Updated includes and compilers to version 1.4.1. Added compiler for OS X.
This commit is contained in:
@ -1,123 +1,123 @@
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: infect.zr.inc
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* Type: Include
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* Description: Infect-related natives/forwards.
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*
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* Copyright (C) 2009-2010 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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/**
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* Returns true if the player is a zombie, false if not.
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*
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* @param client The client index.
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*
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* @return True if zombie, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientZombie(client);
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/**
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* Returns true if the player is a human, false if not.
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*
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* @param client The client index.
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*
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* @return True if human, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientHuman(client);
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/**
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* Infects a player.
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*
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* Note: If the player already is a zombie, the player will be re-infected.
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*
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* @param client The client to infect.
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* @param attacker (Optional) The attacker who did the infect.
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* @param motherInfect (Optional) Infect as a mother zombie.
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* @param respawnOverride (Optional) Set to true to override respawn cvar.
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* @param respawn (Optional) Value to override with.
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:respawnOverride = false, bool:respawn = false);
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/**
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* Turns a zombie back into a human.
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*
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* Note: If the player already is a human, this code will still run as the
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* player was a zombie.
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*
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* @param client The client to make human.
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* @param respawn Teleport client back to spawn.
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* @param protect Start spawn protection on client.
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_HumanClient(client, bool:respawn = false, bool:protect = false);
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/**
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* Called when a player is about to become a zombie.
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* Here you can modify any variable or block the infection entirely.
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*
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* @param client The client index.
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* @param attacker The the infecter. (-1 if there is no infecter)
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* @param motherInfect If the client is becoming a mother zombie.
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* @param respawnOverride True if the respawn cvar is being overridden.
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* @param respawn The value that respawn is being overridden with.
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*
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow infection.
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*/
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forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:respawnOverride, &bool:respawn);
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/**
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* Called after a player has become a zombie.
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*
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* @param client The client that was infected.
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* @param attacker The the infecter. (-1 if there is no infecter)
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* @param motherInfect If the client is a mother zombie.
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* @param respawnOverride True if the respawn cvar was overridden.
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* @param respawn The value that respawn was overridden with.
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*/
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forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOverride, bool:respawn);
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/**
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* Called when a player is about to become a human. (Through an admin command).
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* Here you can modify any variable or block the action entirely.
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*
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* @param client The client index.
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* @param respawn True if the client was respawned, false if not.
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* @param protect True if the client spawn protected, false if not.
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*
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow acion.
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*/
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forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect);
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/**
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* Called after a player has become a human. (Through an admin command.)
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*
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* @param client The client index.
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* @param respawn Whether the client was respawned.
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* @param protect Whether the client has spawn protection.
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*/
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forward ZR_OnClientHumanPost(client, bool:respawn, bool:protect);
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: infect.zr.inc
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* Type: Include
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* Description: Infect-related natives/forwards.
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*
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* Copyright (C) 2009-2010 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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/**
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* Returns true if the player is a zombie, false if not.
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*
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* @param client The client index.
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*
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* @return True if zombie, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientZombie(client);
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/**
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* Returns true if the player is a human, false if not.
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*
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* @param client The client index.
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*
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* @return True if human, false if not.
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* @error Invalid client index, not connected or not alive.
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*/
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native bool:ZR_IsClientHuman(client);
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/**
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* Infects a player.
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*
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* Note: If the player already is a zombie, the player will be re-infected.
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*
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* @param client The client to infect.
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* @param attacker (Optional) The attacker who did the infect.
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* @param motherInfect (Optional) Infect as a mother zombie.
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* @param respawnOverride (Optional) Set to true to override respawn cvar.
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* @param respawn (Optional) Value to override with.
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_InfectClient(client, attacker = -1, bool:motherInfect = false, bool:respawnOverride = false, bool:respawn = false);
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/**
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* Turns a zombie back into a human.
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*
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* Note: If the player already is a human, this code will still run as the
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* player was a zombie.
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*
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* @param client The client to make human.
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* @param respawn Teleport client back to spawn.
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* @param protect Start spawn protection on client.
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*
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* @error Invalid client index, not connected or not alive.
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*/
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native ZR_HumanClient(client, bool:respawn = false, bool:protect = false);
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/**
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* Called when a player is about to become a zombie.
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* Here you can modify any variable or block the infection entirely.
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*
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* @param client The client index.
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* @param attacker The the infecter. (-1 if there is no infecter)
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* @param motherInfect If the client is becoming a mother zombie.
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* @param respawnOverride True if the respawn cvar is being overridden.
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* @param respawn The value that respawn is being overridden with.
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*
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow infection.
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*/
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forward Action:ZR_OnClientInfect(&client, &attacker, &bool:motherInfect, &bool:respawnOverride, &bool:respawn);
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/**
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* Called after a player has become a zombie.
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*
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* @param client The client that was infected.
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* @param attacker The the infecter. (-1 if there is no infecter)
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* @param motherInfect If the client is a mother zombie.
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* @param respawnOverride True if the respawn cvar was overridden.
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* @param respawn The value that respawn was overridden with.
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*/
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forward ZR_OnClientInfected(client, attacker, bool:motherInfect, bool:respawnOverride, bool:respawn);
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/**
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* Called when a player is about to become a human. (Through an admin command).
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* Here you can modify any variable or block the action entirely.
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*
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* @param client The client index.
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* @param respawn True if the client was respawned, false if not.
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* @param protect True if the client spawn protected, false if not.
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*
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* @return Plugin_Handled to block infection. Anything else
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* (like Plugin_Continue) to allow acion.
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*/
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forward Action:ZR_OnClientHuman(&client, &bool:respawn, &bool:protect);
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/**
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* Called after a player has become a human. (Through an admin command.)
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*
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* @param client The client index.
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* @param respawn Whether the client was respawned.
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* @param protect Whether the client has spawn protection.
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*/
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forward ZR_OnClientHumanPost(client, bool:respawn, bool:protect);
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@ -1,95 +1,95 @@
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: respawn.zr.inc
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* Type: Include
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* Description: Infect-related natives/forwards.
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*
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* Copyright (C) 2009-2010 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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||||
* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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/**
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* Conditions for respawning players.
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*/
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enum ZR_RespawnCondition
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{
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ZR_Repsawn_Default = -1, /** Let ZR decide according to its settings. */
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ZR_Respawn_Human = 0, /** Respawn as a human. */
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ZR_Respawn_Zombie, /** Respawn as a zombie. */
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ZR_Respawn_ZombieIfSuicide /** Respawn as a zombie if killed by world damage. */
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}
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/**
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* Spawns a player into the round.
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*
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* @param client The client index.
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* @param condition Optional. Set respawn condition, defaults to current
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* ZR settings. See ZR_RespawnCondition for details.
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* @error Invalid client index, not connected or already alive.
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*/
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native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Default);
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/**
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* Called right before ZR is about to respawn a player.
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* Here you can modify any variable or stop the action entirely.
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*
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* @param client The client index.
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* @param condition Respawn condition. See ZR_RespawnCondition for
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* details.
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*
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* @return Plugin_Handled to block respawn.
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*/
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forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition);
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/**
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* Called after ZR respawned a player.
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*
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* @param client The client index.
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* @param condition Current condition of the respawned player. See
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* ZR_RespawnCondition for details.
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*/
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forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition);
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/**
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* Set if a player died by a suicide or world damage.
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* Note: This will change the respawn condition.
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* Note: This value is reset to default by ZR when a zombie player dies.
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*
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* @param client The client index.
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* @param suicide True to say the player suicided, false if killed by another
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* player.
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*
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* @error Invalid client index or not connected.
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*/
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native ZR_SetKilledByWorld(client, bool:suicide);
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/**
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* Get whether the player died by a suicide or world damage.
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*
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* Note: This value is only valid after death event, and before respawn.
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*
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* @param client The client index.
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*
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* @return True if the player died by suicide, false if killed by
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* another player.
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* @error Invalid client index or not connected.
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*/
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native bool:ZR_GetKilledByWorld(client);
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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||||
*
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||||
* File: respawn.zr.inc
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||||
* Type: Include
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* Description: Infect-related natives/forwards.
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*
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* Copyright (C) 2009-2010 Greyscale, Richard Helgeby
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*
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||||
* This program is free software: you can redistribute it and/or modify
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||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
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||||
* (at your option) any later version.
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||||
*
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||||
* This program is distributed in the hope that it will be useful,
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||||
* 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.
|
||||
*
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||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*
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||||
* ============================================================================
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||||
*/
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/**
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* Conditions for respawning players.
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*/
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enum ZR_RespawnCondition
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{
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ZR_Repsawn_Default = -1, /** Let ZR decide according to its settings. */
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ZR_Respawn_Human = 0, /** Respawn as a human. */
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ZR_Respawn_Zombie, /** Respawn as a zombie. */
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ZR_Respawn_ZombieIfSuicide /** Respawn as a zombie if killed by world damage. */
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}
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/**
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* Spawns a player into the round.
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*
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* @param client The client index.
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* @param condition Optional. Set respawn condition, defaults to current
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* ZR settings. See ZR_RespawnCondition for details.
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* @error Invalid client index, not connected or already alive.
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*/
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native ZR_RespawnClient(client, ZR_RespawnCondition:condition = ZR_Repsawn_Default);
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/**
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* Called right before ZR is about to respawn a player.
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* Here you can modify any variable or stop the action entirely.
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*
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* @param client The client index.
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* @param condition Respawn condition. See ZR_RespawnCondition for
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* details.
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*
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* @return Plugin_Handled to block respawn.
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*/
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forward Action:ZR_OnClientRespawn(&client, &ZR_RespawnCondition:condition);
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/**
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* Called after ZR respawned a player.
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*
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* @param client The client index.
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* @param condition Current condition of the respawned player. See
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* ZR_RespawnCondition for details.
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*/
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forward ZR_OnClientRespawned(client, ZR_RespawnCondition:condition);
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/**
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* Set if a player died by a suicide or world damage.
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* Note: This will change the respawn condition.
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* Note: This value is reset to default by ZR when a zombie player dies.
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*
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* @param client The client index.
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* @param suicide True to say the player suicided, false if killed by another
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* player.
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*
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* @error Invalid client index or not connected.
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*/
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native ZR_SetKilledByWorld(client, bool:suicide);
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/**
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* Get whether the player died by a suicide or world damage.
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*
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* Note: This value is only valid after death event, and before respawn.
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*
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* @param client The client index.
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*
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* @return True if the player died by suicide, false if killed by
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* another player.
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* @error Invalid client index or not connected.
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*/
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native bool:ZR_GetKilledByWorld(client);
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|
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