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API upgrade: 15 new natives (#297)
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* 15 natives addition
* Added DECAL_ indexes
* Improve documentation
* Added player null option on rg_create_weaponbox + code style fixes
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dystopm authored Nov 28, 2023
1 parent bf8b9bd commit 4430205
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149 changes: 99 additions & 50 deletions reapi/extra/amxmodx/scripting/include/cssdk_const.inc
Original file line number Diff line number Diff line change
Expand Up @@ -1375,54 +1375,54 @@ enum InfoMapBuyParam
enum GameEventType
{
EVENT_INVALID = 0,
EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL)
EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL)
EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL)
EVENT_WEAPON_FIRED, // tell bots the player is attack (argumens: 1 = attacker, 2 = NULL)
EVENT_WEAPON_FIRED_ON_EMPTY, // tell bots the player is attack without clip ammo (argumens: 1 = attacker, 2 = NULL)
EVENT_WEAPON_RELOADED, // tell bots the player is reloading his weapon (argumens: 1 = reloader, 2 = NULL)

EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin)
EVENT_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
EVENT_HE_GRENADE_EXPLODED, // tell bots the HE grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
EVENT_FLASHBANG_GRENADE_EXPLODED, // tell bots the flashbang grenade is exploded (argumens: 1 = grenade thrower, 2 = explosion origin)
EVENT_SMOKE_GRENADE_EXPLODED, // tell bots the smoke grenade is exploded (argumens: 1 = grenade thrower, 2 = NULL)
EVENT_GRENADE_BOUNCED,

EVENT_BEING_SHOT_AT,
EVENT_PLAYER_BLINDED_BY_FLASHBANG, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL)
EVENT_PLAYER_FOOTSTEP, // tell bots the player is running (argumens: 1 = runner, 2 = NULL)
EVENT_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL)
EVENT_PLAYER_DIED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer)
EVENT_PLAYER_LANDED_FROM_HEIGHT, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL)
EVENT_PLAYER_TOOK_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker)
EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer)
EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer)

EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL)
EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL)
EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL)
EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL)
EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL)
EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL)

EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL)
EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL)
EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL)
EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL)
EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL)
EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL)
EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL)
EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL)

EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL)
EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *))
EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL)

EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL)
EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL)
EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL)
EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL)
EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL)
EVENT_PLAYER_BLINDED_BY_FLASHBANG, // tell bots the player is flashed (argumens: 1 = flashed player, 2 = NULL)
EVENT_PLAYER_FOOTSTEP, // tell bots the player is running (argumens: 1 = runner, 2 = NULL)
EVENT_PLAYER_JUMPED, // tell bots the player is jumped (argumens: 1 = jumper, 2 = NULL)
EVENT_PLAYER_DIED, // tell bots the player is killed (argumens: 1 = victim, 2 = killer)
EVENT_PLAYER_LANDED_FROM_HEIGHT, // tell bots the player is fell with some damage (argumens: 1 = felled player, 2 = NULL)
EVENT_PLAYER_TOOK_DAMAGE, // tell bots the player is take damage (argumens: 1 = victim, 2 = attacker)
EVENT_HOSTAGE_DAMAGED, // tell bots the player has injured a hostage (argumens: 1 = hostage, 2 = injurer)
EVENT_HOSTAGE_KILLED, // tell bots the player has killed a hostage (argumens: 1 = hostage, 2 = killer)

EVENT_DOOR, // tell bots the door is moving (argumens: 1 = door, 2 = NULL)
EVENT_BREAK_GLASS, // tell bots the glass has break (argumens: 1 = glass, 2 = NULL)
EVENT_BREAK_WOOD, // tell bots the wood has break (argumens: 1 = wood, 2 = NULL)
EVENT_BREAK_METAL, // tell bots the metal/computer has break (argumens: 1 = metal/computer, 2 = NULL)
EVENT_BREAK_FLESH, // tell bots the flesh has break (argumens: 1 = flesh, 2 = NULL)
EVENT_BREAK_CONCRETE, // tell bots the concrete has break (argumens: 1 = concrete, 2 = NULL)

EVENT_BOMB_PLANTED, // tell bots the bomb has been planted (argumens: 1 = planter, 2 = NULL)
EVENT_BOMB_DROPPED, // tell bots the bomb has been dropped (argumens: 1 = NULL, 2 = NULL)
EVENT_BOMB_PICKED_UP, // let the bots hear the bomb pickup (argumens: 1 = player that pickup c4, 2 = NULL)
EVENT_BOMB_BEEP, // let the bots hear the bomb beeping (argumens: 1 = c4, 2 = NULL)
EVENT_BOMB_DEFUSING, // tell the bots someone has started defusing (argumens: 1 = defuser, 2 = NULL)
EVENT_BOMB_DEFUSE_ABORTED, // tell the bots someone has aborted defusing (argumens: 1 = NULL, 2 = NULL)
EVENT_BOMB_DEFUSED, // tell the bots the bomb is defused (argumens: 1 = defuser, 2 = NULL)
EVENT_BOMB_EXPLODED, // let the bots hear the bomb exploding (argumens: 1 = NULL, 2 = NULL)

EVENT_HOSTAGE_USED, // tell bots the hostage is used (argumens: 1 = user, 2 = NULL)
EVENT_HOSTAGE_RESCUED, // tell bots the hostage is rescued (argumens: 1 = rescuer (CBasePlayer *), 2 = hostage (CHostage *))
EVENT_ALL_HOSTAGES_RESCUED, // tell bots the all hostages are rescued (argumens: 1 = NULL, 2 = NULL)

EVENT_VIP_ESCAPED, // tell bots the VIP is escaped (argumens: 1 = NULL, 2 = NULL)
EVENT_VIP_ASSASSINATED, // tell bots the VIP is assassinated (argumens: 1 = NULL, 2 = NULL)
EVENT_TERRORISTS_WIN, // tell bots the terrorists won the round (argumens: 1 = NULL, 2 = NULL)
EVENT_CTS_WIN, // tell bots the CTs won the round (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_DRAW, // tell bots the round was a draw (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_WIN, // tell carreer the round was a win (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_LOSS, // tell carreer the round was a loss (argumens: 1 = NULL, 2 = NULL)
EVENT_ROUND_START, // tell bots the round was started (when freeze period is expired) (argumens: 1 = NULL, 2 = NULL)
EVENT_PLAYER_SPAWNED, // tell bots the player is spawned (argumens: 1 = spawned player, 2 = NULL)
EVENT_CLIENT_CORPSE_SPAWNED,
EVENT_BUY_TIME_START,
EVENT_PLAYER_LEFT_BUY_ZONE,
Expand Down Expand Up @@ -1471,12 +1471,12 @@ enum GameEventType
EVENT_RADIO_ENEMY_DOWN,
EVENT_END_RADIO,

EVENT_NEW_MATCH, // tell bots the game is new (argumens: 1 = NULL, 2 = NULL)
EVENT_PLAYER_CHANGED_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL)
EVENT_BULLET_IMPACT, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position)
EVENT_GAME_COMMENCE, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL)
EVENT_WEAPON_ZOOMED, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL)
EVENT_HOSTAGE_CALLED_FOR_HELP, // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL)
EVENT_NEW_MATCH, // tell bots the game is new (argumens: 1 = NULL, 2 = NULL)
EVENT_PLAYER_CHANGED_TEAM, // tell bots the player is switch his team (also called from ClientPutInServer()) (argumens: 1 = switcher, 2 = NULL)
EVENT_BULLET_IMPACT, // tell bots the player is shoot at wall (argumens: 1 = shooter, 2 = shoot trace end position)
EVENT_GAME_COMMENCE, // tell bots the game is commencing (argumens: 1 = NULL, 2 = NULL)
EVENT_WEAPON_ZOOMED, // tell bots the player is switch weapon zoom (argumens: 1 = zoom switcher, 2 = NULL)
EVENT_HOSTAGE_CALLED_FOR_HELP, // tell bots the hostage is talking (argumens: 1 = listener, 2 = NULL)
NUM_GAME_EVENTS,
};

Expand All @@ -1490,3 +1490,52 @@ enum SecondaryAtkState
WEAPON_SECONDARY_ATTACK_SET,
WEAPON_SECONDARY_ATTACK_BLOCK
};

/**
* Decal list for rg_decal_trace
*/
enum Decal
{
DECAL_GUNSHOT1 = 0,
DECAL_GUNSHOT2,
DECAL_GUNSHOT3,
DECAL_GUNSHOT4,
DECAL_GUNSHOT5,
DECAL_LAMBDA1,
DECAL_LAMBDA2,
DECAL_LAMBDA3,
DECAL_LAMBDA4,
DECAL_LAMBDA5,
DECAL_LAMBDA6,
DECAL_SCORCH1,
DECAL_SCORCH2,
DECAL_BLOOD1,
DECAL_BLOOD2,
DECAL_BLOOD3,
DECAL_BLOOD4,
DECAL_BLOOD5,
DECAL_BLOOD6,
DECAL_YBLOOD1,
DECAL_YBLOOD2,
DECAL_YBLOOD3,
DECAL_YBLOOD4,
DECAL_YBLOOD5,
DECAL_YBLOOD6,
DECAL_GLASSBREAK1,
DECAL_GLASSBREAK2,
DECAL_GLASSBREAK3,
DECAL_BIGSHOT1,
DECAL_BIGSHOT2,
DECAL_BIGSHOT3,
DECAL_BIGSHOT4,
DECAL_BIGSHOT5,
DECAL_SPIT1,
DECAL_SPIT2,
DECAL_BPROOF1, // Bulletproof glass decal
DECAL_GARGSTOMP1, // Gargantua stomp crack
DECAL_SMALLSCORCH1, // Small scorch mark
DECAL_SMALLSCORCH2, // Small scorch mark
DECAL_SMALLSCORCH3, // Small scorch mark
DECAL_MOMMABIRTH, // Big momma birth splatter
DECAL_MOMMASPLAT,
};
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