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().

Entity Search Functions

EngFunc_FindEntityInSphere

Find entities within a radius. The function returns the next entity id after the start entity.

3D diagram to show how the function works.

If we use

engfunc(EngFunc_FindEntityInSphere, -1, origin, radius)

In the situation described on the picture the function call above will return 1,

engfunc(EngFunc_FindEntityInSphere, 20, origin, radius)

will return 30 and

engfunc(EngFunc_FindEntityInSphere, 100, origin, radius)

will return 0, meaning that it didn't find an entity with an id grater than 100.

Usage

engfunc(EngFunc_FindEntityInSphere, ent_to_start, origin, radius)

EngFunc_EntitiesInPVS

This function checks entities that are in the PVS of an entity. It can't be used on worldspawn.

The function returns the first entity on the PVS and then you can traverse through the results using pev_chain/EV_ENT_chain. A NULL value of pev_chain/EV_ENT_chain indicates the end of the chain.

Usage

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
    }
}

EngFunc_FindEntityByString

Returns the first entity found that matches the search criteria.

You can use any of string type attributes of entities:

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

iEnt = engfunc(EngFunc_FindEntityByString, iStartEnt, sAttribute, sValue)

Parameters:

  • iStartEnt: Start searching on this entity (ex: 0 = worldspawn)
  • sAttribute: Name of attribute over which we need to search (ex: classname)
  • sValue: Text string that we are searching for (ex: func_breakable)

The function returns the first entity matching the criteria.

EngFunc_FindClientInPVS

Returns the next "player" entity in someone's PVS using a global loop.

Usage

iEnt2 = engfunc(EngFunc_FindClientInPVS, iEnt)

Parameters:

  • iEnt Source entity. Seek someone within iEnt's PVS

Unlike #EngFunc_EntitiesInPVS, it does not return a series of chained entities. Instead, 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 several times to find every entity in PVS and can also return the source entity but it can't be called twice inside the same function because it will return the same entity.

Notes

It's not clear the main purpose of this function because you can get similar results with #EngFunc_EntitiesInPVS.

#EngFunc_CheckVisibility and #EngFunc_EntitiesInPVS are better functions to use.

Trace Functions

EngFunc_TraceLine

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

These are the constants we can use as flags:

#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.

Usage

Example of doing a traceline between two origins, and ignoring glass:

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

Now considering glass:

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

Other Traceline functions

This creates a trace handle. It's important to do this because we don't want our plugins to mess with eachothers info.

new ptr = create_tr2()

And this frees the trace handle:

free_tr2(ptr)

Getter and setter:

[g|s]et_tr2(trace_handle, CONSTANT, argument_if_setting)

Where CONSTANT can be one of the following enumerations:

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
};

Getting the array and Float values require the third parameter to be passed.

Example:

    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."

Useful Stocks

is_wall_between_points

This returns true if there's a wall between start and end.

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)
}

Extra Info

http://developer.valvesoftware.com/wiki/TraceLines

http://forums.alliedmods.net/showthread.php?t=66076