shavit-credits/scripting/include/shavit/physicsuntouch.inc
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/*
* physicsuntouch.inc
* by: rumour
*
* Originally from EndTouch Fix (https://github.com/rumourA/End-Touch-Fix)
* but edited to be part of shavit's Timer (https://github.com/shavitush/bhoptimer)
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#if defined _physicuntouch_included
#endinput
#endif
#define _physicuntouch_included
#define EFL_CHECK_UNTOUCH (1<<24)
Handle gH_PhysicsCheckForEntityUntouch;
stock void LoadPhysicsUntouch(Handle gamedata)
{
StartPrepSDKCall(SDKCall_Entity);
if (!PrepSDKCall_SetFromConf(gamedata, SDKConf_Signature, "PhysicsCheckForEntityUntouch"))
{
SetFailState("Failed to get PhysicsCheckForEntityUntouch");
}
gH_PhysicsCheckForEntityUntouch = EndPrepSDKCall();
}
stock bool GetCheckUntouch(int client)
{
int flags = GetEntProp(client, Prop_Data, "m_iEFlags");
return (flags & EFL_CHECK_UNTOUCH) != 0;
}
stock void MaybeDoPhysicsUntouch(int client)
{
if (GetCheckUntouch(client))
{
SDKCall(gH_PhysicsCheckForEntityUntouch, client);
}
}