/* FakeMeta stocks * * by the AMX Mod X Development Team * * This file is provided as is (no warranties). */ #if !defined _fakemeta_included #include #endif #if defined _fakemeta_stocks_included #endinput #endif #define _fakemeta_stocks_included // EngFuncs stock EF_PrecacheModel(const string[]) return engfunc(EngFunc_PrecacheModel, string); stock EF_PrecacheSound(const string[]) return engfunc(EngFunc_PrecacheSound, string); stock EF_SetModel(const ID, const STRING[]) return engfunc(EngFunc_SetModel, ID, STRING); stock EF_ModelIndex(const STRING[]) return engfunc(EngFunc_ModelIndex, STRING); stock EF_ModelFrames(modelIndex) return engfunc(EngFunc_ModelFrames, modelIndex); stock EF_SetSize(const ENTITY, const Float:MIN[3], const Float:MAX[3]) return engfunc(EngFunc_SetSize, ENTITY, MIN, MAX); stock EF_ChangeLevel(const S1[], const S2[]) return engfunc(EngFunc_ChangeLevel, S1, S2); stock EF_VecToYaw(const Float:VECTOR[3], &Float:returnValue) return engfunc(EngFunc_VecToYaw, VECTOR, returnValue); stock EF_VecToAngles(const Float:VECTORIN[3], const Float:VECTOROUT[3]) return engfunc(EngFunc_VecToAngles, VECTORIN, VECTOROUT); stock EF_MoveToOrigin(const ENTITY, const Float:GOAL[3], const Float:DISTANCE, const MOVETYPE) return engfunc(EngFunc_MoveToOrigin, ENTITY, GOAL, DISTANCE, MOVETYPE); stock EF_ChangeYaw(const ENTITY) return engfunc(EngFunc_ChangeYaw, ENTITY); stock EF_ChangePitch(const ENTITY) return engfunc(EngFunc_ChangePitch, ENTITY); stock EF_FindEntityByString(const STARTSEARCHAFTER, const FIELD[], const VALUE[]) return engfunc(EngFunc_FindEntityByString, STARTSEARCHAFTER, FIELD, VALUE); stock EF_GetEntityIllum(const ENTITY) return engfunc(EngFunc_GetEntityIllum, ENTITY); stock EF_FindEntityInSphere(const STARTSEARCHAFTER, const Float:ORIGIN[3], Float:radius) return engfunc(EngFunc_FindEntityInSphere, STARTSEARCHAFTER, ORIGIN, radius); stock EF_FindClientInPVS(const CLIENT) return engfunc(EngFunc_FindClientInPVS, CLIENT); stock EF_EntitiesInPVS(const CLIENT) return engfunc(EngFunc_EntitiesInPVS, CLIENT); stock EF_MakeVectors(const Float:VECTOR[3]) return engfunc(EngFunc_MakeVectors, VECTOR); stock EF_AngleVectors(const Float:VECTOR[3], Float:forward_[3], Float:right[3], Float:up[3]) return engfunc(EngFunc_AngleVectors, VECTOR, forward_, right, up); stock EF_CreateEntity() return engfunc(EngFunc_CreateEntity); stock EF_RemoveEntity(const ENTITY) return engfunc(EngFunc_RemoveEntity, ENTITY); stock EF_CreateNamedEntity(const CLASSNAME) return engfunc(EngFunc_CreateNamedEntity, CLASSNAME); stock EF_MakeStatic(const ENTITY) return engfunc(EngFunc_MakeStatic, ENTITY); stock EF_EntIsOnFloor(const ENTITY) return engfunc(EngFunc_EntIsOnFloor, ENTITY); stock EF_DropToFloor(const ENTITY) return engfunc(EngFunc_DropToFloor, ENTITY); stock EF_WalkMove(const ENTITY, Float:yaw, Float:distance, iMode) return engfunc(EngFunc_WalkMove, ENTITY, yaw, distance, iMode); stock EF_SetOrigin(const ENTITY, const Float:ORIGIN[3]) return engfunc(EngFunc_SetOrigin, ENTITY, ORIGIN); stock EF_EmitSound(const ENTITY, channel, const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch) return engfunc(EngFunc_EmitSound, ENTITY, channel, SAMPLE, volume, attenuation, fFlags, pitch); stock EF_EmitAmbientSound(const ENTITY, Float:pos[3], const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch) return engfunc(EngFunc_EmitAmbientSound, ENTITY, pos, SAMPLE, volume, attenuation, fFlags, pitch); stock EF_TraceLine(const Float:V1[3], const Float:V2[3], fNoMonsters, const ENT_TO_SKIP) return engfunc(EngFunc_TraceLine, V1, V2, fNoMonsters, ENT_TO_SKIP); stock EF_TraceToss(const ENTITY, const ENTITY_TO_IGNORE) return engfunc(EngFunc_TraceToss, ENTITY, ENTITY_TO_IGNORE); stock EF_TraceMonsterHull(const ENTITY, const Float:V1[3], const Float:V2[3], fNoMonsters, const ENTITY_TO_SKIP) return engfunc(EngFunc_TraceMonsterHull, ENTITY, V1, V2, fNoMonsters, ENTITY_TO_SKIP); stock EF_TraceHull(const Float:V1[3], const Float:V2[3], fNoMonsters, hullNumber, const ENTITY_TO_SKIP) return engfunc(EngFunc_TraceHull, V1, V2, fNoMonsters, hullNumber, ENTITY_TO_SKIP); stock EF_TraceModel(const Float:V1[3], const Float:V2[3], hullNumber, const ENTITY) return engfunc(EngFunc_TraceModel, V1, V2, hullNumber, ENTITY); stock EF_TraceTexture(const TEXTURE_ENTITY, const Float:V1[3], const Float:V2[3]) return engfunc(EngFunc_TraceTexture, TEXTURE_ENTITY, V1, V2); stock EF_TraceSphere(const Float:V1[3], const Float:V2[3], fNoMonsters, Float:radius, const ENTITY_TO_SKIP) return engfunc(EngFunc_TraceSphere, V1, V2, fNoMonsters, radius, ENTITY_TO_SKIP); stock EF_GetAimVector(const ENTITY, Float:speed, Float:returnVector[3]) return engfunc(EngFunc_GetAimVector, ENTITY, speed, returnVector); stock EF_ParticleEffect(const Float:ORIGIN[3], const Float:DIRECTION[3], Float:color, Float:count) return engfunc(EngFunc_ParticleEffect, ORIGIN, DIRECTION, color, count); stock EF_LightStyle(style, val[]) return engfunc(EngFunc_LightStyle, style, val); stock EF_DecalIndex(const NAME[]) return engfunc(EngFunc_DecalIndex, NAME); stock EF_PointContents(const Float:VECTOR[3]) return engfunc(EngFunc_PointContents, VECTOR); stock EF_FreeEntPrivateData(const ENTITY) return engfunc(EngFunc_FreeEntPrivateData, ENTITY); stock EF_SzFromIndex(iString) return engfunc(EngFunc_SzFromIndex, iString); stock EF_AllocString(const STRING[]) return engfunc(EngFunc_AllocString, STRING); stock EF_RegUserMsg(const NAME[], iSize) return engfunc(EngFunc_RegUserMsg, NAME, iSize); stock EF_AnimationAutomove(const ENTITY, Float:flTime) return engfunc(EngFunc_AnimationAutomove, ENTITY, flTime); stock EF_GetBonePosition(const ENTITY, iBone, Float:origin[3], Float:angles[3]) return engfunc(EngFunc_GetBonePosition, ENTITY, iBone, origin, angles); stock EF_GetAttachment(const ENTITY, iAttachment, Float:origin[3], Float:angles[3]) return engfunc(EngFunc_GetAttachment, ENTITY, iAttachment, origin, angles); stock EF_SetView(const CLIENT, const VIEW_ENTITY) return engfunc(EngFunc_SetView, CLIENT, VIEW_ENTITY); stock EF_Time(&Float:returnValue) return engfunc(EngFunc_Time, returnValue); stock EF_CrosshairAngle(const CLIENT, Float:pitch, Float:yaw) return engfunc(EngFunc_CrosshairAngle, CLIENT, pitch, yaw); stock EF_FadeClientVolume(const ENTITY, fadePercent, fadeOutSeconds, holdTime, fadeInSeconds) return engfunc(EngFunc_FadeClientVolume, ENTITY, fadePercent, fadeOutSeconds, holdTime, fadeInSeconds); stock EF_SetClientMaxspeed(const ENTITY, Float:newMaxspeed) return engfunc(EngFunc_SetClientMaxspeed, ENTITY, newMaxspeed); stock EF_CreateFakeClient(const NETNAME[]) return engfunc(EngFunc_CreateFakeClient, NETNAME); stock EF_RunPlayerMove(const FAKECLIENT, const Float:VIEWANGLES[3], Float:forwardmove, Float:sidemove, Float:upmove, buttons, impulse, msec) return engfunc(EngFunc_RunPlayerMove, FAKECLIENT, VIEWANGLES, forwardmove, sidemove, upmove, buttons, impulse, msec); stock EF_NumberOfEntities() return engfunc(EngFunc_NumberOfEntities); stock EF_StaticDecal(const Float:ORIGIN[3], decalIndex, entityIndex, modelIndex) return engfunc(EngFunc_StaticDecal, ORIGIN, decalIndex, entityIndex, modelIndex); stock EF_PrecacheGeneric(const STRING[]) return engfunc(EngFunc_PrecacheGeneric, STRING); stock EF_BuildSoundMSG(const ENTITY, channel, const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch, msg_dest, msg_type, const Float:ORIGIN[3], const ED) return engfunc(EngFunc_BuildSoundMsg, ENTITY, channel, SAMPLE, volume, attenuation, fFlags, pitch, msg_dest, msg_type, ORIGIN, ED); stock EF_GetPhysicsKeyValue(const CLIENT, const KEY[]) return engfunc(EngFunc_GetPhysicsKeyValue, CLIENT, KEY); stock EF_SetPhysicsKeyValue(const CLIENT, const KEY[], const VALUE[]) return engfunc(EngFunc_SetPhysicsKeyValue, CLIENT, KEY, VALUE); stock EF_GetPhysicsInfoString(const CLIENT, returnString[], maxLength) return engfunc(EngFunc_GetPhysicsInfoString, CLIENT, returnString, maxLength); stock EF_PrecacheEvent(type, const STRING[]) return engfunc(EngFunc_PrecacheEvent, type, STRING); stock EF_PlaybackEvent(flags, const INVOKER, eventindex, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2) return engfunc(EngFunc_PlaybackEvent, flags, INVOKER, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2); stock EF_CheckVisibility(const ENTITY, set) return engfunc(EngFunc_CheckVisibility, ENTITY, set); stock EF_GetCurrentPlayer() return engfunc(EngFunc_GetCurrentPlayer); stock EF_CanSkipPlayer(const PLAYER) return engfunc(EngFunc_CanSkipPlayer, PLAYER); stock EF_SetGroupMask(mask, op) return engfunc(EngFunc_SetGroupMask, mask, op); stock EF_GetClientListening(receiver, sender) return engfunc(EngFunc_GetClientListening, receiver, sender); stock EF_SetClientListening(receiver, sender, bool:listen) return engfunc(EngFunc_SetClientListening, receiver, sender, listen); stock EF_MessageBegin(msg_dest, msg_type, const Float:ORIGIN[3], const ED) return engfunc(EngFunc_MessageBegin, msg_dest, msg_type, ORIGIN, ED); stock EF_WriteCoord(Float:value) return engfunc(EngFunc_WriteCoord, value); stock EF_WriteAngle(Float:value) return engfunc(EngFunc_WriteAngle, value); stock EF_InfoKeyValue(const INFOBUFFER, const KEY[], returnValue[], maxLength) return engfunc(EngFunc_InfoKeyValue, INFOBUFFER, KEY, returnValue, maxLength); stock EF_SetKeyValue(const INFOBUFFER, const KEY[], const VALUE[]) return engfunc(EngFunc_SetKeyValue, INFOBUFFER, KEY, VALUE); stock EF_SetClientKeyValue(const ID, const INFOBUFFER, const KEY[], const VALUE[]) return engfunc(EngFunc_SetClientKeyValue, ID, INFOBUFFER, KEY, VALUE); stock EF_CreateInstBaseline(CLASSNAME, baseline) return engfunc(EngFunc_CreateInstBaseline, CLASSNAME, baseline); // Returns pointer to info buffer that can be used with the INFOBUFFER param // of EF_InfoKeyValue, EF_SetKeyValue, and EF_SetClientKeyValue stock EF_GetInfoKeyBuffer(const ENTITY) return engfunc(EngFunc_GetInfoKeyBuffer, ENTITY); stock EF_ClientPrintf(const ENTITY, const printType, const MESSAGE[]) return engfunc(EngFunc_ClientPrintf, ENTITY, printType, MESSAGE); stock EF_ServerPrint(const MESSAGE[]) return engfunc(EngFunc_ServerPrint, MESSAGE); // DLLFuncs stock DF_GameInit() return dllfunc(DLLFunc_GameInit); stock DF_Spawn(const ENTITY) return dllfunc(DLLFunc_Spawn, ENTITY); stock DF_Think(const ENTITY) return dllfunc(DLLFunc_Think, ENTITY); stock DF_Use(const ENT_Used, const ENT_User) return dllfunc(DLLFunc_Use, ENT_Used, ENT_User); stock DF_Touch(const ENT_Touched, const ENT_Toucher) return dllfunc(DLLFunc_Touch, ENT_Touched, ENT_Toucher); stock DF_Blocked(const ENT_Blocked, const ENT_Other) return dllfunc(DLLFunc_Blocked, ENT_Blocked, ENT_Other); stock DF_SetAbsBox(const ENTITY) return dllfunc(DLLFunc_SetAbsBox, ENTITY); stock DF_ClientConnect(const ENTITY, const NAME[], const ADDRESS[], RejectReason[128]) return dllfunc(DLLFunc_ClientConnect, ENTITY, NAME, ADDRESS, RejectReason); stock DF_ClientDisconnect(const ENTITY) return dllfunc(DLLFunc_ClientDisconnect, ENTITY); stock DF_ClientKill(const ENTITY) return dllfunc(DLLFunc_ClientKill, ENTITY); stock DF_ClientPutInServer(const ENTITY) return dllfunc(DLLFunc_ClientPutInServer, ENTITY); stock DF_ClientCommand(const ENTITY) return dllfunc(DLLFunc_ClientCommand, ENTITY); stock DF_ServerDeactivate() return dllfunc(DLLFunc_ServerDeactivate); stock DF_PlayerPreThink(const ENTITY) return dllfunc(DLLFunc_PlayerPreThink, ENTITY); stock DF_PlayerPostThink(const ENTITY) return dllfunc(DLLFunc_PlayerPostThink, ENTITY); stock DF_StartFrame() return dllfunc(DLLFunc_StartFrame); stock DF_ParmsNewLevel() return dllfunc(DLLFunc_ParmsNewLevel); stock DF_ParmsChangeLevel() return dllfunc(DLLFunc_ParmsChangeLevel); stock DF_GetGameDescription() return dllfunc(DLLFunc_GetGameDescription); stock DF_SpectatorConnect(const ENTITY) return dllfunc(DLLFunc_SpectatorConnect, ENTITY); stock DF_SpectatorDisconnect(const ENTITY) return dllfunc(DLLFunc_SpectatorDisconnect, ENTITY); stock DF_SpectatorThink(const ENTITY) return dllfunc(DLLFunc_SpectatorThink, ENTITY); stock DF_Sys_Error(const ERROR_STRING[]) return dllfunc(DLLFunc_Sys_Error, ERROR_STRING); stock DF_PM_FindTextureType(name[]) return dllfunc(DLLFunc_PM_FindTextureType, name); stock DF_RegisterEncoders() return dllfunc(DLLFunc_RegisterEncoders); stock DF_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3]) return dllfunc(DLLFunc_GetHullBounds, hullnumber, mins, maxs); stock DF_CreateInstBaselines() return dllfunc(DLLFunc_CreateInstBaselines); stock DF_pfnAllowLagCompensation() return dllfunc(DLLFunc_pfnAllowLagCompensation); stock DF_MetaFunc_CallGameEntity(const STRING[], const ENTITY) return dllfunc(MetaFunc_CallGameEntity, STRING, ENTITY); stock DF_ClientUserInfoChanged(const IDPLAYER) return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER); stock DF_UpdateClientData(const ENTITY, sendweapons, const cd/* = 0*/) return dllfunc(DLLFunc_UpdateClientData, ENTITY, sendweapons, cd); stock DF_AddToFullPack(const STATE/* = 0*/, e, ENT, HOST, hostflags, player, set) return dllfunc(DLLFunc_AddToFullPack, STATE, e, ENT, HOST, hostflags, player, set); stock DF_CmdStart(const PLAYER, const CMD/* = 0*/, randomSeed) return dllfunc(DLLFunc_CmdStart, PLAYER, CMD, randomSeed); stock DF_CmdEnd(const PLAYER) return dllfunc(DLLFunc_CmdEnd, PLAYER); stock DF_CreateBaseline(PLAYER, eIndex, baseline, playerModelIndex, Float:playerMins[3], Float:playerMaxs[3]) return dllfunc(DLLFunc_CreateBaseline, PLAYER, eIndex, baseline, playerModelIndex, playerMins, playerMaxs);