269 lines
8.6 KiB
SourcePawn
269 lines
8.6 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 _cstrike_included
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#endinput
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#endif
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#define _cstrike_included
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#define CS_TEAM_NONE 0 /**< No team yet. */
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#define CS_TEAM_SPECTATOR 1 /**< Spectators. */
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#define CS_TEAM_T 2 /**< Terrorists. */
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#define CS_TEAM_CT 3 /**< Counter-Terrorists. */
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#define CS_SLOT_PRIMARY 0 /**< Primary weapon slot. */
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#define CS_SLOT_SECONDARY 1 /**< Secondary weapon slot. */
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#define CS_SLOT_GRENADE 3 /**< Grenade slot (will only return one grenade). */
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#define CS_SLOT_C4 4 /**< C4 slot. */
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enum CSRoundEndReason
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{
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CSRoundEnd_TargetBombed = 0, // Target Successfully Bombed!
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CSRoundEnd_VIPEscaped, // The VIP has escaped!
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CSRoundEnd_VIPKilled, // VIP has been assassinated!
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CSRoundEnd_TerroristsEscaped, // The terrorists have escaped!
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CSRoundEnd_CTStoppedEscape, // The CTs have prevented most of the terrorists from escaping!
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CSRoundEnd_TerroristsStopped, // Escaping terrorists have all been neutralized!
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CSRoundEnd_BombDefused, // The bomb has been defused!
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CSRoundEnd_CTWin, // Counter-Terrorists Win!
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CSRoundEnd_TerroristWin, // Terrorists Win!
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CSRoundEnd_Draw, // Round Draw!
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CSRoundEnd_HostagesRescued, // All Hostages have been rescued!
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CSRoundEnd_TargetSaved, // Target has been saved!
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CSRoundEnd_HostagesNotRescued, // Hostages have not been rescued!
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CSRoundEnd_TerroristsNotEscaped, // Terrorists have not escaped!
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CSRoundEnd_VIPNotEscaped, // VIP has not escaped!
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CSRoundEnd_GameStart // Game Commencing!
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};
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enum CSWeaponID
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{
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CSWeapon_NONE,
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CSWeapon_P228,
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CSWeapon_GLOCK,
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CSWeapon_SCOUT,
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CSWeapon_HEGRENADE,
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CSWeapon_XM1014,
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CSWeapon_C4,
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CSWeapon_MAC10,
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CSWeapon_AUG,
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CSWeapon_SMOKEGRENADE,
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CSWeapon_ELITE,
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CSWeapon_FIVESEVEN,
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CSWeapon_UMP45,
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CSWeapon_SG550,
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CSWeapon_GALIL,
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CSWeapon_FAMAS,
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CSWeapon_USP,
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CSWeapon_AWP,
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CSWeapon_MP5NAVY,
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CSWeapon_M249,
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CSWeapon_M3,
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CSWeapon_M4A1,
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CSWeapon_TMP,
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CSWeapon_G3SG1,
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CSWeapon_FLASHBANG,
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CSWeapon_DEAGLE,
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CSWeapon_SG552,
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CSWeapon_AK47,
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CSWeapon_KNIFE,
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CSWeapon_P90,
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CSWeapon_SHIELD,
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CSWeapon_KEVLAR,
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CSWeapon_ASSAULTSUIT,
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CSWeapon_NIGHTVISION
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};
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/**
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* Called when a player attempts to purchase an item.
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* Return Plugin_Continue to allow the purchase or return a
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* higher action to deny.
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*
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* @param client Client index
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* @param weapon User input for weapon name
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*/
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forward Action:CS_OnBuyCommand(client, const String:weapon[]);
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/**
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* Called when CSWeaponDrop is called
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* Return Plugin_Continue to allow the call or return a
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* higher action to deny.
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*
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* @param client Client index
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* @param weapon Weapon index
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*/
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forward Action:CS_OnCSWeaponDrop(client, weaponIndex);
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/**
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* Called when game retrieves a weapon's price for a player.
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* Return Plugin_Continue to use default value or return a higher
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* action to use a newly-set price.
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*
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* @note This can be called multiple times per weapon purchase
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*
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* @param client Client index
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* @param weapon Weapon classname
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* @param price Buffer param for the price of the weapon
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*
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* @note Not all "weapons" call GetWeaponPrice. Example: c4, knife, vest, vest helmet, night vision.
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*/
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forward Action:CS_OnGetWeaponPrice(client, const String:weapon[], &price);
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/**
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* Called when TerminateRound is called.
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* Return Plugin_Continue to ignore, return Plugin_Changed to continue,
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* using the given delay and reason, or return Plugin_Handled or a higher
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* action to block TerminateRound from firing.
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*
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* @param delay Time (in seconds) until new round starts
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* @param reason Reason for round end
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*/
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forward Action:CS_OnTerminateRound(&Float:delay, &CSRoundEndReason:reason);
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/**
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* Respawns a player.
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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.
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*/
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native CS_RespawnPlayer(client);
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/**
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* Switches the player's team.
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*
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* @param client Player's index.
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* @param team Team index.
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* @noreturn
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* @error Invalid client index, client not in game.
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*/
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native CS_SwitchTeam(client, team);
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/**
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* Forces a player to drop or toss their weapon
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*
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* @param client Player's index.
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* @param weaponIndex Index of weapon to drop.
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* @param toss True to toss weapon (with velocity) or false to just drop weapon
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* @param blockhook Set to true to stop the corresponding CS_OnCSWeaponDrop
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*
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* @noreturn
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* @error Invalid client index, client not in game, or invalid weapon index.
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*/
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native CS_DropWeapon(client, weaponIndex, bool:toss, bool:blockhook = false);
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/**
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* Forces round to end with a reason
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*
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* @param delay Time (in seconds) to delay before new round starts
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* @param reason Reason for the round ending
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* @param blockhook Set to true to stop the corresponding CS_OnTerminateRound
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* forward from being called.
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* @noreturn
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*/
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native CS_TerminateRound(Float:delay, CSRoundEndReason:reason, bool:blockhook = false);
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/**
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* Gets a weapon name from a weapon alias
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*
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* @param alias Weapons alias to get weapon name for.
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* @param weapon Buffer to store weapons name
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* @param size Size of buffer to store the weapons name.
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* @noreturn
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*
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* @note Will set the buffer to the original alias if it is not an alias to a weapon.
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*/
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native CS_GetTranslatedWeaponAlias(const String:alias[], String:weapon[], size);
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/**
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* Gets a weapon's price
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*
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* @param client Client to check weapon price for.
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* @param id Weapon id for the weapon to check
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* @param defaultprice Set to true to get defaultprice.
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* @return Returns price of the weapon (even if modified)
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*
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* @error Invalid client, failing to get weapon info, or failing to get price offset.
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* @note c4, knife and shield will always return 0. vest, vest helmet and night vision will always return default price.
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*/
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native CS_GetWeaponPrice(client, CSWeaponID:id, bool:defaultprice = false);
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/**
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* Gets a clients clan tag
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* @param client Client index to get clan tag for.
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* @param buffer Buffer to store clients clan tag in.
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* @param size Size of the buffer.
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* @return Number of non-null bytes written.
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*
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* @error Invalid client.
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*/
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native CS_GetClientClanTag(client, String:buffer[], size);
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/**
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* Sets a clients clan tag
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* @param client Client index to set clan tag for.
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* @param tag Tag to set clients clan tag as.
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* @noreturn
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*
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* @error Invalid client.
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*/
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native CS_SetClientClanTag(client, const String:tag[]);
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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_cstrike =
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{
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name = "cstrike",
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file = "games/game.cstrike.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_cstrike_SetNTVOptional()
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{
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MarkNativeAsOptional("CS_RespawnPlayer");
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MarkNativeAsOptional("CS_SwitchTeam");
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MarkNativeAsOptional("CS_DropWeapon");
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MarkNativeAsOptional("CS_TerminateRound");
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MarkNativeAsOptional("CS_GetTranslatedWeaponAlias");
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MarkNativeAsOptional("CS_GetWeaponPrice");
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MarkNativeAsOptional("CS_GetClientClanTag");
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MarkNativeAsOptional("CS_SetClientClanTag");
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}
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#endif
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