498 lines
22 KiB
SourcePawn
498 lines
22 KiB
SourcePawn
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#if defined _tf2_included
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#endinput
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#endif
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#define _tf2_included
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#define TF_STUNFLAG_SLOWDOWN (1 << 0) /**< activates slowdown modifier */
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#define TF_STUNFLAG_BONKSTUCK (1 << 1) /**< bonk sound, stuck */
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#define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) /**< disable forward/backward movement */
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#define TF_STUNFLAG_CHEERSOUND (1 << 3) /**< cheering sound */
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#define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) /**< no sound or particle */
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#define TF_STUNFLAG_THIRDPERSON (1 << 6) /**< panic animation */
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#define TF_STUNFLAG_GHOSTEFFECT (1 << 7) /**< ghost particles */
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#define TF_STUNFLAG_SOUND (1 << 8) /**< sound */
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#define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON
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#define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON
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#define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN
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#define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK
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#define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK
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enum TFClassType
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{
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TFClass_Unknown = 0,
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TFClass_Scout,
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TFClass_Sniper,
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TFClass_Soldier,
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TFClass_DemoMan,
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TFClass_Medic,
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TFClass_Heavy,
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TFClass_Pyro,
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TFClass_Spy,
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TFClass_Engineer
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};
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enum TFTeam
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{
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TFTeam_Unassigned = 0,
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TFTeam_Spectator = 1,
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TFTeam_Red = 2,
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TFTeam_Blue = 3
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};
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enum TFCond
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{
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TFCond_Slowed = 0, //0: Revving Minigun, Sniper Rifle. Gives zoomed/revved pose
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TFCond_Zoomed, //1: Sniper Rifle zooming
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TFCond_Disguising, //2: Disguise smoke
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TFCond_Disguised, //3: Disguise
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TFCond_Cloaked, //4: Cloak effect
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TFCond_Ubercharged, //5: Invulnerability, removed when being healed or by another Uber effect
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TFCond_TeleportedGlow, //6: Teleport trail effect
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TFCond_Taunting, //7: Used for taunting, can remove to stop taunting
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TFCond_UberchargeFading, //8: Invulnerability expiration effect
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TFCond_Unknown1, //9
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TFCond_CloakFlicker = 9, //9: Cloak flickering effect
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TFCond_Teleporting, //10: Used for teleporting, does nothing applying
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TFCond_Kritzkrieged, //11: Crit boost, removed when being healed or another Uber effect
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TFCond_Unknown2, //12
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TFCond_TmpDamageBonus = 12, //12: Temporary damage buff, something along with attribute 19
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TFCond_DeadRingered, //13: Dead Ringer damage resistance, gives TFCond_Cloaked
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TFCond_Bonked, //14: Bonk! Atomic Punch effect
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TFCond_Dazed, //15: Slow effect, can remove to remove stun effects
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TFCond_Buffed, //16: Buff Banner mini-crits, icon, and glow
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TFCond_Charging, //17: Forced forward, charge effect
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TFCond_DemoBuff, //18: Eyelander eye glow
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TFCond_CritCola, //19: Mini-crit effect
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TFCond_InHealRadius, //20: Ring effect, rings disappear after a taunt ends
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TFCond_Healing, //21: Used for healing, does nothing applying
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TFCond_OnFire, //22: Ignite sound and vocals, can remove to remove afterburn
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TFCond_Overhealed, //23: Used for overheal, does nothing applying
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TFCond_Jarated, //24: Jarate effect
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TFCond_Bleeding, //25: Bleed effect
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TFCond_DefenseBuffed, //26: Battalion's Backup's defense, icon, and glow
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TFCond_Milked, //27: Mad Milk effect
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TFCond_MegaHeal, //28: Quick-Fix Ubercharge's knockback/stun immunity and visual effect
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TFCond_RegenBuffed, //29: Concheror's speed boost, heal on hit, icon, and glow
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TFCond_MarkedForDeath, //30: Fan o' War marked-for-death effect
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TFCond_NoHealingDamageBuff, //31: Mini-crits, blocks healing, glow, no weapon mini-crit effects
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TFCond_SpeedBuffAlly, //32: Disciplinary Action speed boost
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TFCond_HalloweenCritCandy, //33: Halloween pumpkin crit-boost
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TFCond_CritCanteen, //34: Crit-boost and doubles Sentry Gun fire-rate
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TFCond_CritDemoCharge, //35: Crit glow, adds TFCond_Charging when charge meter is below 75%
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TFCond_CritHype, //36: Soda Popper multi-jump effect
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TFCond_CritOnFirstBlood, //37: Arena first blood crit-boost
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TFCond_CritOnWin, //38: End-of-round crit-boost (May not remove correctly?)
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TFCond_CritOnFlagCapture, //39: Intelligence capture crit-boost
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TFCond_CritOnKill, //40: Crit-boost from crit-on-kill weapons
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TFCond_RestrictToMelee, //41: Prevents switching once melee is out
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TFCond_DefenseBuffNoCritBlock, //42: MvM Bomb Carrier defense buff (TFCond_DefenseBuffed without crit resistance)
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TFCond_Reprogrammed, //43: No longer functions
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TFCond_CritMmmph, //44: Phlogistinator crit-boost
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TFCond_DefenseBuffMmmph, //45: Old Phlogistinator defense buff
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TFCond_FocusBuff, //46: Hitman's Heatmaker no-unscope and faster Sniper charge
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TFCond_DisguiseRemoved, //47: Enforcer damage bonus removed
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TFCond_MarkedForDeathSilent, //48: Marked-for-death without sound effect
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TFCond_DisguisedAsDispenser, //49: Dispenser disguise when crouching, max movement speed, sentries ignore player
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TFCond_Sapped, //50: Sapper sparkle effect in MvM
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TFCond_UberchargedHidden, //51: Out-of-bounds robot invulnerability effect
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TFCond_UberchargedCanteen, //52: Invulnerability effect and Sentry Gun damage resistance
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TFCond_HalloweenBombHead, //53: Bomb head effect (does not explode)
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TFCond_HalloweenThriller, //54: Forced Thriller taunting
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TFCond_RadiusHealOnDamage, //55: Radius healing, adds TFCond_InHealRadius, TFCond_Healing. Removed when a taunt ends, but this condition stays but does nothing
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TFCond_CritOnDamage, //56: Miscellaneous crit-boost
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TFCond_UberchargedOnTakeDamage, //57: Miscellaneous invulnerability
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TFCond_UberBulletResist, //58: Vaccinator Uber bullet resistance
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TFCond_UberBlastResist, //59: Vaccinator Uber blast resistance
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TFCond_UberFireResist, //60: Vaccinator Uber fire resistance
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TFCond_SmallBulletResist, //61: Vaccinator healing bullet resistance
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TFCond_SmallBlastResist, //62: Vaccinator healing blast resistance
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TFCond_SmallFireResist, //63: Vaccinator healing fire resistance
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TFCond_Stealthed, //64: Cloaked until next attack
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TFCond_MedigunDebuff, //65: Unknown
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TFCond_StealthedUserBuffFade, //66: Cloaked, will appear for a few seconds on attack and cloak again
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TFCond_BulletImmune, //67: Full bullet immunity
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TFCond_BlastImmune, //68: Full blast immunity
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TFCond_FireImmune, //69: Full fire immunity
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TFCond_PreventDeath, //70: Survive to 1 health, then the condition is removed
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TFCond_MVMBotRadiowave, //71: Stuns bots and applies radio effect
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TFCond_HalloweenSpeedBoost, //72: Speed boost, non-melee fire rate and reload, infinite air jumps
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TFCond_HalloweenQuickHeal, //73: Healing effect, adds TFCond_Healing along with TFCond_MegaHeal temporarily
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TFCond_HalloweenGiant, //74: Double size, x10 max health increase, ammo regeneration, and forced thirdperson
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TFCond_HalloweenTiny, //75: Half size and increased head size
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TFCond_HalloweenInHell, //76: Applies TFCond_HalloweenGhostMode when the player dies
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TFCond_HalloweenGhostMode, //77: Becomes a ghost unable to attack but can fly
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TFCond_MiniCritOnKill, //78: Mini-crits effect
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TFCond_DodgeChance, //79
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TFCond_ObscuredSmoke = 79, //79: 75% chance to dodge an attack
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TFCond_Parachute, //80: Parachute effect, removed when touching the ground
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TFCond_BlastJumping, //81: Player is blast jumping
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TFCond_HalloweenKart, //82: Player forced into a Halloween kart
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TFCond_HalloweenKartDash, //83: Forced forward if in TFCond_HalloweenKart, zoom in effect, and dash animations
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TFCond_BalloonHead, //84: Big head and lowered gravity
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TFCond_MeleeOnly, //85: Forced melee, along with TFCond_SpeedBuffAlly and TFCond_HalloweenTiny
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TFCond_SwimmingCurse, //86: Swim in the air with Jarate overlay
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TFCond_HalloweenKartNoTurn, //87
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TFCond_FreezeInput = 87, //87: Prevents player from using controls
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TFCond_HalloweenKartCage, //88: Puts a cage around the player if in TFCond_HalloweenKart, otherwise crashes
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TFCond_HasRune, //89: Has a powerup
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TFCond_RuneStrength, //90: Double damage and no damage falloff
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TFCond_RuneHaste, //91: Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed
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TFCond_RuneRegen, //92: Regen ammo, health, and metal
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TFCond_RuneResist, //93: Takes 1/2 damage and critical immunity
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TFCond_RuneVampire, //94: Takes 3/4 damage, gain health on damage, and 40% increase in max health
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TFCond_RuneWarlock, //95: Attacker takes damage and knockback on hitting the player and 50% increase in max health
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TFCond_RunePrecision, //96: Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles
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TFCond_RuneAgility, //97: Increased movement speed, grappling hook speed, jump height, and instant weapon switch
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TFCond_GrapplingHook, //98: Used when a player fires their grappling hook, no effect applying or removing
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TFCond_GrapplingHookSafeFall, //99: Used when a player is pulled by their grappling hook, no effect applying or removing
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TFCond_GrapplingHookLatched, //100: Used when a player latches onto a wall, no effect applying or removing
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TFCond_GrapplingHookBleeding, //101: Used when a player is hit by attacker's grappling hook
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TFCond_AfterburnImmune, //102: Deadringer afterburn immunity
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TFCond_RuneKnockout, //103: Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit
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TFCond_RuneImbalance, //104: Prevents gaining a crit-boost or Uber powerups
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TFCond_CritRuneTemp, //105: Crit-boost effect
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TFCond_PasstimeInterception, //106: Used when a player intercepts the Jack/Ball
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TFCond_SwimmingNoEffects, //107: Swimming in the air without animations or overlay
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TFCond_EyeaductUnderworld, //108: Refills max health, short Uber, escaped the underworld message on removal
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TFCond_KingRune, //109: Increased max health and applies TFCond_KingAura
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TFCond_PlagueRune, //110: Radius health kit stealing, increased max health, TFCond_Plague on touching a victim
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TFCond_SupernovaRune, //111: Charge meter passively increasing, when charged activiated causes radius Bonk stun
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TFCond_Plague, //112: Plague sound effect and message, blocks King powerup health regen
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TFCond_KingAura, //113: Increased fire rate, reload speed, and health regen to players in a radius
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TFCond_SpawnOutline, //114: Outline and health meter of teammates (and disguised spies)
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TFCond_KnockedIntoAir, //115: Used when a player is airblasted
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TFCond_CompetitiveWinner, //116: Unknown
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TFCond_CompetitiveLoser, //117: Unknown
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TFCond_NoTaunting_DEPRECATED, //118
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TFCond_HealingDebuff = 118, //118: Healing debuff from Medics and dispensers
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TFCond_PasstimePenaltyDebuff, //119: Marked-for-death effect
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TFCond_GrappledToPlayer, //120: Prevents taunting and some Grappling Hook actions
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TFCond_GrappledByPlayer, //121: Unknown
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TFCond_ParachuteDeployed, //122: Parachute deployed, prevents reopening it
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TFCond_Gas, //123: Gas Passer effect
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TFCond_BurningPyro, //124: Dragon's Fury afterburn on Pyros
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TFCond_RocketPack, //125: Thermal Thruster launched effects, prevents reusing
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TFCond_LostFooting, //126: Less ground friction
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TFCond_AirCurrent //127: Reduced air control and friction
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};
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const float TFCondDuration_Infinite = -1.0;
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enum TFHoliday
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{
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TFHoliday_Invalid = -1
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};
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public const TFHoliday TFHoliday_Birthday;
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public const TFHoliday TFHoliday_Halloween;
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public const TFHoliday TFHoliday_Christmas;
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public const TFHoliday TFHoliday_EndOfTheLine;
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public const TFHoliday TFHoliday_CommunityUpdate;
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public const TFHoliday TFHoliday_ValentinesDay;
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public const TFHoliday TFHoliday_MeetThePyro;
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public const TFHoliday TFHoliday_FullMoon;
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public const TFHoliday TFHoliday_HalloweenOrFullMoon;
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public const TFHoliday TFHoliday_HalloweenOrFullMoonOrValentines;
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public const TFHoliday TFHoliday_AprilFools;
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enum TFObjectType
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{
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TFObject_CartDispenser = 0,
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TFObject_Dispenser = 0,
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TFObject_Teleporter = 1,
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TFObject_Sentry = 2,
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TFObject_Sapper = 3
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};
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enum TFObjectMode
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{
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TFObjectMode_None = 0,
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TFObjectMode_Entrance = 0,
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TFObjectMode_Exit = 1
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};
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/**
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* Sets a client on fire.
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*
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* @note Fire duration is capped to 10 seconds.
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*
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* @param client Player's index.
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* @param attacker Attacker's index.
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* @param duration Duration of fire (in seconds).
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_IgnitePlayer(int client, int attacker, float duration=10.0);
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/**
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* Respawns a client
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*
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* @param client Player's index.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_RespawnPlayer(int client);
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/**
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* Regenerates a client's health and ammunition
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*
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* @param client Player's index.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_RegeneratePlayer(int client);
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/**
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* Adds a condition to a player
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*
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* @param client Player's index.
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* @param condition Integer identifier of condition to apply.
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* @param duration Duration of condition (does not apply to all conditions).
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* Pass TFCondDuration_Infinite to apply until manually removed.
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* @param inflictor Condition inflictor's index (0 for no inflictor).
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_AddCondition(int client, TFCond condition, float duration=TFCondDuration_Infinite, int inflictor=0);
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/**
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* Removes a condition from a player
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*
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* @param client Player's index.
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* @param condition Integer identifier of condition to remove.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_RemoveCondition(int client, TFCond condition);
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/**
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* Enables/disables PowerPlay mode on a player.
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*
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* @param client Player's index.
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* @param enabled Whether to enable or disable PowerPlay on player.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_SetPlayerPowerPlay(int client, bool enabled);
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/**
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* Disguises a client to the given model and team. Only has an effect on spies.
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*
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* Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
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*
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* @param client Player's index.
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* @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
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* @param classType TFClassType class to disguise the player as
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* @param target Specific target player to disguise as (0 for any)
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_DisguisePlayer(int client, TFTeam team, TFClassType classType, int target=0);
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/**
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* Removes the current disguise from a client. Only has an effect on spies.
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*
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* @param client Player's index.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native void TF2_RemovePlayerDisguise(int client);
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/**
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* Stuns a client
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*
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* @param client Player's index.
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* @param duration Duration of stun.
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* @param slowdown Slowdown percent (as decimal, 0.00-1.00)
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* Ignored if TF_STUNFLAG_SLOWDOWN is not set.
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* @param stunflags Stun flags.
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* @param attacker Attacker's index (0 is allowed for world).
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*/
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native void TF2_StunPlayer(int client, float duration, float slowdown=0.0, int stunflags, int attacker=0);
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/**
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* Induces the bleed effect on a client
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*
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* @param client Player's index.
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* @param attacker Attacker's index.
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* @param duration Duration of bleeding (in seconds).
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*/
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native void TF2_MakeBleed(int client, int attacker, float duration);
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/**
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* Retrieves the entity index of the CPlayerResource entity
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*
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* @return The current resource entity index.
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* @deprecated Use GetPlayerResourceEntity instead
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*/
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#pragma deprecated Use GetPlayerResourceEntity instead
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native int TF2_GetResourceEntity();
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/**
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* Finds the TFClassType for a given class name.
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*
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* @param classname A classname string such as "sniper" or "demoman"
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* @return A TFClassType constant.
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*/
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native TFClassType TF2_GetClass(const char[] classname);
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/**
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* Called on weapon fire to decide if the current shot should be critical.
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* Return Plugin_Continue to let the original calculation or return a higher
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* action to override the decision with the value of 'result'
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*
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* @note Since critical shots are also calculated client side any changes made with
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* this will not show for the shooter. Projectile weapons such as the rocketlauncher
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* and demoman weapons will show a critical bullet but no critical sound effect.
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* Bullet hits should appear as expected.
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*
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* @param client Client Index.
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* @param weapon Weapon entity Index.
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* @param weaponname Classname of the weapon.
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* @param result Buffer param for the result of the decision.
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*/
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forward Action TF2_CalcIsAttackCritical(int client, int weapon, char[] weaponname, bool &result);
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/**
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* @deprecated No longer called. Use TF2_OnIsHolidayActive.
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*/
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#pragma deprecated No longer called. Use TF2_OnIsHolidayActive.
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forward Action TF2_OnGetHoliday(TFHoliday &holiday);
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/**
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* Called at various times when the game checks to see if the given holiday is active.
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* Return Plugin_Continue to let the original calculation or return a higher
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* action to override the decision with the value of 'result'
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*
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* @param holiday Holiday being checked.
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* @param result Buffer param for the result of the decision.
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* @return Plugin_Continue for original calculation, higher value to use 'result'.
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*/
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forward Action TF2_OnIsHolidayActive(TFHoliday holiday, bool &result);
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/**
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* Returns whether or not a holiday is active
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*
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* @param holiday Holiday being checked.
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* @return Boolean of whether or not the holiday is active.
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*/
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native bool TF2_IsHolidayActive(TFHoliday holiday);
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|
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/**
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|
* Returns whether or not a client (Player) is in a duel.
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*
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|
* @param client Client Index.
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* @return Boolean of whether or not the client/player is dueling.
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|
*/
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|
native bool TF2_IsPlayerInDuel(int client);
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|
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/**
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|
* Removes an econ wearable (hat, misc, etc) from a player.
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|
* This also deletes the wearable entity.
|
|
*
|
|
* @param client Client index.
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|
* @param wearable Index of the wearable entity.
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|
* @error Invalid client index, client not in game, invalid wearable entity, or no mod support.
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|
*/
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|
native void TF2_RemoveWearable(int client, int wearable);
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|
|
/**
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|
* Called after a condition is added to a player
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|
*
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|
* @param client Index of the client to which the condition is being added.
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|
* @param condition Condition that is being added.
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|
*/
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|
forward void TF2_OnConditionAdded(int client, TFCond condition);
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|
|
/**
|
|
* Called after a condition is removed from a player
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|
*
|
|
* @param client Index of the client to which the condition is being removed.
|
|
* @param condition Condition that is being removed.
|
|
*/
|
|
forward void TF2_OnConditionRemoved(int client, TFCond condition);
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|
|
/**
|
|
* Called when the server enters the Waiting for Players round state
|
|
*/
|
|
forward void TF2_OnWaitingForPlayersStart();
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|
|
|
/**
|
|
* Called when the server exits the Waiting for Players round state
|
|
*/
|
|
forward void TF2_OnWaitingForPlayersEnd();
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|
|
|
/**
|
|
* Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport.
|
|
* Return Plugin_Continue to let the original calculation or return a higher
|
|
* action to override the decision with the value of 'result'
|
|
*
|
|
* @param client Client index.
|
|
* @param teleporter Teleporter entity index.
|
|
* @param result Buffer param for the result of the decision.
|
|
* This is prepopulated with the game's original decision to let a player teleport.
|
|
* @return Plugin_Continue for original calculation, higher value to use 'result'.
|
|
*/
|
|
forward Action TF2_OnPlayerTeleport(int client, int teleporter, bool &result);
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|
|
|
/**
|
|
* Do not edit below this line!
|
|
*/
|
|
public Extension __ext_tf2 =
|
|
{
|
|
name = "TF2 Tools",
|
|
file = "game.tf2.ext",
|
|
autoload = 0,
|
|
#if defined REQUIRE_EXTENSIONS
|
|
required = 1,
|
|
#else
|
|
required = 0,
|
|
#endif
|
|
};
|
|
|
|
#if !defined REQUIRE_EXTENSIONS
|
|
public void __ext_tf2_SetNTVOptional()
|
|
{
|
|
MarkNativeAsOptional("TF2_IgnitePlayer");
|
|
MarkNativeAsOptional("TF2_RespawnPlayer");
|
|
MarkNativeAsOptional("TF2_RegeneratePlayer");
|
|
MarkNativeAsOptional("TF2_AddCondition");
|
|
MarkNativeAsOptional("TF2_RemoveCondition");
|
|
MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
|
|
MarkNativeAsOptional("TF2_DisguisePlayer");
|
|
MarkNativeAsOptional("TF2_RemovePlayerDisguise");
|
|
MarkNativeAsOptional("TF2_StunPlayer");
|
|
MarkNativeAsOptional("TF2_MakeBleed");
|
|
MarkNativeAsOptional("TF2_GetResourceEntity");
|
|
MarkNativeAsOptional("TF2_GetClass");
|
|
MarkNativeAsOptional("TF2_IsPlayerInDuel");
|
|
MarkNativeAsOptional("TF2_IsHolidayActive");
|
|
MarkNativeAsOptional("TF2_RemoveWearable");
|
|
}
|
|
#endif
|