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 _entity_prop_stocks_included
36 #define _entity_prop_stocks_included
40 MOVETYPE_NONE = 0, /**< never moves */
41 MOVETYPE_ISOMETRIC, /**< For players */
42 MOVETYPE_WALK, /**< Player only - moving on the ground */
43 MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */
44 MOVETYPE_FLY, /**< No gravity, but still collides with stuff */
45 MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */
46 MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */
47 MOVETYPE_PUSH, /**< no clip to world, push and crush */
48 MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */
49 MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */
50 MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */
51 MOVETYPE_CUSTOM, /**< Allows the entity to describe its own physics */
56 RENDER_NORMAL, /**< src */
57 RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */
58 RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */
59 RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */
60 RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */
61 RENDER_TRANSADD, /**< src*a+dest */
62 RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */
63 RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */
64 RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */
65 RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */
66 RENDER_NONE, /**< Don't render. */
74 RENDERFX_PULSE_SLOW_WIDE,
75 RENDERFX_PULSE_FAST_WIDE,
82 RENDERFX_STROBE_FASTER,
83 RENDERFX_FLICKER_SLOW,
84 RENDERFX_FLICKER_FAST,
85 RENDERFX_NO_DISSIPATION,
86 RENDERFX_DISTORT, /**< Distort/scale/translate flicker */
87 RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */
88 RENDERFX_EXPLODE, /**< Scale up really big! */
89 RENDERFX_GLOWSHELL, /**< Glowing Shell */
90 RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */
91 RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */
92 RENDERFX_ENV_SNOW, /**< " " " , make snow */
93 RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */
94 RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */
95 RENDERFX_PULSE_FAST_WIDER,
99 // These defines are for client button presses.
100 #define IN_ATTACK (1 << 0)
101 #define IN_JUMP (1 << 1)
102 #define IN_DUCK (1 << 2)
103 #define IN_FORWARD (1 << 3)
104 #define IN_BACK (1 << 4)
105 #define IN_USE (1 << 5)
106 #define IN_CANCEL (1 << 6)
107 #define IN_LEFT (1 << 7)
108 #define IN_RIGHT (1 << 8)
109 #define IN_MOVELEFT (1 << 9)
110 #define IN_MOVERIGHT (1 << 10)
111 #define IN_ATTACK2 (1 << 11)
112 #define IN_RUN (1 << 12)
113 #define IN_RELOAD (1 << 13)
114 #define IN_ALT1 (1 << 14)
115 #define IN_ALT2 (1 << 15)
116 #define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
117 #define IN_SPEED (1 << 17) // Player is holding the speed key
118 #define IN_WALK (1 << 18) // Player holding walk key
119 #define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
120 #define IN_WEAPON1 (1 << 20) // weapon defines these bits
121 #define IN_WEAPON2 (1 << 21) // weapon defines these bits
122 #define IN_BULLRUSH (1 << 22)
123 #define IN_GRENADE1 (1 << 23) // grenade 1
124 #define IN_GRENADE2 (1 << 24) // grenade 2
126 // Note: these are only for use with GetEntityFlags and SetEntityFlags
127 // and may not match the game's actual, internal m_fFlags values.
128 // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
129 #define FL_ONGROUND (1 << 0) // At rest / on the ground
130 #define FL_DUCKING (1 << 1) // Player flag -- Player is fully crouched
131 #define FL_WATERJUMP (1 << 2) // player jumping out of water
132 #define FL_ONTRAIN (1 << 3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
133 #define FL_INRAIN (1 << 4) // Indicates the entity is standing in rain
134 #define FL_FROZEN (1 << 5) // Player is frozen for 3rd person camera
135 #define FL_ATCONTROLS (1 << 6) // Player can't move, but keeps key inputs for controlling another entity
136 #define FL_CLIENT (1 << 7) // Is a player
137 #define FL_FAKECLIENT (1 << 8) // Fake client, simulated server side; don't send network messages to them
138 // NOTE if you move things up, make sure to change this value
139 #define PLAYER_FLAG_BITS 9
140 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
141 #define FL_INWATER (1 << 9) // In water
142 #define FL_FLY (1 << 10) // Changes the SV_Movestep() behavior to not need to be on ground
143 #define FL_SWIM (1 << 11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
144 #define FL_CONVEYOR (1 << 12)
145 #define FL_NPC (1 << 13)
146 #define FL_GODMODE (1 << 14)
147 #define FL_NOTARGET (1 << 15)
148 #define FL_AIMTARGET (1 << 16) // set if the crosshair needs to aim onto the entity
149 #define FL_PARTIALGROUND (1 << 17) // not all corners are valid
150 #define FL_STATICPROP (1 << 18) // Eetsa static prop!
151 #define FL_GRAPHED (1 << 19) // worldgraph has this ent listed as something that blocks a connection
152 #define FL_GRENADE (1 << 20)
153 #define FL_STEPMOVEMENT (1 << 21) // Changes the SV_Movestep() behavior to not do any processing
154 #define FL_DONTTOUCH (1 << 22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
155 #define FL_BASEVELOCITY (1 << 23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
156 #define FL_WORLDBRUSH (1 << 24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
157 #define FL_OBJECT (1 << 25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
158 #define FL_KILLME (1 << 26) // This entity is marked for death -- will be freed by game DLL
159 #define FL_ONFIRE (1 << 27) // You know...
160 #define FL_DISSOLVING (1 << 28) // We're dissolving!
161 #define FL_TRANSRAGDOLL (1 << 29) // In the process of turning into a client side ragdoll.
162 #define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) // pusher that can't be blocked by the player
163 #define FL_FREEZING (1 << 31) // We're becoming frozen!
164 #define FL_EP2V_UNKNOWN1 (1 << 31) // Unknown
165 // END entity flag #defines
168 * Get an entity's flags.
170 * @note The game's actual flags are internally translated by SM
171 * to match the entity flags defined above as the actual values
172 * can differ per engine.
174 * @param entity Entity index.
175 * @return Entity's flags, see entity flag defines above.
176 * @error Invalid entity index, or lack of mod compliance.
178 native GetEntityFlags(entity);
181 * Sets an entity's flags.
183 * @note The entity flags as defined above are internally translated by SM
184 * to match the current game's expected value for the flags as
185 * the actual values can differ per engine.
187 * @param entity Entity index.
188 * @param flags Entity flags, see entity flag defines above.
190 * @error Invalid entity index, or lack of mod compliance.
192 native SetEntityFlags(entity, flags);
196 * Gets an entity's movetype.
198 * @param entity Entity index.
199 * @return Movetype, see enum above.
200 * @error Invalid entity index, or lack of mod compliance.
202 stock MoveType:GetEntityMoveType(entity)
204 static bool:gotconfig = false;
205 static String:datamap[32];
209 new Handle:gc = LoadGameConfigFile("core.games");
210 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
215 strcopy(datamap, sizeof(datamap), "m_MoveType");
221 return MoveType:GetEntProp(entity, Prop_Data, datamap);
225 * Sets an entity's movetype.
227 * @param entity Entity index.
228 * @param mt Movetype, see enum above.
230 * @error Invalid entity index, or lack of mod compliance.
232 stock SetEntityMoveType(entity, MoveType:mt)
234 static bool:gotconfig = false;
235 static String:datamap[32];
239 new Handle:gc = LoadGameConfigFile("core.games");
240 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
245 strcopy(datamap, sizeof(datamap), "m_MoveType");
251 SetEntProp(entity, Prop_Data, datamap, mt);
255 * Gets an entity's render mode.
257 * @param entity Entity index.
258 * @return RenderMode value.
259 * @error Invalid entity index, or lack of mod compliance.
261 stock RenderMode:GetEntityRenderMode(entity)
263 static bool:gotconfig = false;
264 static String:prop[32];
268 new Handle:gc = LoadGameConfigFile("core.games");
269 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
274 strcopy(prop, sizeof(prop), "m_nRenderMode");
280 return RenderMode:GetEntProp(entity, Prop_Send, prop, 1);
284 * Sets an entity's render mode.
286 * @param entity Entity index.
287 * @param mode RenderMode value.
289 * @error Invalid entity index, or lack of mod compliance.
291 stock SetEntityRenderMode(entity, RenderMode:mode)
293 static bool:gotconfig = false;
294 static String:prop[32];
298 new Handle:gc = LoadGameConfigFile("core.games");
299 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
304 strcopy(prop, sizeof(prop), "m_nRenderMode");
310 SetEntProp(entity, Prop_Send, prop, mode, 1);
314 * Gets an entity's render Fx.
316 * @param entity Entity index.
317 * @return RenderFx value.
318 * @error Invalid entity index, or lack of mod compliance.
320 stock RenderFx:GetEntityRenderFx(entity)
322 static bool:gotconfig = false;
323 static String:prop[32];
327 new Handle:gc = LoadGameConfigFile("core.games");
328 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
333 strcopy(prop, sizeof(prop), "m_nRenderFX");
339 return RenderFx:GetEntProp(entity, Prop_Send, prop, 1);
343 * Sets an entity's render Fx.
345 * @param entity Entity index.
346 * @param fx RenderFx value.
348 * @error Invalid entity index, or lack of mod compliance.
350 stock SetEntityRenderFx(entity, RenderFx:fx)
352 static bool:gotconfig = false;
353 static String:prop[32];
357 new Handle:gc = LoadGameConfigFile("core.games");
358 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
363 strcopy(prop, sizeof(prop), "m_nRenderFX");
369 SetEntProp(entity, Prop_Send, prop, fx, 1);
373 * Sets an entity's color.
375 * @param entity Entity index
376 * @param r Amount of red (0-255)
377 * @param g Amount of green (0-255)
378 * @param b Amount of blue (0-255)
379 * @param a Amount of alpha (0-255)
381 * @error Invalid entity index, or lack of mod compliance.
383 stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
385 static bool:gotconfig = false;
386 static String:prop[32];
390 new Handle:gc = LoadGameConfigFile("core.games");
391 new bool:exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop));
396 strcopy(prop, sizeof(prop), "m_clrRender");
402 new offset = GetEntSendPropOffs(entity, prop);
406 ThrowError("SetEntityRenderColor not supported by this mod");
409 SetEntData(entity, offset, r, 1, true);
410 SetEntData(entity, offset + 1, g, 1, true);
411 SetEntData(entity, offset + 2, b, 1, true);
412 SetEntData(entity, offset + 3, a, 1, true);
416 * Gets an entity's gravity.
418 * @param entity Entity index.
419 * @return Entity's m_flGravity value.
420 * @error Invalid entity index, or lack of mod compliance.
422 stock Float:GetEntityGravity(entity)
424 static bool:gotconfig = false;
425 static String:datamap[32];
429 new Handle:gc = LoadGameConfigFile("core.games");
430 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
435 strcopy(datamap, sizeof(datamap), "m_flGravity");
441 return GetEntPropFloat(entity, Prop_Data, datamap);
445 * Sets an entity's gravity.
447 * @param entity Entity index.
448 * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
450 * @error Invalid entity index, or lack of mod compliance.
452 stock SetEntityGravity(entity, Float:amount)
454 static bool:gotconfig = false;
455 static String:datamap[32];
459 new Handle:gc = LoadGameConfigFile("core.games");
460 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
465 strcopy(datamap, sizeof(datamap), "m_flGravity");
471 SetEntPropFloat(entity, Prop_Data, datamap, amount);
475 * Sets an entity's health
477 * @param entity Entity index.
478 * @param amount Health amount.
480 * @error Invalid entity index, or lack of mod compliance.
482 stock SetEntityHealth(entity, amount)
484 static bool:gotconfig = false;
485 static String:prop[32];
489 new Handle:gc = LoadGameConfigFile("core.games");
490 new bool:exists = GameConfGetKeyValue(gc, "m_iHealth", prop, sizeof(prop));
495 strcopy(prop, sizeof(prop), "m_iHealth");
502 new PropFieldType:type;
505 if (!GetEntityNetClass(entity, cls, sizeof(cls)))
507 ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name");
511 offset = FindSendPropInfo(cls, prop, type);
515 ThrowError("SetEntityHealth not supported by this mod");
519 /* Dark Messiah uses a float for the health instead an integer */
520 if (type == PropField_Float)
522 SetEntDataFloat(entity, offset, float(amount));
526 SetEntProp(entity, Prop_Send, prop, amount);
531 * Get's a users current pressed buttons
533 * @param client Client index
534 * @return Bitsum of buttons
535 * @error Invalid client index, client not in game,
536 * or lack of mod compliance.
538 stock GetClientButtons(client)
540 static bool:gotconfig = false;
541 static String:datamap[32];
545 new Handle:gc = LoadGameConfigFile("core.games");
546 new bool:exists = GameConfGetKeyValue(gc, "m_nButtons", datamap, sizeof(datamap));
551 strcopy(datamap, sizeof(datamap), "m_nButtons");
557 return GetEntProp(client, Prop_Data, datamap);