This has to be the worst GCC error ever.
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 // CBaseEntity::m_fFlags
127 // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
128 #define FL_ONGROUND (1 << 0) // At rest / on the ground
129 #define FL_DUCKING (1 << 1) // Player flag -- Player is fully crouched
130 #define FL_WATERJUMP (1 << 2) // player jumping out of water
131 #define FL_ONTRAIN (1 << 3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
132 #define FL_INRAIN (1 << 4) // Indicates the entity is standing in rain
133 #define FL_FROZEN (1 << 5) // Player is frozen for 3rd person camera
134 #define FL_ATCONTROLS (1 << 6) // Player can't move, but keeps key inputs for controlling another entity
135 #define FL_CLIENT (1 << 7) // Is a player
136 #define FL_FAKECLIENT (1 << 8) // Fake client, simulated server side; don't send network messages to them
137 // NOTE if you move things up, make sure to change this value
138 #define PLAYER_FLAG_BITS 9
139 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
140 #define FL_INWATER (1 << 9) // In water
141 #define FL_FLY (1 << 10) // Changes the SV_Movestep() behavior to not need to be on ground
142 #define FL_SWIM (1 << 11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
143 #define FL_CONVEYOR (1 << 12)
144 #define FL_NPC (1 << 13)
145 #define FL_GODMODE (1 << 14)
146 #define FL_NOTARGET (1 << 15)
147 #define FL_AIMTARGET (1 << 16) // set if the crosshair needs to aim onto the entity
148 #define FL_PARTIALGROUND (1 << 17) // not all corners are valid
149 #define FL_STATICPROP (1 << 18) // Eetsa static prop!
150 #define FL_GRAPHED (1 << 19) // worldgraph has this ent listed as something that blocks a connection
151 #define FL_GRENADE (1 << 20)
152 #define FL_STEPMOVEMENT (1 << 21) // Changes the SV_Movestep() behavior to not do any processing
153 #define FL_DONTTOUCH (1 << 22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
154 #define FL_BASEVELOCITY (1 << 23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
155 #define FL_WORLDBRUSH (1 << 24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
156 #define FL_OBJECT (1 << 25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
157 #define FL_KILLME (1 << 26) // This entity is marked for death -- will be freed by game DLL
158 #define FL_ONFIRE (1 << 27) // You know...
159 #define FL_DISSOLVING (1 << 28) // We're dissolving!
160 #define FL_TRANSRAGDOLL (1 << 29) // In the process of turning into a client side ragdoll.
161 #define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) // pusher that can't be blocked by the player
162 // END m_fFlags #defines
165 * Get an entity's flags.
167 * @param entity Entity index.
168 * @return Entity's flags, see m_fFlag defines above
169 * @error Invalid entity index, or lack of mod compliance.
171 stock GetEntityFlags(entity)
173 static bool:gotconfig = false;
174 static String:datamap[32];
178 new Handle:gc = LoadGameConfigFile("core.games");
179 new bool:exists = GameConfGetKeyValue(gc, "m_fFlags", datamap, sizeof(datamap));
184 strcopy(datamap, sizeof(datamap), "m_fFlags");
190 return GetEntProp(entity, Prop_Data, datamap);
195 * Gets an entity's movetype.
197 * @param entity Entity index.
198 * @return Movetype, see enum above.
199 * @error Invalid entity index, or lack of mod compliance.
201 stock MoveType:GetEntityMoveType(entity)
203 static bool:gotconfig = false;
204 static String:datamap[32];
208 new Handle:gc = LoadGameConfigFile("core.games");
209 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
214 strcopy(datamap, sizeof(datamap), "m_MoveType");
220 return MoveType:GetEntProp(entity, Prop_Data, datamap);
224 * Sets an entity's movetype.
226 * @param entity Entity index.
227 * @param mt Movetype, see enum above.
229 * @error Invalid entity index, or lack of mod compliance.
231 stock SetEntityMoveType(entity, MoveType:mt)
233 static bool:gotconfig = false;
234 static String:datamap[32];
238 new Handle:gc = LoadGameConfigFile("core.games");
239 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
244 strcopy(datamap, sizeof(datamap), "m_MoveType");
250 SetEntProp(entity, Prop_Data, datamap, mt);
254 * Gets an entity's render mode.
256 * @param entity Entity index.
257 * @return RenderMode value.
258 * @error Invalid entity index, or lack of mod compliance.
260 stock RenderMode:GetEntityRenderMode(entity)
262 static bool:gotconfig = false;
263 static String:prop[32];
267 new Handle:gc = LoadGameConfigFile("core.games");
268 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
273 strcopy(prop, sizeof(prop), "m_nRenderMode");
279 return RenderMode:GetEntProp(entity, Prop_Send, prop, 1);
283 * Sets an entity's render mode.
285 * @param entity Entity index.
286 * @param mode RenderMode value.
288 * @error Invalid entity index, or lack of mod compliance.
290 stock SetEntityRenderMode(entity, RenderMode:mode)
292 static bool:gotconfig = false;
293 static String:prop[32];
297 new Handle:gc = LoadGameConfigFile("core.games");
298 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
303 strcopy(prop, sizeof(prop), "m_nRenderMode");
309 SetEntProp(entity, Prop_Send, prop, mode, 1);
313 * Gets an entity's render Fx.
315 * @param entity Entity index.
316 * @return RenderFx value.
317 * @error Invalid entity index, or lack of mod compliance.
319 stock RenderFx:GetEntityRenderFx(entity)
321 static bool:gotconfig = false;
322 static String:prop[32];
326 new Handle:gc = LoadGameConfigFile("core.games");
327 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
332 strcopy(prop, sizeof(prop), "m_nRenderFX");
338 return RenderFx:GetEntProp(entity, Prop_Send, prop, 1);
342 * Sets an entity's render Fx.
344 * @param entity Entity index.
345 * @param fx RenderFx value.
347 * @error Invalid entity index, or lack of mod compliance.
349 stock SetEntityRenderFx(entity, RenderFx:fx)
351 static bool:gotconfig = false;
352 static String:prop[32];
356 new Handle:gc = LoadGameConfigFile("core.games");
357 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
362 strcopy(prop, sizeof(prop), "m_nRenderFX");
368 SetEntProp(entity, Prop_Send, prop, fx, 1);
372 * Sets an entity's color.
374 * @param entity Entity index
375 * @param r Amount of red (0-255)
376 * @param g Amount of green (0-255)
377 * @param b Amount of blue (0-255)
378 * @param a Amount of alpha (0-255)
380 * @error Invalid entity index, or lack of mod compliance.
382 stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
384 static bool:gotconfig = false;
385 static String:prop[32];
389 new Handle:gc = LoadGameConfigFile("core.games");
390 new bool:exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop));
395 strcopy(prop, sizeof(prop), "m_clrRender");
401 new offset = GetEntSendPropOffs(entity, prop);
405 ThrowError("SetEntityRenderColor not supported by this mod");
408 SetEntData(entity, offset, r, 1, true);
409 SetEntData(entity, offset + 1, g, 1, true);
410 SetEntData(entity, offset + 2, b, 1, true);
411 SetEntData(entity, offset + 3, a, 1, true);
415 * Gets an entity's gravity.
417 * @param entity Entity index.
418 * @return Entity's m_flGravity value.
419 * @error Invalid entity index, or lack of mod compliance.
421 stock Float:GetEntityGravity(entity)
423 static bool:gotconfig = false;
424 static String:datamap[32];
428 new Handle:gc = LoadGameConfigFile("core.games");
429 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
434 strcopy(datamap, sizeof(datamap), "m_flGravity");
440 return GetEntPropFloat(entity, Prop_Data, datamap);
444 * Sets an entity's gravity.
446 * @param entity Entity index.
447 * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
449 * @error Invalid entity index, or lack of mod compliance.
451 stock SetEntityGravity(entity, Float:amount)
453 static bool:gotconfig = false;
454 static String:datamap[32];
458 new Handle:gc = LoadGameConfigFile("core.games");
459 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
464 strcopy(datamap, sizeof(datamap), "m_flGravity");
470 SetEntPropFloat(entity, Prop_Data, datamap, amount);
474 * Sets an entity's health
476 * @param entity Entity index.
477 * @param amount Health amount.
479 * @error Invalid entity index, or lack of mod compliance.
481 stock SetEntityHealth(entity, amount)
483 static bool:gotconfig = false;
484 static String:prop[32];
488 new Handle:gc = LoadGameConfigFile("core.games");
489 new bool:exists = GameConfGetKeyValue(gc, "m_iHealth", prop, sizeof(prop));
494 strcopy(prop, sizeof(prop), "m_iHeath");
501 new PropFieldType:type;
504 if (!GetEntityNetClass(ent, cls, sizeof(cls)))
506 ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name");
510 offset = FindSendPropInfo(cls, prop, type);
514 ThrowError("SetEntityHealth not supported by this mod");
518 /* Dark Messiah uses a float for the health instead an integer */
519 if (type == PropField_Float)
521 SetEntDataFloat(entity, offset, float(amount));
525 SetEntProp(entity, prop, amount);
530 * Get's a users current pressed buttons
532 * @param client Client index
533 * @return Bitsum of buttons
534 * @error Invalid client index, client not in game,
535 * or lack of mod compliance.
537 stock GetClientButtons(client)
539 static bool:gotconfig = false;
540 static String:datamap[32];
544 new Handle:gc = LoadGameConfigFile("core.games");
545 new bool:exists = GameConfGetKeyValue(gc, "m_nButtons", datamap, sizeof(datamap));
550 strcopy(datamap, sizeof(datamap), "m_nButtons");
556 return GetEntProp(client, Prop_Data, datamap);