FakeMeta Functions Detailed Descriptions

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Point Functions

EngFunc_PointContents

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

The constants that this function returns are these:

#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

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!

EngFunc_GetBonePosition

This image shows the locations of the bones, they are marked through blue points. The red point is the player origin.

This 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

// 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.

get_bone_hitgroup

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
}
find_closest_bone_to_gunshot

This gets the closest bone to the gunshot (Use this in FM_TraceLine and Ham_TraceAttack):

#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
}

Messaging Functions

EngFunc_MessageBegin

This function is used to generate client messages.

Usage

Syntax:

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

Example:

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

With MSG_ONE_UNRELIABLE:

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

With MSG_ALL:

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

dest can be:

#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().