removed TF2_Burn and calccritical from 1.0 branch

--HG--
branch : sourcemod-1.0.x
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/branches/sourcemod-1.0.x%402215
This commit is contained in:
David Anderson 2008-05-29 04:06:16 +00:00
parent 3d1fa83197
commit f153937038
2 changed files with 1 additions and 60 deletions

View File

@ -35,48 +35,6 @@
#include "RegNatives.h"
// native TF2_Burn(client, target)
cell_t TF2_Burn(IPluginContext *pContext, const cell_t *params)
{
static ICallWrapper *pWrapper = NULL;
// CTFPlayerShared::Burn(CTFPlayer*)
if (!pWrapper)
{
REGISTER_NATIVE_ADDR("Burn",
PassInfo pass[1]; \
pass[0].flags = PASSFLAG_BYVAL; \
pass[0].size = sizeof(CBaseEntity *); \
pass[0].type = PassType_Basic; \
pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 1))
}
CBaseEntity *pEntity;
if (!(pEntity = UTIL_GetCBaseEntity(params[1], true)))
{
return pContext->ThrowNativeError("Client index %d is not valid", params[1]);
}
CBaseEntity *pTarget;
if (!(pTarget = UTIL_GetCBaseEntity(params[2], true)))
{
return pContext->ThrowNativeError("Client index %d is not valid", params[2]);
}
void *obj = (void *)((uint8_t *)pEntity + playerSharedOffset->actual_offset);
unsigned char vstk[sizeof(void *) + sizeof(CBaseEntity *)];
unsigned char *vptr = vstk;
*(void **)vptr = obj;
vptr += sizeof(void *);
*(CBaseEntity **)vptr = pTarget;
pWrapper->Execute(vstk, NULL);
return 1;
}
// native TF2_Invuln(client, bool:enabled)
cell_t TF2_Invuln(IPluginContext *pContext, const cell_t *params)
{
@ -211,7 +169,6 @@ cell_t TF2_GetClass(IPluginContext *pContext, const cell_t *params)
sp_nativeinfo_t g_TFNatives[] =
{
{"TF2_IgnitePlayer", TF2_Burn},
{"TF2_SetPlayerInvuln", TF2_Invuln},
{"TF2_RespawnPlayer", TF2_Respawn},
{"TF2_DisguisePlayer", TF2_Disguise},

View File

@ -104,23 +104,6 @@ native TF2_GetResourceEntity();
*/
native TFClassType:TF2_GetClass(const String:classname[]);
/**
* Called on weapon fire to decide if the current shot should be critical.
* Return Plugin_Continue to let the original calculation or return a higher
* action to override the decision with the value of 'result'
*
* @note Since critical shots are also calculated client side any changes made with
* this will not show for the shooter. Projectile weapons such as the rocketlauncher
* and demoman weapons will show a critical bullet but no critical sound effect.
* Bullet hits should appear as expected.
*
* @param client Client Index.
* @param weapon Weapon entity Index.
* @param weaponname Classname of the weapon.
* @param result Buffer param for the result of the decision.
*/
forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
/**
* Do not edit below this line!
*/
@ -135,3 +118,4 @@ public Extension:__ext_tf2 =
required = 0,
#endif
};