/* VexdUM backwards compatibility

 *

 * by the AMX Mod X Development Team

 *

 * This file is provided as is (no warranties).

 */





#if !defined _fakemeta_included

	#include <fakemeta>

#endif



#if !defined _engine_included

	#include <engine>

#endif



#if defined _vexd_bcompat_included

  #endinput

#endif

#define _vexd_bcompat_included



#include <VexdUM_const>



native radius_damage(inflictor, Float:dmg, Float:orig[3], Float:rad, bit = DMG_BULLET, wpnName[]="", hs = 0);

native take_damage(victim, attacker, Float:orig[3], Float:dmg, bit = DMG_BULLET, wpnName[]="", hs = 0);

native set_user_model(id, const Model[]="");

native entity_use(eUsed, eOther);

native get_num_ents();



native DispatchKeyValue(ent, szKey[], szValue[]);



// Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]

// Will return an entindex if an entity is hit.

native trace_line(ent, Float:vStart[3], Float:vEnd[3], Float:vReturn[3]);



native traceline_get_int(iVar);

native traceline_set_int(iVar, iVal);

native Float:traceline_get_float(iVar);

native traceline_set_float(iVar, Float:fVal);

native traceline_get_vector(iVar, Float:vVal[3]);

native traceline_set_vector(iVar, Float:vVal[3]);

native traceline_get_edict(iVar);

native traceline_set_edict(iVar, iEnt);



/* Wrapper around pfn_touch */

forward entity_touch(entity1, entity2);



/* Wrapper around pfn_think */

forward entity_think(entity);



/* Wrapper around pfn_spawn */

forward entity_spawn(entity);



/* Wrapper around client_PreThink */

forward client_prethink(id);



/* Wrapper around client_PostThink */

forward client_postthink(id);



//From AMX Mod:

// Called when an Emitting Sound is played Server-Side

forward emitsound(entity, const sample[]);



//From AMX Mod:

// Called when an Emitting Ambient Sound is played Server-Side

forward emitambientsound(entity, const sample[]);



//From AMX Mod:

// Called when a model spawns

forward set_model(entity, const model[]);



//From AMX Mod:

// Called whatever an entity looks at

forward traceline(entity);



//:TODO: ?

// Called when a monster is hurt by VexdUM damage natives

// forward monster_hurt(monster, attacker, damage);



//From AMX Mod:

// Called when a keyvalue is set on a player

forward setclientkeyvalue(id, key[], value[]);



//From AMX Mod:

// Called when an entity gets a keyvalue set on it from the engine.

// Use copy_keyvalue to get the keyvalue information

forward keyvalue(entity);



#include <VexdUM_stock>

