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/** |
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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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ds@1987
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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_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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/** |
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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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* 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 = 1, |
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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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}; |