/** * 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_CLOAKFLICKER (1 << 9) #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_INHEALRADIUS (1 << 20) #define TF_CONDFLAG_HEALING (1 << 21) #define TF_CONDFLAG_ONFIRE (1 << 22) #define TF_CONDFLAG_OVERHEALED (1 << 23) #define TF_CONDFLAG_JARATED (1 << 24) #define TF_CONDFLAG_BLEEDING (1 << 25) #define TF_CONDFLAG_DEFENSEBUFFED (1 << 26) #define TF_CONDFLAG_MILKED (1 << 27) #define TF_CONDFLAG_MEGAHEAL (1 << 28) #define TF_CONDFLAG_REGENBUFFED (1 << 29) #define TF_CONDFLAG_MARKEDFORDEATH (1 << 30) #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) #define TF_DEATHFLAG_INTERRUPTED (1 << 6) #define TF_DEATHFLAG_GIBBED (1 << 7) #define TF_DEATHFLAG_PURGATORY (1 << 8) // Custom kill identifiers for the customkill property on the player_death event enum { TF_CUSTOM_HEADSHOT = 1, TF_CUSTOM_BACKSTAB, TF_CUSTOM_BURNING, TF_CUSTOM_WRENCH_FIX, TF_CUSTOM_MINIGUN, TF_CUSTOM_SUICIDE, TF_CUSTOM_TAUNT_HADOUKEN, TF_CUSTOM_BURNING_FLARE, TF_CUSTOM_TAUNT_HIGH_NOON, TF_CUSTOM_TAUNT_GRAND_SLAM, TF_CUSTOM_PENETRATE_MY_TEAM, TF_CUSTOM_PENETRATE_ALL_PLAYERS, TF_CUSTOM_TAUNT_FENCING, TF_CUSTOM_PENETRATE_HEADSHOT, TF_CUSTOM_TAUNT_ARROW_STAB, TF_CUSTOM_TELEFRAG, TF_CUSTOM_BURNING_ARROW, TF_CUSTOM_FLYINGBURN, TF_CUSTOM_PUMPKIN_BOMB, TF_CUSTOM_DECAPITATION, TF_CUSTOM_TAUNT_GRENADE, TF_CUSTOM_BASEBALL, TF_CUSTOM_CHARGE_IMPACT, TF_CUSTOM_TAUNT_BARBARIAN_SWING, TF_CUSTOM_AIR_STICKY_BURST, TF_CUSTOM_DEFENSIVE_STICKY, TF_CUSTOM_PICKAXE, TF_CUSTOM_ROCKET_DIRECTHIT, TF_CUSTOM_TAUNT_UBERSLICE, TF_CUSTOM_PLAYER_SENTRY, TF_CUSTOM_STANDARD_STICKY, TF_CUSTOM_SHOTGUN_REVENGE_CRIT, TF_CUSTOM_TAUNT_ENGINEER_SMASH, TF_CUSTOM_BLEEDING, TF_CUSTOM_GOLD_WRENCH, TF_CUSTOM_CARRIED_BUILDING, TF_CUSTOM_COMBO_PUNCH, TF_CUSTOM_TAUNT_ENGINEER_ARM, TF_CUSTOM_FISH_KILL, TF_CUSTOM_TRIGGER_HURT, TF_CUSTOM_DECAPITATION_BOSS, TF_CUSTOM_STICKBOMB_EXPLOSION, TF_CUSTOM_AEGIS_ROUND, TF_CUSTOM_FLARE_EXPLOSION, TF_CUSTOM_BOOTS_STOMP, TF_CUSTOM_PLASMA, TF_CUSTOM_PLASMA_CHARGED, TF_CUSTOM_PLASMA_GIB, TF_CUSTOM_PRACTICE_STICKY, TF_CUSTOM_EYEBALL_ROCKET, TF_CUSTOM_HEADSHOT_DECAPITATION, TF_CUSTOM_TAUNT_ARMAGEDDON, TF_CUSTOM_FLARE_PELLET, TF_CUSTOM_CLEAVER, TF_CUSTOM_CLEAVER_CRIT, TF_CUSTOM_SAPPER_RECORDER_DEATH, TF_CUSTOM_MERASMUS_PLAYER_BOMB, TF_CUSTOM_MERASMUS_GRENADE, TF_CUSTOM_MERASMUS_ZAP, TF_CUSTOM_MERASMUS_DECAPITATION, TF_CUSTOM_CANNONBALL_PUSH, TF_CUSTOM_TAUNT_ALLCLASS_GUITAR_RIFF, }; // Weapon codes as used in some events, such as player_death // (not to be confused with Item Definition Indexes) enum { TF_WEAPON_NONE = 0, TF_WEAPON_BAT, TF_WEAPON_BAT_WOOD, TF_WEAPON_BOTTLE, TF_WEAPON_FIREAXE, TF_WEAPON_CLUB, TF_WEAPON_CROWBAR, TF_WEAPON_KNIFE, TF_WEAPON_FISTS, TF_WEAPON_SHOVEL, TF_WEAPON_WRENCH, TF_WEAPON_BONESAW, TF_WEAPON_SHOTGUN_PRIMARY, TF_WEAPON_SHOTGUN_SOLDIER, TF_WEAPON_SHOTGUN_HWG, TF_WEAPON_SHOTGUN_PYRO, TF_WEAPON_SCATTERGUN, TF_WEAPON_SNIPERRIFLE, TF_WEAPON_MINIGUN, TF_WEAPON_SMG, TF_WEAPON_SYRINGEGUN_MEDIC, TF_WEAPON_TRANQ, TF_WEAPON_ROCKETLAUNCHER, TF_WEAPON_GRENADELAUNCHER, TF_WEAPON_PIPEBOMBLAUNCHER, TF_WEAPON_FLAMETHROWER, TF_WEAPON_GRENADE_NORMAL, TF_WEAPON_GRENADE_CONCUSSION, TF_WEAPON_GRENADE_NAIL, TF_WEAPON_GRENADE_MIRV, TF_WEAPON_GRENADE_MIRV_DEMOMAN, TF_WEAPON_GRENADE_NAPALM, TF_WEAPON_GRENADE_GAS, TF_WEAPON_GRENADE_EMP, TF_WEAPON_GRENADE_CALTROP, TF_WEAPON_GRENADE_PIPEBOMB, TF_WEAPON_GRENADE_SMOKE_BOMB, TF_WEAPON_GRENADE_HEAL, TF_WEAPON_GRENADE_STUNBALL, TF_WEAPON_GRENADE_JAR, TF_WEAPON_GRENADE_JAR_MILK, TF_WEAPON_PISTOL, TF_WEAPON_PISTOL_SCOUT, TF_WEAPON_REVOLVER, TF_WEAPON_NAILGUN, TF_WEAPON_PDA, TF_WEAPON_PDA_ENGINEER_BUILD, TF_WEAPON_PDA_ENGINEER_DESTROY, TF_WEAPON_PDA_SPY, TF_WEAPON_BUILDER, TF_WEAPON_MEDIGUN, TF_WEAPON_GRENADE_MIRVBOMB, TF_WEAPON_FLAMETHROWER_ROCKET, TF_WEAPON_GRENADE_DEMOMAN, TF_WEAPON_SENTRY_BULLET, TF_WEAPON_SENTRY_ROCKET, TF_WEAPON_DISPENSER, TF_WEAPON_INVIS, TF_WEAPON_FLAREGUN, TF_WEAPON_LUNCHBOX, TF_WEAPON_JAR, TF_WEAPON_COMPOUND_BOW, TF_WEAPON_BUFF_ITEM, TF_WEAPON_PUMPKIN_BOMB, TF_WEAPON_SWORD, TF_WEAPON_DIRECTHIT, TF_WEAPON_LIFELINE, TF_WEAPON_LASER_POINTER, TF_WEAPON_DISPENSER_GUN, TF_WEAPON_SENTRY_REVENGE, TF_WEAPON_JAR_MILK, TF_WEAPON_HANDGUN_SCOUT_PRIMARY, TF_WEAPON_BAT_FISH, TF_WEAPON_CROSSBOW, TF_WEAPON_STICKBOMB, TF_WEAPON_HANDGUN_SCOUT_SEC, TF_WEAPON_SODA_POPPER, TF_WEAPON_SNIPERRIFLE_DECAP, TF_WEAPON_RAYGUN, TF_WEAPON_PARTICLE_CANNON, TF_WEAPON_MECHANICAL_ARM, TF_WEAPON_DRG_POMSON, TF_WEAPON_BAT_GIFTWRAP, TF_WEAPON_GRENADE_ORNAMENT, TF_WEAPON_RAYGUN_REVENGE, TF_WEAPON_PEP_BRAWLER_BLASTER, TF_WEAPON_CLEAVER, TF_WEAPON_GRENADE_CLEAVER, TF_WEAPON_STICKY_BALL_LAUNCHER, TF_WEAPON_GRENADE_STICKY_BALL, TF_WEAPON_SHOTGUN_BUILDING_RESCUE, TF_WEAPON_CANNON, TF_WEAPON_THROWABLE, TF_WEAPON_GRENADE_THROWABLE, TF_WEAPON_PDA_SPY_BUILD, TF_WEAPON_GRENADE_WATERBALLOON, TF_WEAPON_HARVESTER_SAW, TF_WEAPON_SPELLBOOK, TF_WEAPON_SPELLBOOK_PROJECTILE, TF_WEAPON_SNIPERRIFLE_CLASSIC, TF_WEAPON_PARACHUTE, }; // TF2 Weapon Loadout Slots enum { TFWeaponSlot_Primary, TFWeaponSlot_Secondary, TFWeaponSlot_Melee, TFWeaponSlot_Grenade, TFWeaponSlot_Building, TFWeaponSlot_PDA, TFWeaponSlot_Item1, TFWeaponSlot_Item2 }; // Identifiers for the eventtype property on the teamplay_flag_event event enum { TF_FLAGEVENT_PICKEDUP = 1, TF_FLAGEVENT_CAPTURED, TF_FLAGEVENT_DEFENDED, TF_FLAGEVENT_DROPPED, TF_FLAGEVENT_RETURNED }; 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" }; /** * Gets a client's current team. * * @param client Client index. * @return Current TFTeam of client. * @error Invalid client index. */ stock TFTeam:TF2_GetClientTeam(client) { return TFTeam:GetClientTeam(client); } /** * Gets a client's 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"); } /** * Sets a client's class. * * Note: If setting player class in a player spawn hook weapons should be set to false. * * @param client Player's index. * @param classType TFClassType class symbol. * @param weapons This parameter is ignored. * @param persistent If true, changes the player's desired class so the change stays after death. * @noreturn * @error Invalid client index. */ stock TF2_SetPlayerClass(client, TFClassType:classType, bool:weapons=true, bool:persistent=true) { SetEntProp(client, Prop_Send, "m_iClass", _:classType); if (persistent) { SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", _:classType); } } /** * 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. */ #pragma deprecated Use GetPlayerResourceEntity and GetEntProp instead 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. */ #pragma deprecated Use GetPlayerResourceEntity and SetEntProp instead 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) { // bug #6206 // papering over a valve bug where a weapon's extra wearables aren't properly removed from the weapon's owner new extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearable"); if (extraWearable != -1) { TF2_RemoveWearable(client, extraWearable); } extraWearable = GetEntPropEnt(weaponIndex, Prop_Send, "m_hExtraWearableViewModel"); if (extraWearable != -1) { TF2_RemoveWearable(client, extraWearable); } RemovePlayerItem(client, weaponIndex); AcceptEntityInput(weaponIndex, "Kill"); } } /** * 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 */ #pragma deprecated Use TF2_IsPlayerInCondition instead. stock TF2_GetPlayerConditionFlags(client) { return GetEntProp(client, Prop_Send, "m_nPlayerCond")|GetEntProp(client, Prop_Send, "_condition_bits"); } /** * Check whether or not a condition is set on a player * * @param client Player's index. * @param cond TFCond constant * @return True if set, false otherwise */ stock bool:TF2_IsPlayerInCondition(client, TFCond:cond) { // Conditions are stored across two netprops now, one for each 32-bit segment. if (_:cond < 32) { new bit = 1 << _:cond; if ((GetEntProp(client, Prop_Send, "m_nPlayerCond") & bit) == bit) { return true; } if ((GetEntProp(client, Prop_Send, "_condition_bits") & bit) == bit) { return true; } } else if (_:cond < 64) { new bit = (1 << (_:cond - 32)); if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx") & bit) == bit) { return true; } } else if (_:cond < 96) { new bit = (1 << (_:cond - 64)); if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx2") & bit) == bit) { return true; } } else { new bit = (1 << (_:cond - 96)); if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx3") & bit) == bit) { return true; } } return false; } /** * Gets an entity's object type. * * @param entity Entity index. * @return Current TFObjectType of entity. * @error Invalid entity index. */ stock TFObjectType:TF2_GetObjectType(entity) { new offset = GetEntSendPropOffs(entity, "m_iObjectType"); if (offset <= 0) { ThrowError("Entity index %d is not an object", entity); } return TFObjectType:GetEntData(entity, offset); } /** * Gets an entity's object mode. * * @param entity Entity index. * @return Current TFObjectMode of entity. * @error Invalid entity index. */ stock TFObjectMode:TF2_GetObjectMode(entity) { new offset = GetEntSendPropOffs(entity, "m_iObjectMode"); if (offset <= 0) { ThrowError("Entity index %d is not an object", entity); } return TFObjectMode:GetEntData(entity, offset); }