/** * 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_included #endinput #endif #define _tf2_included enum TFClassType { TFClass_Unknown = 0, TFClass_Scout, TFClass_Sniper, TFClass_Soldier, TFClass_DemoMan, TFClass_Medic, TFClass_Heavy, TFClass_Pyro, TFClass_Spy, TFClass_Engineer }; enum TFTeam { TFTeam_Unassigned = 0, TFTeam_Spectator = 1, TFTeam_Red = 2, TFTeam_Blue = 3 }; /** * Sets a client on fire for 10 seconds. * * @param client Player's index. * @noreturn * @error Invalid client index, client not in game, or no mod support. */ native TF2_IgnitePlayer(client, target); /** * Respawns a client * * @param client Player's index. * @noreturn * @error Invalid client index, client not in game, or no mod support. */ native TF2_RespawnPlayer(client); /** * Disguises a client to the given model and team. Only has an effect on spies. * * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised * * @param client Player's index. * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect) * @param class TFClassType class to disguise the player as * @noreturn * @error Invalid client index, client not in game, or no mod support. */ native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class); /** * Removes the current disguise from a client. Only has an effect on spies. * * @param client Player's index. * @noreturn * @error Invalid client index, client not in game, or no mod support. */ native TF2_RemovePlayerDisguise(client); /** * Retrieves the entity index of the CPlayerResource entity * * @return The current resource entity index. */ native TF2_GetResourceEntity(); /** * Finds the TFClassType for a given class name. * * @param classname A classname string such as "sniper" or "demoman" * @return A TFClassType constant. */ native TFClassType:TF2_GetClass(const String:classname[]); /** * Called on weapon fire to decide if the current shot should be critical. * Return Plugin_Continue to let the original calculation or return a higher * action to override the decision with the value of 'result' * * @note Since critical shots are also calculated client side any changes made with * this will not show for the shooter. Projectile weapons such as the rocketlauncher * and demoman weapons will show a critical bullet but no critical sound effect. * Bullet hits should appear as expected. * * @param client Client Index. * @param weapon Weapon entity Index. * @param weaponname Classname of the weapon. * @param result Buffer param for the result of the decision. */ forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result); /** * Do not edit below this line! */ public Extension:__ext_tf2 = { name = "TF2 Tools", file = "game.tf2.ext", autoload = 1, #if defined REQUIRE_EXTENSIONS required = 1, #else required = 0, #endif };