Update compiler and includes to version 1.7.0.
This commit is contained in:
Vendored
+39
-24
@@ -117,10 +117,17 @@ enum SDKHookType
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SDKHook_Reload,
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SDKHook_ReloadPost,
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SDKHook_GetMaxHealth, /**< ep2v and later */
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SDKHook_Blocked,
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SDKHook_BlockedPost,
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SDKHook_OnTakeDamageAlive,
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SDKHook_OnTakeDamageAlivePost,
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};
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/*
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Alphabetized for easy readability
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SDKHook_Blocked,
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SDKHook_BlockedPost,
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SDKHook_EndTouch,
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SDKHook_EndTouchPost,
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@@ -134,6 +141,9 @@ enum SDKHookType
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SDKHook_OnTakeDamage,
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SDKHook_OnTakeDamagePost,
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SDKHook_OnTakeDamageAlive,
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SDKHook_OnTakeDamageAlivePost,
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SDKHook_PreThink,
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SDKHook_PreThinkPost,
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@@ -192,90 +202,95 @@ enum UseType
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Use_Toggle
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};
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funcenum SDKHookCB
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typeset SDKHookCB
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{
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// PreThink/Post
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// PostThink/Post
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public(client),
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function void (int client);
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// Spawn
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Action:public(entity),
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function Action (int entity);
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// GroundEntChanged
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// SpawnPost
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// Think/Post
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// VPhysicsUpdate/Post
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public(entity),
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function void (int entity);
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// EndTouch
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// StartTouch
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// Touch
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Action:public(entity, other),
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// Blocked
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function Action (int entity, int other);
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// EndTouchPost
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// StartTouchPost
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// TouchPost
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public(entity, other),
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function void (int entity, int other);
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// SetTransmit
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Action:public(entity, client),
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function Action (int entity, int client);
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// WeaponCanSwitchTo
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// WeaponCanUse
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// WeaponDrop
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// WeaponEquip
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// WeaponSwitch
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Action:public(client, weapon),
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function Action (int client, int weapon);
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// WeaponCanSwitchToPost
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// WeaponCanUsePost
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// WeaponDropPost
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// WeaponEquipPost
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// WeaponSwitchPost
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public(client, weapon),
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function void (int client, int weapon);
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// GetMaxHealth (ep2v and later)
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Action:public(entity, &maxhealth),
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function Action (int entity, int &maxhealth);
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// OnTakeDamage
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// OnTakeDamageAlive
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// Note: The weapon parameter is not used by all games and damage sources.
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// Note: Force application is dependent on game and damage type(s)
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// SDKHooks 1.0+
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
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// SDKHooks 2.0+
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]),
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon, float damageForce[3], float damagePosition[3]);
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// SDKHooks 2.1+ (can check for support at runtime using GetFeatureStatus on SDKHook_DmgCustomInOTD capability.
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// DON'T attempt to access 'damagecustom' var if feature status != available
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon,
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Float:damageForce[3], Float:damagePosition[3], damagecustom),
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
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float damageForce[3], float damagePosition[3], int damagecustom);
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// OnTakeDamagePost
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public(victim, attacker, inflictor, Float:damage, damagetype),
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public(victim, attacker, inflictor, Float:damage, damagetype, weapon, const Float:damageForce[3], const Float:damagePosition[3]),
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// OnTakeDamageAlivePost
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function void (int victim, int attacker, int inflictor, float damage, int damagetype);
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
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const float damageForce[3], const float damagePosition[3], int damagecustom);
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// FireBulletsPost
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public(client, shots, const String:weaponname[]),
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function void (int client, int shots, const char[] weaponname);
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// TraceAttack
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Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup),
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function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &ammotype, int hitbox, int hitgroup);
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// TraceAttackPost
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public(victim, attacker, inflictor, Float:damage, damagetype, ammotype, hitbox, hitgroup),
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function void (int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup);
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// ShouldCollide
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bool:public(entity, collisiongroup, contentsmask, bool:originalResult),
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function bool (int entity, int collisiongroup, int contentsmask, bool originalResult);
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// Use
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Action:public(entity, activator, caller, UseType:type, Float:value),
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function Action (int entity, int activator, int caller, UseType type, float value);
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// UsePost
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public(entity, activator, caller, UseType:type, Float:value),
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function void (int entity, int activator, int caller, UseType type, float value);
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// Reload
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Action:public(weapon),
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function Action (int weapon);
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// Reload post
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public(weapon, bool:bSuccessful)
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function void (int weapon, bool bSuccessful);
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};
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