/**
* 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.
*
* 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 .
*
* 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 .
*
* Version: $Id$
*/
#if defined _tf2_stocks_included
#endinput
#endif
#define _tf2_stocks_included
#include
#include
#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_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_HEALING (1 << 20)
#define TF_CONDFLAG_ONFIRE (1 << 21)
#define TF_CONDFLAG_OVERHEALED (1 << 22)
#define TF_CONDFLAG_JARATED (1 << 23)
#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)
enum TFResourceType
{
TFResource_Ping,
TFResource_Score,
TFResource_Deaths,
TFResource_TotalScore,
TFResource_Captures,
TFResource_Defenses,
TFResource_Dominations,
TFResource_Revenge,
TFResource_BuildingsDestroyed,
TFResource_Headshots,
TFResource_Backstabs,
TFResource_HealPoints,
TFResource_Invulns,
TFResource_Teleports,
TFResource_ResupplyPoints,
TFResource_KillAssists,
TFResource_MaxHealth,
TFResource_PlayerClass
};
static const String:TFResourceNames[TFResourceType][] =
{
"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"
};
/**
* Get's a Clients current class.
*
* @param client Player's index.
* @return Current TFClassType of player.
* @error Invalid client index.
*/
stock TFClassType:TF2_GetPlayerClass(client)
{
return TFClassType:GetEntProp(client, Prop_Send, "m_iClass");
}
/**
* Set's a Clients class.
*
* Note: If setting player class in a player spawn hook weapons should be set to false.
*
* @param client Player's index.
* @param class TFClassType class symbol.
* @param weapons This paramater is ignored.
* @param persistant If true changes the players desired class so the change stays after death.
* @noreturn
* @error Invalid client index.
*/
stock TF2_SetPlayerClass(client, TFClassType:class, bool:weapons=true, bool:persistant=true)
{
SetEntProp(client, Prop_Send, "m_iClass", _:class);
if (persistant)
{
SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", _:class);
}
}
/**
* 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.
*/
stock TF2_GetPlayerResourceData(client, TFResourceType:type)
{
if (!IsClientConnected(client))
{
return -1;
}
new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
if (offset < 1)
{
return -1;
}
new entity = TF2_GetResourceEntity();
if (entity == -1)
{
return -1;
}
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.
*/
stock bool:TF2_SetPlayerResourceData(client, TFResourceType:type, any:value)
{
if (!IsClientConnected(client))
{
return false;
}
new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
if (offset < 1)
{
return false;
}
new entity = TF2_GetResourceEntity();
if (entity == -1)
{
return false;
}
SetEntData(entity, offset + (client*4), value);
return true;
}
/**
* Removes all weapons from a client's weapon slot
*
* @param client Player's index.
* @param slot Slot index (0-5)
* @noreturn
* @error Invalid client, invalid slot or lack of mod support
*/
stock TF2_RemoveWeaponSlot(client, slot)
{
new weaponIndex;
while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
{
RemovePlayerItem(client, weaponIndex);
RemoveEdict(weaponIndex);
}
}
/**
* Removes all weapons from a client
*
* @param client Player's index.
* @noreturn
*/
stock TF2_RemoveAllWeapons(client)
{
for (new i = 0; i <= 5; i++)
{
TF2_RemoveWeaponSlot(client, i);
}
}
/**
* Gets a player's condition bits
*
* @param client Player's index.
* @return Player's condition bits
*/
stock TF2_GetPlayerConditionFlags(client)
{
return GetEntProp(client, Prop_Send, "m_nPlayerCond");
}