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,
102 TFCond_DefenseBuffed,
115 TFObject_CartDispenser = 0,
116 TFObject_Dispenser = 0,
117 TFObject_Teleporter = 1,
124 TFObjectMode_None = 0,
125 TFObjectMode_Entrance = 0,
126 TFObjectMode_Exit = 1
130 * Sets a client on fire for 10 seconds.
132 * @param client Player's index.
134 * @error Invalid client index, client not in game, or no mod support.
136 native TF2_IgnitePlayer(client, target);
141 * @param client Player's index.
143 * @error Invalid client index, client not in game, or no mod support.
145 native TF2_RespawnPlayer(client);
148 * Regenerates a client's health and ammunition
150 * @param client Player's index.
152 * @error Invalid client index, client not in game, or no mod support.
154 native TF2_RegeneratePlayer(client);
157 * Adds a condition to a player
159 * @param client Player's index.
160 * @param condition Integer identifier of condition to apply.
161 * @param duration Duration of condition (does not apply to all conditions).
163 * @error Invalid client index, client not in game, or no mod support.
165 native TF2_AddCondition(client, TFCond:condition, Float:duration);
168 * Removes a condition from a player
170 * @param client Player's index.
171 * @param condition Integer identifier of condition to remove.
173 * @error Invalid client index, client not in game, or no mod support.
175 native TF2_RemoveCondition(client, TFCond:condition);
178 * Enables/disables PowerPlay mode on a player.
180 * @param client Player's index.
181 * @param enabled Whether to enable or disable PowerPlay on player.
183 * @error Invalid client index, client not in game, or no mod support.
185 native TF2_SetPlayerPowerPlay(client, bool:enabled);
188 * Disguises a client to the given model and team. Only has an effect on spies.
190 * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
192 * @param client Player's index.
193 * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
194 * @param class TFClassType class to disguise the player as
195 * @param target Specific target player to disguise as (0 for any)
197 * @error Invalid client index, client not in game, or no mod support.
199 native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class, target=0);
202 * Removes the current disguise from a client. Only has an effect on spies.
204 * @param client Player's index.
206 * @error Invalid client index, client not in game, or no mod support.
208 native TF2_RemovePlayerDisguise(client);
213 * @param client Player's index.
214 * @param float Duration of stun.
215 * @param float Slowdown percent (as decimal, 0.00-1.00)
216 * (ignored if TF_STUNFLAG_SLOWDOWN is not set.
217 * @param int Stun flags.
218 * @param attacker Attacker's index (0 is allowed for world).
221 native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, attacker=0);
224 * Induces the bleed effect on a client
226 * @param client Player's index.
227 * @param victim Victim's index.
228 * @param float Duration of bleeding (in seconds).
231 native TF2_MakeBleed(client, victim, Float:duration);
234 * Retrieves the entity index of the CPlayerResource entity
236 * @return The current resource entity index.
238 native TF2_GetResourceEntity();
241 * Finds the TFClassType for a given class name.
243 * @param classname A classname string such as "sniper" or "demoman"
244 * @return A TFClassType constant.
246 native TFClassType:TF2_GetClass(const String:classname[]);
249 * Called on weapon fire to decide if the current shot should be critical.
250 * Return Plugin_Continue to let the original calculation or return a higher
251 * action to override the decision with the value of 'result'
253 * @note Since critical shots are also calculated client side any changes made with
254 * this will not show for the shooter. Projectile weapons such as the rocketlauncher
255 * and demoman weapons will show a critical bullet but no critical sound effect.
256 * Bullet hits should appear as expected.
258 * @param client Client Index.
259 * @param weapon Weapon entity Index.
260 * @param weaponname Classname of the weapon.
261 * @param result Buffer param for the result of the decision.
263 forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
266 * Called when the game checks to see if the current day is one of its tracked holidays
268 * @note Change the value of holiday and return Plugin_Changed to override.
269 * Return Plugin_Continue for no change.
271 * @param holiday Current Holiday
273 forward Action:TF2_OnGetHoliday(&TFHoliday:holiday);
276 * Do not edit below this line!
278 public Extension:__ext_tf2 =
281 file = "game.tf2.ext",
283 #if defined REQUIRE_EXTENSIONS
290 #if !defined REQUIRE_EXTENSIONS
291 public __ext_tf2_SetNTVOptional()
293 MarkNativeAsOptional("TF2_IgnitePlayer");
294 MarkNativeAsOptional("TF2_RespawnPlayer");
295 MarkNativeAsOptional("TF2_RegeneratePlayer");
296 MarkNativeAsOptional("TF2_AddCondition");
297 MarkNativeAsOptional("TF2_RemoveCondition");
298 MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
299 MarkNativeAsOptional("TF2_DisguisePlayer");
300 MarkNativeAsOptional("TF2_RemovePlayerDisguise");
301 MarkNativeAsOptional("TF2_StunPlayer");
302 MarkNativeAsOptional("TF2_MakeBleed");
303 MarkNativeAsOptional("TF2_GetResourceEntity");
304 MarkNativeAsOptional("TF2_GetClass");