sm-zombiereloaded-3/env/include/tf2.inc

441 lines
13 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
#define TF_STUNFLAG_SLOWDOWN (1 << 0) /**< activates slowdown modifier */
#define TF_STUNFLAG_BONKSTUCK (1 << 1) /**< bonk sound, stuck */
#define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) /**< disable forward/backward movement */
#define TF_STUNFLAG_CHEERSOUND (1 << 3) /**< cheering sound */
#define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) /**< no sound or particle */
#define TF_STUNFLAG_THIRDPERSON (1 << 6) /**< panic animation */
#define TF_STUNFLAG_GHOSTEFFECT (1 << 7) /**< ghost particles */
#define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON
#define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON
#define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN
#define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK
#define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK
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
};
enum TFCond
{
TFCond_Slowed = 0,
TFCond_Zoomed,
TFCond_Disguising,
TFCond_Disguised,
TFCond_Cloaked,
TFCond_Ubercharged,
TFCond_TeleportedGlow,
TFCond_Taunting,
TFCond_UberchargeFading,
TFCond_Unknown1, //9
TFCond_CloakFlicker = 9,
TFCond_Teleporting,
TFCond_Kritzkrieged,
TFCond_Unknown2, //12
TFCond_TmpDamageBonus = 12,
TFCond_DeadRingered,
TFCond_Bonked,
TFCond_Dazed,
TFCond_Buffed,
TFCond_Charging,
TFCond_DemoBuff,
TFCond_CritCola,
TFCond_InHealRadius,
TFCond_Healing,
TFCond_OnFire,
TFCond_Overhealed,
TFCond_Jarated,
TFCond_Bleeding,
TFCond_DefenseBuffed,
TFCond_Milked,
TFCond_MegaHeal,
TFCond_RegenBuffed,
TFCond_MarkedForDeath,
TFCond_NoHealingDamageBuff,
TFCond_SpeedBuffAlly, //32
TFCond_HalloweenCritCandy,
TFCond_CritCanteen,
TFCond_CritDemoCharge,
TFCond_CritHype,
TFCond_CritOnFirstBlood,
TFCond_CritOnWin,
TFCond_CritOnFlagCapture,
TFCond_CritOnKill,
TFCond_RestrictToMelee,
TFCond_DefenseBuffNoCritBlock,
TFCond_Reprogrammed,
TFCond_CritMmmph,
TFCond_DefenseBuffMmmph,
TFCond_FocusBuff,
TFCond_DisguiseRemoved,
TFCond_MarkedForDeathSilent,
TFCond_DisguisedAsDispenser,
TFCond_Sapped,
TFCond_UberchargedHidden,
TFCond_UberchargedCanteen,
TFCond_HalloweenBombHead,
TFCond_HalloweenThriller,
TFCond_RadiusHealOnDamage,
TFCond_CritOnDamage,
TFCond_UberchargedOnTakeDamage,
TFCond_UberBulletResist,
TFCond_UberBlastResist,
TFCond_UberFireResist,
TFCond_SmallBulletResist,
TFCond_SmallBlastResist,
TFCond_SmallFireResist,
TFCond_Stealthed, // 64
TFCond_MedigunDebuff,
TFCond_StealthedUserBuffFade,
TFCond_BulletImmune,
TFCond_BlastImmune,
TFCond_FireImmune,
TFCond_PreventDeath,
TFCond_MVMBotRadiowave,
TFCond_HalloweenSpeedBoost,
TFCond_HalloweenQuickHeal,
TFCond_HalloweenGiant,
TFCond_HalloweenTiny,
TFCond_HalloweenInHell,
TFCond_HalloweenGhostMode,
};
const Float:TFCondDuration_Infinite = -1.0;
enum TFHoliday
{
TFHoliday_Birthday = 1,
TFHoliday_Halloween,
TFHoliday_Christmas,
TFHoliday_ValentinesDay,
TFHoliday_MeetThePyro,
TFHoliday_FullMoon,
TFHoliday_HalloweenOrFullMoon,
TFHoliday_HalloweenOrFullMoonOrValentines,
TFHoliday_AprilFools,
};
enum TFObjectType
{
TFObject_CartDispenser = 0,
TFObject_Dispenser = 0,
TFObject_Teleporter = 1,
TFObject_Sentry = 2,
TFObject_Sapper = 3
};
enum TFObjectMode
{
TFObjectMode_None = 0,
TFObjectMode_Entrance = 0,
TFObjectMode_Exit = 1
};
/**
* Sets a client on fire for 10 seconds.
*
* @param client Player's index.
* @param attacker Attacker's index.
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_IgnitePlayer(client, attacker);
/**
* 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);
/**
* Regenerates a client's health and ammunition
*
* @param client Player's index.
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_RegeneratePlayer(client);
/**
* Adds a condition to a player
*
* @param client Player's index.
* @param condition Integer identifier of condition to apply.
* @param duration Duration of condition (does not apply to all conditions).
* Pass TFCondDuration_Infinite to apply until manually removed.
* @param inflictor Condition inflictor's index (0 for no inflictor).
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_AddCondition(client, TFCond:condition, Float:duration=TFCondDuration_Infinite, inflictor=0);
/**
* Removes a condition from a player
*
* @param client Player's index.
* @param condition Integer identifier of condition to remove.
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_RemoveCondition(client, TFCond:condition);
/**
* Enables/disables PowerPlay mode on a player.
*
* @param client Player's index.
* @param enabled Whether to enable or disable PowerPlay on player.
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_SetPlayerPowerPlay(client, bool:enabled);
/**
* 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
* @param target Specific target player to disguise as (0 for any)
* @noreturn
* @error Invalid client index, client not in game, or no mod support.
*/
native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class, target=0);
/**
* 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);
/**
* Stuns a client
*
* @param client Player's index.
* @param duration Duration of stun.
* @param slowdown Slowdown percent (as decimal, 0.00-1.00)
* Ignored if TF_STUNFLAG_SLOWDOWN is not set.
* @param stunflags Stun flags.
* @param attacker Attacker's index (0 is allowed for world).
* @noreturn
*/
native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, attacker=0);
/**
* Induces the bleed effect on a client
*
* @param client Player's index.
* @param attacker Attacker's index.
* @param duration Duration of bleeding (in seconds).
* @noreturn
*/
native TF2_MakeBleed(client, attacker, Float:duration);
/**
* Retrieves the entity index of the CPlayerResource entity
*
* @return The current resource entity index.
*/
#pragma deprecated Use GetPlayerResourceEntity instead
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);
/**
* @deprecated No longer called. Use TF2_OnIsHolidayActive.
*/
#pragma deprecated No longer called. Use TF2_OnIsHolidayActive.
forward Action:TF2_OnGetHoliday(&TFHoliday:holiday);
/**
* Called at various times when the game checks to see if the given holiday is active.
* Return Plugin_Continue to let the original calculation or return a higher
* action to override the decision with the value of 'result'
*
* @param holiday Holiday being checked.
* @param result Buffer param for the result of the decision.
* @return Plugin_Continue for original calculation, higher value to use 'result'.
*/
forward Action:TF2_OnIsHolidayActive(TFHoliday:holiday, &bool:result);
/**
* Returns whether or not a holiday is active
*
* @param holiday Holiday being checked.
* @return Boolean of whether or not the holiday is active.
*/
native bool:TF2_IsHolidayActive(TFHoliday:holiday);
/**
* Returns whether or not a client (Player) is in a duel.
*
* @param client Client Index.
* @return Boolean of whether or not the client/player is dueling.
*/
native bool:TF2_IsPlayerInDuel(client);
/**
* Called after a condition is added to a player
*
* @param client Index of the client to which the conditon is being added.
* @param condition Condition that is being added.
* @noreturn
*/
forward TF2_OnConditionAdded(client, TFCond:condition);
/**
* Called after a condition is removed from a player
*
* @param client Index of the client to which the condition is being removed.
* @param condition Condition that is being removed.
* @noreturn
*/
forward TF2_OnConditionRemoved(client, TFCond:condition);
/**
* Called when the server enters the Waiting for Players round state
*
* @noreturn
*/
forward TF2_OnWaitingForPlayersStart();
/**
* Called when the server exits the Waiting for Players round state
*
* @noreturn
*/
forward TF2_OnWaitingForPlayersEnd();
/**
* Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport.
* Return Plugin_Continue to let the original calculation or return a higher
* action to override the decision with the value of 'result'
*
* @param client Client index.
* @param teleporter Teleporter entity index.
* @param result Buffer param for the result of the decision.
* This is prepopulated with the game's original decision to let a player teleport.
* @return Plugin_Continue for original calculation, higher value to use 'result'.
*/
forward Action:TF2_OnPlayerTeleport(client, teleporter, &bool:result);
/**
* Do not edit below this line!
*/
public Extension:__ext_tf2 =
{
name = "TF2 Tools",
file = "game.tf2.ext",
autoload = 0,
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};
#if !defined REQUIRE_EXTENSIONS
public __ext_tf2_SetNTVOptional()
{
MarkNativeAsOptional("TF2_IgnitePlayer");
MarkNativeAsOptional("TF2_RespawnPlayer");
MarkNativeAsOptional("TF2_RegeneratePlayer");
MarkNativeAsOptional("TF2_AddCondition");
MarkNativeAsOptional("TF2_RemoveCondition");
MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
MarkNativeAsOptional("TF2_DisguisePlayer");
MarkNativeAsOptional("TF2_RemovePlayerDisguise");
MarkNativeAsOptional("TF2_StunPlayer");
MarkNativeAsOptional("TF2_MakeBleed");
MarkNativeAsOptional("TF2_GetResourceEntity");
MarkNativeAsOptional("TF2_GetClass");
MarkNativeAsOptional("TF2_IsPlayerInDuel");
MarkNativeAsOptional("TF2_IsHolidayActive");
}
#endif