477 lines
14 KiB
SourcePawn
477 lines
14 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_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,
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TFCond_Zoomed,
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TFCond_Disguising,
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TFCond_Disguised,
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TFCond_Cloaked,
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TFCond_Ubercharged,
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TFCond_TeleportedGlow,
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TFCond_Taunting,
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TFCond_UberchargeFading,
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TFCond_Unknown1, //9
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TFCond_CloakFlicker = 9,
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TFCond_Teleporting,
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TFCond_Kritzkrieged,
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TFCond_Unknown2, //12
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TFCond_TmpDamageBonus = 12,
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TFCond_DeadRingered,
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TFCond_Bonked,
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TFCond_Dazed,
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TFCond_Buffed,
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TFCond_Charging,
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TFCond_DemoBuff,
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TFCond_CritCola,
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TFCond_InHealRadius,
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TFCond_Healing,
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TFCond_OnFire,
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TFCond_Overhealed,
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TFCond_Jarated,
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TFCond_Bleeding,
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TFCond_DefenseBuffed,
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TFCond_Milked,
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TFCond_MegaHeal,
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TFCond_RegenBuffed,
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TFCond_MarkedForDeath,
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TFCond_NoHealingDamageBuff,
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TFCond_SpeedBuffAlly, // 32
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TFCond_HalloweenCritCandy,
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TFCond_CritCanteen,
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TFCond_CritDemoCharge,
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TFCond_CritHype,
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TFCond_CritOnFirstBlood,
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TFCond_CritOnWin,
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TFCond_CritOnFlagCapture,
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TFCond_CritOnKill,
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TFCond_RestrictToMelee,
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TFCond_DefenseBuffNoCritBlock,
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TFCond_Reprogrammed,
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TFCond_CritMmmph,
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TFCond_DefenseBuffMmmph,
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TFCond_FocusBuff,
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TFCond_DisguiseRemoved,
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TFCond_MarkedForDeathSilent,
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TFCond_DisguisedAsDispenser,
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TFCond_Sapped,
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TFCond_UberchargedHidden,
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TFCond_UberchargedCanteen,
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TFCond_HalloweenBombHead,
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TFCond_HalloweenThriller,
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TFCond_RadiusHealOnDamage,
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TFCond_CritOnDamage,
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TFCond_UberchargedOnTakeDamage,
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TFCond_UberBulletResist,
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TFCond_UberBlastResist,
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TFCond_UberFireResist,
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TFCond_SmallBulletResist,
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TFCond_SmallBlastResist,
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TFCond_SmallFireResist,
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TFCond_Stealthed, // 64
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TFCond_MedigunDebuff,
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TFCond_StealthedUserBuffFade,
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TFCond_BulletImmune,
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TFCond_BlastImmune,
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TFCond_FireImmune,
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TFCond_PreventDeath,
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TFCond_MVMBotRadiowave,
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TFCond_HalloweenSpeedBoost,
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TFCond_HalloweenQuickHeal,
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TFCond_HalloweenGiant,
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TFCond_HalloweenTiny,
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TFCond_HalloweenInHell,
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TFCond_HalloweenGhostMode,
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TFCond_DodgeChance = 79,
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TFCond_Parachute,
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TFCond_BlastJumping,
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TFCond_HalloweenKart,
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TFCond_HalloweenKartDash,
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TFCond_BalloonHead,
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TFCond_MeleeOnly,
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TFCond_SwimmingCurse,
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TFCond_HalloweenKartNoTurn,
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TFCond_HalloweenKartCage,
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TFCond_HasRune,
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TFCond_RuneStrength,
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TFCond_RuneHaste,
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TFCond_RuneRegen,
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TFCond_RuneResist,
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TFCond_RuneVampire,
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TFCond_RuneWarlock,
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TFCond_RunePrecision, // 96
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TFCond_RuneAgility,
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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_ValentinesDay;
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public const TFHoliday:TFHoliday_MeetThePyro;
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public const TFHoliday:TFHoliday_SpyVsEngyWar;
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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 for 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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* @noreturn
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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 TF2_IgnitePlayer(client, attacker);
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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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* @noreturn
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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 TF2_RespawnPlayer(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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* @noreturn
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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 TF2_RegeneratePlayer(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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* @noreturn
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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 TF2_AddCondition(client, TFCond:condition, Float:duration=TFCondDuration_Infinite, 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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* @noreturn
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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 TF2_RemoveCondition(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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* @noreturn
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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 TF2_SetPlayerPowerPlay(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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* @noreturn
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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 TF2_DisguisePlayer(client, TFTeam:team, TFClassType:classType, 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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* @noreturn
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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 TF2_RemovePlayerDisguise(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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* @noreturn
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*/
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native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, 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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* @noreturn
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*/
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native TF2_MakeBleed(client, 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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*/
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#pragma deprecated Use GetPlayerResourceEntity instead
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native 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 String: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(client, weapon, String: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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* 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(client);
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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.
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*
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* @param client Client index.
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* @param wearable Index of the wearable entity.
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* @noreturn
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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 TF2_RemoveWearable(client, 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 conditon is being added.
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* @param condition Condition that is being added.
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* @noreturn
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*/
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forward TF2_OnConditionAdded(client, TFCond:condition);
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/**
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* Called after a condition is removed from a player
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*
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* @param client Index of the client to which the condition is being removed.
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* @param condition Condition that is being removed.
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* @noreturn
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*/
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forward TF2_OnConditionRemoved(client, TFCond:condition);
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/**
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* Called when the server enters the Waiting for Players round state
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*
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* @noreturn
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*/
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forward TF2_OnWaitingForPlayersStart();
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/**
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* Called when the server exits the Waiting for Players round state
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*
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* @noreturn
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*/
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forward TF2_OnWaitingForPlayersEnd();
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/**
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* Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport.
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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 client Client index.
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* @param teleporter Teleporter entity index.
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* @param result Buffer param for the result of the decision.
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* This is prepopulated with the game's original decision to let a player teleport.
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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_OnPlayerTeleport(client, teleporter, &bool:result);
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/**
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* Do not edit below this line!
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*/
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public Extension:__ext_tf2 =
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{
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name = "TF2 Tools",
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file = "game.tf2.ext",
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autoload = 0,
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#if defined REQUIRE_EXTENSIONS
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required = 1,
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#else
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required = 0,
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#endif
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};
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#if !defined REQUIRE_EXTENSIONS
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public __ext_tf2_SetNTVOptional()
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{
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MarkNativeAsOptional("TF2_IgnitePlayer");
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MarkNativeAsOptional("TF2_RespawnPlayer");
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MarkNativeAsOptional("TF2_RegeneratePlayer");
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MarkNativeAsOptional("TF2_AddCondition");
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MarkNativeAsOptional("TF2_RemoveCondition");
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MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
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MarkNativeAsOptional("TF2_DisguisePlayer");
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MarkNativeAsOptional("TF2_RemovePlayerDisguise");
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MarkNativeAsOptional("TF2_StunPlayer");
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MarkNativeAsOptional("TF2_MakeBleed");
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MarkNativeAsOptional("TF2_GetResourceEntity");
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MarkNativeAsOptional("TF2_GetClass");
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MarkNativeAsOptional("TF2_IsPlayerInDuel");
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MarkNativeAsOptional("TF2_IsHolidayActive");
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MarkNativeAsOptional("TF2_RemoveWearable");
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}
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#endif
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