sm-zombiereloaded-3/src/include/entity_prop_stocks.inc

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PHP

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2007 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id: entity_prop_stocks.inc 1943 2008-03-16 23:16:34Z dvander $
*/
#if defined _entity_prop_stocks_included
#endinput
#endif
#define _entity_prop_stocks_included
enum MoveType
{
MOVETYPE_NONE = 0, /**< never moves */
MOVETYPE_ISOMETRIC, /**< For players */
MOVETYPE_WALK, /**< Player only - moving on the ground */
MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */
MOVETYPE_FLY, /**< No gravity, but still collides with stuff */
MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */
MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */
MOVETYPE_PUSH, /**< no clip to world, push and crush */
MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */
MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */
MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */
MOVETYPE_CUSTOM, /**< Allows the entity to describe its own physics */
};
enum RenderMode
{
RENDER_NORMAL, /**< src */
RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */
RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */
RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */
RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */
RENDER_TRANSADD, /**< src*a+dest */
RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */
RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */
RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */
RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */
RENDER_NONE, /**< Don't render. */
};
enum RenderFx
{
RENDERFX_NONE = 0,
RENDERFX_PULSE_SLOW,
RENDERFX_PULSE_FAST,
RENDERFX_PULSE_SLOW_WIDE,
RENDERFX_PULSE_FAST_WIDE,
RENDERFX_FADE_SLOW,
RENDERFX_FADE_FAST,
RENDERFX_SOLID_SLOW,
RENDERFX_SOLID_FAST,
RENDERFX_STROBE_SLOW,
RENDERFX_STROBE_FAST,
RENDERFX_STROBE_FASTER,
RENDERFX_FLICKER_SLOW,
RENDERFX_FLICKER_FAST,
RENDERFX_NO_DISSIPATION,
RENDERFX_DISTORT, /**< Distort/scale/translate flicker */
RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */
RENDERFX_EXPLODE, /**< Scale up really big! */
RENDERFX_GLOWSHELL, /**< Glowing Shell */
RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */
RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */
RENDERFX_ENV_SNOW, /**< " " " , make snow */
RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */
RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */
RENDERFX_PULSE_FAST_WIDER,
RENDERFX_MAX
};
// These defines are for client button presses.
#define IN_ATTACK (1 << 0)
#define IN_JUMP (1 << 1)
#define IN_DUCK (1 << 2)
#define IN_FORWARD (1 << 3)
#define IN_BACK (1 << 4)
#define IN_USE (1 << 5)
#define IN_CANCEL (1 << 6)
#define IN_LEFT (1 << 7)
#define IN_RIGHT (1 << 8)
#define IN_MOVELEFT (1 << 9)
#define IN_MOVERIGHT (1 << 10)
#define IN_ATTACK2 (1 << 11)
#define IN_RUN (1 << 12)
#define IN_RELOAD (1 << 13)
#define IN_ALT1 (1 << 14)
#define IN_ALT2 (1 << 15)
#define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
#define IN_SPEED (1 << 17) // Player is holding the speed key
#define IN_WALK (1 << 18) // Player holding walk key
#define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
#define IN_WEAPON1 (1 << 20) // weapon defines these bits
#define IN_WEAPON2 (1 << 21) // weapon defines these bits
#define IN_BULLRUSH (1 << 22)
#define IN_GRENADE1 (1 << 23) // grenade 1
#define IN_GRENADE2 (1 << 24) // grenade 2
// CBaseEntity::m_fFlags
// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
#define FL_ONGROUND (1 << 0) // At rest / on the ground
#define FL_DUCKING (1 << 1) // Player flag -- Player is fully crouched
#define FL_WATERJUMP (1 << 2) // player jumping out of water
#define FL_ONTRAIN (1 << 3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_INRAIN (1 << 4) // Indicates the entity is standing in rain
#define FL_FROZEN (1 << 5) // Player is frozen for 3rd person camera
#define FL_ATCONTROLS (1 << 6) // Player can't move, but keeps key inputs for controlling another entity
#define FL_CLIENT (1 << 7) // Is a player
#define FL_FAKECLIENT (1 << 8) // Fake client, simulated server side; don't send network messages to them
// NOTE if you move things up, make sure to change this value
#define PLAYER_FLAG_BITS 9
// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
#define FL_INWATER (1 << 9) // In water
#define FL_FLY (1 << 10) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1 << 11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1 << 12)
#define FL_NPC (1 << 13)
#define FL_GODMODE (1 << 14)
#define FL_NOTARGET (1 << 15)
#define FL_AIMTARGET (1 << 16) // set if the crosshair needs to aim onto the entity
#define FL_PARTIALGROUND (1 << 17) // not all corners are valid
#define FL_STATICPROP (1 << 18) // Eetsa static prop!
#define FL_GRAPHED (1 << 19) // worldgraph has this ent listed as something that blocks a connection
#define FL_GRENADE (1 << 20)
#define FL_STEPMOVEMENT (1 << 21) // Changes the SV_Movestep() behavior to not do any processing
#define FL_DONTTOUCH (1 << 22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
#define FL_BASEVELOCITY (1 << 23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_WORLDBRUSH (1 << 24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_OBJECT (1 << 25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
#define FL_KILLME (1 << 26) // This entity is marked for death -- will be freed by game DLL
#define FL_ONFIRE (1 << 27) // You know...
#define FL_DISSOLVING (1 << 28) // We're dissolving!
#define FL_TRANSRAGDOLL (1 << 29) // In the process of turning into a client side ragdoll.
#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) // pusher that can't be blocked by the player
// END m_fFlags #defines
/**
* Get an entity's flags.
*
* @param entity Entity index.
* @return Entity's flags, see m_fFlag defines above
* @error Invalid entity index, or lack of mod compliance.
*/
stock GetEntityFlags(entity)
{
return GetEntProp(entity, Prop_Data, "m_fFlags");
}
/**
* Gets an entity's movetype.
*
* @param entity Entity index.
* @return Movetype, see enum above.
* @error Invalid entity index, or lack of mod compliance.
*/
stock MoveType:GetEntityMoveType(entity)
{
new offset = GetEntSendPropOffs(entity, "movetype");
return MoveType:GetEntData(entity, offset, 1);
}
/**
* Sets an entity's movetype.
*
* @param entity Entity index.
* @param mt Movetype, see enum above.
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityMoveType(entity, MoveType:mt)
{
new offset = GetEntSendPropOffs(entity, "movetype");
SetEntData(entity, offset, mt, 1, true);
}
/**
* Gets an entity's render mode.
*
* @param entity Entity index.
* @return RenderMode value.
* @error Invalid entity index, or lack of mod compliance.
*/
stock RenderMode:GetEntityRenderMode(entity)
{
return RenderMode:GetEntProp(entity, Prop_Send, "m_nRenderMode", 1);
}
/**
* Sets an entity's render mode.
*
* @param entity Entity index.
* @param mode RenderMode value.
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityRenderMode(entity, RenderMode:mode)
{
SetEntProp(entity, Prop_Send, "m_nRenderMode", mode, 1);
}
/**
* Gets an entity's render Fx.
*
* @param entity Entity index.
* @return RenderFx value.
* @error Invalid entity index, or lack of mod compliance.
*/
stock RenderFx:GetEntityRenderFx(entity)
{
return RenderFx:GetEntProp(entity, Prop_Send, "m_nRenderFX", 1);
}
/**
* Sets an entity's render Fx.
*
* @param entity Entity index.
* @param fx RenderFx value.
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityRenderFx(entity, RenderFx:fx)
{
SetEntProp(entity, Prop_Send, "m_nRenderFX", fx, 1);
}
/**
* Sets an entity's color.
*
* @param entity Entity index
* @param r Amount of red (0-255)
* @param g Amount of green (0-255)
* @param b Amount of blue (0-255)
* @param a Amount of alpha (0-255)
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
{
new offset = GetEntSendPropOffs(entity, "m_clrRender");
SetEntData(entity, offset, r, 1, true);
SetEntData(entity, offset + 1, g, 1, true);
SetEntData(entity, offset + 2, b, 1, true);
SetEntData(entity, offset + 3, a, 1, true);
}
/* GuessSDKVersion */
/**
* Gets an entity's gravity.
*
* @param entity Entity index.
* @return Entity's m_flGravity value.
* @error Invalid entity index, or lack of mod compliance.
*/
stock Float:GetEntityGravity(entity)
{
return GetEntPropFloat(entity, Prop_Data, "m_flGravity");
}
/**
* Sets an entity's gravity.
*
* @param entity Entity index.
* @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityGravity(entity, Float:amount)
{
SetEntPropFloat(entity, Prop_Data, "m_flGravity", amount);
}
/**
* Sets an entity's health
*
* @param entity Entity index.
* @param amount Health amount.
* @noreturn
* @error Invalid entity index, or lack of mod compliance.
*/
stock SetEntityHealth(entity, amount)
{
SetEntProp(entity, Prop_Send, "m_iHealth", amount);
}
/**
* Get's a users current pressed buttons
*
* @param client Client index
* @return Bitsum of buttons
* @error Invalid client index, client not in game,
* or lack of mod compliance.
*/
stock GetClientButtons(client)
{
return GetEntProp(client, Prop_Data, "m_nButtons");
}