560 lines
16 KiB
PHP
560 lines
16 KiB
PHP
/**
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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 _entity_prop_stocks_included
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#endinput
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#endif
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#define _entity_prop_stocks_included
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enum MoveType
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{
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MOVETYPE_NONE = 0, /**< never moves */
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MOVETYPE_ISOMETRIC, /**< For players */
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MOVETYPE_WALK, /**< Player only - moving on the ground */
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MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */
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MOVETYPE_FLY, /**< No gravity, but still collides with stuff */
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MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */
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MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */
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MOVETYPE_PUSH, /**< no clip to world, push and crush */
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MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */
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MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */
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MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */
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MOVETYPE_CUSTOM, /**< Allows the entity to describe its own physics */
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};
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enum RenderMode
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{
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RENDER_NORMAL, /**< src */
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RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */
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RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */
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RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */
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RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */
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RENDER_TRANSADD, /**< src*a+dest */
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RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */
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RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */
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RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */
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RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */
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RENDER_NONE, /**< Don't render. */
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};
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enum RenderFx
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{
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RENDERFX_NONE = 0,
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RENDERFX_PULSE_SLOW,
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RENDERFX_PULSE_FAST,
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RENDERFX_PULSE_SLOW_WIDE,
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RENDERFX_PULSE_FAST_WIDE,
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RENDERFX_FADE_SLOW,
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RENDERFX_FADE_FAST,
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RENDERFX_SOLID_SLOW,
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RENDERFX_SOLID_FAST,
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RENDERFX_STROBE_SLOW,
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RENDERFX_STROBE_FAST,
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RENDERFX_STROBE_FASTER,
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RENDERFX_FLICKER_SLOW,
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RENDERFX_FLICKER_FAST,
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RENDERFX_NO_DISSIPATION,
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RENDERFX_DISTORT, /**< Distort/scale/translate flicker */
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RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */
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RENDERFX_EXPLODE, /**< Scale up really big! */
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RENDERFX_GLOWSHELL, /**< Glowing Shell */
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RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */
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RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */
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RENDERFX_ENV_SNOW, /**< " " " , make snow */
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RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */
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RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */
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RENDERFX_PULSE_FAST_WIDER,
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RENDERFX_MAX
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};
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// These defines are for client button presses.
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#define IN_ATTACK (1 << 0)
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#define IN_JUMP (1 << 1)
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#define IN_DUCK (1 << 2)
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#define IN_FORWARD (1 << 3)
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#define IN_BACK (1 << 4)
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#define IN_USE (1 << 5)
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#define IN_CANCEL (1 << 6)
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#define IN_LEFT (1 << 7)
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#define IN_RIGHT (1 << 8)
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#define IN_MOVELEFT (1 << 9)
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#define IN_MOVERIGHT (1 << 10)
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#define IN_ATTACK2 (1 << 11)
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#define IN_RUN (1 << 12)
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#define IN_RELOAD (1 << 13)
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#define IN_ALT1 (1 << 14)
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#define IN_ALT2 (1 << 15)
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#define IN_SCORE (1 << 16) /**< Used by client.dll for when scoreboard is held down */
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#define IN_SPEED (1 << 17) /**< Player is holding the speed key */
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#define IN_WALK (1 << 18) /**< Player holding walk key */
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#define IN_ZOOM (1 << 19) /**< Zoom key for HUD zoom */
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#define IN_WEAPON1 (1 << 20) /**< weapon defines these bits */
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#define IN_WEAPON2 (1 << 21) /**< weapon defines these bits */
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#define IN_BULLRUSH (1 << 22)
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#define IN_GRENADE1 (1 << 23) /**< grenade 1 */
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#define IN_GRENADE2 (1 << 24) /**< grenade 2 */
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#define IN_ATTACK3 (1 << 25)
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// Note: these are only for use with GetEntityFlags and SetEntityFlags
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// and may not match the game's actual, internal m_fFlags values.
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// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
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#define FL_ONGROUND (1 << 0) /**< At rest / on the ground */
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#define FL_DUCKING (1 << 1) /**< Player flag -- Player is fully crouched */
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#define FL_WATERJUMP (1 << 2) /**< player jumping out of water */
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#define FL_ONTRAIN (1 << 3) /**< Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
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#define FL_INRAIN (1 << 4) /**< Indicates the entity is standing in rain */
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#define FL_FROZEN (1 << 5) /**< Player is frozen for 3rd person camera */
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#define FL_ATCONTROLS (1 << 6) /**< Player can't move, but keeps key inputs for controlling another entity */
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#define FL_CLIENT (1 << 7) /**< Is a player */
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#define FL_FAKECLIENT (1 << 8) /**< Fake client, simulated server side; don't send network messages to them */
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// NOTE if you move things up, make sure to change this value
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#define PLAYER_FLAG_BITS 9
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// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
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#define FL_INWATER (1 << 9) /**< In water */
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#define FL_FLY (1 << 10) /**< Changes the SV_Movestep() behavior to not need to be on ground */
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#define FL_SWIM (1 << 11) /**< Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
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#define FL_CONVEYOR (1 << 12)
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#define FL_NPC (1 << 13)
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#define FL_GODMODE (1 << 14)
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#define FL_NOTARGET (1 << 15)
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#define FL_AIMTARGET (1 << 16) /**< set if the crosshair needs to aim onto the entity */
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#define FL_PARTIALGROUND (1 << 17) /**< not all corners are valid */
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#define FL_STATICPROP (1 << 18) /**< Eetsa static prop! */
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#define FL_GRAPHED (1 << 19) /**< worldgraph has this ent listed as something that blocks a connection */
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#define FL_GRENADE (1 << 20)
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#define FL_STEPMOVEMENT (1 << 21) /**< Changes the SV_Movestep() behavior to not do any processing */
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#define FL_DONTTOUCH (1 << 22) /**< Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set */
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#define FL_BASEVELOCITY (1 << 23) /**< Base velocity has been applied this frame (used to convert base velocity into momentum) */
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#define FL_WORLDBRUSH (1 << 24) /**< Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
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#define FL_OBJECT (1 << 25) /**< Terrible name. This is an object that NPCs should see. Missiles, for example. */
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#define FL_KILLME (1 << 26) /**< This entity is marked for death -- will be freed by game DLL */
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#define FL_ONFIRE (1 << 27) /**< You know... */
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#define FL_DISSOLVING (1 << 28) /**< We're dissolving! */
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#define FL_TRANSRAGDOLL (1 << 29) /**< In the process of turning into a client side ragdoll. */
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#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) /**< pusher that can't be blocked by the player */
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#define FL_FREEZING (1 << 31) /**< We're becoming frozen! */
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#define FL_EP2V_UNKNOWN1 (1 << 31) /**< Unknown */
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// END entity flag #defines
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/**
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* Get an entity's flags.
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*
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* @note The game's actual flags are internally translated by SM
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* to match the entity flags defined above as the actual values
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* can differ per engine.
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*
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* @param entity Entity index.
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* @return Entity's flags, see entity flag defines above.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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native GetEntityFlags(entity);
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/**
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* Sets an entity's flags.
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*
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* @note The entity flags as defined above are internally translated by SM
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* to match the current game's expected value for the flags as
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* the actual values can differ per engine.
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*
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* @param entity Entity index.
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* @param flags Entity flags, see entity flag defines above.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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native SetEntityFlags(entity, flags);
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/**
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* Gets an entity's movetype.
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*
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* @param entity Entity index.
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* @return Movetype, see enum above.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock MoveType:GetEntityMoveType(entity)
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{
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static bool:gotconfig = false;
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static String:datamap[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(datamap, sizeof(datamap), "m_MoveType");
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}
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gotconfig = true;
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}
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return MoveType:GetEntProp(entity, Prop_Data, datamap);
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}
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/**
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* Sets an entity's movetype.
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*
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* @param entity Entity index.
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* @param mt Movetype, see enum above.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityMoveType(entity, MoveType:mt)
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{
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static bool:gotconfig = false;
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static String:datamap[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(datamap, sizeof(datamap), "m_MoveType");
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}
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gotconfig = true;
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}
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SetEntProp(entity, Prop_Data, datamap, mt);
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}
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/**
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* Gets an entity's render mode.
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*
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* @param entity Entity index.
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* @return RenderMode value.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock RenderMode:GetEntityRenderMode(entity)
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{
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static bool:gotconfig = false;
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static String:prop[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(prop, sizeof(prop), "m_nRenderMode");
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}
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gotconfig = true;
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}
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return RenderMode:GetEntProp(entity, Prop_Send, prop, 1);
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}
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/**
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* Sets an entity's render mode.
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*
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* @param entity Entity index.
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* @param mode RenderMode value.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityRenderMode(entity, RenderMode:mode)
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{
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static bool:gotconfig = false;
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static String:prop[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(prop, sizeof(prop), "m_nRenderMode");
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}
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gotconfig = true;
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}
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SetEntProp(entity, Prop_Send, prop, mode, 1);
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}
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/**
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* Gets an entity's render Fx.
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*
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* @param entity Entity index.
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* @return RenderFx value.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock RenderFx:GetEntityRenderFx(entity)
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{
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static bool:gotconfig = false;
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static String:prop[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(prop, sizeof(prop), "m_nRenderFX");
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}
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gotconfig = true;
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}
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return RenderFx:GetEntProp(entity, Prop_Send, prop, 1);
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}
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/**
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* Sets an entity's render Fx.
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*
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* @param entity Entity index.
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* @param fx RenderFx value.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityRenderFx(entity, RenderFx:fx)
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{
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static bool:gotconfig = false;
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static String:prop[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(prop, sizeof(prop), "m_nRenderFX");
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}
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gotconfig = true;
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}
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SetEntProp(entity, Prop_Send, prop, fx, 1);
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}
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/**
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* Sets an entity's color.
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*
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* @param entity Entity index
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* @param r Amount of red (0-255)
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* @param g Amount of green (0-255)
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* @param b Amount of blue (0-255)
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* @param a Amount of alpha (0-255)
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
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{
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static bool:gotconfig = false;
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static String:prop[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(prop, sizeof(prop), "m_clrRender");
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}
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gotconfig = true;
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}
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new offset = GetEntSendPropOffs(entity, prop);
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if (offset <= 0)
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{
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ThrowError("SetEntityRenderColor not supported by this mod");
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}
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SetEntData(entity, offset, r, 1, true);
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SetEntData(entity, offset + 1, g, 1, true);
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SetEntData(entity, offset + 2, b, 1, true);
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SetEntData(entity, offset + 3, a, 1, true);
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}
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/**
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* Gets an entity's gravity.
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*
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* @param entity Entity index.
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* @return Entity's m_flGravity value.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock Float:GetEntityGravity(entity)
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{
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static bool:gotconfig = false;
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static String:datamap[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(datamap, sizeof(datamap), "m_flGravity");
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}
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gotconfig = true;
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}
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return GetEntPropFloat(entity, Prop_Data, datamap);
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}
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/**
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* Sets an entity's gravity.
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*
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* @param entity Entity index.
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* @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityGravity(entity, Float:amount)
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{
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static bool:gotconfig = false;
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static String:datamap[32];
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if (!gotconfig)
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{
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new Handle:gc = LoadGameConfigFile("core.games");
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new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
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CloseHandle(gc);
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if (!exists)
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{
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strcopy(datamap, sizeof(datamap), "m_flGravity");
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}
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gotconfig = true;
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}
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SetEntPropFloat(entity, Prop_Data, datamap, amount);
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}
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/**
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* Sets an entity's health
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*
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* @param entity Entity index.
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* @param amount Health amount.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityHealth(entity, amount)
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{
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static bool:gotconfig = false;
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static String:prop[32];
|
|
|
|
if (!gotconfig)
|
|
{
|
|
new Handle:gc = LoadGameConfigFile("core.games");
|
|
new bool:exists = GameConfGetKeyValue(gc, "m_iHealth", prop, sizeof(prop));
|
|
CloseHandle(gc);
|
|
|
|
if (!exists)
|
|
{
|
|
strcopy(prop, sizeof(prop), "m_iHealth");
|
|
}
|
|
|
|
gotconfig = true;
|
|
}
|
|
|
|
decl String:cls[64];
|
|
new PropFieldType:type;
|
|
new offset;
|
|
|
|
if (!GetEntityNetClass(entity, cls, sizeof(cls)))
|
|
{
|
|
ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name");
|
|
return;
|
|
}
|
|
|
|
offset = FindSendPropInfo(cls, prop, type);
|
|
|
|
if (offset <= 0)
|
|
{
|
|
ThrowError("SetEntityHealth not supported by this mod");
|
|
return;
|
|
}
|
|
|
|
/* Dark Messiah uses a float for the health instead an integer */
|
|
if (type == PropField_Float)
|
|
{
|
|
SetEntDataFloat(entity, offset, float(amount));
|
|
}
|
|
else
|
|
{
|
|
SetEntProp(entity, Prop_Send, prop, 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)
|
|
{
|
|
static bool:gotconfig = false;
|
|
static String:datamap[32];
|
|
|
|
if (!gotconfig)
|
|
{
|
|
new Handle:gc = LoadGameConfigFile("core.games");
|
|
new bool:exists = GameConfGetKeyValue(gc, "m_nButtons", datamap, sizeof(datamap));
|
|
CloseHandle(gc);
|
|
|
|
if (!exists)
|
|
{
|
|
strcopy(datamap, sizeof(datamap), "m_nButtons");
|
|
}
|
|
|
|
gotconfig = true;
|
|
}
|
|
|
|
return GetEntProp(client, Prop_Data, datamap);
|
|
}
|