- ham_const.inc
- Raw
- Functions
- Constants
// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Ham Sandwich Constants
//
#if defined _ham_const_included
#endinput
#endif
#define _ham_const_included
/**
* Ham return types.
*
* @note Return these from hooks to disable calling the target function.
* Numbers match up with fakemeta's FMRES_* for clarity. They are
* interchangable. 0 (or no return) is also interpretted as HAM_IGNORED.
*/
#define HAM_IGNORED 1 /**< Calls target function, returns normal value */
#define HAM_HANDLED 2 /**< Tells the module you did something, still calls target function and returns normal value */
#define HAM_OVERRIDE 3 /**< Still calls the target function, but returns whatever is set with SetHamReturn*() */
#define HAM_SUPERCEDE 4 /**< Block the target call, and use your return value (if applicable) (Set with SetHamReturn*()) */
/**
* List of virtual functions made available through the hamsandwich module.
*
* @note Not all functions will do as you expect on all mods. If a function does
* not do what you would believe it should DO NOT file a bug report, you
* will be ignored.
* @note Passing invalid parameters has potential to crash the server, so be
* careful, and test carefully and adequately!
* @note All functions take (and pass) a "this" index as the first param.
* This is the entity from which the function is being executed on.
* @note All functions and forwards (eg: {Register,Execute}Ham[B]) require
* the mod to have the pev and base keys in addition to the function
* keys for the corresponding mod/operating system in hamdata.ini
* @note Some functions that return booleans may need to be logically ANDed
* to get the desired results because the mod will return the full integer
* value. E.g.: (ExecuteHam(Ham_TS_IsObjective, this) & 0x0000FFFF) != 0
*/
enum Ham
{
/**
* Description: This is typically called whenever an entity is created.
* It is the virtual equivilent of spawn from the engine.
* Some mods call this on player spawns too.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Spawn, this);
*/
Ham_Spawn = 0,
/**
* Description: This is typically called on map change.
* This will typically precache all assets required by the entity.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Precache, this);
*/
Ham_Precache,
/**
* Description: Typically this is similar to an engine keyvalue call.
* Use the kvd natives from fakemeta to handle the kvd_handle passed.
* NOTE: Do not pass handle 0 to this! Use create_kvd() from fakemeta instead!
* Forward params: function(this, kvd_handle);
* Return type: None.
* Execute params: ExecuteHam(Ham_Keyvalue, this, kvd_handle);
*/
Ham_Keyvalue,
/**
* Description: Returns flags for how an entity can be used.
* Forward params: function(this)
* Return type: Integer (FCAP_* constants, see hlsdk_const.inc).
* Execute params: ExecuteHam(Ham_ObjectCaps, this);
*/
Ham_ObjectCaps,
/**
* Description: Usually called to activate some objects.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Activate, this);
*/
Ham_Activate,
/**
* Description: Usually called after the engine call with the same name.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this);
*/
Ham_SetObjectCollisionBox,
/**
* Description: Returns an integer number that corresponds with what type of entity this is.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Classify, this);
*/
Ham_Classify,
/**
* Description: Typically called when an entity dies to notify any children entities about the death.
* Forward params: function(this, idchild)
* Return type: None.
* Execute params: ExecuteHam(Ham_DeathNotice, this, idchild)
*/
Ham_DeathNotice,
/**
* Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.
* Use the get/set tr2 natives in fakemeta to handle the traceresult data.
* Do not use a handle of 0 as a traceresult in execution, use create_tr2() from Fakemeta
* to pass a custom handle instead. (Don't forget to free the handle when you're done.)
* Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)
* Return type: None.
* Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);
*/
Ham_TraceAttack,
/**
* Description: Usually called whenever an entity takes any kind of damage.
* Inflictor is the entity that caused the damage (such as a gun).
* Attacker is the entity that tirggered the damage (such as the gun's owner).
* Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);
*/
Ham_TakeDamage,
/**
* Description: Usually called whenever an entity gets a form of a heal.
* Forward params: function(this, Float:health, damagebits);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);
*/
Ham_TakeHealth,
/**
* Description: Normally called whenever an entity dies.
* For Team Fortress Classic mod, see Ham_TFC_Killed.
* Forward params: function(this, idattacker, shouldgib)
* Return type: None.
* Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib);
*/
Ham_Killed,
/**
* Description: Normally returns the blood color of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_BloodColor, this)
*/
Ham_BloodColor,
/**
* Description: Traces where blood should appear.
* Forward params: function(this, Float:Damage, Float:Direction[3], trace_handle, damagebits);
* Return type: None.
* Execute params: ExecuteHam(Ham_TraceBleed, this, Float:damage, Float:direction[3], trace_handle, damagebits);
*/
Ham_TraceBleed,
/**
* Description: Returns whether an entity is activated.
* This function is not supported by Day Of Defeat.
* This function has different version for Team Fortress Classic, see Ham_TFC_IsTriggered instead.
* Forward params: function(this, idActivator);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_IsTriggered, this, idActivator);
*/
Ham_IsTriggered,
/**
* Description: Returns the id of the entity if its class is derived off of CBaseMonster, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute params: ExecuteHam(Ham_MyMonsterPointer, this);
*/
Ham_MyMonsterPointer,
/**
* Description: Returns the id of the entity if its class is derived off of CBaseSquadMonster, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute params: ExecuteHam(Ham_MySquadMonsterPointer, this);
*/
Ham_MySquadMonsterPointer,
/**
* Description: Returns the toggle state of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_GetToggleState, this);
*/
Ham_GetToggleState,
/**
* Description: Typically adds points to the entity.
* This function is not supported by Team Fortress Classic mod.
* Forward params: function(this, points, bool:cangonegative);
* Return type: None.
* Execute params: ExecuteHam(Ham_AddPoints, this, points, bool:cangonegative);
*/
Ham_AddPoints,
/**
* Description: Typically adds points to everybody on the entity's team.
* This function is not supported by Team Fortress Classic mod.
* Forward params: function(this, points, bool:cangonegative);
* Return type: None.
* Execute params: ExecuteHam(Ham_AddPointsToTeam, this, points, bool:cangonegative);
*/
Ham_AddPointsToTeam,
/**
* Description: Adds an item to the player's inventory.
* Forward params: function(this, idother);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_AddPlayerItem, this, idother);
*/
Ham_AddPlayerItem,
/**
* Description: Removes an item to the player's inventory.
* Forward params: function(this, idother);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_RemovePlayerItem, this, idother);
*/
Ham_RemovePlayerItem,
/**
* Description: Gives ammo to the entity.
* This function is not supported for the following mods:
* Earth's Special Forces.
* Sven-Coop 4.8+, see Ham_SC_GiveAmmo instead.
* Team Fortress Classic, see Ham_TFC_GiveAmmo instead.
* Forward params: function(this, Amount, const Name[], Max)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_GiveAmmo, this, amount, "type", max);
*/
Ham_GiveAmmo,
/**
* Description: Unsure, I believe this is the delay between activation for an entity.
* Forward params: function(this)
* Return type: Float.
* Execute params: ExecuteHam(Ham_GetDelay, this, Float:output)
*/
Ham_GetDelay,
/**
* Description: Whether or not the entity is moving.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_IsMoving, this);
*/
Ham_IsMoving,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_OverrideReset, this)
*/
Ham_OverrideReset,
/**
* Description: Returns the damage decal of the entity for the damage type.
* Forward params: function(this, damagebits)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_DamageDecal, this);
*/
Ham_DamageDecal,
/**
* Description: Sets the toggle state of the entity.
* Forward params: function(this, state)
* Return type: None.
* Execute params: ExecuteHam(Ham_SetToggleState, this, state);
*/
Ham_SetToggleState,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_StartSneaking, this);
*/
Ham_StartSneaking,
/**
* Description: Not entirely sure what this does.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_StopSneaking, this);
*/
Ham_StopSneaking,
/**
* Description: Not entirely sure.
* Forward params: function(this, idOn)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_OnControls, this, idOn);
*/
Ham_OnControls,
/**
* Description: Whether or not the entity is sneaking.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsSneaking, this);
*/
Ham_IsSneaking,
/**
* Description: Whether or not the entity is alive.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsAlive, this);
*/
Ham_IsAlive,
/**
* Description: Whether or not the entity uses a BSP model.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsBSPModel, this);
*/
Ham_IsBSPModel,
/**
* Description: Whether or not the entity can reflect gauss shots..
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ReflectGauss, this);
*/
Ham_ReflectGauss,
/**
* Description: Whether or not the target is the same as the one passed.
* Note the strindex parameter is a string passed that has been allocated by the engine.
* Use fakemeta's EngFunc_SzFromIndex to convert to a normal string, or fakemeta's
* EngFunc_AllocString to create a new string.
* Forward params: function(this, strindex).
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_HasTarget, this, strindex);
*/
Ham_HasTarget,
/**
* Description: Whether or not the entity is in the world.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsInWorld, this);
*/
Ham_IsInWorld,
/**
* Description: Whether or not the entity is a player.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsPlayer, this);
*/
Ham_IsPlayer,
/**
* Description: Whether or not the entity is a net client.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_IsNetClient, this);
*/
Ham_IsNetClient,
/**
* Description: Get the entity's team id.
* This function is not supported by Team Fortress Classic mod.
* Forward params: function(this);
* Return type: String (string length returned and string byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_TeamId, this, buffer[], size);
*/
Ham_TeamId,
/**
* Description: Returns the next target of this.
* Forward params: function(this);
* Return type: Entity.
* Execute params: ExecuteHam(Ham_GetNextTarget, this);
*/
Ham_GetNextTarget,
/**
* Description: Called whenever an entity thinks.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Think, this);
*/
Ham_Think,
/**
* Description: Called whenever two entities touch.
* Forward params: function(this, idother);
* Return type: None.
* Execute params: ExecuteHam(Ham_Touch, this, idother);
*/
Ham_Touch,
/**
* Description: Called whenver one entity uses another.
* Forward params: function(this, idcaller, idactivator, use_type, Float:value)
* Return type: None.
* Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);
*/
Ham_Use,
/**
* Description: Normally called whenever one entity blocks another from moving.
* Forward params: function(this, idother);
* Return type: None.
* Execute params: ExecuteHam(Ham_Blocked, this, idother);
*/
Ham_Blocked,
/**
* Description: Normally called when a map-based item respawns, such as a health kit or something.
* Forward params: function(this);
* Return type: Entity.
* Execute params: ExecuteHam(Ham_Respawn, this);
*/
Ham_Respawn,
/**
* Description: Used in Half-Life to update a monster's owner.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_UpdateOwner, this);
*/
Ham_UpdateOwner,
/**
* Description: Normally called whenever a barnacle grabs the entity.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_FBecomeProne, this);
*/
Ham_FBecomeProne,
/**
* Description: Returns the center of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_Center, this, Float:output[3]);
*/
Ham_Center,
/**
* Description: Returns the eye position of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]);
*/
Ham_EyePosition,
/**
* Description: Returns the ear position of the entity.
* Forward params: function(this);
* Return type: Vector (byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]);
*/
Ham_EarPosition,
/**
* Description: Position to shoot at.
* Forward params: function(this, Float:srcvector[3]);
* Return type: Vector (byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_BodyTarget, Float:srcvector[3], Float:returnvector[3])
*/
Ham_BodyTarget,
/**
* Description: Returns the illumination of the entity.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Illumination, this);
*/
Ham_Illumination,
/**
* Description: Returns true if a line can be traced from the caller's eyes to the target.
* Forward params: function(this, idOther);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FVisible, this, idOther);
*/
Ham_FVisible,
/**
* Description: Returns true if a line can be traced from the caller's eyes to given vector.
* Forward params: function(this, const Float:origin[3]);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FVecVisible, this, const Float:origin[3]);
*/
Ham_FVecVisible,
/**
* Players have all the attributes of normal entities, in addition to these.
*/
/**
* Description: Typically called every frame when a player has jump held.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_Jump, this);
*/
Ham_Player_Jump,
/**
* Description: Typically called every frame when a player has duck held.
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_Duck, this);
*/
Ham_Player_Duck,
/**
* Description: Typically called every frame during PlayerPreThink engine call.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_PreThink, this);
*/
Ham_Player_PreThink,
/**
* Description: Typically called every frame during PlayerPostThink engine call.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_PostThink, this);
*/
Ham_Player_PostThink,
/**
* Description: Returns a vector that tells the gun position.
* This function is not supported by Team Fortress Classic.
* Forward params: function(this)
* Return type: Vector (byreffed in ExecuteHam);.
* Execute params: ExecuteHam(Ham_Player_GetGunPosition, this, Float:output[3]);
*/
Ham_Player_GetGunPosition,
/**
* Description: Whether or not the player should fade on death.
* Forward param: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Player_ShouldFadeOnDeath, this);
*/
Ham_Player_ShouldFadeOnDeath,
/**
* Description: Called whenever an impulse command is executed.
* Forward param: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_ImpulseComands, this);
*/
Ham_Player_ImpulseCommands,
/**
* Description: Updates the client's data for hud changes (such as ammo). Usually called every frame.
* This function is not supported by Team Fortress Classic mod.
* Forward param: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Player_UpdateClientData, this);
*/
Ham_Player_UpdateClientData,
/**
* Items have all the attributes of normal entities in addition to these.
*/
/**
* Description: Adds the item to the player.
* Forward params: function(this, idPlayer);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_AddToPlayer, this, idPlayer);
*/
Ham_Item_AddToPlayer,
/**
* Description: Unsure.
* Forward params: function(this, idOriginal);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_AddDuplicate, this, idOriginal);
*/
Ham_Item_AddDuplicate,
/**
* Description: Whether or not this entity can be deployed.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_CanDeploy, this);
*/
Ham_Item_CanDeploy,
/**
* Description: Deploys the entity (usually a weapon).
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_Deploy, this);
*/
Ham_Item_Deploy,
/**
* Description: Whether or not the entity can be holstered.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_CanHolster, this);
*/
Ham_Item_CanHolster,
/**
* Description: Whether or not the entity (usually weapon) can be holstered.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Item_Holster, this);
*/
Ham_Item_Holster,
/**
* Description: Updates the HUD info about this item.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_UpdateItemInfo, this);
*/
Ham_Item_UpdateItemInfo,
/**
* Description: Called each frame for an item, normally only on active items.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_PreFrame, this);
*/
Ham_Item_PreFrame,
/**
* Description: Called each frame for an item, normally only on active items.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_PostFrame, this);
*/
Ham_Item_PostFrame,
/**
* Description: Called when an item gets dropped, normally on death only.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_Drop, this);
*/
Ham_Item_Drop,
/**
* Description: Normally called when an item gets deleted.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_Kill, this);
*/
Ham_Item_Kill,
/**
* Description: Called when an entity starts being attached to (normally invisible and "following") a player.
* Forward params: function(this, idPlayer)
* Return type: None.
* Execute params: ExecuteHam(Ham_Item_AttachToPlayer, this, idPlayer)
*/
Ham_Item_AttachToPlayer,
/**
* Description: Returns the ammo index of the item.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_PrimaryAmmoIndex, this);
*/
Ham_Item_PrimaryAmmoIndex,
/**
* Description: Returns the secondary ammo index of the item.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_SecondaryAmmoIndex, this);
*/
Ham_Item_SecondaryAmmoIndex,
/**
* Description: Updates item data for the client.
* Forward params: function(this, idPlayer)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_Item_UpdateClientData, this, idPlayer);
*/
Ham_Item_UpdateClientData,
/**
* Description: Returns the entity index if the item is a weapon, -1 otherwise.
* Forward params: function(this)
* Return type: Entity.
* Execute Params: ExecuteHam(Ham_Item_GetWeaponPtr, this)
*/
Ham_Item_GetWeaponPtr,
/**
* Description: Returns the item slot for the item.
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Item_ItemSlot, this)
*/
Ham_Item_ItemSlot,
/**
* Weapons have all the attributes to Ham_Item_*, in addition to these.
*/
/**
* Description: Gets ammo from the target weapon.
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this, idTarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)
*/
Ham_Weapon_ExtractAmmo,
/**
* Description: Gets clip ammo from the target weapon.
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this, idTarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_Weapon_ExtractAmmo, this, idTarget)
*/
Ham_Weapon_ExtractClipAmmo,
/**
* Description: Unsure.
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_AddWeapon, this);
*/
Ham_Weapon_AddWeapon,
/**
* Description: Plays the weapon's empty sound.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_PlayEmptySound, this);
*/
Ham_Weapon_PlayEmptySound,
/**
* Description: Sets the weapon so that it can play empty sound again.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_ResetEmptySound, this);
*/
Ham_Weapon_ResetEmptySound,
/**
* Description: Sends an animation event for the weapon.
* This function has different versions for the following mods:
* Counter-Strike: see Ham_CS_Weapon_SendWeaponAnim.
* Team Fortress Classic: see Ham_TFC_Weapon_SendWeaponAnim.
* Day Of Defeat: see Ham_DOD_Weapon_SendWeaponAnim.
* Forward params: function(this, iAnim, skiplocal, body);
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_SendWeaponAnim, this, iAnim, skiplocal, body);
*/
Ham_Weapon_SendWeaponAnim,
/**
* Description: Whether or not the weapon is usable (has ammo, etc.)
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_IsUsable, this)
*/
Ham_Weapon_IsUsable,
/**
* Description: Called when the main attack of a weapon is triggered.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_PrimaryAttack, this);
*/
Ham_Weapon_PrimaryAttack,
/**
* Description: Called when the secondary attack of a weapon is triggered.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_SecondaryAttack, this);
*/
Ham_Weapon_SecondaryAttack,
/**
* Description: Called when the weapon is reloaded.
* This function is not supported in Earth's Special Forces mod.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_Reload, this);
*/
Ham_Weapon_Reload,
/**
* Description: Displays the idle animation for the weapon.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Weapon_WeaponIdle, this);
*/
Ham_Weapon_WeaponIdle,
/**
* Description: There is no more ammo for this gun, so switch to the next best one.
* Forward params: function(this)
* Return type: None.
* ExecuteParams: ExecuteHam(Ham_Weapon_RetireWeapon, this)
*/
Ham_Weapon_RetireWeapon,
/**
* Description: Whether or not the weapon should idle.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_Weapon_ShouldWeaponIdle, this)
*/
Ham_Weapon_ShouldWeaponIdle,
/**
* Description: Unsure.
* This function is not supported by Team Fortress Classic.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_Weapon_UseDecrement, this);
*/
Ham_Weapon_UseDecrement,
/**
* The following functions are specific to The Specialists.
*/
/**
* Description: -
* Forward params: function(this, someboolvalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_BreakableRespawn, this, someboolvalue);
*/
Ham_TS_BreakableRespawn,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer (boolean)
* Execute params: ExecuteHam(Ham_TS_CanUsedThroughWalls, this);
*/
Ham_TS_CanUsedThroughWalls,
/**
* Description: Unsure - this was removed in TS 3.0 (and thus is deprecated).
* Forward params: function(this)
* Return type: Integer (I think...)
* Execute params: ExecuteHam(Ham_TS_RespawnWait, this);
*/
Ham_TS_RespawnWait,
/**
* The following functions are specific to Counter-Strike.
*/
/**
* Description: This is called on a map reset for most map based entities.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Restart, this);
*/
Ham_CS_Restart,
/**
* Description: Respawn function for players/bots only! Do not use this on non player/bot entities!
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_RoundRespawn, this);
*/
Ham_CS_RoundRespawn,
/**
* Description: Whether or not the player can drop the specified item.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_CS_Item_CanDrop, this);
*/
Ham_CS_Item_CanDrop,
/**
* Description: Gets the maximum speed for whenever a player has the item deployed.
* Forward params: function(this);
* Return type: Float (byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_CS_Item_GetMaxSpeed, this, Float:output);
*/
Ham_CS_Item_GetMaxSpeed,
/**
* The following functions are specific to Day Of Defeat.
*/
/**
* Description: I assume this spawns players at the start of a new round.
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_RoundRespawn, this);
*/
Ham_DOD_RoundRespawn,
/**
* Description: I assume this spawns entities (like func_breakables) at the start of a new round.
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_RoundRespawnEnt, this);
*/
Ham_DOD_RoundRespawnEnt,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None, I think...
* Execute params: ExecuteHam(Ham_DOD_RoundStore, this);
*/
Ham_DOD_RoundStore,
/**
* Description: Unsure.
* Forward params: function(this, someintegervalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_DOD_AreaSetIndex, this, someintegervalue)
*/
Ham_DOD_AreaSetIndex,
/**
* Description: Unsure.
* Forward params: function(this, idPlayer)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_AreaSendStatus, this, idPlayer);
*/
Ham_DOD_AreaSendStatus,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_GetState, this);
*/
Ham_DOD_GetState,
/**
* Description: Unsure.
* Forward params: function(this, idtarget)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_GetStateEnt, this, idtarget);
*/
Ham_DOD_GetStateEnt,
/**
* Description: Whether or not a player can drop this item.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_DOD_Item_CanDrop, this);
*/
Ham_DOD_Item_CanDrop,
/**
* The following functions are specific to The Team Fortress Classic.
*/
/**
* Description: Unsure.
* Forward params: function(this, playerId)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_TFC_EngineerUse, this, playerId)
*/
Ham_TFC_EngineerUse,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_Finished, this);
*/
Ham_TFC_Finished,
/**
* Description: Unsure.
* Forward params: function(this, grenId, Float:damage, Float:radius)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_EmpExplode, this, grenId, Float:damage, Float:radius)
*/
Ham_TFC_EmpExplode,
/**
* Description: Unsure.
* 'damage' and 'radius' are byref'd in ExecuteHam.
* Forward params: function(this, Float:damage, Float:radius)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_CalcEmpDmgRad, this, Float:damage, Float:radius)
*/
Ham_TFC_CalcEmpDmgRad,
/**
* Description: Unsure.
* Forward params: function(this, grenId)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_TakeEmpBlast, this, grenId);
*/
Ham_TFC_TakeEmpBlast,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_EmpRemove, this);
*/
Ham_TFC_EmpRemove,
/**
* Description: Unsure.
* Forward params: function(this, grenId, Float:bounceMax)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_TakeConcussionBlast, this, grenId, Float:bounceMax);
*/
Ham_TFC_TakeConcussionBlast,
/**
* Description: Unsure.
* Forward params: function(this, grenId)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_Concuss, this, grenId);
*/
Ham_TFC_Concuss,
/**
* The following functions are specific to Earth's Special Forces.
*/
/**
* Description: Unsure.
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_IsEnvModel, this);
*/
Ham_ESF_IsEnvModel,
/**
* Description: Unsure.
* This is available only in ESF Open Beta.
* Forward params: function(this, entityida, entityidb, Float:floata, Float:floatb, dmgbits)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_ESF_TakeDamage2, this, entityida, entityidb, Float:floata, Float:floatb, dmgbits);
*/
Ham_ESF_TakeDamage2,
/**
* The following functions are specific to Natural Selection.
*/
/**
* Description: Returns how many points each entity is worth.
* Forward params: function(this)
* Return type: Integer.
* Execute params: ExecuteHam(Ham_NS_GetPointValue, this);
*/
Ham_NS_GetPointValue,
/**
* Description: Unsure. Probably awards this with the killing of idvictim.
* Forward params: function(this, idvictim)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_AwardKill, this, idvictim);
*/
Ham_NS_AwardKill,
/**
* Description: Unsure, probably whenever an entity resets after a new round.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_ResetEntity, this);
*/
Ham_NS_ResetEntity,
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_NS_UpdateOnRemove, this)
*/
Ham_NS_UpdateOnRemove,
/**
* The following functions are specific to The Specialists.
*/
/**
* Description: Unsure.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_GiveSlowMul, this)
*/
Ham_TS_GiveSlowMul,
/**
* Description: Unsure. The second paramater is actually a char.
* Forward params: function(this, Float:someval, someotherval)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_GoSlow, this, Float:someval, someotherval)
*/
Ham_TS_GoSlow,
/**
* Description: Probably returns true if the user is in slow mo.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_InSlow, this)
*/
Ham_TS_InSlow,
/**
* Description: Returns true if the entity is an objective.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_IsObjective, this)
*/
Ham_TS_IsObjective,
/**
* Description: Unsure.
* Forward params: function(this, bool:someval)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_EnableObjective, this, bool:someval)
*/
Ham_TS_EnableObjective,
/**
* Description: Probably called when the engine call to OnEntFreePrivateData is called (the entity destructor.)
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_TS_OnEntFreePrivateData, this)
*/
Ham_TS_OnFreeEntPrivateData,
/**
* Description: Probably called when the engine call to ShouldCollide is called.
* Forward params: function(this, otherEntity)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_TS_ShouldCollide, this, otherEntity)
*/
Ham_TS_ShouldCollide,
/**
* LATE ADDITIONS (2011)
*/
/**
* Description: Turns a monster towards its ideal_yaw.
* Forward params: function(this, speed);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_ChangeYaw, this, speed);
*/
Ham_ChangeYaw,
/**
* Description: Returns if monster has human gibs.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_HasHumanGibs, this);
*/
Ham_HasHumanGibs,
/**
* Description: Returns if monster has alien gibs.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_HasAlienGibs, this);
*/
Ham_HasAlienGibs,
/**
* Description: Slowly fades a entity out, then removes it.
* Using this on player will crash your server.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_FadeMonster, this);
*/
Ham_FadeMonster,
/**
* Description: Create some gore and get rid of a monster's model.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_GibMonster, this);
*/
Ham_GibMonster,
/**
* Description: Called when monster dies and prepares its entity to become a corpse.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_BecomeDead, this);
*/
Ham_BecomeDead,
/**
* Description: Checks relation ship between two monsters.
* Forward params: function(this, idother);
* Return type: Integer (R_* constants, see HLDSK).
* Execute params: ExecuteHam(Ham_IRelationship, this, idother);
*/
Ham_IRelationship,
/**
* Description: Called when monster is about to emit pain sound.
* Not guaranteed to actually emit sound. (random, time, etc..)
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_PainSound, this);
*/
Ham_PainSound,
/**
* Description: Prints debug information about monster to console. (state, activity, and other)
* This function is called by impulse 103.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_ReportAIState, this);
*/
Ham_ReportAIState,
/**
* Description: Called when monster has died.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_MonsterInitDead, this);
*/
Ham_MonsterInitDead,
/**
* Description: Function to find enemies or food by sight.
* distance is maximum distance (in units) monster can see.
* Forward params: function(this, distance);
* Return type: None.
* Execute params: ExecuteHam(Ham_Look, this, distance);
*/
Ham_Look,
/**
* Description: This functions searches the link list whose head is the caller's m_pLink field.
* Forward params: function(this);
* Return type: Integer (entity).
* Execute params: ExecuteHam(Ham_BestVisibleEnemy, this);
*/
Ham_BestVisibleEnemy,
/**
* Description: Returns true if the passed ent is in the caller's forward view cone.
* The dot product is performed in 2d, making the view cone infinitely tall.
* Forward params: function(this, idOther);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FInViewCone, this, idOther);
*/
Ham_FInViewCone,
/**
* Description: Returns true if the passed ent is in the caller's forward view cone.
* The dot product is performed in 2d, making the view cone infinitely tall.
* Forward params: function(this, const Float:origin[3]);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FVecInViewCone, this, const Float:origin[3]);
*/
Ham_FVecInViewCone,
/**
* Description: Determines the best type of death animation to play.
* Forward params: function(this);
* Return type: Integer (ACT_* constants, see HLDSK. It might different depending the mod).
* Execute params: ExecuteHam(Ham_GetDeathActivity, this);
*/
Ham_GetDeathActivity,
/**
* The following functions are not supported by Counter-Strike, The Specialists and Natural Selection mods
*/
/**
* Description: Runs core AI functions.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_RunAI, this);
*/
Ham_RunAI,
/**
* Description: Calls out to core AI functions and handles this monster's specific animation events.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_MonsterThink, this);
*/
Ham_MonsterThink,
/**
* Description: After a monster is spawned, it needs to be dropped into the world, checked for mobility problems
* and put on the proper path, if any. This function does all of those things after the monster spawns.
* Any initialization that should take place for all monsters goes here.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_MonsterInit, this);
*/
Ham_MonsterInit,
/**
* Description: Check validity of a straight move through space.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, const Float:start[3], const Float:end[3], target, Float:dist)
* Return type: Integer (See LOCALMOVE_* constants).
* Execute params: ExecuteHam(Ham_CheckLocalMove, this, const Float:start[3], const Float:end[3], target, Float:dist);
*/
Ham_CheckLocalMove,
/**
* Description: Takes a single step towards the next ROUTE location.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:interval)
* Return type: None.
* Execute params: ExecuteHam(Ham_Move, this, Float:interval);
*/
Ham_Move,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, targetEnt, const Float:dir[3], Float:interval)
* Return type: None.
* Execute params: ExecuteHam(Ham_MoveExecute, this, targetEnt, const Float:dir[3], Float:interval);
*/
Ham_MoveExecute,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:waypointDist)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ShouldAdvanceRoute, this, Float:waypointDist);
*/
Ham_ShouldAdvanceRoute,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this)
* Return type: Integer (ACT_* constants, see HLDSK. It might different depending the mod).
* Execute params: ExecuteHam(Ham_GetStoppedActivity, this);
*/
Ham_GetStoppedActivity,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_Stop, this);
*/
Ham_Stop,
/**
* Description: Surveys conditions and set appropriate conditions bits for attack types.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:dot, Float:dist)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CheckRangeAttack1, this, Float:dot, Float:dist);
*/
Ham_CheckRangeAttack1,
/**
* Description: Surveys conditions and set appropriate conditions bits for attack types.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:dot, Float:dist)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CheckRangeAttack2, this, Float:dot, Float:dist);
*/
Ham_CheckRangeAttack2,
/**
* Description: Surveys conditions and set appropriate conditions bits for attack types.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:dot, Float:dist)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CheckMeleeAttack1, this, Float:dot, Float:dist);
*/
Ham_CheckMeleeAttack1,
/**
* Description: Surveys conditions and set appropriate conditions bits for attack types.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:dot, Float:dist)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CheckMeleeAttack2, this, Float:dot, Float:dist);
*/
Ham_CheckMeleeAttack2,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:dot, Float:dist)
* Return type: None.
* Execute params: ExecuteHam(Ham_ScheduleChange, this, Float:dot, Float:dist);
*/
Ham_ScheduleChange,
/**
* Description: Determines whether or not the monster can play the scripted sequence or AI sequence that is
* trying to possess it. If DisregardState is set, the monster will be sucked into the script
* no matter what state it is in. ONLY Scripted AI ents should allow this.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, bool:disregardState, interruptLevel);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CanPlaySequence, this, bool:disregardState, interruptLevel);
*/
Ham_CanPlaySequence,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, bool:disregardState);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CanPlaySentence, this, bool:disregardState);
*/
Ham_CanPlaySentence,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, const sentence[], Float:duration, Float:volume, Float:attenuation);
* Return type: None.
* Execute params: ExecuteHam(Ham_PlaySentence, this, const sentence[], Float:duration, Float:volume, Float:attenuation);
*/
Ham_PlaySentence,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, const sentence[], Float:duration, Float:volume, Float:attenuation, bool:concurrent, idListener);
* Return type: None.
* Execute params: ExecuteHam(Ham_PlayScriptedSentence, this, const sentence[], Float:duration, Float:volume, Float:attenuation, bool:concurrent, idListener);
*/
Ham_PlayScriptedSentence,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_SentenceStop, this);
*/
Ham_SentenceStop,
/**
* Description: Surveys the Conditions information available and finds the best new state for a monster.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Integer (MONSTERSTATE_* constants, see HLDSK).
* Execute params: ExecuteHam(Ham_GetIdealState, this);
*/
Ham_GetIdealState,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, newActivity);
* Return type: None.
* Execute params: ExecuteHam(Ham_SetActivity, this, newActivity);
*/
Ham_SetActivity,
/**
* Description: Part of the condition collection process gets and stores data and conditions
* pertaining to a monster's enemy. Returns TRUE if Enemy LKP was updated.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, idEnemy);
* Return type: None.
* Execute params: ExecuteHam(Ham_CheckEnemy, this, idEnemy);
*/
Ham_CheckEnemy,
/**
* Description: Tries to overcome local obstacles by triangulating a path around them.
* 'dist' is how far the obstruction that we are trying to triangulate around is from the monster.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, const Float:start[3], const Float:end[3], Float:dist, targetEnt, Float:apex[3]);
* Return type: None.
* Execute params: ExecuteHam(Ham_FTriangulate, this, const Float:start[3], const Float:end[3], Float:dist, targetEnt, Float:apex[3]);
*/
Ham_FTriangulate,
/**
* Description: Allows each sequence to have a different turn rate associated with it.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_SetYawSpeed, this);
*/
Ham_SetYawSpeed,
/**
* Description: Tries to build a route as close to the target as possible, even if there isn't a path to the final point.
* If supplied, search will return a node at least as far away as MinDist from vecThreat, but no farther than minDist.
* If maxDist isn't supplied, it defaults to a reasonable value.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:threat[3], const Float:viewOffset[3], Float:minDist, Float:maxDist);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_BuildNearestRoute, this, const Float:threat[3], const Float:viewOffset[3], Float:minDist, Float:maxDist);
*/
Ham_BuildNearestRoute,
/**
* Description: Tries to find a nearby node that will hide the caller from its enemy.
* If supplied, search will return a node at least as far away as MinDist from vecThreat, but no farther than minDist.
* If maxDist isn't supplied, it defaults to a reasonable value.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, Float:threat[3], const Float:viewOffset[3], Float:minDist, Float:maxDist);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FindCover, this, const Float:threat[3], const Float:viewOffset[3], Float:minDist, Float:maxDist);
*/
Ham_FindCover,
/**
* Description: Default cover radius.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Float.
* Execute params: ExecuteHam(Ham_CoverRadius, this);
*/
Ham_CoverRadius,
/**
* Description: Prequalifies a monster to do more fine checking of potential attacks.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FCanCheckAttacks, this);
*/
Ham_FCanCheckAttacks,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CheckAmmo, this);
*/
Ham_CheckAmmo,
/**
* Description: Before a set of conditions is allowed to interrupt a monster's schedule, this function removes
* conditions that we have flagged to interrupt the current schedule, but may not want to interrupt
* the schedule every time. (Pain, for instance)
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_IgnoreConditions, this);
*/
Ham_IgnoreConditions,
/**
* Description: Tells use whether or not the monster cares about the type of Hint Node given.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, hint);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FValidateHintType, this, hint);
*/
Ham_FValidateHintType,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_FValidateHintType, this);
*/
Ham_FCanActiveIdle,
/**
* Description: Returns a bit mask indicating which types of sounds this monster regards.
* In the base class implementation, monsters care about all sounds, but no scents.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Integer.
* Execute params: ExecuteHam(Ham_ISoundMask, this);
*/
Ham_ISoundMask,
/**
* Description: -
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Float.
* Execute params: ExecuteHam(Ham_HearingSensitivity, this);
*/
Ham_HearingSensitivity,
/**
* Description: Called by Barnacle victims when the barnacle pulls their head into its mouth.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this, idBarnacle);
* Return type: Float.
* Execute params: ExecuteHam(Ham_BarnacleVictimBitten, this, idBarnacle);
*/
Ham_BarnacleVictimBitten,
/**
* Description: Called by barnacle victims when the host barnacle is killed.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: Float.
* Execute params: ExecuteHam(Ham_BarnacleVictimReleased, this);
*/
Ham_BarnacleVictimReleased,
/**
* Description: Runs after conditions are collected and before scheduling code is run.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_PrescheduleThink, this);
*/
Ham_PrescheduleThink,
/**
* Description: Plays death sounds.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_DeathSound, this);
*/
Ham_DeathSound,
/**
* Description: Plays alert sounds.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_AlertSound, this);
*/
Ham_AlertSound,
/**
* Description: Plays idle sounds.
* This function is not supported by Counter-Strike, The Specialists and Natural Selection mods.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_IdleSound, this);
*/
Ham_IdleSound,
/**
* Description: This should stop a monster following a target.
* Forward params: function(this, bool:clearSchedule)
* Return type: None.
* Execute Params: ExecuteHam(Ham_StopFollowing, this, bool:clearSchedule);
*/
Ham_StopFollowing,
/**
* The following functions are specific to Counter-Strike.
*/
/**
* Description: Sends an animation event for the weapon. skiplocal is 1 if client is predicting weapon animations.
* Forward params: function(this, anim, skiplocal);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Weapon_SendWeaponAnim, this, anim, skiplocal);
*/
Ham_CS_Weapon_SendWeaponAnim,
/**
* Description: Resets the player's max speed.
* Forward params: function(this);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Player_ResetMaxSpeed, this);
*/
Ham_CS_Player_ResetMaxSpeed,
/**
* Description: Whether or not the player is a bot.
* Forward params: function(this);
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_CS_Player_IsBot, this);
*/
Ham_CS_Player_IsBot,
/**
* Description: Returns a vector that tells the autoaim direction.
* Set crosshair position to point to enemey if sv_aim is 1.
* Forward params: function(this, Float:delta)
* Return type: Vector, byreffed in execute.
* Execute params: ExecuteHam(Ham_CS_Player_GetAutoaimVector, this, Float:delta, Float:output[3]);
*/
Ham_CS_Player_GetAutoaimVector,
/**
* Description: Whether or not the player is being flashing. (flashbang grenade explosion)
* blindTime is the time you are considered as being blind. (holdTime * 0.33).
* Forward params: function(this, Float:blindTime, Float:duration, Float:holdTime, alpha);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Player_Blind, this, Float:blindTime, Float:duration, Float:holdTime, alpha);
*/
Ham_CS_Player_Blind,
/**
* Description: Whether or not the player is touching a weapon on the ground.
* Forward params: function(this, entityid);
* Return type: None.
* Execute params: ExecuteHam(Ham_CS_Player_OnTouchingWeapon, this, entityid);
*/
Ham_CS_Player_OnTouchingWeapon,
/**
* The following functions are specific to Day Of Defeat.
*/
/**
* Description: -
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_SetScriptReset, this);
*/
Ham_DOD_SetScriptReset,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_Item_SpawnDeploy, this);
*/
Ham_DOD_Item_SpawnDeploy,
/**
* Description: -
* Forward params: function(this, Float:someValue)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_Item_SetDmgTime, this, Float:someValue);
*/
Ham_DOD_Item_SetDmgTime,
/**
* Description: -
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_Item_DropGren, this);
*/
Ham_DOD_Item_DropGren,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_DOD_Weapon_IsUseable, this);
*/
Ham_DOD_Weapon_IsUseable,
/**
* Description: -
* Forward params: function(this, Float:accuracyFactor, idother, shared_rand)
* Return type: Vector, byreffed in execute.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_Aim, this, Float:accuracyFactor, idother, shared_rand, Float:output[3]);
*/
Ham_DOD_Weapon_Aim,
/**
* Description: -
* Forward params: function(this, Float:accuracyFactor, idother)
* Return type: Float.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_flAim, this, Float:accuracyFactor, idother);
*/
Ham_DOD_Weapon_flAim,
/**
* Description: -
* Forward params: function(this, Float:amount, targetEnt)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_RemoveStamina, this, Float:amount, targetEnt);
*/
Ham_DOD_Weapon_RemoveStamina,
/**
* Description: -
* Forward params: function(this, fov)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_ChangeFOV, this, fov);
*/
Ham_DOD_Weapon_ChangeFOV,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_ZoomOut, this);
*/
Ham_DOD_Weapon_ZoomOut,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_ZoomIn, this);
*/
Ham_DOD_Weapon_ZoomIn,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_GetFOV, this);
*/
Ham_DOD_Weapon_GetFOV,
/**
* Description: -
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute Params: ExecuteHam(Ham_DOD_Weapon_IsWaterSniping, this);
*/
Ham_DOD_Weapon_PlayerIsWaterSniping,
/**
* Description: -
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_UpdateZoomSpeed, this);
*/
Ham_DOD_Weapon_UpdateZoomSpeed,
/**
* Description: -
* Forward params: function(this)
* Return type: None.
* Execute Params: ExecuteHam(Ham_DOD_Weapon_Special, this);
*/
Ham_DOD_Weapon_Special,
/**
* The following functions are specific to Team Fortress Classic.
*/
/**
* Description: Get the item name.
* Forward params: function(this, const buffer[]);
* Return type: String (string length returned and string byref'd in ExecuteHam).
* Execute params: ExecuteHam(Ham_TFC_DB_GetItemName, this, buffer[], size);
*/
Ham_TFC_DB_GetItemName,
/**
* Description: This entity is exploding, or otherwise needs to inflict damage upon entities within a certain range.
* Forward params: function(this, inflictorId, attackerId, Float:damage, classIgnore, bitsDamageType)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_RadiusDamage, this, inflictorId, attackerId, Float:damage, classIgnore, bitsDamageType);
*/
Ham_TFC_RadiusDamage,
/**
* Description: This entity is exploding, or otherwise needs to inflict damage upon entities within a certain range.
* Forward params: function(this, const Float:source[3], inflictorId, attackerId, Float:damage, classIgnore, bitsDamageType)
* Return type: None.
* Execute params: ExecuteHam(Ham_TFC_RadiusDamage2, this, const Float:source[3], inflictorId, attackerId, Float:damage, classIgnore, bitsDamageType);
*/
Ham_TFC_RadiusDamage2,
/**
* The following functions are specific to Earth's Special Forces.
*/
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_IsFighter, this);
*/
Ham_ESF_IsFighter,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_IsBuddy, this);
*/
Ham_ESF_IsBuddy,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, const char sample[], somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_EmitSound, this, const sample[], somevalue);
*/
Ham_ESF_EmitSound,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_EmitNullSound, this, somevalue);
*/
Ham_ESF_EmitNullSound,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, someentid, somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_IncreaseStrength, this, someentid, somevalue);
*/
Ham_ESF_IncreaseStrength,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_IncreasePL, this, somevalue);
*/
Ham_ESF_IncreasePL,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_SetPowerLevel, this, somevalue);
*/
Ham_ESF_SetPowerLevel,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_SetMaxPowerLevel, this, somevalue);
*/
Ham_ESF_SetMaxPowerLevel,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, anim)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_StopAniTrigger, this, anim);
*/
Ham_ESF_StopAniTrigger,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_StopFly, this);
*/
Ham_ESF_StopFly,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_HideWeapon, this);
*/
Ham_ESF_HideWeapon,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, somevalue)
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_HideWeapon, this, somevalue);
*/
Ham_ESF_ClientRemoveWeapon,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this, const model[])
* Return type: None.
* Execute params: ExecuteHam(Ham_ESF_SendClientsCustomModel, this, const model[]);
*/
Ham_ESF_SendClientsCustomModel,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_CanTurbo, this);
*/
Ham_ESF_CanTurbo,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return type: Integer (boolean).
* Execute params: ExecuteHam(Ham_ESF_CanPrimaryFire, this);
*/
Ham_ESF_CanPrimaryFire,
/**
* Description: -
* This is available only in ESF Open Beta.
* Forward params: function(this)
* Return