Difference between revisions of "Button constants (AMX Mod X)"
m (added category) |
(→Constants) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{LanguageSwitch}} | ||
+ | |||
+ | |||
==Usage== | ==Usage== | ||
Button constants are generally used to determine when an entity is doing a certain action, such as jumping, attacking, or moving. This is used because +/- commands cannot be hooked by the HL engine (if they are made by the HL engine). | Button constants are generally used to determine when an entity is doing a certain action, such as jumping, attacking, or moving. This is used because +/- commands cannot be hooked by the HL engine (if they are made by the HL engine). | ||
For example, this would work: | For example, this would work: | ||
− | < | + | <pawn>register_concmd("+explode","explode");</pawn> |
− | register_concmd("+explode","explode"); | ||
− | </ | ||
However this would not: | However this would not: | ||
− | < | + | <pawn>register_concmd("+attack","hook_attack");</pawn> |
− | register_concmd("+attack","hook_attack"); | ||
− | </ | ||
==Constants== | ==Constants== | ||
− | A full list of constants can be found | + | A full list of constants can be found [http://amxmodx.org/api/hlsdk_const#pev-entity-pev-button-or-pev-entity-pev-oldbuttons-values/ here]. |
− | http://amxmodx.org/ | ||
==Implementation== | ==Implementation== | ||
If, for example, it is desired to check when a player is attacking, one would use the following: | If, for example, it is desired to check when a player is attacking, one would use the following: | ||
− | < | + | <pawn>#include <amxmodx> |
− | #include <amxmodx> | ||
#include <engine> | #include <engine> | ||
Line 34: | Line 31: | ||
// do something | // do something | ||
} | } | ||
− | } | + | }</pawn> |
− | </ | ||
Notice how this uses the & operator, rather than the && operator. This is because a bit value is returned, and the & operator checks if a bit value is contained in another bit value. | Notice how this uses the & operator, rather than the && operator. This is because a bit value is returned, and the & operator checks if a bit value is contained in another bit value. | ||
To set an entity's button, the same type of idea can be implemented: | To set an entity's button, the same type of idea can be implemented: | ||
− | < | + | <pawn>#include <amxmodx> |
− | #include <amxmodx> | ||
#include <engine> | #include <engine> | ||
Line 52: | Line 47: | ||
{ | { | ||
entity_set_int(id,EV_INT_button,IN_ATTACK); | entity_set_int(id,EV_INT_button,IN_ATTACK); | ||
− | } | + | }</pawn> |
− | </ | ||
This sets the client's attack flag to ''on'' every time a frame is rendered. | This sets the client's attack flag to ''on'' every time a frame is rendered. | ||
To get an entity's buttons, and then ommit a certain button, one would use the following: | To get an entity's buttons, and then ommit a certain button, one would use the following: | ||
− | < | + | <pawn>#include <amxmodx> |
− | #include <amxmodx> | ||
#include <engine> | #include <engine> | ||
Line 70: | Line 63: | ||
{ | { | ||
entity_set_int(id,EV_INT_button,entity_get_int(id,EV_INT_button) & ~IN_ATTACK); | entity_set_int(id,EV_INT_button,entity_get_int(id,EV_INT_button) & ~IN_ATTACK); | ||
− | } | + | }</pawn> |
− | </ | ||
Say, for example, during a certain time, the client is jumping and attacking at the same time. In this case, the entity_get_int(id,EV_INT_button) function would return IN_ATTACK and IN_JUMP. Using the ~ operator removes the certain bit value, making it into merely IN_JUMP. | Say, for example, during a certain time, the client is jumping and attacking at the same time. In this case, the entity_get_int(id,EV_INT_button) function would return IN_ATTACK and IN_JUMP. Using the ~ operator removes the certain bit value, making it into merely IN_JUMP. |
Latest revision as of 14:56, 30 August 2017
Warning: This template (and by extension, language format) should not be used, any pages using it should be switched to Template:Languages | |
View this page in: English Russian 简体中文(Simplified Chinese) |
Usage
Button constants are generally used to determine when an entity is doing a certain action, such as jumping, attacking, or moving. This is used because +/- commands cannot be hooked by the HL engine (if they are made by the HL engine).
For example, this would work:
register_concmd("+explode","explode");
However this would not:
register_concmd("+attack","hook_attack");
Constants
A full list of constants can be found here.
Implementation
If, for example, it is desired to check when a player is attacking, one would use the following:
#include <amxmodx> #include <engine> public plugin_init() { register_plugin("Attack Test","1.0","Hawk552"); } public client_PreThink(id) { if(entity_get_int(id,EV_INT_BUTTON) & IN_ATTACK) { // do something } }
Notice how this uses the & operator, rather than the && operator. This is because a bit value is returned, and the & operator checks if a bit value is contained in another bit value.
To set an entity's button, the same type of idea can be implemented:
#include <amxmodx> #include <engine> public plugin_init() { register_plugin("Attack Test","1.0","Hawk552"); } public client_PreThink(id) { entity_set_int(id,EV_INT_button,IN_ATTACK); }
This sets the client's attack flag to on every time a frame is rendered.
To get an entity's buttons, and then ommit a certain button, one would use the following:
#include <amxmodx> #include <engine> public plugin_init() { register_plugin("Attack Test","1.0","Hawk552"); } public client_PreThink(id) { entity_set_int(id,EV_INT_button,entity_get_int(id,EV_INT_button) & ~IN_ATTACK); }
Say, for example, during a certain time, the client is jumping and attacking at the same time. In this case, the entity_get_int(id,EV_INT_button) function would return IN_ATTACK and IN_JUMP. Using the ~ operator removes the certain bit value, making it into merely IN_JUMP.
There are many more ways to use button constants, and not all must be used on players. They are simply more commonly implemented when dealing with players.