/* * 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 . * */ #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); } }