275 lines
8.2 KiB
SourcePawn
275 lines
8.2 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,
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TFCond_Teleporting,
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TFCond_Kritzkrieged,
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TFCond_Unknown2,
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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_Healing,
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TFCond_OnFire,
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TFCond_Overhealed,
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TFCond_Jarated
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};
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enum TFHoliday
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{
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TFHoliday_None = 1,
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TFHoliday_Halloween,
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TFHoliday_Birthday
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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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* @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, target);
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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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* @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);
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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 class TFClassType class to disguise the player as
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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:class);
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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 float Duration of stun.
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* @param float 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 int 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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* 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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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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* Called when the game checks to see if the current day is one of its tracked holidays
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*
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* @note Change the value of holiday and return Plugin_Changed to override.
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* Return Plugin_Continue for no change.
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*
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* @param holiday Current Holiday
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*/
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forward Action:TF2_OnGetHoliday(&TFHoliday:holiday);
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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_GetResourceEntity");
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MarkNativeAsOptional("TF2_GetClass");
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}
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#endif
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