Great Tester of Whatever
05-16-2020
, 19:38
[L4D2] INextBot Interface
#1
An extension that provides a large number of functions for working with the INextBot class.
/natives
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INextBot.inc
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native INextBot NextBot_GetINextBot ( int bot );
native Address NextBot_GetInterface ( INextBot bot , InterfacesList inteface );
// API
native bool NextBot_SetPosition ( INextBot bot , float vOrigin [ 3 ]);
native void NextBot_GetPosition ( INextBot bot , float vOrigin [ 3 ]);
native bool NextBot_IsEnemy ( INextBot bot , int index );
native bool NextBot_IsFriend ( INextBot bot , int index );
native bool NextBot_IsSelf ( INextBot bot , int index );
native bool NextBot_IsAllowedToClimb ( INextBot bot );
native bool NextBot_IsAbleToClimbOnto ( INextBot bot , int index );
native bool NextBot_IsAbleToBreak ( INextBot bot , int index );
native bool NextBot_IsAbleToBlockMovementOf ( INextBot bot );
native void NextBot_ReactToSurvivorVisibility ( INextBot bot );
native void NextBot_ReactToSurvivorNoise ( INextBot bot );
native void NextBot_ReactToSurvivorContact ( INextBot bot );
native bool NextBot_IsImmobile ( INextBot bot );
native float NextBot_GetImmobileDuration ( INextBot bot );
native void NextBot_ClearImmobileStatus ( INextBot bot );
native float NextBot_GetImmobileSpeedThreshold ( INextBot bot );
native bool NextBot_IsRangeLessThan ( INextBot bot , int index , float range );
native bool NextBot_IsRangeGreaterThan ( INextBot bot , int index , float range );
native float NextBot_GetRangeTo ( INextBot bot , int index );
native float NextBot_GetRangeSquaredTo ( INextBot bot , int index );
native float NextBot_Get2DRangeTo ( INextBot bot , int index );
ILocomotion.inc
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native void Locomotion_Approach ( ILocomotion locomotion , float vOrigin [ 3 ], float flValue );
native void Locomotion_DriveTo ( ILocomotion locomotion , float vOrigin [ 3 ]);
native bool Locomotion_ClimbUpToLedge ( ILocomotion locomotion , float vSource [ 3 ], float vEnd [ 3 ], int index );
native void Locomotion_JumpAcrossGap ( ILocomotion locomotion , float vSource [ 3 ], float vEnd [ 3 ]);
native void Locomotion_Jump ( ILocomotion locomotion );
native bool Locomotion_IsClimbingOrJumping ( ILocomotion locomotion );
native bool Locomotion_IsClimbingUpToLedge ( ILocomotion locomotion );
native bool Locomotion_IsJumpingAcrossGap ( ILocomotion locomotion );
native bool Locomotion_IsScrambling ( ILocomotion locomotion );
native void Locomotion_Run ( ILocomotion locomotion );
native void Locomotion_Walk ( ILocomotion locomotion );
native void Locomotion_Stop ( ILocomotion locomotion );
native bool Locomotion_IsRunning ( ILocomotion locomotion );
native void Locomotion_SetDesiredSpeed ( ILocomotion locomotion , float flValue );
native float Locomotion_GetDesiredSpeed ( ILocomotion locomotion );
native void Locomotion_SetSpeedLimit ( ILocomotion locomotion , float flValue );
native float Locomotion_GetSpeedLimit ( ILocomotion locomotion );
native bool Locomotion_IsOnGround ( ILocomotion locomotion );
native int Locomotion_GetGround ( ILocomotion locomotion );
native void Locomotion_GetGroundNormal ( ILocomotion locomotion , float vNormal [ 3 ]);
native float Locomotion_GetGroundSpeed ( ILocomotion locomotion );
native void Locomotion_GetGroundMotionVector ( ILocomotion locomotion , float vOrigin [ 3 ]);
native bool Locomotion_IsUsingLadder ( ILocomotion locomotion );
native bool Locomotion_IsAscendingOrDescendingLadder ( ILocomotion locomotion );
native bool Locomotion_IsAbleToAutoCenterOnLadder ( ILocomotion locomotion );
native void Locomotion_FaceTowards ( ILocomotion locomotion , float vSource [ 3 ]);
native void Locomotion_SetDesiredLean ( ILocomotion locomotion , float vSource [ 3 ]);
native void Locomotion_GetDesiredLean ( ILocomotion locomotion , float vSource [ 3 ]);
native void Locomotion_GetFeet ( ILocomotion locomotion , float vFeet [ 3 ]);
native float Locomotion_GetStepHeight ( ILocomotion locomotion );
native float Locomotion_GetMaxJumpHeight ( ILocomotion locomotion );
native float Locomotion_GetDeathDropHeight ( ILocomotion locomotion );
native float Locomotion_GetRunSpeed ( ILocomotion locomotion );
native float Locomotion_GetWalkSpeed ( ILocomotion locomotion );
native void Locomotion_GetVelocity ( ILocomotion locomotion , float vVelocity [ 3 ]);
native float Locomotion_GetSpeed ( ILocomotion locomotion );
native void Locomotion_GetMotionVector ( ILocomotion locomotion , float vMVector [ 3 ]);
native bool Locomotion_IsPotentiallyTraversable ( ILocomotion locomotion , float vSource [ 3 ], float vEnd [ 3 ], TraverseWhenType type , float & fraction );
native bool Locomotion_HasPotentialGap ( ILocomotion locomotion , float vSource [ 3 ], float vEnd [ 3 ], float & fraction );
native bool Locomotion_IsGap ( ILocomotion locomotion , float vSource [ 3 ], float vEnd [ 3 ]);
native bool Locomotion_IsEntityTraversable ( ILocomotion locomotion , int entity , TraverseWhenType type );
native bool Locomotion_IsStuck ( ILocomotion locomotion );
native float Locomotion_GetStuckDuration ( ILocomotion locomotion );
native void Locomotion_ClearStuckStatus ( ILocomotion locomotion , char [] reason );
native bool Locomotion_IsAttemptingToMove ( ILocomotion locomotion );
native void Locomotion_AdjustPosture ( ILocomotion locomotion , float vPosture [ 3 ]);
IBody.inc
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native void Body_SetPosition ( IBody body , float vVec [ 3 ]);
native void Body_GetEyePosition ( IBody body , float vVec [ 3 ]);
native void Body_GetViewVector ( IBody body , float vVec [ 3 ]);
native void Body_AimHeadTowardsVector ( IBody body , float vSource [ 3 ], LookAtPriorityType type , float duration , char [] reason );
native void Body_AimHeadTowardsEntity ( IBody body , int index , LookAtPriorityType type , float duration , char [] reason );
native bool Body_IsHeadAimingOnTarget ( IBody body );
native bool Body_IsHeadSteady ( IBody body );
native float Body_GetHeadSteadyDuration ( IBody body );
native float Body_GetMaxHeadAngularVelocity ( IBody body );
native bool Body_StartActivity ( IBody body , Activity act , int flags );
native int Body_SelectAnimationSequence ( IBody body , Activity act );
native Activity Body_GetActivity ( IBody body );
native bool Body_IsActivity ( IBody body , Activity act );
native bool Body_HasActivityType ( IBody body , int flags );
native void Body_SetDesiredPosture ( IBody body , PostureType type );
native PostureType Body_GetDesiredPosture ( IBody body );
native bool Body_IsDesiredPosture ( IBody body , PostureType type );
native bool Body_IsInDesiredPosture ( IBody body );
native PostureType Body_GetActualPosture ( IBody body );
native bool Body_IsActualPosture ( IBody body , PostureType type );
native bool Body_IsPostureMobile ( IBody body );
native bool Body_IsPostureChanging ( IBody body );
native void Body_SetArousal ( IBody body , ArousalType type );
native ArousalType Body_GetArousal ( IBody body );
native bool Body_IsArousal ( IBody body , ArousalType type );
native float Body_GetHullWidth ( IBody body );
native float Body_GetHullHeight ( IBody body );
native float Body_GetStandHullHeight ( IBody body );
native float Body_GetCrouchHullHeight ( IBody body );
native void Body_GetHullMins ( IBody body , float vMins [ 3 ]);
native void Body_GetHullMaxs ( IBody body , float vMaxs [ 3 ]);
native int Body_GetSolidMask ( IBody body )
IVision.inc
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native float Vision_GetTimeSinceVisible ( IVision vision , int team );
native int Vision_GetClosestRecognized ( IVision vision , int team );
native int Vision_GetRecognizedCount ( IVision vision , int team , float range );
native float Vision_GetMaxVisionRange ( IVision vision );
native float Vision_GetMinRecognizeTime ( IVision vision );
native bool Vision_IsAbleToSeeE ( IVision vision , int index , FieldOfViewCheckType type , float vSource [ 3 ]);
native bool Vision_IsAbleToSeeV ( IVision vision , float vSource [ 3 ], FieldOfViewCheckType type );
native bool Vision_IsNoticed ( IVision vision , int index );
native bool Vision_IsIgnored ( IVision vision , int index );
native bool Vision_IsInFieldOfViewV ( IVision vision , float vSource [ 3 ]);
native bool Vision_IsInFieldOfViewE ( IVision vision , int index );
native float Vision_GetDefaultFieldOfView ( IVision vision );
native float Vision_GetFieldOfView ( IVision vision );
native void Vision_SetFieldOfView ( IVision vision , float flValue );
native bool Vision_IsLineOfSightClear ( IVision vision , float vVec [ 3 ]);
native bool Vision_IsLineOfSightClearToEntity ( IVision vision , int index , float vVec [ 3 ]);
native bool Vision_IsLookingAt ( IVision vision , float vVec [ 3 ], float cosTolerance = 0.95 );
Notes:
I have prescribed methodmap for each interface
In order to connect one of the interfaces you just need to register a define
Currently only Windows is supported
Example:
Changelist:
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0.1 - Fixed vector return
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Last edited by BHaType; 05-17-2020 at 16:34 .