diff --git a/extensions/tf2/natives.cpp b/extensions/tf2/natives.cpp index 81086f8f..e9c5b197 100644 --- a/extensions/tf2/natives.cpp +++ b/extensions/tf2/natives.cpp @@ -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}, diff --git a/plugins/include/tf2.inc b/plugins/include/tf2.inc index 12ccecf7..1e5dc1d2 100644 --- a/plugins/include/tf2.inc +++ b/plugins/include/tf2.inc @@ -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 }; +