plugins/include/tf2.inc
branchrefac-jit
changeset 2168 c24a6fa957db
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/plugins/include/tf2.inc	Sun Jul 06 04:49:55 2008 +0000
     1.3 @@ -0,0 +1,137 @@
     1.4 +/**
     1.5 + * vim: set ts=4 :
     1.6 + * =============================================================================
     1.7 + * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     1.8 + * =============================================================================
     1.9 + *
    1.10 + * This file is part of the SourceMod/SourcePawn SDK.
    1.11 + *
    1.12 + * This program is free software; you can redistribute it and/or modify it under
    1.13 + * the terms of the GNU General Public License, version 3.0, as published by the
    1.14 + * Free Software Foundation.
    1.15 + * 
    1.16 + * This program is distributed in the hope that it will be useful, but WITHOUT
    1.17 + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    1.18 + * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    1.19 + * details.
    1.20 + *
    1.21 + * You should have received a copy of the GNU General Public License along with
    1.22 + * this program.  If not, see <http://www.gnu.org/licenses/>.
    1.23 + *
    1.24 + * As a special exception, AlliedModders LLC gives you permission to link the
    1.25 + * code of this program (as well as its derivative works) to "Half-Life 2," the
    1.26 + * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    1.27 + * by the Valve Corporation.  You must obey the GNU General Public License in
    1.28 + * all respects for all other code used.  Additionally, AlliedModders LLC grants
    1.29 + * this exception to all derivative works.  AlliedModders LLC defines further
    1.30 + * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    1.31 + * or <http://www.sourcemod.net/license.php>.
    1.32 + *
    1.33 + * Version: $Id$
    1.34 + */
    1.35 +
    1.36 +#if defined _tf2_included
    1.37 + #endinput
    1.38 +#endif
    1.39 +#define _tf2_included
    1.40 +
    1.41 +enum TFClassType
    1.42 +{
    1.43 +	TFClass_Unknown = 0,
    1.44 +	TFClass_Scout,
    1.45 +	TFClass_Sniper,
    1.46 +	TFClass_Soldier,
    1.47 +	TFClass_DemoMan,
    1.48 +	TFClass_Medic,
    1.49 +	TFClass_Heavy,
    1.50 +	TFClass_Pyro,
    1.51 +	TFClass_Spy,
    1.52 +	TFClass_Engineer
    1.53 +};
    1.54 +
    1.55 +enum TFTeam
    1.56 +{
    1.57 +	TFTeam_Unassigned = 0,
    1.58 +	TFTeam_Spectator = 1,
    1.59 +	TFTeam_Red = 2,
    1.60 +	TFTeam_Blue = 3	
    1.61 +};
    1.62 +
    1.63 +
    1.64 +/**
    1.65 + * Respawns a client
    1.66 + *
    1.67 + * @param client		Player's index.
    1.68 + * @noreturn
    1.69 + * @error				Invalid client index, client not in game, or no mod support.
    1.70 + */
    1.71 +native TF2_RespawnPlayer(client);
    1.72 +
    1.73 +/**
    1.74 + * Disguises a client to the given model and team. Only has an effect on spies.
    1.75 + *
    1.76 + * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
    1.77 + *
    1.78 + * @param client		Player's index.
    1.79 + * @param team			Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
    1.80 + * @param class			TFClassType class to disguise the player as
    1.81 + * @noreturn
    1.82 + * @error				Invalid client index, client not in game, or no mod support.
    1.83 + */
    1.84 +native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class);
    1.85 +
    1.86 +/**
    1.87 + * Removes the current disguise from a client. Only has an effect on spies.
    1.88 + *
    1.89 + * @param client		Player's index.
    1.90 + * @noreturn
    1.91 + * @error				Invalid client index, client not in game, or no mod support.
    1.92 + */
    1.93 +native TF2_RemovePlayerDisguise(client);
    1.94 +
    1.95 +/**
    1.96 + * Retrieves the entity index of the CPlayerResource entity
    1.97 + *
    1.98 + * @return				The current resource entity index.
    1.99 + */
   1.100 +native TF2_GetResourceEntity();
   1.101 +
   1.102 +/**
   1.103 + * Finds the TFClassType for a given class name.
   1.104 + *
   1.105 + * @param classname		A classname string such as "sniper" or "demoman"
   1.106 + * @return				A TFClassType constant.
   1.107 + */
   1.108 +native TFClassType:TF2_GetClass(const String:classname[]);
   1.109 +
   1.110 +/**
   1.111 + * Called on weapon fire to decide if the current shot should be critical.
   1.112 + * Return Plugin_Continue to let the original calculation or return a higher
   1.113 + * action to override the decision with the value of 'result'
   1.114 + *
   1.115 + * @note Since critical shots are also calculated client side any changes made with
   1.116 + *		 this will not show for the shooter. Projectile weapons such as the rocketlauncher
   1.117 + *		 and demoman weapons will show a critical bullet but no critical sound effect.
   1.118 + *		 Bullet hits should appear as expected.
   1.119 + *
   1.120 + * @param client		Client Index.
   1.121 + * @param weapon		Weapon entity Index.
   1.122 + * @param weaponname	Classname of the weapon.
   1.123 + * @param result		Buffer param for the result of the decision.
   1.124 + */
   1.125 +forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
   1.126 +
   1.127 +/**
   1.128 + * Do not edit below this line!
   1.129 + */
   1.130 +public Extension:__ext_tf2 = 
   1.131 +{
   1.132 +	name = "TF2 Tools",
   1.133 +	file = "game.tf2.ext",
   1.134 +	autoload = 1,
   1.135 +#if defined REQUIRE_EXTENSIONS
   1.136 +	required = 1,
   1.137 +#else
   1.138 +	required = 0,
   1.139 +#endif
   1.140 +};