sm-zombiereloaded-3/env/include/cstrike.inc

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