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 */
125 #define IN_ATTACK3 (1 << 25)
127 // Note: these are only for use with GetEntityFlags and SetEntityFlags
128 // and may not match the game's actual, internal m_fFlags values.
129 // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
130 #define FL_ONGROUND (1 << 0) /**< At rest / on the ground */
131 #define FL_DUCKING (1 << 1) /**< Player flag -- Player is fully crouched */
132 #define FL_WATERJUMP (1 << 2) /**< player jumping out of water */
133 #define FL_ONTRAIN (1 << 3) /**< Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
134 #define FL_INRAIN (1 << 4) /**< Indicates the entity is standing in rain */
135 #define FL_FROZEN (1 << 5) /**< Player is frozen for 3rd person camera */
136 #define FL_ATCONTROLS (1 << 6) /**< Player can't move, but keeps key inputs for controlling another entity */
137 #define FL_CLIENT (1 << 7) /**< Is a player */
138 #define FL_FAKECLIENT (1 << 8) /**< Fake client, simulated server side; don't send network messages to them */
139 // NOTE if you move things up, make sure to change this value
140 #define PLAYER_FLAG_BITS 9
141 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
142 #define FL_INWATER (1 << 9) /**< In water */
143 #define FL_FLY (1 << 10) /**< Changes the SV_Movestep() behavior to not need to be on ground */
144 #define FL_SWIM (1 << 11) /**< Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
145 #define FL_CONVEYOR (1 << 12)
146 #define FL_NPC (1 << 13)
147 #define FL_GODMODE (1 << 14)
148 #define FL_NOTARGET (1 << 15)
149 #define FL_AIMTARGET (1 << 16) /**< set if the crosshair needs to aim onto the entity */
150 #define FL_PARTIALGROUND (1 << 17) /**< not all corners are valid */
151 #define FL_STATICPROP (1 << 18) /**< Eetsa static prop! */
152 #define FL_GRAPHED (1 << 19) /**< worldgraph has this ent listed as something that blocks a connection */
153 #define FL_GRENADE (1 << 20)
154 #define FL_STEPMOVEMENT (1 << 21) /**< Changes the SV_Movestep() behavior to not do any processing */
155 #define FL_DONTTOUCH (1 << 22) /**< Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set */
156 #define FL_BASEVELOCITY (1 << 23) /**< Base velocity has been applied this frame (used to convert base velocity into momentum) */
157 #define FL_WORLDBRUSH (1 << 24) /**< Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
158 #define FL_OBJECT (1 << 25) /**< Terrible name. This is an object that NPCs should see. Missiles, for example. */
159 #define FL_KILLME (1 << 26) /**< This entity is marked for death -- will be freed by game DLL */
160 #define FL_ONFIRE (1 << 27) /**< You know... */
161 #define FL_DISSOLVING (1 << 28) /**< We're dissolving! */
162 #define FL_TRANSRAGDOLL (1 << 29) /**< In the process of turning into a client side ragdoll. */
163 #define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) /**< pusher that can't be blocked by the player */
164 #define FL_FREEZING (1 << 31) /**< We're becoming frozen! */
165 #define FL_EP2V_UNKNOWN1 (1 << 31) /**< Unknown */
166 // END entity flag #defines
169 * Get an entity's flags.
171 * @note The game's actual flags are internally translated by SM
172 * to match the entity flags defined above as the actual values
173 * can differ per engine.
175 * @param entity Entity index.
176 * @return Entity's flags, see entity flag defines above.
177 * @error Invalid entity index, or lack of mod compliance.
179 native GetEntityFlags(entity);
182 * Sets an entity's flags.
184 * @note The entity flags as defined above are internally translated by SM
185 * to match the current game's expected value for the flags as
186 * the actual values can differ per engine.
188 * @param entity Entity index.
189 * @param flags Entity flags, see entity flag defines above.
191 * @error Invalid entity index, or lack of mod compliance.
193 native SetEntityFlags(entity, flags);
197 * Gets an entity's movetype.
199 * @param entity Entity index.
200 * @return Movetype, see enum above.
201 * @error Invalid entity index, or lack of mod compliance.
203 stock MoveType:GetEntityMoveType(entity)
205 static bool:gotconfig = false;
206 static String:datamap[32];
210 new Handle:gc = LoadGameConfigFile("core.games");
211 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
216 strcopy(datamap, sizeof(datamap), "m_MoveType");
222 return MoveType:GetEntProp(entity, Prop_Data, datamap);
226 * Sets an entity's movetype.
228 * @param entity Entity index.
229 * @param mt Movetype, see enum above.
231 * @error Invalid entity index, or lack of mod compliance.
233 stock SetEntityMoveType(entity, MoveType:mt)
235 static bool:gotconfig = false;
236 static String:datamap[32];
240 new Handle:gc = LoadGameConfigFile("core.games");
241 new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
246 strcopy(datamap, sizeof(datamap), "m_MoveType");
252 SetEntProp(entity, Prop_Data, datamap, mt);
256 * Gets an entity's render mode.
258 * @param entity Entity index.
259 * @return RenderMode value.
260 * @error Invalid entity index, or lack of mod compliance.
262 stock RenderMode:GetEntityRenderMode(entity)
264 static bool:gotconfig = false;
265 static String:prop[32];
269 new Handle:gc = LoadGameConfigFile("core.games");
270 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
275 strcopy(prop, sizeof(prop), "m_nRenderMode");
281 return RenderMode:GetEntProp(entity, Prop_Send, prop, 1);
285 * Sets an entity's render mode.
287 * @param entity Entity index.
288 * @param mode RenderMode value.
290 * @error Invalid entity index, or lack of mod compliance.
292 stock SetEntityRenderMode(entity, RenderMode:mode)
294 static bool:gotconfig = false;
295 static String:prop[32];
299 new Handle:gc = LoadGameConfigFile("core.games");
300 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
305 strcopy(prop, sizeof(prop), "m_nRenderMode");
311 SetEntProp(entity, Prop_Send, prop, mode, 1);
315 * Gets an entity's render Fx.
317 * @param entity Entity index.
318 * @return RenderFx value.
319 * @error Invalid entity index, or lack of mod compliance.
321 stock RenderFx:GetEntityRenderFx(entity)
323 static bool:gotconfig = false;
324 static String:prop[32];
328 new Handle:gc = LoadGameConfigFile("core.games");
329 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
334 strcopy(prop, sizeof(prop), "m_nRenderFX");
340 return RenderFx:GetEntProp(entity, Prop_Send, prop, 1);
344 * Sets an entity's render Fx.
346 * @param entity Entity index.
347 * @param fx RenderFx value.
349 * @error Invalid entity index, or lack of mod compliance.
351 stock SetEntityRenderFx(entity, RenderFx:fx)
353 static bool:gotconfig = false;
354 static String:prop[32];
358 new Handle:gc = LoadGameConfigFile("core.games");
359 new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
364 strcopy(prop, sizeof(prop), "m_nRenderFX");
370 SetEntProp(entity, Prop_Send, prop, fx, 1);
374 * Sets an entity's color.
376 * @param entity Entity index
377 * @param r Amount of red (0-255)
378 * @param g Amount of green (0-255)
379 * @param b Amount of blue (0-255)
380 * @param a Amount of alpha (0-255)
382 * @error Invalid entity index, or lack of mod compliance.
384 stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
386 static bool:gotconfig = false;
387 static String:prop[32];
391 new Handle:gc = LoadGameConfigFile("core.games");
392 new bool:exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop));
397 strcopy(prop, sizeof(prop), "m_clrRender");
403 new offset = GetEntSendPropOffs(entity, prop);
407 ThrowError("SetEntityRenderColor not supported by this mod");
410 SetEntData(entity, offset, r, 1, true);
411 SetEntData(entity, offset + 1, g, 1, true);
412 SetEntData(entity, offset + 2, b, 1, true);
413 SetEntData(entity, offset + 3, a, 1, true);
417 * Gets an entity's gravity.
419 * @param entity Entity index.
420 * @return Entity's m_flGravity value.
421 * @error Invalid entity index, or lack of mod compliance.
423 stock Float:GetEntityGravity(entity)
425 static bool:gotconfig = false;
426 static String:datamap[32];
430 new Handle:gc = LoadGameConfigFile("core.games");
431 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
436 strcopy(datamap, sizeof(datamap), "m_flGravity");
442 return GetEntPropFloat(entity, Prop_Data, datamap);
446 * Sets an entity's gravity.
448 * @param entity Entity index.
449 * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
451 * @error Invalid entity index, or lack of mod compliance.
453 stock SetEntityGravity(entity, Float:amount)
455 static bool:gotconfig = false;
456 static String:datamap[32];
460 new Handle:gc = LoadGameConfigFile("core.games");
461 new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
466 strcopy(datamap, sizeof(datamap), "m_flGravity");
472 SetEntPropFloat(entity, Prop_Data, datamap, amount);
476 * Sets an entity's health
478 * @param entity Entity index.
479 * @param amount Health amount.
481 * @error Invalid entity index, or lack of mod compliance.
483 stock SetEntityHealth(entity, amount)
485 static bool:gotconfig = false;
486 static String:prop[32];
490 new Handle:gc = LoadGameConfigFile("core.games");
491 new bool:exists = GameConfGetKeyValue(gc, "m_iHealth", prop, sizeof(prop));
496 strcopy(prop, sizeof(prop), "m_iHealth");
503 new PropFieldType:type;
506 if (!GetEntityNetClass(entity, cls, sizeof(cls)))
508 ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name");
512 offset = FindSendPropInfo(cls, prop, type);
516 ThrowError("SetEntityHealth not supported by this mod");
520 /* Dark Messiah uses a float for the health instead an integer */
521 if (type == PropField_Float)
523 SetEntDataFloat(entity, offset, float(amount));
527 SetEntProp(entity, Prop_Send, prop, amount);
532 * Get's a users current pressed buttons
534 * @param client Client index
535 * @return Bitsum of buttons
536 * @error Invalid client index, client not in game,
537 * or lack of mod compliance.
539 stock GetClientButtons(client)
541 static bool:gotconfig = false;
542 static String:datamap[32];
546 new Handle:gc = LoadGameConfigFile("core.games");
547 new bool:exists = GameConfGetKeyValue(gc, "m_nButtons", datamap, sizeof(datamap));
552 strcopy(datamap, sizeof(datamap), "m_nButtons");
558 return GetEntProp(client, Prop_Data, datamap);