2008-10-04 22:59:11 +02:00
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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2009-04-14 23:40:48 +02:00
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* Version: $Id$
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2008-10-04 22:59:11 +02:00
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*/
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#if defined _tf2_stocks_included
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#endinput
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#endif
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#define _tf2_stocks_included
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#include <tf2>
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#include <sdktools>
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2010-07-25 20:58:18 +02:00
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#define TF_CONDFLAG_NONE 0
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#define TF_CONDFLAG_SLOWED (1 << 0)
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#define TF_CONDFLAG_ZOOMED (1 << 1)
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#define TF_CONDFLAG_DISGUISING (1 << 2)
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#define TF_CONDFLAG_DISGUISED (1 << 3)
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#define TF_CONDFLAG_CLOAKED (1 << 4)
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#define TF_CONDFLAG_UBERCHARGED (1 << 5)
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#define TF_CONDFLAG_TELEPORTGLOW (1 << 6)
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#define TF_CONDFLAG_TAUNTING (1 << 7)
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#define TF_CONDFLAG_UBERCHARGEFADE (1 << 8)
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#define TF_CONDFLAG_TELEPORTING (1 << 10)
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#define TF_CONDFLAG_KRITZKRIEGED (1 << 11)
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#define TF_CONDFLAG_DEADRINGERED (1 << 13)
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#define TF_CONDFLAG_BONKED (1 << 14)
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#define TF_CONDFLAG_DAZED (1 << 15)
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#define TF_CONDFLAG_BUFFED (1 << 16)
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#define TF_CONDFLAG_CHARGING (1 << 17)
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#define TF_CONDFLAG_DEMOBUFF (1 << 18)
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#define TF_CONDFLAG_CRITCOLA (1 << 19)
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#define TF_CONDFLAG_HEALING (1 << 20)
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#define TF_CONDFLAG_ONFIRE (1 << 21)
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#define TF_CONDFLAG_OVERHEALED (1 << 22)
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#define TF_CONDFLAG_JARATED (1 << 23)
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#define TF_DEATHFLAG_KILLERDOMINATION (1 << 0)
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#define TF_DEATHFLAG_ASSISTERDOMINATION (1 << 1)
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#define TF_DEATHFLAG_KILLERREVENGE (1 << 2)
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#define TF_DEATHFLAG_ASSISTERREVENGE (1 << 3)
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#define TF_DEATHFLAG_FIRSTBLOOD (1 << 4)
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#define TF_DEATHFLAG_DEADRINGER (1 << 5)
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2008-10-04 22:59:11 +02:00
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enum TFResourceType
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{
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TFResource_Ping,
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TFResource_Score,
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TFResource_Deaths,
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TFResource_TotalScore,
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TFResource_Captures,
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TFResource_Defenses,
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TFResource_Dominations,
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TFResource_Revenge,
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TFResource_BuildingsDestroyed,
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TFResource_Headshots,
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TFResource_Backstabs,
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TFResource_HealPoints,
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TFResource_Invulns,
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TFResource_Teleports,
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TFResource_ResupplyPoints,
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TFResource_KillAssists,
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TFResource_MaxHealth,
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TFResource_PlayerClass
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};
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static const String:TFResourceNames[TFResourceType][] =
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{
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"m_iPing",
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"m_iScore",
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"m_iDeaths",
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"m_iTotalScore",
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"m_iCaptures",
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"m_iDefenses",
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"m_iDominations",
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"m_iRevenge",
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"m_iBuildingsDestroyed",
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"m_iHeadshots",
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"m_iBackstabs",
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"m_iHealPoints",
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"m_iInvulns",
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"m_iTeleports",
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"m_iResupplyPoints",
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"m_iKillAssists",
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"m_iMaxHealth",
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"m_iPlayerClass"
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};
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/**
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* Get's a Clients current class.
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*
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* @param client Player's index.
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2009-04-14 23:40:48 +02:00
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* @return Current TFClassType of player.
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2008-10-04 22:59:11 +02:00
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* @error Invalid client index.
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*/
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stock TFClassType:TF2_GetPlayerClass(client)
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{
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return TFClassType:GetEntProp(client, Prop_Send, "m_iClass");
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}
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/**
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* Set's a Clients class.
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*
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* Note: If setting player class in a player spawn hook weapons should be set to false.
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*
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* @param client Player's index.
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* @param class TFClassType class symbol.
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* @param weapons This paramater is ignored.
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* @param persistant If true changes the players desired class so the change stays after death.
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* @noreturn
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* @error Invalid client index.
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*/
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stock TF2_SetPlayerClass(client, TFClassType:class, bool:weapons=true, bool:persistant=true)
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{
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SetEntProp(client, Prop_Send, "m_iClass", _:class);
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if (persistant)
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{
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SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", _:class);
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}
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}
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/**
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* Retrieves client data from the resource entity
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*
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* @param client Player's index.
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* @param type ResourceType constant
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* @return Value or -1 on failure.
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* @error Invalid client index, client not in game or failed to find resource entity.
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*/
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stock TF2_GetPlayerResourceData(client, TFResourceType:type)
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{
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if (!IsClientConnected(client))
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{
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return -1;
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}
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new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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if (offset < 1)
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{
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return -1;
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}
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new entity = TF2_GetResourceEntity();
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if (entity == -1)
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{
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return -1;
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}
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return GetEntData(entity, offset + (client*4));
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}
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/**
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* Sets client data in the resource entity
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*
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* Note: The game overwrites these values every frame, so changing them will have very little effect.
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*
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* @param client Player's index.
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* @param type ResourceType constant
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* @param value Value to set.
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* @return Value or -1 on failure.
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* @error Invalid client index, client not in game or failed to find resource entity.
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*/
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stock bool:TF2_SetPlayerResourceData(client, TFResourceType:type, any:value)
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{
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if (!IsClientConnected(client))
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{
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return false;
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}
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new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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if (offset < 1)
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{
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return false;
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}
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new entity = TF2_GetResourceEntity();
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if (entity == -1)
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{
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return false;
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}
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SetEntData(entity, offset + (client*4), value);
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return true;
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}
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/**
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* Removes all weapons from a client's weapon slot
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*
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* @param client Player's index.
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* @param slot Slot index (0-5)
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* @noreturn
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* @error Invalid client, invalid slot or lack of mod support
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*/
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stock TF2_RemoveWeaponSlot(client, slot)
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{
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new weaponIndex;
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while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
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{
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RemovePlayerItem(client, weaponIndex);
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RemoveEdict(weaponIndex);
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}
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}
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/**
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* Removes all weapons from a client
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*
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* @param client Player's index.
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* @noreturn
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*/
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stock TF2_RemoveAllWeapons(client)
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{
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for (new i = 0; i <= 5; i++)
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{
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TF2_RemoveWeaponSlot(client, i);
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}
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}
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2009-04-14 23:40:48 +02:00
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2010-07-25 20:58:18 +02:00
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/**
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* Gets a player's condition bits
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*
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* @param client Player's index.
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* @return Player's condition bits
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*/
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stock TF2_GetPlayerConditionFlags(client)
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{
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return GetEntProp(client, Prop_Send, "m_nPlayerCond");
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}
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