/** * 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 _sdktools_functions_included #endinput #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. */ native bool:RemovePlayerItem(client, item); /** * 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. */ native GivePlayerItem(client, const String:item[], iSubType=0); /** * Returns the weapon in a player's slot. * * @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. */ native GetPlayerWeaponSlot(client, slot); /** * 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. * @noreturn * @error Invalid entity or client not in game, or lack of mod support. */ native IgniteEntity(entity, Float:time, bool:npc=false, Float:size=0.0, bool:level=false); /** * Extinguishes an entity that is on fire. * * @param entity Entity index. * @noreturn * @error Invalid entity or client not in game, or lack of mod support. */ native ExtinguishEntity(entity); /** * 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. * @noreturn * @error Invalid entity or client not in game, or lack of mod support. */ native TeleportEntity(entity, const Float:origin[3], const Float:angles[3], const Float:velocity[3]); /** * Forces a player to commit suicide. * * @param client Client index. * @noreturn * @error Invalid client or client not in game, or lack of mod support. */ native ForcePlayerSuicide(client); /** * Slaps a player in a random direction. * * @param client Client index. * @param health Health to subtract. * @param sound False to disable the sound effects. * @noreturn * @error Invalid client or client not in game, or lack of mod support. */ native SlapPlayer(client, health=5, bool:sound=true); /** * 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. */ native FindEntityByClassname(startEnt, const String:classname[]); /** * 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. */ native bool:GetClientEyeAngles(client, Float:ang[3]); /** * 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 * 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. */ native CreateEntityByName(const String:classname[], ForceEdictIndex=-1); /** * 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. */ native bool:DispatchSpawn(entity); /** * 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. */ native bool:DispatchKeyValue(entity, const String:keyName[], const String:value[]); /** * 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. */ native bool:DispatchKeyValueFloat(entity, const String:keyName[], Float:value); /** * 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. */ native bool:DispatchKeyValueVector(entity, const String:keyName[], const Float:vec[3]); /** * 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. */ native GetClientAimTarget(client, bool:only_clients=true); /** * Returns the total number of teams in a game. * Note: This native should not be called before OnMapStart. * * @return Total number of teams. */ native GetTeamCount(); /** * 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. * @noreturn * @error Invalid team index. */ native GetTeamName(index, String:name[], maxlength); /** * 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. */ native GetTeamScore(index); /** * 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. * @return Score. * @error Invalid team index. */ native SetTeamScore(index, value); /** * 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. */ native GetTeamClientCount(index); /** * Sets the model to a given entity. * * @param entity Entity index. * @param model Model name. * @noreturn * @error Invalid entity index, or no mod support. */ native SetEntityModel(entity, const String:model[]); /** * Retrieves the decal file name associated with a given client. * * @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. */ native bool:GetPlayerDecalFile(client, String:hex[], maxlength); /** * 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(client, String:hex[], maxlength); /** * 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. * @noreturn */ native GetServerNetStats(&Float:inAmount, &Float:outAmout); /** * Equip's a player's weapon. * * @param client Client index. * @param weapon CBaseCombatWeapon entity index. * @noreturn * @error Invalid client or entity, lack of mod support, or client not in * game. */ native EquipPlayerWeapon(client, weapon); /** * Activates an entity (CBaseAnimating::Activate) * * @param entity Entity index. * @noreturn * @error Invalid entity or lack of mod support. */ native ActivateEntity(entity); /** * Sets values to client info buffer keys and notifies the engine of the change. * The change does not get propogated to mods until the next frame. * * @param client Player's index. * @param key Key string. * @param value Value string. * @noreturn * @error Invalid client index, or client not connected. */ native SetClientInfo(client, const String:key[], const String:value[]); /** * 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 GivePlayerAmmo(client, amount, ammotype, bool:suppressSound=false);