNDS,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_AMMO_TYPE);
* Set params: rg_set_weapon_info(const weapon_id, WI_AMMO_TYPE, const value);
*/
WI_AMMO_TYPE,
/*
* Description: -
* Return type: -
* Get params: rg_get_weapon_info(const weapon_id, WI_AMMO_NAME, const output[], maxlenght);
* Set params: -
*/
WI_AMMO_NAME,
/*
* Description: -
* Return type: -
* Get params: rg_get_weapon_info(const weapon_id, WI_NAME, const output[], maxlenght);
* Set params: -
*/
WI_NAME,
/*
* Description: -
* Return type: enum InventorySlotType
* Get params: rg_get_weapon_info(const weapon_id, WI_SLOT);
* Set params: rg_set_weapon_info(const weapon_id, WI_SLOT, const value);
*/
WI_SLOT
};
/**
* Item's info types for use with rg_set_[global_]iteminfo/rg_get_[global_]iteminfo()
*/
enum ItemInfo
{
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iSlot);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iSlot, const value);
*/
ItemInfo_iSlot,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iPosition);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iPosition, const value);
*/
ItemInfo_iPosition,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszAmmo1, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszAmmo1, const value[]);
*/
ItemInfo_pszAmmo1,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxAmmo1);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxAmmo1, const value);
*/
ItemInfo_iMaxAmmo1,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszAmmo2, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszAmmo2, const value[]);
*/
ItemInfo_pszAmmo2,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxAmmo2);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxAmmo2, const value);
*/
ItemInfo_iMaxAmmo2,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszName, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszName, const value[]);
*/
ItemInfo_pszName,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxClip);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxClip, const value);
*/
ItemInfo_iMaxClip,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iId);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iId, const value);
*/
ItemInfo_iId,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iFlags);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iFlags, const value);
*/
ItemInfo_iFlags,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iWeight);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iWeight, const value);
*/
ItemInfo_iWeight
};
/**
* Use with rg_give_item
*/
enum GiveType
{
GT_APPEND, // Just give item
GT_REPLACE, // Give the item and remove all other weapons from the slot
GT_DROP_AND_REPLACE // Give the item and drop all other weapons from the slot
};
/**
* MenuChooseTeam
*/
enum MenuChooseTeam
{
MenuChoose_T = 1,
MenuChoose_CT,
MenuChoose_VIP,
MenuChoose_AutoSelect = 5,
MenuChoose_Spec,
};
/**
* VGUIMenu
*/
enum VGUIMenu
{
VGUI_Menu_Team = 2,
VGUI_Menu_MapBriefing = 4,
VGUI_Menu_Class_T = 26,
VGUI_Menu_Class_CT,
VGUI_Menu_Buy,
VGUI_Menu_Buy_Pistol,
VGUI_Menu_Buy_ShotGun,
VGUI_Menu_Buy_Rifle,
VGUI_Menu_Buy_SubMachineGun,
VGUI_Menu_Buy_MachineGun,
VGUI_Menu_Buy_Item,
};
/**
* GamedllFunc
*/
enum GamedllFunc
{
/*
* Description: -
* Return type: int
* Params: (const pObserver)
*/
RG_GetForceCamera = BEGIN_FUNC_REGION(gamedll),
/*
* Description: -
* Params: (const index, const inflictor, const attacker, const Float:fadeTime, const Float:fadeHold, const alpha, Float:color[3])
*/
RG_PlayerBlind,
/*
* Description: -
* Params: (const index, inflictor, attacker, Float:vecSrc[3], Float:vecSpot[3], tracehandle)
*/
RG_RadiusFlash_TraceLine,
/*
* Description: -
* Params: (WinStatus:status, ScenarioEventEndRound:event, Float:tmDelay)
*/
RG_RoundEnd,
/*
* Description: -
* Params: (const playerIndex)
*/
RG_PM_Move,
/*
* Description: -
* Params: (const playerIndex)
*/
RG_PM_AirMove,
/*
* Description: -
* Params: (const index, const slot)
*/
RG_HandleMenu_ChooseAppearance,
/*
* Description: -
* Params: (const index, const MenuChooseTeam:slot)
*/
RG_HandleMenu_ChooseTeam,
/*
* Description: -
* Params: (const index, const bitsSlots, const iDisplayTime, const iNeedMore, pszText[])
*/
RG_ShowMenu,
/*
* Description: -
* Params: (const index, VGUIMenu:menuType, const bitsSlots, szOldMenu[])
*/
RG_ShowVGUIMenu,
/*
* Description: The player buys ammo.
* Return type: bool
* Params: (const index, const weapon_entity, const bool:blinkMoney)
*/
RG_BuyGunAmmo,
/*
* Description: -
* Return type: CBaseEntity * (Entity index of weapon)
* Params: (const index, const WeaponIdType:weaponID)
*/
RG_BuyWeaponByWeaponID,
/*
* Description: Called when a player throws the hegrenade.
* Return type: CGrenade * (Entity index of hegrenade)
* Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time, const team, const usEvent)
*/
RG_ThrowHeGrenade,
/*
* Description: Called when a player throws the flashbang.
* Return type: CGrenade * (Entity index of flashbang)
* Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time)
*/
RG_ThrowFlashbang,
/*
* Description: Called when a player throws the smokegrenade.
* Return type: CGrenade * (Entity index of smokegrenade)
* Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time, const usEvent)
*/
RG_ThrowSmokeGrenade,
/*
* Description: Called when a player plant's the bomb on the ground.
* Return type: CGrenade * (Entity index of bomb)
* Params: (const index, Float:vecStart[3], Float:vecVelocity[3])
*/
RG_PlantBomb,
/*
* Description: Called when a player hit to entity.
* Return type: bool
* Params: (Float:vecSrc[3], Float:vecEnd[3], index, entity)
*/
RG_IsPenetrableEntity,
/*
* Description: -
* Return type: CGib * (Entity index of gib)
* Params: (pevVictim)
*/
RG_SpawnHeadGib,
/*
* Description: -
* Params: (pevVictim, cGibs, human)
*/
RG_SpawnRandomGibs,
/*
* Description: Called when a player drops a weapon (usually manual drop or death)
* Return type: CWeaponBox * (Entity index of weaponbox)
* Params: (const weaponent, const owner, modelName[], Float:origin[3], Float:angles[3], Float:velocity[3], Float:lifeTime, bool:packAmmo)
*/
RG_CreateWeaponBox,
/*
* Description: Called when a player is on a ladder.
* Params: (const pLadder, const playerIndex)
*/
RG_PM_LadderMove,
/*
* Description: Called on every frame after a player jumps on water for a short period of time
* Params: (const playerIndex)
*/
RG_PM_WaterJump,
/*
* Description: Called when a player jumps on water for the first time
* Params: (const playerIndex)
*/
RG_PM_CheckWaterJump,
/*
* Description: Called on every frame while player presses jump button
* Params: (const playerIndex)
*/
RG_PM_Jump,
/*
* Description: Called on every frame to check player ducking
* Params: (const playerIndex)
*/
RG_PM_Duck,
/*
* Description: Called whenever player tries to unduck
* Params: (const playerIndex)
*/
RG_PM_UnDuck,
/*
* Description: Called whenever player emits an step sound
* Params: (step, Float:fvol, const playerIndex)
*/
RG_PM_PlayStepSound,
/*
* Description: Called whenever player is on air (not touching floor)
* Params: (Float:wishdir[3], Float:wishspeed, Float:accel, const playerIndex)
*/
RG_PM_AirAccelerate,
/*
* Description: Called when game clears multidamage data (before TraceAttack)
* Params: ()
*/
RG_ClearMultiDamage,
/*
* Description: Called inside TraceAttack to store entity damage to multidamage data
* Params: (const pevInflictor, const pEntity, Float:flDamage, bitsDamageType)
*/
RG_AddMultiDamage,
/*
* Description: Called after game finished a bullet tracing for applying damage cached on multidamage data
* Params: (const pevInflictor, const pevAttacker)
*/
RG_ApplyMultiDamage,
/*
* Description: Called when player buys an item from buy menu (Nightvision, Kevlar, etc.)
* Params: (const pPlayer, iSlot)
*/
RG_BuyItem,
};
/**
* GamedllFunc CBaseAnimating
*/
enum GamedllFunc_CBaseAnimating
{
/*
* Description: -
* Params: (const this)
*/
RG_CBaseAnimating_ResetSequenceInfo = BEGIN_FUNC_REGION(animating)
};
/**
* GamedllFunc CGrenade
*/
enum GamedllFunc_CGrenade
{
/*
* Description: Called when a player goes to start defuse the bomb.
* Params: (const this, const player)
*/
RG_CGrenade_DefuseBombStart = BEGIN_FUNC_REGION(grenade),
/*
* Description: Called when a player has ended to defuses the bomb or when the previous defuser has taken off or been killed.
* Params: (const this, const player, bool:bDefused)
*/
RG_CGrenade_DefuseBombEnd,
/*
* Description: Called when a hegrenade detonates.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeHeGrenade,
/*
* Description: Called when a flashbang detonates.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeFlashbang,
/*
* Description: Called when a smokegrenade detonates.
* Params: (const this)
*/
RG_CGrenade_ExplodeSmokeGrenade,
/*
* Description: Called when a C4 goes to explodes.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeBomb,
};
/**
* GamedllFunc CWeaponBox
*/
enum GamedllFunc_CWeaponBox
{
/*
* Description: Called when a player dies to pack up the appropriate weapons and ammo items, and creates a weaponbox that falls to floor with sets specify the model or when a player drop the item.
* Params: (const this, const szModelName[])
*/
RG_CWeaponBox_SetModel = BEGIN_FUNC_REGION(weaponbox),
};
/**
* GamedllFunc CBasePlayer
*/
enum GamedllFunc_CBasePlayer
{
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Spawn = BEGIN_FUNC_REGION(player),
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Precache,
/*
* Description: -
* Return type: int
* Params: (const this)
*/
RG_CBasePlayer_ObjectCaps,
/*
* Description: -
* Return type: int
* Params: (const this)
*/
RG_CBasePlayer_Classify,
/*
* Description: -
* Params: (const this, pevAttacker, Float:flDamage, Float:vecDir[3], tracehandle, bitsDamageType)
*/
RG_CBasePlayer_TraceAttack,
/*
* Description: -
* Return type: int
* Params: (const this, pevInflictor, pevAttacker, Float:flDamage, bitsDamageType)
*/
RG_CBasePlayer_TakeDamage,
/*
* Description: -
* Params: (const this, Float:flHealth, bitsDamageType)
*/
RG_CBasePlayer_TakeHealth,
/*
* Description: -
* Params: (const this, pevAttacker, iGib)
*/
RG_CBasePlayer_Killed,
/*
* Description: -
* Params: (const this, score, bAllowNegativeScore)
*/
RG_CBasePlayer_AddPoints,
/*
* Description: -
* Params: (const this, score, bAllowNegativeScore)
*/
RG_CBasePlayer_AddPointsToTeam,
/*
* Description: -
* Return type: BOOL
* Params: (const this, const pItem)
*/
RG_CBasePlayer_AddPlayerItem,
/*
* Description: -
* Return type: BOOL
* Params: (const this, const pItem)
*/
RG_CBasePlayer_RemovePlayerItem,
/*
* Description: -
* Return type: int
* Params: (const this, iAmount, szName[], iMax)
*/
RG_CBasePlayer_GiveAmmo,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_ResetMaxSpeed,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Jump,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_Duck,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_PreThink,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_PostThink,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_UpdateClientData,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_ImpulseCommands,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_RoundRespawn,
/*
* Description: -
* Params: (const this, Float:flUntilTime, Float:flHoldTime, Float:flFadeTime, iAlpha)
*/
RG_CBasePlayer_Blind,
/*
* Description: -
* Params: (const this, infobuffer[], szNewModel[])
*/
RG_CBasePlayer_SetClientUserInfoModel,
/*
* Description: -
* Params: (const this, infobuffer[], szNewName[])
*/
RG_CBasePlayer_SetClientUserInfoName,
/*
* Description: -
* Params: (const this, iPlayerIndex, bool:bSameTeam)
*/
RG_CBasePlayer_Observer_IsValidTarget,
/*
* Description: -
* Params: (const this, PLAYER_ANIM:playerAnim)
*/
RG_CBasePlayer_SetAnimation,
/*
* Description: -
* Params: (const this)
*/
RG_CBasePlayer_GiveDefaultItems,
/*
* Description: -
* Return type: CBaseEntity * (Entity index of item)
* Params: (const this, const pszName[])
*/
RG_CBasePlayer_GiveNamedItem,
/*
* Description: -
* Params: (const this, amount, RewardType:type, bool:bTrackChange)
*/
RG_CBasePlayer_AddAccount,
/*
* Description: -
* Params: (const this, bool:bDeploy)
*/
RG_CBasePlayer_GiveShield,
/*
* Description: -
* Return type: CBaseEntity * (Entity index of item)
* Params: (const this, const pszItemName[])
*/
RG_CBasePlayer_DropPlayerItem,
/*
* Description: -
* Params: (const this, ItemID:item, ItemRestType:type)
*/
RG_CBasePlayer_HasRestrictItem,
/*
* Description: Called when a player throws the shield on the ground.
* Return type: CBaseEntity * (Entity index of shield)
* Params: (const this, bool:deploy)
*/
RG_CBasePlayer_DropShield,
/*
* Description: Called on spawn, the attempt to equip a player.
* Params: (const this, bool:addDefault, bool:equipGame)
*/
RG_CBasePlayer_OnSpawnEquip,
/*
* Description: The player uses a radio message.
* Called on self-radio uses, throwing grenades or on freeze time end.
* Params: (const this, const msg_id[], const msg_verbose[], pitch, bool:showIcon)
*/
RG_CBasePlayer_Radio,
/*
* Description: VIP player got to the point of rescue.
* Params: (const this)
*/
RG_CBasePlayer_Disappear,
/*
* Description: Makes a random player the VIP.
* Params: (const this)
*/
RG_CBasePlayer_MakeVIP,
/*
* Description: Makes a random player the bomber.
* Return type: bool
* Params: (const this)
*/
RG_CBasePlayer_MakeBomber,
/*
* Description: The player goes into observer mode.
* Params: (const this, Float:vecPosition[3], Float:vecViewAngle[3])
*/
RG_CBasePlayer_StartObserver,
/*
* Description: Called when a player enters the game.
* Return type: bool
* Params: (const this)
*/
RG_CBasePlayer_GetIntoGame,
/*
* Description: Called when a player dying and goes into observer mode like StartObserver
* Params: (const this)
*/
RG_CBasePlayer_StartDeathCam,
/*
* Description: Called when a player goes switch to opposite team after auto-teambalance or caused by 3rd-party things.
* @note This doesn't register the event when a player switched manually
* Params: (const this)
*/
RG_CBasePlayer_SwitchTeam,
/*
* Description: Can a player switch to team?
* Return type: bool
* Params: (const this, TeamName:teamToSwap)
*/
RG_CBasePlayer_CanSwitchTeam,
/*
* Description: Called when a player throws the grenade.
* Return type: CGrenade * (Entity index of grenade)
* Params: (const this, const grenade, Float:vecSrc[3], Float:vecThrow[3], Float:time, const usEvent)
*/
RG_CBasePlayer_ThrowGrenade,
/*
* Description: Called when a player's set protection.
* Return type: void
* Params: (const this, Float:time)
*/
RG_CBasePlayer_SetSpawnProtection,
/*
* Description: Called when a player's remove protection.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_RemoveSpawnProtection,
/*
* Description: Called when the game prints hint message into DHUD.
* Return type: bool
* Params: (const this, const message[], Float:duration, bool:bDisplayIfPlayerDead, bool:bOverride)
*/
RG_CBasePlayer_HintMessageEx,
/*
* Description: Called when a player press use and if a suitable candidate is not found.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_UseEmpty,
/*
* Description: Called when a idle player is removed from server.
* Return type: void
* Params: (const this, const reason[])
*/
RG_CBasePlayer_DropIdlePlayer,
/*
* Description: Called when a client attempt to change the observer mode.
* Params: (const this, iMode)
*/
RG_CBasePlayer_Observer_SetMode,
/*
* Description: Called when a client attempt to find the next observer.
* Return type: void
* Params: (const this, bool bReverse, name[])
*/
RG_CBasePlayer_Observer_FindNextPlayer,
/*
* Description: Called when a client emits a "pain sound" after received damage.
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_Pain,
/*
* Description: Called when a client emits a "death sound" after death.
* Return type: void
* Params: (const this, lastHitGroup, bool:hasArmour)
*/
RG_CBasePlayer_DeathSound,
/*
* Description: Called when a client "thinks for the join status".
* (permanently called on each call of "CBasePlayer::PreThink", and only when he is not assigned as specatator or not playing)
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_JoiningThink,
/*
* Description: Called every client frame to check time based damage
* Return type: void
* Params: (const this)
*/
RG_CBasePlayer_CheckTimeBasedDamage,
/*
* Description: Called when game selects a spawn point (info_player_start/deathmatch) to position the player
* Return type: edict_t * (Entity index of selected spawn point)
* Params: (const this)
*/
RG_CBasePlayer_EntSelectSpawnPoint,
};
/**
* GamedllFunc CBasePlayer
*/
enum GamedllFunc_CBasePlayerWeapon
{
/*
* Description: -
* Return type: BOOL
* Params: (const this)
*/
RG_CBasePlayerWeapon_CanDeploy = BEGIN_FUNC_REGION(weapon),
/*
* Description: -
* Return type: BOOL
* Params: (const this, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal)
*/
RG_CBasePlayerWeapon_DefaultDeploy,
/*
* Description: -
* Return type: int
* Params: (const this, iClipSize, iAnim, Float:fDelay)
*/
RG_CBasePlayerWeapon_DefaultReload,
/*
* Description: -
* Return type: bool
* Params: (const this, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[], const pszReloadSound2[])
*/
RG_CBasePlayerWeapon_DefaultShotgunReload,
/*
* Description: Called every client frame (PlayerPostThink) for the player's active weapon
* Return type: void
* Params: (const this)
*/
RG_CBasePlayerWeapon_ItemPostFrame,
/*
* Description: Called whenever player fires a weapon and shakes player screen (punchangles altering)
* @note Weapons that use KickBack: AK47, AUG, FAMAS, GALIL, M249, M4A1, MAC10, MP5NAVY, P90, SG552, TMP, UMP45
* Return type: void
* Params: (const this, Float:up_base, Float:lateral_base, Float:up_modifier, Float:lateral_modifier, Float:p_max, Float:lateral_max, direction_change)
*/
RG_CBasePlayerWeapon_KickBack,
/*
* Description: Called whenever game sends an animation to his current holder (player)
* @note This is often called for all animations in exception of "fire" and "idle" sequences (both called via client prediction)
* Return type: void
* Params: (const this, iAnim, skiplocal)
*/
RG_CBasePlayerWeapon_SendWeaponAnim,
};
/**
* GamedllFunc CGib
*/
enum GamedllFunc_CGib
{
/*
* Description: -
* Params: (const this, const szGibModel[])
*/
RG_CGib_Spawn = BEGIN_FUNC_REGION(gib),
/*
* Description: -
* Params: (const this, pOther)
*/
RG_CGib_BounceGibTouch,