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

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2008-10-04 22:59:11 +02:00
/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
2008-10-04 22:59:11 +02:00
* =============================================================================
*
* 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.
*
* 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: $Id$
2008-10-04 22:59:11 +02:00
*/
#if defined _te_stocks_included
#endinput
#endif
#define _te_stocks_included
/**
* @section TE Explosion flags.
*/
#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
/**
* @endsection
*/
/**
* @section TE Beam flags.
*/
#define FBEAM_STARTENTITY 0x00000001
#define FBEAM_ENDENTITY 0x00000002
#define FBEAM_FADEIN 0x00000004
#define FBEAM_FADEOUT 0x00000008
#define FBEAM_SINENOISE 0x00000010
#define FBEAM_SOLID 0x00000020
#define FBEAM_SHADEIN 0x00000040
#define FBEAM_SHADEOUT 0x00000080
#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
#define FBEAM_NOTILE 0x00000200
#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
#define FBEAM_ISACTIVE 0x00002000
#define FBEAM_FOREVER 0x00004000
#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
/**
* @endsection
*/
/**
* Sets up a sparks effect.
*
* @param pos Position of the sparks.
* @param dir Direction of the sparks.
* @param Magnitude Sparks size.
* @param TrailLength Trail lenght of the sparks.
* @noreturn
*/
stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
{
TE_Start("Sparks");
TE_WriteVector("m_vecOrigin[0]", pos);
TE_WriteVector("m_vecDir", dir);
TE_WriteNum("m_nMagnitude", Magnitude);
TE_WriteNum("m_nTrailLength", TrailLength);
}
/**
* Sets up a smoke effect.
*
* @param pos Position of the smoke.
* @param Model Precached model index.
* @param Scale Scale of the smoke.
* @param Framerate Frame rate of the smoke.
* @noreturn
*/
stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
{
TE_Start("Smoke");
TE_WriteVector("m_vecOrigin", pos);
TE_WriteNum("m_nModelIndex", Model);
TE_WriteFloat("m_fScale", Scale);
TE_WriteNum("m_nFrameRate", FrameRate);
}
/**
* Sets up a dust cloud effect.
*
* @param pos Position of the dust.
* @param dir Direction of the dust.
* @param Size Dust cloud size.
* @param Speed Dust cloud speed.
* @noreturn
*/
stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
{
TE_Start("Dust");
TE_WriteVector("m_vecOrigin[0]", pos);
TE_WriteVector("m_vecDirection", dir);
TE_WriteFloat("m_flSize", Size);
TE_WriteFloat("m_flSpeed", Speed);
}
/**
* Sets up a muzzle flash effect.
*
* @param pos Position of the muzzle flash.
* @param angles Rotation angles of the muzzle flash.
* @param Scale Scale of the muzzle flash.
* @param Type Muzzle flash type to render (Mod specific).
* @noreturn
*/
stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
{
TE_Start("MuzzleFlash");
TE_WriteVector("m_vecOrigin", pos);
TE_WriteVector("m_vecAngles", angles);
TE_WriteFloat("m_flScale", Scale);
TE_WriteNum("m_nType", Type);
}
/**
* Sets up a metal sparks effect.
*
* @param pos Position of the metal sparks.
* @param dir Direction of the metal sparks.
* @noreturn
*/
stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
{
TE_Start("Metal Sparks");
TE_WriteVector("m_vecPos", pos);
TE_WriteVector("m_vecDir", dir);
}
/**
* Sets up an energy splash effect.
*
* @param pos Position of the energy splash.
* @param dir Direction of the energy splash.
* @param Explosive Makes the effect explosive.
* @noreturn
*/
stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
{
TE_Start("Energy Splash");
TE_WriteVector("m_vecPos", pos);
TE_WriteVector("m_vecDir", dir);
TE_WriteNum("m_bExplosive", Explosive);
}
/**
* Sets up an armor ricochet effect.
*
* @param pos Position of the armor ricochet.
* @param dir Directon of the armor ricochet.
* @noreturn
*/
stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
{
TE_Start("Armor Ricochet");
TE_WriteVector("m_vecPos", pos);
TE_WriteVector("m_vecDir", dir);
}
/**
* Sets up a glowing sprite effect.
*
* @param pos Position of the sprite.
* @param Model Precached model index.
* @param Life Time duration of the sprite.
* @param Size Sprite size.
* @param Brightness Sprite brightness.
* @noreturn
*/
stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
{
TE_Start("GlowSprite");
TE_WriteVector("m_vecOrigin", pos);
TE_WriteNum("m_nModelIndex", Model);
TE_WriteFloat("m_fScale", Size);
TE_WriteFloat("m_fLife", Life);
TE_WriteNum("m_nBrightness", Brightness);
}
/**
* Sets up a explosion effect.
*
* @param pos Explosion position.
* @param Model Precached model index.
* @param Scale Explosion scale.
* @param Framerate Explosion frame rate.
* @param Flags Explosion flags.
* @param Radius Explosion radius.
* @param Magnitude Explosion size.
* @param normal Normal vector to the explosion.
* @param MaterialType Exploded material type.
* @noreturn
*/
stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
{
TE_Start("Explosion");
TE_WriteVector("m_vecOrigin[0]", pos);
TE_WriteVector("m_vecNormal", normal);
TE_WriteNum("m_nModelIndex", Model);
TE_WriteFloat("m_fScale", Scale);
TE_WriteNum("m_nFrameRate", Framerate);
TE_WriteNum("m_nFlags", Flags);
TE_WriteNum("m_nRadius", Radius);
TE_WriteNum("m_nMagnitude", Magnitude);
TE_WriteNum("m_chMaterialType", MaterialType);
}
/**
* Sets up a blood sprite effect.
*
* @param pos Position of the sprite.
* @param dir Sprite direction.
* @param color Color array (r, g, b, a).
* @param Size Sprite size.
* @param SprayModel Precached model index.
* @param BloodDropModel Precached model index.
* @noreturn
*/
stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
{
TE_Start("Blood Sprite");
TE_WriteVector("m_vecOrigin", pos);
TE_WriteVector("m_vecDirection", dir);
TE_WriteNum("r", color[0]);
TE_WriteNum("g", color[1]);
TE_WriteNum("b", color[2]);
TE_WriteNum("a", color[3]);
TE_WriteNum("m_nSize", Size);
TE_WriteNum("m_nSprayModel", SprayModel);
TE_WriteNum("m_nDropModel", BloodDropModel);
}
/**
* Sets up a beam ring point effect.
*
* @param center Center position of the ring.
* @param Start_Radius Initial ring radius.
* @param End_Radius Final ring radius.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param FrameRate Ring frame rate.
* @param Life Time duration of the ring.
* @param Width Beam width.
* @param Amplitude Beam amplitude.
* @param color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @param Flags Beam flags.
* @noreturn
*/
stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
{
TE_Start("BeamRingPoint");
TE_WriteVector("m_vecCenter", center);
TE_WriteFloat("m_flStartRadius", Start_Radius);
TE_WriteFloat("m_flEndRadius", End_Radius);
TE_WriteNum("m_nModelIndex", ModelIndex);
TE_WriteNum("m_nHaloIndex", HaloIndex);
TE_WriteNum("m_nStartFrame", StartFrame);
TE_WriteNum("m_nFrameRate", FrameRate);
TE_WriteFloat("m_fLife", Life);
TE_WriteFloat("m_fWidth", Width);
TE_WriteFloat("m_fEndWidth", Width);
TE_WriteFloat("m_fAmplitude", Amplitude);
TE_WriteNum("r", Color[0]);
TE_WriteNum("g", Color[1]);
TE_WriteNum("b", Color[2]);
TE_WriteNum("a", Color[3]);
TE_WriteNum("m_nSpeed", Speed);
TE_WriteNum("m_nFlags", Flags);
TE_WriteNum("m_nFadeLength", 0);
}
/**
* Sets up a point to point beam effect.
*
* @param start Start position of the beam.
* @param end End position of the beam.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param FrameRate Beam frame rate.
* @param Life Time duration of the beam.
* @param Width Initial beam width.
* @param EndWidth Final beam width.
* @param FadeLength Beam fade time duration.
* @param Amplitude Beam amplitude.
* @param color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @noreturn
*/
stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
{
TE_Start("BeamPoints");
TE_WriteVector("m_vecStartPoint", start);
TE_WriteVector("m_vecEndPoint", end);
TE_WriteNum("m_nModelIndex", ModelIndex);
TE_WriteNum("m_nHaloIndex", HaloIndex);
TE_WriteNum("m_nStartFrame", StartFrame);
TE_WriteNum("m_nFrameRate", FrameRate);
TE_WriteFloat("m_fLife", Life);
TE_WriteFloat("m_fWidth", Width);
TE_WriteFloat("m_fEndWidth", EndWidth);
TE_WriteFloat("m_fAmplitude", Amplitude);
TE_WriteNum("r", Color[0]);
TE_WriteNum("g", Color[1]);
TE_WriteNum("b", Color[2]);
TE_WriteNum("a", Color[3]);
TE_WriteNum("m_nSpeed", Speed);
TE_WriteNum("m_nFadeLength", FadeLength);
}
/**
* Sets up an entity to entity laser effect.
*
* @param StartEntity Entity index from where the beam starts.
* @param EndEntity Entity index from where the beam ends.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param FrameRate Beam frame rate.
* @param Life Time duration of the beam.
* @param Width Initial beam width.
* @param EndWidth Final beam width.
* @param FadeLength Beam fade time duration.
* @param Amplitude Beam amplitude.
* @param color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @noreturn
*/
stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
{
TE_Start("BeamLaser");
TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
TE_WriteNum("m_nModelIndex", ModelIndex);
TE_WriteNum("m_nHaloIndex", HaloIndex);
TE_WriteNum("m_nStartFrame", StartFrame);
TE_WriteNum("m_nFrameRate", FrameRate);
TE_WriteFloat("m_fLife", Life);
TE_WriteFloat("m_fWidth", Width);
TE_WriteFloat("m_fEndWidth", EndWidth);
TE_WriteFloat("m_fAmplitude", Amplitude);
TE_WriteNum("r", Color[0]);
TE_WriteNum("g", Color[1]);
TE_WriteNum("b", Color[2]);
TE_WriteNum("a", Color[3]);
TE_WriteNum("m_nSpeed", Speed);
TE_WriteNum("m_nFadeLength", FadeLength);
}
/**
* Sets up a beam ring effect.
*
* @param StartEntity Entity index from where the ring starts.
* @param EndEntity Entity index from where the ring ends.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param FrameRate Ring frame rate.
* @param Life Time duration of the ring.
* @param Width Beam width.
* @param Amplitude Beam amplitude.
* @param color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @param Flags Beam flags.
* @noreturn
*/
stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
{
TE_Start("BeamRing");
TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
TE_WriteNum("m_nModelIndex", ModelIndex);
TE_WriteNum("m_nHaloIndex", HaloIndex);
TE_WriteNum("m_nStartFrame", StartFrame);
TE_WriteNum("m_nFrameRate", FrameRate);
TE_WriteFloat("m_fLife", Life);
TE_WriteFloat("m_fWidth", Width);
TE_WriteFloat("m_fEndWidth", Width);
TE_WriteFloat("m_fAmplitude", Amplitude);
TE_WriteNum("r", Color[0]);
TE_WriteNum("g", Color[1]);
TE_WriteNum("b", Color[2]);
TE_WriteNum("a", Color[3]);
TE_WriteNum("m_nSpeed", Speed);
TE_WriteNum("m_nFadeLength", 0);
TE_WriteNum("m_nFlags", Flags);
}
/**
* Sets up a follow beam effect.
*
* @param EntIndex Entity index from where the beam starts.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param Life Time duration of the beam.
* @param Width Initial beam width.
* @param EndWidth Final beam width.
* @param FadeLength Beam fade time duration.
* @param color Color array (r, g, b, a).
* @noreturn
*/
stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
{
TE_Start("BeamFollow");
TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
TE_WriteNum("m_nModelIndex", ModelIndex);
TE_WriteNum("m_nHaloIndex", HaloIndex);
TE_WriteNum("m_nStartFrame", 0);
TE_WriteNum("m_nFrameRate", 0);
TE_WriteFloat("m_fLife", Life);
TE_WriteFloat("m_fWidth", Width);
TE_WriteFloat("m_fEndWidth", EndWidth);
TE_WriteNum("m_nFadeLength", FadeLength);
TE_WriteNum("r", Color[0]);
TE_WriteNum("g", Color[1]);
TE_WriteNum("b", Color[2]);
TE_WriteNum("a", Color[3]);
}