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
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@ -35,48 +35,6 @@
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#include "RegNatives.h"
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// native TF2_Burn(client, target)
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cell_t TF2_Burn(IPluginContext *pContext, const cell_t *params)
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{
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static ICallWrapper *pWrapper = NULL;
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// CTFPlayerShared::Burn(CTFPlayer*)
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if (!pWrapper)
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{
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REGISTER_NATIVE_ADDR("Burn",
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PassInfo pass[1]; \
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pass[0].flags = PASSFLAG_BYVAL; \
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pass[0].size = sizeof(CBaseEntity *); \
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pass[0].type = PassType_Basic; \
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pWrapper = g_pBinTools->CreateCall(addr, CallConv_ThisCall, NULL, pass, 1))
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}
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CBaseEntity *pEntity;
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if (!(pEntity = UTIL_GetCBaseEntity(params[1], true)))
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{
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return pContext->ThrowNativeError("Client index %d is not valid", params[1]);
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}
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CBaseEntity *pTarget;
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if (!(pTarget = UTIL_GetCBaseEntity(params[2], true)))
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{
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return pContext->ThrowNativeError("Client index %d is not valid", params[2]);
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}
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void *obj = (void *)((uint8_t *)pEntity + playerSharedOffset->actual_offset);
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unsigned char vstk[sizeof(void *) + sizeof(CBaseEntity *)];
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unsigned char *vptr = vstk;
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*(void **)vptr = obj;
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vptr += sizeof(void *);
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*(CBaseEntity **)vptr = pTarget;
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pWrapper->Execute(vstk, NULL);
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return 1;
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}
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// native TF2_Invuln(client, bool:enabled)
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cell_t TF2_Invuln(IPluginContext *pContext, const cell_t *params)
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{
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@ -211,7 +169,6 @@ cell_t TF2_GetClass(IPluginContext *pContext, const cell_t *params)
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sp_nativeinfo_t g_TFNatives[] =
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{
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{"TF2_IgnitePlayer", TF2_Burn},
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{"TF2_SetPlayerInvuln", TF2_Invuln},
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{"TF2_RespawnPlayer", TF2_Respawn},
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{"TF2_DisguisePlayer", TF2_Disguise},
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@ -104,23 +104,6 @@ native TF2_GetResourceEntity();
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*/
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native TFClassType:TF2_GetClass(const String:classname[]);
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/**
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* Called on weapon fire to decide if the current shot should be critical.
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* Return Plugin_Continue to let the original calculation or return a higher
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* action to override the decision with the value of 'result'
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*
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* @note Since critical shots are also calculated client side any changes made with
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* this will not show for the shooter. Projectile weapons such as the rocketlauncher
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* and demoman weapons will show a critical bullet but no critical sound effect.
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* Bullet hits should appear as expected.
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*
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* @param client Client Index.
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* @param weapon Weapon entity Index.
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* @param weaponname Classname of the weapon.
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* @param result Buffer param for the result of the decision.
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*/
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forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
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/**
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* Do not edit below this line!
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*/
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@ -135,3 +118,4 @@ public Extension:__ext_tf2 =
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required = 0,
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#endif
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};
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