146 lines
4.4 KiB
SourcePawn
146 lines
4.4 KiB
SourcePawn
/**
|
|
* vim: set ts=4 :
|
|
* =============================================================================
|
|
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
|
|
* =============================================================================
|
|
*
|
|
* This file is part of the SourceMod/SourcePawn SDK.
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify it under
|
|
* the terms of the GNU General Public License, version 3.0, as published by the
|
|
* Free Software Foundation.
|
|
*
|
|
* This program is distributed in the hope that it will be useful, but WITHOUT
|
|
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
|
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
|
|
* details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along with
|
|
* this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
* As a special exception, AlliedModders LLC gives you permission to link the
|
|
* code of this program (as well as its derivative works) to "Half-Life 2," the
|
|
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
|
|
* by the Valve Corporation. You must obey the GNU General Public License in
|
|
* all respects for all other code used. Additionally, AlliedModders LLC grants
|
|
* this exception to all derivative works. AlliedModders LLC defines further
|
|
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
|
|
* or <http://www.sourcemod.net/license.php>.
|
|
*
|
|
* Version: $Id$
|
|
*/
|
|
|
|
#if defined _tf2_included
|
|
#endinput
|
|
#endif
|
|
#define _tf2_included
|
|
|
|
enum TFClassType
|
|
{
|
|
TFClass_Unknown = 0,
|
|
TFClass_Scout,
|
|
TFClass_Sniper,
|
|
TFClass_Soldier,
|
|
TFClass_DemoMan,
|
|
TFClass_Medic,
|
|
TFClass_Heavy,
|
|
TFClass_Pyro,
|
|
TFClass_Spy,
|
|
TFClass_Engineer
|
|
};
|
|
|
|
enum TFTeam
|
|
{
|
|
TFTeam_Unassigned = 0,
|
|
TFTeam_Spectator = 1,
|
|
TFTeam_Red = 2,
|
|
TFTeam_Blue = 3
|
|
};
|
|
|
|
/**
|
|
* Sets a client on fire for 10 seconds.
|
|
*
|
|
* @param client Player's index.
|
|
* @noreturn
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
*/
|
|
native TF2_IgnitePlayer(client, target);
|
|
|
|
/**
|
|
* Respawns a client
|
|
*
|
|
* @param client Player's index.
|
|
* @noreturn
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
*/
|
|
native TF2_RespawnPlayer(client);
|
|
|
|
/**
|
|
* Disguises a client to the given model and team. Only has an effect on spies.
|
|
*
|
|
* Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
|
|
*
|
|
* @param client Player's index.
|
|
* @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
|
|
* @param class TFClassType class to disguise the player as
|
|
* @noreturn
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
*/
|
|
native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class);
|
|
|
|
/**
|
|
* Removes the current disguise from a client. Only has an effect on spies.
|
|
*
|
|
* @param client Player's index.
|
|
* @noreturn
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
*/
|
|
native TF2_RemovePlayerDisguise(client);
|
|
|
|
/**
|
|
* Retrieves the entity index of the CPlayerResource entity
|
|
*
|
|
* @return The current resource entity index.
|
|
*/
|
|
native TF2_GetResourceEntity();
|
|
|
|
/**
|
|
* Finds the TFClassType for a given class name.
|
|
*
|
|
* @param classname A classname string such as "sniper" or "demoman"
|
|
* @return A TFClassType constant.
|
|
*/
|
|
native TFClassType:TF2_GetClass(const String:classname[]);
|
|
|
|
/**
|
|
* Called on weapon fire to decide if the current shot should be critical.
|
|
* Return Plugin_Continue to let the original calculation or return a higher
|
|
* action to override the decision with the value of 'result'
|
|
*
|
|
* @note Since critical shots are also calculated client side any changes made with
|
|
* this will not show for the shooter. Projectile weapons such as the rocketlauncher
|
|
* and demoman weapons will show a critical bullet but no critical sound effect.
|
|
* Bullet hits should appear as expected.
|
|
*
|
|
* @param client Client Index.
|
|
* @param weapon Weapon entity Index.
|
|
* @param weaponname Classname of the weapon.
|
|
* @param result Buffer param for the result of the decision.
|
|
*/
|
|
forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
|
|
|
|
/**
|
|
* Do not edit below this line!
|
|
*/
|
|
public Extension:__ext_tf2 =
|
|
{
|
|
name = "TF2 Tools",
|
|
file = "game.tf2.ext",
|
|
autoload = 1,
|
|
#if defined REQUIRE_EXTENSIONS
|
|
required = 1,
|
|
#else
|
|
required = 0,
|
|
#endif
|
|
};
|