sm-zombiereloaded-3/env/include/tf2_stocks.inc

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/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* 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.
*
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* 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/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
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*/
#if defined _tf2_stocks_included
#endinput
#endif
#define _tf2_stocks_included
#include <tf2>
#include <sdktools>
#define TF_CONDFLAG_NONE 0
#define TF_CONDFLAG_SLOWED (1 << 0)
#define TF_CONDFLAG_ZOOMED (1 << 1)
#define TF_CONDFLAG_DISGUISING (1 << 2)
#define TF_CONDFLAG_DISGUISED (1 << 3)
#define TF_CONDFLAG_CLOAKED (1 << 4)
#define TF_CONDFLAG_UBERCHARGED (1 << 5)
#define TF_CONDFLAG_TELEPORTGLOW (1 << 6)
#define TF_CONDFLAG_TAUNTING (1 << 7)
#define TF_CONDFLAG_UBERCHARGEFADE (1 << 8)
#define TF_CONDFLAG_CLOAKFLICKER (1 << 9)
#define TF_CONDFLAG_TELEPORTING (1 << 10)
#define TF_CONDFLAG_KRITZKRIEGED (1 << 11)
#define TF_CONDFLAG_DEADRINGERED (1 << 13)
#define TF_CONDFLAG_BONKED (1 << 14)
#define TF_CONDFLAG_DAZED (1 << 15)
#define TF_CONDFLAG_BUFFED (1 << 16)
#define TF_CONDFLAG_CHARGING (1 << 17)
#define TF_CONDFLAG_DEMOBUFF (1 << 18)
#define TF_CONDFLAG_CRITCOLA (1 << 19)
#define TF_CONDFLAG_INHEALRADIUS (1 << 20)
#define TF_CONDFLAG_HEALING (1 << 21)
#define TF_CONDFLAG_ONFIRE (1 << 22)
#define TF_CONDFLAG_OVERHEALED (1 << 23)
#define TF_CONDFLAG_JARATED (1 << 24)
#define TF_CONDFLAG_BLEEDING (1 << 25)
#define TF_CONDFLAG_DEFENSEBUFFED (1 << 26)
#define TF_CONDFLAG_MILKED (1 << 27)
#define TF_CONDFLAG_MEGAHEAL (1 << 28)
#define TF_CONDFLAG_REGENBUFFED (1 << 29)
#define TF_CONDFLAG_MARKEDFORDEATH (1 << 30)
#define TF_DEATHFLAG_KILLERDOMINATION (1 << 0)
#define TF_DEATHFLAG_ASSISTERDOMINATION (1 << 1)
#define TF_DEATHFLAG_KILLERREVENGE (1 << 2)
#define TF_DEATHFLAG_ASSISTERREVENGE (1 << 3)
#define TF_DEATHFLAG_FIRSTBLOOD (1 << 4)
#define TF_DEATHFLAG_DEADRINGER (1 << 5)
#define TF_DEATHFLAG_INTERRUPTED (1 << 6)
#define TF_DEATHFLAG_GIBBED (1 << 7)
#define TF_DEATHFLAG_PURGATORY (1 << 8)
#define TF_DEATHFLAG_MINIBOSS (1 << 9)
#define TF_DEATHFLAG_AUSTRALIUM (1 << 10)
// Custom kill identifiers for the customkill property on the player_death event
enum {
TF_CUSTOM_HEADSHOT = 1,
TF_CUSTOM_BACKSTAB,
TF_CUSTOM_BURNING,
TF_CUSTOM_WRENCH_FIX,
TF_CUSTOM_MINIGUN,
TF_CUSTOM_SUICIDE,
TF_CUSTOM_TAUNT_HADOUKEN,
TF_CUSTOM_BURNING_FLARE,
TF_CUSTOM_TAUNT_HIGH_NOON,
TF_CUSTOM_TAUNT_GRAND_SLAM,
TF_CUSTOM_PENETRATE_MY_TEAM,
TF_CUSTOM_PENETRATE_ALL_PLAYERS,
TF_CUSTOM_TAUNT_FENCING,
TF_CUSTOM_PENETRATE_HEADSHOT,
TF_CUSTOM_TAUNT_ARROW_STAB,
TF_CUSTOM_TELEFRAG,
TF_CUSTOM_BURNING_ARROW,
TF_CUSTOM_FLYINGBURN,
TF_CUSTOM_PUMPKIN_BOMB,
TF_CUSTOM_DECAPITATION,
TF_CUSTOM_TAUNT_GRENADE,
TF_CUSTOM_BASEBALL,
TF_CUSTOM_CHARGE_IMPACT,
TF_CUSTOM_TAUNT_BARBARIAN_SWING,
TF_CUSTOM_AIR_STICKY_BURST,
TF_CUSTOM_DEFENSIVE_STICKY,
TF_CUSTOM_PICKAXE,
TF_CUSTOM_ROCKET_DIRECTHIT,
TF_CUSTOM_TAUNT_UBERSLICE,
TF_CUSTOM_PLAYER_SENTRY,
TF_CUSTOM_STANDARD_STICKY,
TF_CUSTOM_SHOTGUN_REVENGE_CRIT,
TF_CUSTOM_TAUNT_ENGINEER_SMASH,
TF_CUSTOM_BLEEDING,
TF_CUSTOM_GOLD_WRENCH,
TF_CUSTOM_CARRIED_BUILDING,
TF_CUSTOM_COMBO_PUNCH,
TF_CUSTOM_TAUNT_ENGINEER_ARM,
TF_CUSTOM_FISH_KILL,
TF_CUSTOM_TRIGGER_HURT,
TF_CUSTOM_DECAPITATION_BOSS,
TF_CUSTOM_STICKBOMB_EXPLOSION,
TF_CUSTOM_AEGIS_ROUND,
TF_CUSTOM_FLARE_EXPLOSION,
TF_CUSTOM_BOOTS_STOMP,
TF_CUSTOM_PLASMA,
TF_CUSTOM_PLASMA_CHARGED,
TF_CUSTOM_PLASMA_GIB,
TF_CUSTOM_PRACTICE_STICKY,
TF_CUSTOM_EYEBALL_ROCKET,
TF_CUSTOM_HEADSHOT_DECAPITATION,
TF_CUSTOM_TAUNT_ARMAGEDDON,
TF_CUSTOM_FLARE_PELLET,
TF_CUSTOM_CLEAVER,
TF_CUSTOM_CLEAVER_CRIT,
TF_CUSTOM_SAPPER_RECORDER_DEATH,
TF_CUSTOM_MERASMUS_PLAYER_BOMB,
TF_CUSTOM_MERASMUS_GRENADE,
TF_CUSTOM_MERASMUS_ZAP,
TF_CUSTOM_MERASMUS_DECAPITATION,
TF_CUSTOM_CANNONBALL_PUSH,
TF_CUSTOM_TAUNT_ALLCLASS_GUITAR_RIFF,
TF_CUSTOM_THROWABLE,
TF_CUSTOM_THROWABLE_KILL,
TF_CUSTOM_SPELL_TELEPORT,
TF_CUSTOM_SPELL_SKELETON,
TF_CUSTOM_SPELL_MIRV,
TF_CUSTOM_SPELL_METEOR,
TF_CUSTOM_SPELL_LIGHTNING,
TF_CUSTOM_SPELL_FIREBALL,
TF_CUSTOM_SPELL_MONOCULUS,
TF_CUSTOM_SPELL_BLASTJUMP,
TF_CUSTOM_SPELL_BATS,
TF_CUSTOM_SPELL_TINY,
TF_CUSTOM_KART,
TF_CUSTOM_GIANT_HAMMER,
TF_CUSTOM_RUNE_REFLECT,
TF_CUSTOM_DRAGONS_FURY_IGNITE,
TF_CUSTOM_DRAGONS_FURY_BONUS_BURNING,
TF_CUSTOM_SLAP_KILL,
TF_CUSTOM_CROC,
TF_CUSTOM_TAUNTATK_GASBLAST,
TF_CUSTOM_AXTINGUISHER_BOOSTED
};
// Weapon codes as used in some events, such as player_death
// (not to be confused with Item Definition Indexes)
enum {
TF_WEAPON_NONE = 0,
TF_WEAPON_BAT,
TF_WEAPON_BAT_WOOD,
TF_WEAPON_BOTTLE,
TF_WEAPON_FIREAXE,
TF_WEAPON_CLUB,
TF_WEAPON_CROWBAR,
TF_WEAPON_KNIFE,
TF_WEAPON_FISTS,
TF_WEAPON_SHOVEL,
TF_WEAPON_WRENCH,
TF_WEAPON_BONESAW,
TF_WEAPON_SHOTGUN_PRIMARY,
TF_WEAPON_SHOTGUN_SOLDIER,
TF_WEAPON_SHOTGUN_HWG,
TF_WEAPON_SHOTGUN_PYRO,
TF_WEAPON_SCATTERGUN,
TF_WEAPON_SNIPERRIFLE,
TF_WEAPON_MINIGUN,
TF_WEAPON_SMG,
TF_WEAPON_SYRINGEGUN_MEDIC,
TF_WEAPON_TRANQ,
TF_WEAPON_ROCKETLAUNCHER,
TF_WEAPON_GRENADELAUNCHER,
TF_WEAPON_PIPEBOMBLAUNCHER,
TF_WEAPON_FLAMETHROWER,
TF_WEAPON_GRENADE_NORMAL,
TF_WEAPON_GRENADE_CONCUSSION,
TF_WEAPON_GRENADE_NAIL,
TF_WEAPON_GRENADE_MIRV,
TF_WEAPON_GRENADE_MIRV_DEMOMAN,
TF_WEAPON_GRENADE_NAPALM,
TF_WEAPON_GRENADE_GAS,
TF_WEAPON_GRENADE_EMP,
TF_WEAPON_GRENADE_CALTROP,
TF_WEAPON_GRENADE_PIPEBOMB,
TF_WEAPON_GRENADE_SMOKE_BOMB,
TF_WEAPON_GRENADE_HEAL,
TF_WEAPON_GRENADE_STUNBALL,
TF_WEAPON_GRENADE_JAR,
TF_WEAPON_GRENADE_JAR_MILK,
TF_WEAPON_PISTOL,
TF_WEAPON_PISTOL_SCOUT,
TF_WEAPON_REVOLVER,
TF_WEAPON_NAILGUN,
TF_WEAPON_PDA,
TF_WEAPON_PDA_ENGINEER_BUILD,
TF_WEAPON_PDA_ENGINEER_DESTROY,
TF_WEAPON_PDA_SPY,
TF_WEAPON_BUILDER,
TF_WEAPON_MEDIGUN,
TF_WEAPON_GRENADE_MIRVBOMB,
TF_WEAPON_FLAMETHROWER_ROCKET,
TF_WEAPON_GRENADE_DEMOMAN,
TF_WEAPON_SENTRY_BULLET,
TF_WEAPON_SENTRY_ROCKET,
TF_WEAPON_DISPENSER,
TF_WEAPON_INVIS,
TF_WEAPON_FLAREGUN,
TF_WEAPON_LUNCHBOX,
TF_WEAPON_JAR,
TF_WEAPON_COMPOUND_BOW,
TF_WEAPON_BUFF_ITEM,
TF_WEAPON_PUMPKIN_BOMB,
TF_WEAPON_SWORD,
TF_WEAPON_DIRECTHIT,
TF_WEAPON_LIFELINE,
TF_WEAPON_LASER_POINTER,
TF_WEAPON_DISPENSER_GUN,
TF_WEAPON_SENTRY_REVENGE,
TF_WEAPON_JAR_MILK,
TF_WEAPON_HANDGUN_SCOUT_PRIMARY,
TF_WEAPON_BAT_FISH,
TF_WEAPON_CROSSBOW,
TF_WEAPON_STICKBOMB,
TF_WEAPON_HANDGUN_SCOUT_SEC,
TF_WEAPON_SODA_POPPER,
TF_WEAPON_SNIPERRIFLE_DECAP,
TF_WEAPON_RAYGUN,
TF_WEAPON_PARTICLE_CANNON,
TF_WEAPON_MECHANICAL_ARM,
TF_WEAPON_DRG_POMSON,
TF_WEAPON_BAT_GIFTWRAP,
TF_WEAPON_GRENADE_ORNAMENT,
TF_WEAPON_RAYGUN_REVENGE,
TF_WEAPON_PEP_BRAWLER_BLASTER,
TF_WEAPON_CLEAVER,
TF_WEAPON_GRENADE_CLEAVER,
TF_WEAPON_STICKY_BALL_LAUNCHER,
TF_WEAPON_GRENADE_STICKY_BALL,
TF_WEAPON_SHOTGUN_BUILDING_RESCUE,
TF_WEAPON_CANNON,
TF_WEAPON_THROWABLE,
TF_WEAPON_GRENADE_THROWABLE,
TF_WEAPON_PDA_SPY_BUILD,
TF_WEAPON_GRENADE_WATERBALLOON,
TF_WEAPON_HARVESTER_SAW,
TF_WEAPON_SPELLBOOK,
TF_WEAPON_SPELLBOOK_PROJECTILE,
TF_WEAPON_SNIPERRIFLE_CLASSIC,
TF_WEAPON_PARACHUTE,
TF_WEAPON_GRAPPLINGHOOK,
TF_WEAPON_PASSTIME_GUN,
TF_WEAPON_CHARGED_SMG,
TF_WEAPON_BREAKABLE_SIGN,
TF_WEAPON_ROCKETPACK,
TF_WEAPON_SLAP,
TF_WEAPON_JAR_GAS,
TF_WEAPON_GRENADE_JAR_GAS,
TF_WEAPON_FLAME_BALL
};
// TF2 Weapon Loadout Slots
enum
{
TFWeaponSlot_Primary,
TFWeaponSlot_Secondary,
TFWeaponSlot_Melee,
TFWeaponSlot_Grenade,
TFWeaponSlot_Building,
TFWeaponSlot_PDA,
TFWeaponSlot_Item1,
TFWeaponSlot_Item2
};
// Identifiers for the eventtype property on the teamplay_flag_event event
enum {
TF_FLAGEVENT_PICKEDUP = 1,
TF_FLAGEVENT_CAPTURED,
TF_FLAGEVENT_DEFENDED,
TF_FLAGEVENT_DROPPED,
TF_FLAGEVENT_RETURNED
};
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enum TFResourceType
{
TFResource_Ping,
TFResource_Score,
TFResource_Deaths,
TFResource_TotalScore,
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TFResource_Captures,
TFResource_Defenses,
TFResource_Dominations,
TFResource_Revenge,
TFResource_BuildingsDestroyed,
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TFResource_Headshots,
TFResource_Backstabs,
TFResource_HealPoints,
TFResource_Invulns,
TFResource_Teleports,
TFResource_ResupplyPoints,
TFResource_KillAssists,
TFResource_MaxHealth,
TFResource_PlayerClass
};
static const char TFResourceNames[TFResourceType][] =
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{
"m_iPing",
"m_iScore",
"m_iDeaths",
"m_iTotalScore",
"m_iCaptures",
"m_iDefenses",
"m_iDominations",
"m_iRevenge",
"m_iBuildingsDestroyed",
"m_iHeadshots",
"m_iBackstabs",
"m_iHealPoints",
"m_iInvulns",
"m_iTeleports",
"m_iResupplyPoints",
"m_iKillAssists",
"m_iMaxHealth",
"m_iPlayerClass"
};
/**
* Gets a client's current team.
*
* @param client Client index.
* @return Current TFTeam of client.
* @error Invalid client index.
*/
stock TFTeam TF2_GetClientTeam(int client)
{
return view_as<TFTeam>(GetClientTeam(client));
}
/**
* Changes a client's current team.
*
* @param client Client index.
* @param team TFTeam team symbol.
* @error Invalid client index.
*/
stock void TF2_ChangeClientTeam(int client, TFTeam team)
{
ChangeClientTeam(client, view_as<int>(team));
}
/**
* Gets a client's current class.
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*
* @param client Player's index.
* @return Current TFClassType of player.
* @error Invalid client index.
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*/
stock TFClassType TF2_GetPlayerClass(int client)
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{
return view_as<TFClassType>(GetEntProp(client, Prop_Send, "m_iClass"));
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}
/**
* Sets a client's class.
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*
* Note: If setting player class in a player spawn hook weapons should be set to false.
*
* @param client Player's index.
* @param classType TFClassType class symbol.
* @param weapons This parameter is ignored.
* @param persistent If true, changes the player's desired class so the change stays after death.
* @error Invalid client index.
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*/
stock void TF2_SetPlayerClass(int client, TFClassType classType, bool weapons=true, bool persistent=true)
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{
SetEntProp(client, Prop_Send, "m_iClass", view_as<int>(classType));
if (persistent)
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{
SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", view_as<int>(classType));
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}
}
/**
* Retrieves client data from the resource entity
*
* @param client Player's index.
* @param type ResourceType constant
* @return Value or -1 on failure.
* @error Invalid client index, client not in game or failed to find resource entity.
* @deprecated Use GetPlayerResourceEntity and GetEntProp instead.
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*/
#pragma deprecated Use GetPlayerResourceEntity and GetEntProp instead
stock int TF2_GetPlayerResourceData(int client, TFResourceType type)
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{
if (!IsClientConnected(client))
{
return -1;
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}
int offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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if (offset < 1)
{
return -1;
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}
int entity = TF2_GetResourceEntity();
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if (entity == -1)
{
return -1;
}
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return GetEntData(entity, offset + (client*4));
}
/**
* Sets client data in the resource entity
*
* Note: The game overwrites these values every frame, so changing them will have very little effect.
*
* @param client Player's index.
* @param type ResourceType constant
* @param value Value to set.
* @return Value or -1 on failure.
* @error Invalid client index, client not in game or failed to find resource entity.
* @deprecated Use GetPlayerResourceEntity and SetEntProp instead.
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*/
#pragma deprecated Use GetPlayerResourceEntity and SetEntProp instead
stock bool TF2_SetPlayerResourceData(int client, TFResourceType type, any value)
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{
if (!IsClientConnected(client))
{
return false;
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}
int offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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if (offset < 1)
{
return false;
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}
int entity = TF2_GetResourceEntity();
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if (entity == -1)
{
return false;
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}
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SetEntData(entity, offset + (client*4), value);
return true;
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}
/**
* Removes all weapons from a client's weapon slot
*
* @param client Player's index.
* @param slot Slot index (0-5)
* @error Invalid client, invalid slot or lack of mod support
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*/
stock void TF2_RemoveWeaponSlot(int client, int slot)
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{
int weaponIndex;
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while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
{
// bug #6206
// papering over a valve bug where a weapon's extra wearables aren't properly removed from the weapon's owner
int extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearable");
if (extraWearable != -1)
{
TF2_RemoveWearable(client, extraWearable);
}
extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearableViewModel");
if (extraWearable != -1)
{
TF2_RemoveWearable(client, extraWearable);
}
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RemovePlayerItem(client, weaponIndex);
AcceptEntityInput(weaponIndex, "Kill");
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}
}
/**
* Removes all weapons from a client
*
* @param client Player's index.
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*/
stock void TF2_RemoveAllWeapons(int client)
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{
for (int i = 0; i <= 5; i++)
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{
TF2_RemoveWeaponSlot(client, i);
}
}
/**
* Gets a player's condition bits
*
* @param client Player's index.
* @return Player's condition bits
* @deprecated Use TF2_IsPlayerInCondition instead.
*/
#pragma deprecated Use TF2_IsPlayerInCondition instead.
stock int TF2_GetPlayerConditionFlags(int client)
{
return GetEntProp(client, Prop_Send, "m_nPlayerCond")|GetEntProp(client, Prop_Send, "_condition_bits");
}
/**
* Check whether or not a condition is set on a player
*
* @param client Player's index.
* @param cond TFCond constant
* @return True if set, false otherwise
*/
stock bool TF2_IsPlayerInCondition(int client, TFCond cond)
{
// Conditions are stored across multiple netprops now, one for each 32-bit segment.
int iCond = view_as<int>(cond);
switch (iCond / 32)
{
case 0:
{
int bit = 1 << iCond;
if ((GetEntProp(client, Prop_Send, "m_nPlayerCond") & bit) == bit)
{
return true;
}
if ((GetEntProp(client, Prop_Send, "_condition_bits") & bit) == bit)
{
return true;
}
}
case 1:
{
int bit = (1 << (iCond - 32));
if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx") & bit) == bit)
{
return true;
}
}
case 2:
{
int bit = (1 << (iCond - 64));
if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx2") & bit) == bit)
{
return true;
}
}
case 3:
{
int bit = (1 << (iCond - 96));
if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx3") & bit) == bit)
{
return true;
}
}
case 4:
{
int bit = (1 << (iCond - 128));
if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx4") & bit) == bit)
{
return true;
}
}
default:
{
ThrowError("Invalid TFCond value %d", iCond);
}
}
return false;
}
/**
* Gets an entity's object type.
*
* @param entity Entity index.
* @return Current TFObjectType of entity.
* @error Invalid entity index.
*/
stock TFObjectType TF2_GetObjectType(int entity)
{
int offset = GetEntSendPropOffs(entity, "m_iObjectType");
if (offset <= 0)
{
ThrowError("Entity index %d is not an object", entity);
}
return view_as<TFObjectType>(GetEntData(entity, offset));
}
/**
* Gets an entity's object mode.
*
* @param entity Entity index.
* @return Current TFObjectMode of entity.
* @error Invalid entity index.
*/
stock TFObjectMode TF2_GetObjectMode(int entity)
{
int offset = GetEntSendPropOffs(entity, "m_iObjectMode");
if (offset <= 0)
{
ThrowError("Entity index %d is not an object", entity);
}
return view_as<TFObjectMode>(GetEntData(entity, offset));
}