3 * =============================================================================
4 * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
5 * =============================================================================
7 * This file is part of the SourceMod/SourcePawn SDK.
9 * This program is free software; you can redistribute it and/or modify it under
10 * the terms of the GNU General Public License, version 3.0, as published by the
11 * Free Software Foundation.
13 * This program is distributed in the hope that it will be useful, but WITHOUT
14 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
15 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
18 * You should have received a copy of the GNU General Public License along with
19 * this program. If not, see <http://www.gnu.org/licenses/>.
21 * As a special exception, AlliedModders LLC gives you permission to link the
22 * code of this program (as well as its derivative works) to "Half-Life 2," the
23 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
24 * by the Valve Corporation. You must obey the GNU General Public License in
25 * all respects for all other code used. Additionally, AlliedModders LLC grants
26 * this exception to all derivative works. AlliedModders LLC defines further
27 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
28 * or <http://www.sourcemod.net/license.php>.
33 #if defined _tf2_included
38 #define TF_STUNFLAG_SLOWDOWN (1 << 0) // activates slowdown modifier
39 #define TF_STUNFLAG_BONKSTUCK (1 << 1) // bonk sound, stuck
40 #define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) // disable forward/backward movement
41 #define TF_STUNFLAG_CHEERSOUND (1 << 3) // cheering sound
42 #define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) // no sound or particle
43 #define TF_STUNFLAG_THIRDPERSON (1 << 6) // panic animation
44 #define TF_STUNFLAG_GHOSTEFFECT (1 << 7) // ghost particles
46 #define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON
47 #define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON
48 #define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN
49 #define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK
50 #define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK
68 TFTeam_Unassigned = 0,
82 TFCond_TeleportedGlow,
84 TFCond_UberchargeFading,
86 TFCond_CloakFlicker = 9,
90 TFCond_TmpDamageBonus = 12,
104 TFCond_DefenseBuffed,
108 TFCond_MarkedForDeath,
109 TFCond_NoHealingDamageBuff,
110 TFCond_SpeedBuffAlly,
111 TFCond_HalloweenCritCandy,
113 TFCond_CritHype = 36,
114 TFCond_CritOnFirstBlood,
116 TFCond_CritOnFlagCapture,
118 TFCond_RestrictToMelee
123 TFHoliday_Birthday = 1,
126 TFHoliday_HalloweenOrFullMoon,
131 TFObject_CartDispenser = 0,
132 TFObject_Dispenser = 0,
133 TFObject_Teleporter = 1,
140 TFObjectMode_None = 0,
141 TFObjectMode_Entrance = 0,
142 TFObjectMode_Exit = 1
146 * Sets a client on fire for 10 seconds.
148 * @param client Player's index.
150 * @error Invalid client index, client not in game, or no mod support.
152 native TF2_IgnitePlayer(client, target);
157 * @param client Player's index.
159 * @error Invalid client index, client not in game, or no mod support.
161 native TF2_RespawnPlayer(client);
164 * Regenerates a client's health and ammunition
166 * @param client Player's index.
168 * @error Invalid client index, client not in game, or no mod support.
170 native TF2_RegeneratePlayer(client);
173 * Adds a condition to a player
175 * @param client Player's index.
176 * @param condition Integer identifier of condition to apply.
177 * @param duration Duration of condition (does not apply to all conditions).
179 * @error Invalid client index, client not in game, or no mod support.
181 native TF2_AddCondition(client, TFCond:condition, Float:duration);
184 * Removes a condition from a player
186 * @param client Player's index.
187 * @param condition Integer identifier of condition to remove.
189 * @error Invalid client index, client not in game, or no mod support.
191 native TF2_RemoveCondition(client, TFCond:condition);
194 * Enables/disables PowerPlay mode on a player.
196 * @param client Player's index.
197 * @param enabled Whether to enable or disable PowerPlay on player.
199 * @error Invalid client index, client not in game, or no mod support.
201 native TF2_SetPlayerPowerPlay(client, bool:enabled);
204 * Disguises a client to the given model and team. Only has an effect on spies.
206 * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
208 * @param client Player's index.
209 * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
210 * @param class TFClassType class to disguise the player as
211 * @param target Specific target player to disguise as (0 for any)
213 * @error Invalid client index, client not in game, or no mod support.
215 native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class, target=0);
218 * Removes the current disguise from a client. Only has an effect on spies.
220 * @param client Player's index.
222 * @error Invalid client index, client not in game, or no mod support.
224 native TF2_RemovePlayerDisguise(client);
229 * @param client Player's index.
230 * @param float Duration of stun.
231 * @param float Slowdown percent (as decimal, 0.00-1.00)
232 * (ignored if TF_STUNFLAG_SLOWDOWN is not set.
233 * @param int Stun flags.
234 * @param attacker Attacker's index (0 is allowed for world).
237 native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, attacker=0);
240 * Induces the bleed effect on a client
242 * @param client Player's index.
243 * @param attacker Attacker's index.
244 * @param float Duration of bleeding (in seconds).
247 native TF2_MakeBleed(client, attacker, Float:duration);
250 * Retrieves the entity index of the CPlayerResource entity
252 * @return The current resource entity index.
254 native TF2_GetResourceEntity();
257 * Finds the TFClassType for a given class name.
259 * @param classname A classname string such as "sniper" or "demoman"
260 * @return A TFClassType constant.
262 native TFClassType:TF2_GetClass(const String:classname[]);
265 * Called on weapon fire to decide if the current shot should be critical.
266 * Return Plugin_Continue to let the original calculation or return a higher
267 * action to override the decision with the value of 'result'
269 * @note Since critical shots are also calculated client side any changes made with
270 * this will not show for the shooter. Projectile weapons such as the rocketlauncher
271 * and demoman weapons will show a critical bullet but no critical sound effect.
272 * Bullet hits should appear as expected.
274 * @param client Client Index.
275 * @param weapon Weapon entity Index.
276 * @param weaponname Classname of the weapon.
277 * @param result Buffer param for the result of the decision.
279 forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
282 * @deprecated No longer called. Use TF2_OnIsHolidayActive.
284 #pragma deprecated No longer called. Use TF2_OnIsHolidayActive.
285 forward Action:TF2_OnGetHoliday(&TFHoliday:holiday);
288 * Called at various times when the game checks to see if the given holiday is active.
289 * Return Plugin_Continue to let the original calculation or return a higher
290 * action to override the decision with the value of 'result'
292 * @param holiday Holiday being checked.
293 * @param result Buffer param for the result of the decision.
294 * @return Plugin_Continue for original calculation, higher value to use 'result'.
296 forward Action:TF2_OnIsHolidayActive(TFHoliday:holiday, &bool:result);
299 * Returns whether or not a client (Player) is in a duel.
301 * @param client Client Index.
302 * @return Boolean of whether or not the client/player is dueling.
304 native bool:TF2_IsPlayerInDuel(client);
307 * Called after a condition is added to a player
309 * @param client Index of the client to which the conditon is being added.
310 * @param condition Condition that is being added.
313 forward TF2_OnConditionAdded(client, TFCond:condition);
316 * Called after a condition is removed from a player
318 * @param client Index of the client to which the condition is being removed.
319 * @param condition Condition that is being removed.
322 forward TF2_OnConditionRemoved(client, TFCond:condition);
325 * Called when the server enters the Waiting for Players round state
329 forward TF2_OnWaitingForPlayersStart();
332 * Called when the server exits the Waiting for Players round state
336 forward TF2_OnWaitingForPlayersEnd();
339 * Do not edit below this line!
341 public Extension:__ext_tf2 =
344 file = "game.tf2.ext",
346 #if defined REQUIRE_EXTENSIONS
353 #if !defined REQUIRE_EXTENSIONS
354 public __ext_tf2_SetNTVOptional()
356 MarkNativeAsOptional("TF2_IgnitePlayer");
357 MarkNativeAsOptional("TF2_RespawnPlayer");
358 MarkNativeAsOptional("TF2_RegeneratePlayer");
359 MarkNativeAsOptional("TF2_AddCondition");
360 MarkNativeAsOptional("TF2_RemoveCondition");
361 MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
362 MarkNativeAsOptional("TF2_DisguisePlayer");
363 MarkNativeAsOptional("TF2_RemovePlayerDisguise");
364 MarkNativeAsOptional("TF2_StunPlayer");
365 MarkNativeAsOptional("TF2_MakeBleed");
366 MarkNativeAsOptional("TF2_GetResourceEntity");
367 MarkNativeAsOptional("TF2_GetClass");
368 MarkNativeAsOptional("TF2_IsPlayerInDuel");