plugins/include/tf2.inc
author Nicholas Hastings <skamonkey@gmail.com>
Mon May 10 18:18:15 2010 -0400 (2010-05-10)
changeset 2976 9eb1584be50d
parent 2943 1bbdb33fee53
child 3028 5ff200ebefc5
permissions -rw-r--r--
Fixed TF2 natives not being marked optional when ext not required (bug 4389, r=fyren)
     1 /**
     2  * vim: set ts=4 :
     3  * =============================================================================
     4  * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     5  * =============================================================================
     6  *
     7  * This file is part of the SourceMod/SourcePawn SDK.
     8  *
     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.
    12  * 
    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
    16  * details.
    17  *
    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/>.
    20  *
    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>.
    29  *
    30  * Version: $Id$
    31  */
    32 
    33 #if defined _tf2_included
    34  #endinput
    35 #endif
    36 #define _tf2_included
    37 
    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
    45 
    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
    51 
    52 enum TFClassType
    53 {
    54 	TFClass_Unknown = 0,
    55 	TFClass_Scout,
    56 	TFClass_Sniper,
    57 	TFClass_Soldier,
    58 	TFClass_DemoMan,
    59 	TFClass_Medic,
    60 	TFClass_Heavy,
    61 	TFClass_Pyro,
    62 	TFClass_Spy,
    63 	TFClass_Engineer
    64 };
    65 
    66 enum TFTeam
    67 {
    68 	TFTeam_Unassigned = 0,
    69 	TFTeam_Spectator = 1,
    70 	TFTeam_Red = 2,
    71 	TFTeam_Blue = 3	
    72 };
    73 
    74 enum TFCond
    75 {
    76 	TFCond_Slowed = 0,
    77 	TFCond_Zoomed,
    78 	TFCond_Disguising,
    79 	TFCond_Disguised,
    80 	TFCond_Cloaked,
    81 	TFCond_Ubercharged,
    82 	TFCond_TeleportedGlow,
    83 	TFCond_Taunting,
    84 	TFCond_UberchargeFading,
    85 	TFCond_Unknown1,
    86 	TFCond_Teleporting,
    87 	TFCond_Kritzkrieged,
    88 	TFCond_Unknown2,
    89 	TFCond_DeadRingered,
    90 	TFCond_Bonked,
    91 	TFCond_Dazed,
    92 	TFCond_Buffed,
    93 	TFCond_Charging,
    94 	TFCond_DemoBuff,
    95 	TFCond_Healing,
    96 	TFCond_OnFire,
    97 	TFCond_Overhealed,
    98 	TFCond_Jarated
    99 };
   100 
   101 /**
   102  * Sets a client on fire for 10 seconds.
   103  *
   104  * @param client		Player's index.
   105  * @noreturn
   106  * @error				Invalid client index, client not in game, or no mod support.
   107  */
   108 native TF2_IgnitePlayer(client, target);
   109 
   110 /**
   111  * Respawns a client
   112  *
   113  * @param client		Player's index.
   114  * @noreturn
   115  * @error				Invalid client index, client not in game, or no mod support.
   116  */
   117 native TF2_RespawnPlayer(client);
   118 
   119 /**
   120  * Regenerates a client's health and ammunition
   121  *
   122  * @param client		Player's index.
   123  * @noreturn
   124  * @error				Invalid client index, client not in game, or no mod support.
   125  */
   126 native TF2_RegeneratePlayer(client);
   127 
   128 /**
   129  * Adds a condition to a player
   130  *
   131  * @param client		Player's index.
   132  * @param condition		Integer identifier of condition to apply.
   133  * @param duration		Duration of condition (does not apply to all conditions).
   134  * @noreturn
   135  * @error				Invalid client index, client not in game, or no mod support.
   136  */
   137 native TF2_AddCondition(client, TFCond:condition, Float:duration);
   138 
   139 /**
   140  * Removes a condition from a player
   141  *
   142  * @param client		Player's index.
   143  * @param condition		Integer identifier of condition to remove.
   144  * @noreturn
   145  * @error				Invalid client index, client not in game, or no mod support.
   146  */
   147 native TF2_RemoveCondition(client, TFCond:condition);
   148 
   149 /**
   150  * Enables/disables PowerPlay mode on a player.
   151  *
   152  * @param client		Player's index.
   153  * @param enabled		Whether to enable or disable PowerPlay on player.
   154  * @noreturn
   155  * @error				Invalid client index, client not in game, or no mod support.
   156  */
   157 native TF2_SetPlayerPowerPlay(client, bool:enabled);
   158 
   159 /**
   160  * Disguises a client to the given model and team. Only has an effect on spies.
   161  *
   162  * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
   163  *
   164  * @param client		Player's index.
   165  * @param team			Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
   166  * @param class			TFClassType class to disguise the player as
   167  * @noreturn
   168  * @error				Invalid client index, client not in game, or no mod support.
   169  */
   170 native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class);
   171 
   172 /**
   173  * Removes the current disguise from a client. Only has an effect on spies.
   174  *
   175  * @param client		Player's index.
   176  * @noreturn
   177  * @error				Invalid client index, client not in game, or no mod support.
   178  */
   179 native TF2_RemovePlayerDisguise(client);
   180 
   181 /**
   182  * Stuns a client
   183  *
   184  * @param client		Player's index.
   185  * @param float			Duration of stun.
   186  * @param float			Slowdown percent (as decimal, 0.00-1.00)
   187  *						(ignored if TF_STUNFLAG_SLOWDOWN is not set.
   188  * @param int			Stun flags.
   189  * @param attacker		Attacker's index (0 is allowed for world).
   190  * @noreturn
   191  */
   192 native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, attacker=0);
   193 
   194 /**
   195  * Retrieves the entity index of the CPlayerResource entity
   196  *
   197  * @return				The current resource entity index.
   198  */
   199 native TF2_GetResourceEntity();
   200 
   201 /**
   202  * Finds the TFClassType for a given class name.
   203  *
   204  * @param classname		A classname string such as "sniper" or "demoman"
   205  * @return				A TFClassType constant.
   206  */
   207 native TFClassType:TF2_GetClass(const String:classname[]);
   208 
   209 /**
   210  * Called on weapon fire to decide if the current shot should be critical.
   211  * Return Plugin_Continue to let the original calculation or return a higher
   212  * action to override the decision with the value of 'result'
   213  *
   214  * @note Since critical shots are also calculated client side any changes made with
   215  *		 this will not show for the shooter. Projectile weapons such as the rocketlauncher
   216  *		 and demoman weapons will show a critical bullet but no critical sound effect.
   217  *		 Bullet hits should appear as expected.
   218  *
   219  * @param client		Client Index.
   220  * @param weapon		Weapon entity Index.
   221  * @param weaponname	Classname of the weapon.
   222  * @param result		Buffer param for the result of the decision.
   223  */
   224 forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
   225 
   226 /**
   227  * Do not edit below this line!
   228  */
   229 public Extension:__ext_tf2 = 
   230 {
   231 	name = "TF2 Tools",
   232 	file = "game.tf2.ext",
   233 	autoload = 1,
   234 #if defined REQUIRE_EXTENSIONS
   235 	required = 1,
   236 #else
   237 	required = 0,
   238 #endif
   239 };
   240 
   241 #if !defined REQUIRE_EXTENSIONS
   242 public __ext_tf2_SetNTVOptional()
   243 {
   244 	MarkNativeAsOptional("TF2_IgnitePlayer");
   245 	MarkNativeAsOptional("TF2_RespawnPlayer");
   246 	MarkNativeAsOptional("TF2_RegeneratePlayer");
   247 	MarkNativeAsOptional("TF2_AddCondition");
   248 	MarkNativeAsOptional("TF2_RemoveCondition");
   249 	MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
   250 	MarkNativeAsOptional("TF2_DisguisePlayer");
   251 	MarkNativeAsOptional("TF2_RemovePlayerDisguise");
   252 	MarkNativeAsOptional("TF2_StunPlayer");
   253 	MarkNativeAsOptional("TF2_GetResourceEntity");
   254 	MarkNativeAsOptional("TF2_GetClass");
   255 }
   256 #endif