Update compiler and includes to version 1.7.0.

This commit is contained in:
Richard Helgeby
2015-03-21 15:43:24 +01:00
parent 743d17e05a
commit 5ec3694535
54 changed files with 4087 additions and 1599 deletions
+39 -24
View File
@@ -117,10 +117,17 @@ enum SDKHookType
SDKHook_Reload,
SDKHook_ReloadPost,
SDKHook_GetMaxHealth, /**< ep2v and later */
SDKHook_Blocked,
SDKHook_BlockedPost,
SDKHook_OnTakeDamageAlive,
SDKHook_OnTakeDamageAlivePost,
};
/*
Alphabetized for easy readability
SDKHook_Blocked,
SDKHook_BlockedPost,
SDKHook_EndTouch,
SDKHook_EndTouchPost,
@@ -134,6 +141,9 @@ enum SDKHookType
SDKHook_OnTakeDamage,
SDKHook_OnTakeDamagePost,
SDKHook_OnTakeDamageAlive,
SDKHook_OnTakeDamageAlivePost,
SDKHook_PreThink,
SDKHook_PreThinkPost,
@@ -192,90 +202,95 @@ enum UseType
Use_Toggle
};
funcenum SDKHookCB
typeset SDKHookCB
{
// PreThink/Post
// PostThink/Post
public(client),
function void (int client);
// Spawn
Action:public(entity),
function Action (int entity);
// GroundEntChanged
// SpawnPost
// Think/Post
// VPhysicsUpdate/Post
public(entity),
function void (int entity);
// EndTouch
// StartTouch
// Touch
Action:public(entity, other),
// Blocked
function Action (int entity, int other);
// EndTouchPost
// StartTouchPost
// TouchPost
public(entity, other),
function void (int entity, int other);
// SetTransmit
Action:public(entity, client),
function Action (int entity, int client);
// WeaponCanSwitchTo
// WeaponCanUse
// WeaponDrop
// WeaponEquip
// WeaponSwitch
Action:public(client, weapon),
function Action (int client, int weapon);
// WeaponCanSwitchToPost
// WeaponCanUsePost
// WeaponDropPost
// WeaponEquipPost
// WeaponSwitchPost
public(client, weapon),
function void (int client, int weapon);
// GetMaxHealth (ep2v and later)
Action:public(entity, &maxhealth),
function Action (int entity, int &maxhealth);
// OnTakeDamage
// OnTakeDamageAlive
// Note: The weapon parameter is not used by all games and damage sources.
// Note: Force application is dependent on game and damage type(s)
// SDKHooks 1.0+
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype),
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype);
// SDKHooks 2.0+
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3]),
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &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),
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &weapon,
float damageForce[3], float damagePosition[3], int 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]),
// OnTakeDamageAlivePost
function void (int victim, int attacker, int inflictor, float damage, int damagetype);
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon, const float damageForce[3], const float damagePosition[3]);
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int weapon,
const float damageForce[3], const float damagePosition[3], int damagecustom);
// FireBulletsPost
public(client, shots, const String:weaponname[]),
function void (int client, int shots, const char[] weaponname);
// TraceAttack
Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup),
function Action (int victim, int &attacker, int &inflictor, float &damage, int &damagetype, int &ammotype, int hitbox, int hitgroup);
// TraceAttackPost
public(victim, attacker, inflictor, Float:damage, damagetype, ammotype, hitbox, hitgroup),
function void (int victim, int attacker, int inflictor, float damage, int damagetype, int ammotype, int hitbox, int hitgroup);
// ShouldCollide
bool:public(entity, collisiongroup, contentsmask, bool:originalResult),
function bool (int entity, int collisiongroup, int contentsmask, bool originalResult);
// Use
Action:public(entity, activator, caller, UseType:type, Float:value),
function Action (int entity, int activator, int caller, UseType type, float value);
// UsePost
public(entity, activator, caller, UseType:type, Float:value),
function void (int entity, int activator, int caller, UseType type, float value);
// Reload
Action:public(weapon),
function Action (int weapon);
// Reload post
public(weapon, bool:bSuccessful)
function void (int weapon, bool bSuccessful);
};