[INFO] Fakemeta & Ham detailed function descriptions and examples

For scripting examples for learning how to use AMXX.
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function:

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EngFunc_PointContents 
Description:
This function checks an origin and gives us information of its whearabouts.

The constants that this function returns are these:

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#define	CONTENTS_EMPTY                  -1
#define	CONTENTS_SOLID                  -2
#define	CONTENTS_WATER                  -3
#define	CONTENTS_SLIME                  -4
#define	CONTENTS_LAVA                   -5
#define	CONTENTS_SKY                    -6
#define	CONTENTS_ORIGIN                 -7          // Removed at csg time
#define	CONTENTS_CLIP                   -8          // Changed to contents_solid
#define	CONTENTS_CURRENT_0              -9
#define	CONTENTS_CURRENT_90             -10
#define	CONTENTS_CURRENT_180            -11
#define	CONTENTS_CURRENT_270            -12
#define	CONTENTS_CURRENT_UP             -13
#define	CONTENTS_CURRENT_DOWN           -14
#define CONTENTS_TRANSLUCENT            -15
#define	CONTENTS_LADDER                 -16
#define	CONTENT_FLYFIELD                -17
#define	CONTENT_GRAVITY_FLYFIELD        -18
#define	CONTENT_FOG                     -19
Usage:

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static Float:origin[3]
static result
result = engfunc(EngFunc_PointContents, origin)
// if for example result is CONTENTS_SKY
// then the origin that we see is in the sky we can for example use this to see where a player is aming if he is aiming at sky this will be the result! 
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function:

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EngFunc_GetBonePosition

Description:
The function allows to get the bone positions of an entity. This is best used on getting specific player origin points.

These are the bones that a player has.
Bone 1 Name: "Bip01"

Bone 2 Name: "Bip01 Pelvis"

Bone 3 Name: "Bip01 Spine"

Bone 4 Name: "Bip01 Spine1"

Bone 5 Name: "Bip01 Spine2"

Bone 6 Name: "Bip01 Spine3"

Bone 7 Name: "Bip01 Neck"

Bone 8 Name: "Bip01 Head"

Bone 9 Name: "Bone01"

Bone 10 Name: "Bip01 L Clavicle"

Bone 11 Name: "Bip01 L UpperArm"

Bone 12 Name: "Bip01 L Forearm"

Bone 13 Name: "Bip01 L Hand"

Bone 14 Name: "Bip01 L Finger0"

Bone 15 Name: "Bip01 L Finger01"

Bone 16 Name: "Bip01 L Finger1"

Bone 17 Name: "Bip01 L Finger11"

Bone 18 Name: "-- L knuckle"

Bone 19 Name: "-- L Forearm twist"

Bone 20 Name: "-- L wrist"

Bone 21 Name: "-- L Elbow"

Bone 22 Name: "-- L bicep twist"

Bone 23 Name: "-- L shoulder outside"

Bone 24 Name: "-- L Shoulder inside"

Bone 25 Name: "Bip01 R Clavicle"

Bone 26 Name: "Bip01 R UpperArm"

Bone 27 Name: "Bip01 R Forearm"

Bone 28 Name: "Bip01 R Hand"

Bone 29 Name: "Bip01 R Finger0"

Bone 30 Name: "Bip01 R Finger01"

Bone 31 Name: "Bip01 R Finger1"

Bone 32 Name: "Bip01 R Finger11"

Bone 33 Name: "-- R knuckle"

Bone 34 Name: "-- R wrist"

Bone 35 Name: "-- R forearm twist"

Bone 36 Name: "-- R Elbow"

Bone 37 Name: "-- R bicep twist"

Bone 38 Name: "-- R Shoulder inside"

Bone 39 Name: "-- R shoulder outside"

Bone 40 Name: "-- Neck smooth"

Bone 41 Name: "-- R Butt"

Bone 42 Name: "-- L butt"

Bone 43 Name: "Bip01 L Thigh"

Bone 44 Name: "Bip01 L Calf"

Bone 45 Name: "Bip01 L Foot"

Bone 46 Name: "Bip01 L Toe0"

Bone 47 Name: "-- L ankle"

Bone 48 Name: "-- L Knee"

Bone 49 Name: "Bip01 R Thigh"

Bone 50 Name: "Bip01 R Calf"

Bone 51 Name: "Bip01 R Foot"

Bone 52 Name: "Bip01 R Toe0"

Bone 53 Name: "-- R Ankle"

Bone 54 Name: "-- R Knee"

Bone 55 Name: "Bomb"
Usage:

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// ENTITY is the player entity id
// BONE_NUMBER you have to choose from the list above
// bone_origin[3] is the vector where we save the bone origin
// bone_angles[3] the vector that holds the angles of the bone.
engfunc(EngFunc_GetBonePosition, ENTITY, BONE_NUMBER, Float:bone_origin[3], Float:bone_angles[3]) 
Useful Stocks:
These stocks are made for CS/CZ you need to port them to other mods.

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This gets the hitgroup of the bone.

#define BONE_HIT_HEAD              8
#define BONE_HIT_CHEST             6
#define BONE_HIT_STOMACH         4
#define BONE_HIT_LEFTARM        24
#define BONE_HIT_RIGHTARM        39
#define BONE_HIT_LEFTLEG        48
#define BONE_HIT_RIGHTLEG        54
#define HEAD_NECK                40
#define BONE_L_BUTT                41
#define BONE_R_BUTT                42

stock get_bone_hitgroup(number)
{
    switch (number)
    {
        case HEAD_NECK:
        {
            return HIT_HEAD
        }
        case BONE_L_BUTT:
        {
            return HIT_LEFTLEG
        }
        case BONE_R_BUTT:
        {
            return HIT_RIGHTLEG
        }
    }
    
    if (1 <= number <= BONE_HIT_STOMACH)
        return HIT_STOMACH
    
    if (BONE_HIT_STOMACH < number <= BONE_HIT_CHEST)
        return HIT_CHEST
    
    if (BONE_HIT_CHEST < number <= BONE_HIT_HEAD)
        return HIT_HEAD
    
    if (BONE_HIT_HEAD < number <= BONE_HIT_LEFTARM)
        return HIT_LEFTARM
    
    if (BONE_HIT_LEFTARM < number <= BONE_HIT_RIGHTARM)
        return HIT_RIGHTARM
    
    if (BONE_HIT_RIGHTARM < number <= BONE_HIT_LEFTLEG)
        return HIT_LEFTLEG
    
    if (BONE_HIT_LEFTLEG < number <= BONE_HIT_RIGHTLEG)
        return HIT_RIGHTLEG
    
    return HIT_GENERIC
} 
This gets the closest bone to the gunshot [Use this in FM_TraceLine and Ham_TraceAttack

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#define DISTANCE_CLEAR_HIT        2.0

stock find_closest_bone_to_gunshot(victim, Float:endtrace[3])
{
    new Float:angles[3], Float:origin[3], Float:dist = 9999999.99, Float:curorigin[3], bone_nr
    for (new i=1;i<=54;i++)
    {
        // Get the bone position
        engfunc(EngFunc_GetBonePosition, victim, i, curorigin, angles)
        // Calculate the distance vector
        xs_vec_sub(curorigin, endtrace, angles)
        
        // If this is smaller than the last small distance remember the value!
        if (xs_vec_len(angles) <= dist)
        {
            origin = curorigin
            dist = xs_vec_len(angles)
            bone_nr = i
        }
        
        // If distance is smaller than CLEARHIT! Break (We accept the last value!)
        if (dist <= DISTANCE_CLEAR_HIT)
        {
            break
        }
    }
    
    // Return the bone
    return bone_nr
} 
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta Function:

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EngFunc_MessageBegin
Description:

This function is used to generate client messages.

Usage:

engfunc(EngFunc_MessageBegin,dest,msg_type,or igin[3]={0,0,0},player=0)

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static Float:origin[3] // Origin should be a Float
pev(id, pev_origin, origin) // Get user origin
engfunc(EngFunc_MessageBegin,MSG_BROADCAST,SVC_TEMPENTITY,origin,0) // Create message 

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//With MSG_ONE_UNRELIABLE
engfunc(EngFunc_MessageBegin,MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,_,id) // Create message

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//With MSG_ALL
 engfunc(EngFunc_MessageBegin,MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,_,id) // Create message

dest can be :

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#define    MSG_BROADCAST               0        // Unreliable to all, There is not id
#define    MSG_ONE                     1        // Reliable to one (msg_entity)
#define    MSG_ALL                     2        // Reliable to all, There is not origin
#define    MSG_INIT                    3        // Write to the init string
#define    MSG_PVS                     4        // Ents in PVS of org
#define    MSG_PAS                     5        // Ents in PAS of org
#define    MSG_PVS_R                   6        // Reliable to PVS
#define    MSG_PAS_R                   7        // Reliable to PAS
#define    MSG_ONE_UNRELIABLE          8        // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped), There is not origin
#define    MSG_SPEC                    9        // Sends to all spectator proxies
Before calling another EngFunc_MessageBegin you must call message_end()
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function:

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EngFunc_FindEntityInSphere 
Description:
Find entities within a radius. The function returnes the next entity id after the start entity!

If we use

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engfunc(EngFunc_FindEntityInSphere, -1, origin, radius) 
The function in the situation above will return 1!

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engfunc(EngFunc_FindEntityInSphere, 20, origin, radius) 
The function in the situation above will return 30!

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engfunc(EngFunc_FindEntityInSphere, 100, origin, radius)

The function in the situation above will return 0, meaning that it didn't find an entity with an id grater than 100!

Usage:

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engfunc(EngFunc_FindEntityInSphere, ent_to_start, origin, radius)
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function:

Code: Select all

EngFunc_EntitiesInPVS 
Description:
This function checks entities that are in the PVS of an entity.
It can be used on all entities except worldspawn!

What is PVS?
PVS means potentially visible set, this means that the entities that we have in this list can be seen.
PVS does not hold just the entities that we see!
By knowing this we can get to the conclusion that PVS has the role of limiting data transfer for better internet connection/lower amount of data transfer!

So in small words I want to say something like this:
Entity that is in PVS => Can be seen => Data Transfer about that entity
Entity that it is not in PVS => Can not be seen => No data transfer => Save bandwidth
How does it work?
Well let's say that every room of the map is a cube.
We find ourselves in a room and that also means that we are in the cube of that room.
We can see the entities in the next rooms because the cubes of that room touch with the cube of the room we are in.

How do I use this function?
Well this function doesn't work like EngFunc_FindEntityInSphere so the HL engine has another method of providing the information.
At first this function returns a start entity and after that we can find the next entity using pev_chain/EV_ENT_chain. And so on, untill pev_chain is NULL.

Example Usage:

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public whatisonPVS(id)
{
    static next, chain
    static class[32]
    
    next = engfunc(EngFunc_EntitiesInPVS, id)
    while(next)
    {
        pev(next, pev_classname, class, charsmax(class))
        chain = pev(next, pev_chain)
        
        server_print("Found entity in player (%i) PVS: ent(%i) class(%s)", id, next, class)
        
        if(!chain)
            break
    
        next = chain
    }
} 
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function :

Code: Select all

EngFunc_FindEntityByString
Description :

Returns the first entity found that matches the search criteria.

You can use any of string type attributes of entities:

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classname	Type of entity
globalname	This is the name of the global variable that can be used to control the state of the entity
model	 	The model of the entity
target	 	Entity that this entity is handling
targetname	The name given to this entity that another entity searches for to handle it
netname	 	Player or NPC name
message	 	Seems to be used mainly to store sound (string). It happens to store others things, depending the need of the entity
noise		Noise variables do different things for different ents.
noise1		This is the move sound for doors.
noise2		This is the stop sound for doors.
noise3		This is for blocking game_player_equip and player_weaponstrip
Usage :

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iEnt = engfunc( EngFunc_FindEntityByString, iStartEnt, sAttribute, sText );
Parameters
iStartEnt = Start search on this entity (ex: 0 = worldspawn)
sAttribute = Name of attribute over which we need to search (ex: classname)
sText = Text string that we are searching for (ex: func_breakable)

Return
iEnt = Index of the first entity that matches the search
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function :

Code: Select all

EngFunc_FindClientInPVS
Description :
Return the next "player" entity in someone PVS using a global loop.

Usage :

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iEnt2 = engfunc(EngFunc_FindClientInPVS, iEnt);
Parameters
iEnt = Source entity. Seek someone within of iEnt PVS

Unlike EngFunc_EntitiesInPVS, it does not return a series of chained entities.

It works like a global loop of entities.
No matter which source entity you use, this function maintains the last index used and returns the next entity in source entity PVS.

This function must be called severals times to find every entity in PVS and also can return the source entity but it can't be called twice inside the same function because it will return the same entity.
Notes :
It seems you can call this function once between some forward (maybe UpdateClientData, Think, AddToFullPack or some other).

It's not clear the main purpose of this function because you can get similar results with FindEntitiesInPVS.
CheckVisibility and FindEntitiesInPVS are better functions to use.
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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Fakemeta function:

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EngFunc_TraceLine


Description:
This function traces between 2 origins and gives us information about it.

The constants that we can use in flags:

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#define DONT_IGNORE_MONSTERS            0
#define IGNORE_MONSTERS                 1
#define IGNORE_MISSILE                  2
#define IGNORE_GLASS                    0x100 
These constants can be used together.
Ex: IGNORE_MISSILE | IGNORE_MONSTERS | IGNORE_GLASS - This makes the traceline ignore missiles, monsters (players) and glass.

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engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS, 0, tr) 

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engfunc(EngFunc_TraceLine, start, end, DONT_IGNORE_MONSTERS, 0, tr) 
Functions that come with the TraceLine pack:

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// Description: This creates a trace handle! 
// It is important to use because we don't want our plugins to mess with eachothers info!
new ptr = create_tr2() 

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// Description: This creates a trace handle! 
// It is important to use because we don't want our plugins to mess with each others info!
free_tr2(ptr) 

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// Description: Gets/Sets information from/in the trace_handle
[g|s]et_tr2(trace_handle, CONSTANT, number_if_needed!) 
CONSTANT Expresion has this posible values:

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enum TraceResult
{
	TR_AllSolid,		// int
	TR_StartSolid,		// int
	TR_InOpen,		// int
	TR_InWater,		// int
	TR_flFraction,		// float
	TR_vecEndPos,		// float array[3]
	TR_flPlaneDist,		// float
	TR_vecPlaneNormal,	// float array[3]
	TR_pHit,		// int (edict_t*)
	TR_iHitgroup,		// int
};
The float and array values need the third argument! Example:

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    new allsolid = get_tr2(trace, TR_AllSolid)
    new startsolid = get_tr2(trace, TR_StartSolid)
    // TR_StartSolid is a boolean that says whether you were "inside" something 
    // (usually the world) when the trace started (point A)
    // TR_AllSolid tells you if you ever got out of the "inside" or not.
    
    new inopen = get_tr2(trace, TR_InOpen)
    // TR_InOpen means that the start point is in Open
    // That means in the world and not in an ent or something
    
    new hit = get_tr2(trace, TR_pHit)
    // What was hit by the traceline. It will either be a player index,
    // entity index, 0 (part of map), or -1 (didn't hit anything; 
    // doesn't happen with player tracelines).
    
    new hitgroup = get_tr2(trace, TR_iHitgroup)
    // If the traceline hit another player, returns will be HIT_HEAD,
    // HIT_CHEST, HIT_LEFTLEG... etc. If the traceline hit part of the
    // map, this returns HIT_GENERIC.
    
    new Float:fraction
    get_tr2(trace, TR_flFraction, fraction)
    // Returns a number between 0.0 and 1.0, indicating how far the
    // traceline traveled start to end before it hit something. Depending
    // on what conditions were passed to this traceline forward function,
    // it could either be a wall or another entity.
    
    new Float:end_origin[3]
    get_tr2(trace, TR_vecEndPos, end_origin)
    // The official end of the traceline. Not necesarily the same as the
    // second argument passed to this traceline forward function.
    
    new Float:normal[3]
    get_tr2(trace, TR_vecPlaneNormal, normal)
    // Returns a 1 unit long vector normal to the spot that it hit. Note
    // that "normal" has a special connotation here. It doesn't mean "regular." 
Example Stock:

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stock is_wall_between_points(Float:start[3], Float:end[3], ignore_ent)
{
    // Create the trace handle! It is best to create it!
    new ptr = create_tr2()
    
    // The main traceline function!
    // This function ignores GLASS, MISSILE and MONSTERS!
    // Here is an example of how you should combine all the flags!
    engfunc(EngFunc_TraceLine, start, end, IGNORE_GLASS | IGNORE_MONSTERS | IGNORE_MISSILE, ignore_ent, ptr)
    
    // We are interested in the fraction parameter
    new fraction
    get_tr2(ptr, TR_flFraction, fraction)
    
    // Free the trace handle (don't forget to do this!)
    free_tr2(ptr)
    
    // If = 1.0 then it didn't hit anything!
    return (fraction != 1.0)
} 
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Re: [INFO] Fakemeta & Ham detailed function descriptions and examples

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FakeMeta functions:

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EngFunc_TraceTexture, DLLFunc_PM_FindTextureType


Description:
The TraceTexture function detects the texture of an entity from a direction
The FindTextureType function allows to get the type of the material of the texture.

Parameters:
engfunc(EngFunc_TraceTexture, ent, Float:start[3], Float:end[3], texture_name, len)
- ent is the entity that we want to get the texture
- start is the point from where the trace starts
- end is the point where the trace ends
- texture_name - here we save the texture name
- len - the texture_name string length
@Return
Nothing!

dllfunc(DLLFunc_PM_FindTextureType, texture_name)
- texture_name is the name of the texture that we have gotten with TraceTexture
@Return
It returns the material of the texture.

Constants:
The first function does not have any constants but if the name of the texture begins with '{' the texture is semi-transparent!

The letter constants are returned by the second function. "DLLFunc_PM_FindTextureType"

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/*
C : concrete        
D : dirt    
G : grate     
M : metal 
N : snow
P : computer    
S : slosh     
T : tile     
V : ventilation          
W : wood        
Y : glass
*/

new const material_array[] = 
{
    'C', 'D', 'G', 'M', 'N', 'P', 'S', 'T', 'V', 'W', 'Y'
} 
Usage:

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    new texture_name[64], texture_type
    engfunc(EngFunc_TraceTexture, 0, start, end, texture_name, charsmax(texture_name))
    texture_type = dllfunc(DLLFunc_PM_FindTextureType, texture_name) 
Notes:
- Improper use of these functions may crash the server!!!
- To avoid crashing the server use the TraceTexture:
-on any entities (even worldspawn) except players
-use this function only when there is at least one player connected
-the distance between the two points must be big! [> 2000.0]
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