sm-zombiereloaded-3/env/include/sdktools_functions.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 _sdktools_functions_included
#endinput
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#endif
#define _sdktools_functions_included
/**
* Removes a player's item.
*
* @param client Client index.
* @param item CBaseCombatWeapon entity index.
* @return True on success, false otherwise.
* @error Invalid client or entity, lack of mod support, or client not in
* game.
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*/
native bool RemovePlayerItem(int client, int item);
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/**
* Gives a named item to a player.
*
* @param client Client index.
* @param item Item classname (such as weapon_ak47).
* @param iSubType Unknown.
* @return Entity index on success, or -1 on failure.
* @error Invalid client or client not in game, or lack of mod support.
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*/
native int GivePlayerItem(int client, const char[] item, int iSubType=0);
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/**
* Returns the weapon in a player's slot.
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*
* @param client Client index.
* @param slot Slot index (mod specific).
* @return Entity index on success, -1 if no weapon existed.
* @error Invalid client or client not in game, or lack of mod support.
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*/
native int GetPlayerWeaponSlot(int client, int slot);
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/**
* Ignites an entity on fire.
*
* @param entity Entity index.
* @param time Number of seconds to set on fire.
* @param npc True to only affect NPCs.
* @param size Unknown.
* @param level Unknown.
* @error Invalid entity or client not in game, or lack of mod support.
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*/
native void IgniteEntity(int entity, float time, bool npc=false, float size=0.0, bool level=false);
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/**
* Extinguishes an entity that is on fire.
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*
* @param entity Entity index.
* @error Invalid entity or client not in game, or lack of mod support.
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*/
native void ExtinguishEntity(int entity);
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/**
* Teleports an entity.
*
* @param entity Client index.
* @param origin New origin, or NULL_VECTOR for no change.
* @param angles New angles, or NULL_VECTOR for no change.
* @param velocity New velocity, or NULL_VECTOR for no change.
* @error Invalid entity or client not in game, or lack of mod support.
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*/
native void TeleportEntity(int entity, const float origin[3], const float angles[3], const float velocity[3]);
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/**
* Forces a player to commit suicide.
*
* @param client Client index.
* @error Invalid client or client not in game, or lack of mod support.
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*/
native void ForcePlayerSuicide(int client);
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/**
* Slaps a player in a random direction.
*
* @param client Client index.
* @param health Health to subtract.
* @param sound False to disable the sound effects.
* @error Invalid client or client not in game, or lack of mod support.
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*/
native void SlapPlayer(int client, int health=5, bool sound=true);
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/**
* Searches for an entity by classname.
*
* @param startEnt The entity index after which to begin searching from.
* Use -1 to start from the first entity.
* @param classname Classname of the entity to find.
* @return Entity index >= 0 if found, -1 otherwise.
* @error Lack of mod support.
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*/
native int FindEntityByClassname(int startEnt, const char[] classname);
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/**
* Returns the client's eye angles.
*
* @param client Player's index.
* @param ang Destination vector to store the client's eye angles.
* @return True on success, false on failure.
* @error Invalid client index, client not in game, or no mod support.
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*/
native bool GetClientEyeAngles(int client, float ang[3]);
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/**
* Creates an entity by string name, but does not spawn it (see DispatchSpawn).
* If ForceEdictIndex is not -1, then it will use the edict by that index. If the index is
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* invalid or there is already an edict using that index, it will error out.
*
* @param classname Entity classname.
* @param ForceEdictIndex Edict index used by the created entity (ignored on Orangebox and above).
* @return Entity index on success, or -1 on failure.
* @error Invalid edict index, or no mod support.
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*/
native int CreateEntityByName(const char[] classname, int ForceEdictIndex=-1);
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/**
* Spawns an entity into the game.
*
* @param entity Entity index of the created entity.
* @return True on success, false otherwise.
* @error Invalid entity index, or no mod support.
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*/
native bool DispatchSpawn(int entity);
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/**
* Dispatches a KeyValue into given entity using a string value.
*
* @param entity Destination entity index.
* @param keyName Name of the key.
* @param value String value.
* @return True on success, false otherwise.
* @error Invalid entity index, or no mod support.
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*/
native bool DispatchKeyValue(int entity, const char[] keyName, const char[] value);
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/**
* Dispatches a KeyValue into given entity using a floating point value.
*
* @param entity Destination entity index.
* @param keyName Name of the key.
* @param value Floating point value.
* @return True on success, false otherwise.
* @error Invalid entity index, or no mod support.
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*/
native bool DispatchKeyValueFloat(int entity, const char[] keyName, float value);
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/**
* Dispatches a KeyValue into given entity using a vector value.
*
* @param entity Destination entity index.
* @param keyName Name of the key.
* @param vec Vector value.
* @return True on success, false otherwise.
* @error Invalid entity index, or no mod support.
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*/
native bool DispatchKeyValueVector(int entity, const char[] keyName, const float vec[3]);
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/**
* Returns the entity a client is aiming at.
*
* @param client Client performing the aiming.
* @param only_clients True to exclude all entities but clients.
* @return Entity index being aimed at.
* -1 if no entity is being aimed at.
* -2 if the function is not supported.
* @error Invalid client index or client not in game.
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*/
native int GetClientAimTarget(int client, bool only_clients=true);
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/**
* Returns the total number of teams in a game.
* Note: This native should not be called before OnMapStart.
*
* @return Total number of teams.
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*/
native int GetTeamCount();
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/**
* Retrieves the team name based on a team index.
* Note: This native should not be called before OnMapStart.
*
* @param index Team index.
* @param name Buffer to store string in.
* @param maxlength Maximum length of string buffer.
* @error Invalid team index.
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*/
native void GetTeamName(int index, char[] name, int maxlength);
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/**
* Returns the score of a team based on a team index.
* Note: This native should not be called before OnMapStart.
*
* @param index Team index.
* @return Score.
* @error Invalid team index.
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*/
native int GetTeamScore(int index);
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/**
* Sets the score of a team based on a team index.
* Note: This native should not be called before OnMapStart.
*
* @param index Team index.
* @param value New score value.
* @error Invalid team index.
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*/
native void SetTeamScore(int index, int value);
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/**
* Retrieves the number of players in a certain team.
* Note: This native should not be called before OnMapStart.
*
* @param index Team index.
* @return Number of players in the team.
* @error Invalid team index.
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*/
native int GetTeamClientCount(int index);
/**
* Returns the entity index of a team.
*
* @param teamIndex Team index.
* @return Entity index of team.
* @error Invalid team index.
*/
native int GetTeamEntity(int teamIndex);
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/**
* Sets the model to a given entity.
*
* @param entity Entity index.
* @param model Model name.
* @error Invalid entity index, or no mod support.
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*/
native void SetEntityModel(int entity, const char[] model);
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/**
* Retrieves the decal file name associated with a given client.
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*
* @param client Player's index.
* @param hex Buffer to store the logo filename.
* @param maxlength Maximum length of string buffer.
* @return True on success, otherwise false.
* @error Invalid client or client not in game.
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*/
native bool GetPlayerDecalFile(int client, char[] hex, int maxlength);
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/**
* Retrieves the jingle file name associated with a given client.
*
* @param client Player's index.
* @param hex Buffer to store the jingle filename.
* @param maxlength Maximum length of string buffer.
* @return True on success, otherwise false.
* @error Invalid client or client not in game.
*/
native bool GetPlayerJingleFile(int client, char[] hex, int maxlength);
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/**
* Returns the average server network traffic in bytes/sec.
*
* @param in Buffer to store the input traffic velocity.
* @param out Buffer to store the output traffic velocity.
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*/
native void GetServerNetStats(float &inAmount, float &outAmout);
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/**
* Equip's a player's weapon.
*
* @param client Client index.
* @param weapon CBaseCombatWeapon entity index.
* @error Invalid client or entity, lack of mod support, or client not in
* game.
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*/
native void EquipPlayerWeapon(int client, int weapon);
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/**
* Activates an entity (CBaseAnimating::Activate)
*
* @param entity Entity index.
* @error Invalid entity or lack of mod support.
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*/
native void ActivateEntity(int entity);
/**
* Sets values to client info buffer keys and notifies the engine of the change.
* The change does not get propagated to mods until the next frame.
*
* @param client Player's index.
* @param key Key string.
* @param value Value string.
* @error Invalid client index, or client not connected.
*/
native void SetClientInfo(int client, const char[] key, const char[] value);
/**
* Changes a client's name.
*
* @param client Player's index.
* @param name New name.
* @error Invalid client index, or client not connected.
*/
native void SetClientName(int client, const char[] name);
/**
* Gives ammo of a certain type to a player.
* This natives obeys the maximum amount of ammo a player can carry per ammo type.
*
* @param client The client index.
* @param amount Amount of ammo to give. Is capped at ammotype's limit.
* @param ammotype Type of ammo to give to player.
* @param suppressSound If true, don't play the ammo pickup sound.
* @return Amount of ammo actually given.
*/
native int GivePlayerAmmo(int client, int amount, int ammotype, bool suppressSound=false);