pred@1964: /** pred@1964: * vim: set ts=4 : pred@1964: * ============================================================================= pred@1964: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. pred@1964: * ============================================================================= pred@1964: * pred@1964: * This file is part of the SourceMod/SourcePawn SDK. pred@1964: * pred@1964: * This program is free software; you can redistribute it and/or modify it under pred@1964: * the terms of the GNU General Public License, version 3.0, as published by the pred@1964: * Free Software Foundation. pred@1964: * pred@1964: * This program is distributed in the hope that it will be useful, but WITHOUT pred@1964: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS pred@1964: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more pred@1964: * details. pred@1964: * pred@1964: * You should have received a copy of the GNU General Public License along with pred@1964: * this program. If not, see . pred@1964: * pred@1964: * As a special exception, AlliedModders LLC gives you permission to link the pred@1964: * code of this program (as well as its derivative works) to "Half-Life 2," the pred@1964: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software pred@1964: * by the Valve Corporation. You must obey the GNU General Public License in pred@1964: * all respects for all other code used. Additionally, AlliedModders LLC grants pred@1964: * this exception to all derivative works. AlliedModders LLC defines further pred@1964: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), pred@1964: * or . pred@1964: * ds@1987: * Version: $Id$ pred@1964: */ pred@1964: pred@1963: #if defined _tf2_included pred@1963: #endinput pred@1963: #endif pred@1963: #define _tf2_included pred@1963: pred@1963: enum TFClassType pred@1963: { pred@1963: TFClass_Unknown = 0, pred@1963: TFClass_Scout, pred@1963: TFClass_Sniper, pred@1963: TFClass_Soldier, pred@1963: TFClass_DemoMan, pred@1963: TFClass_Medic, pred@1963: TFClass_Heavy, pred@1963: TFClass_Pyro, pred@1963: TFClass_Spy, pred@1963: TFClass_Engineer pred@2018: }; pred@1963: pred@1963: enum TFTeam pred@1963: { pred@1963: TFTeam_Unassigned = 0, pred@1963: TFTeam_Spectator = 1, pred@1963: TFTeam_Red = 2, pred@1963: TFTeam_Blue = 3 pred@2018: }; pred@1963: pred@1963: pred@1963: /** pred@1963: * Respawns a client pred@1963: * pred@1963: * @param client Player's index. pred@1963: * @noreturn pred@1963: * @error Invalid client index, client not in game, or no mod support. pred@1963: */ pred@1963: native TF2_RespawnPlayer(client); pred@1963: pred@1963: /** pred@1963: * Disguises a client to the given model and team. Only has an effect on spies. pred@1963: * pred@1963: * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised pred@1963: * pred@1963: * @param client Player's index. pred@1963: * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect) pred@1963: * @param class TFClassType class to disguise the player as pred@1963: * @noreturn pred@1963: * @error Invalid client index, client not in game, or no mod support. pred@1963: */ pred@1963: native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class); pred@1963: pred@1963: /** pred@1963: * Removes the current disguise from a client. Only has an effect on spies. pred@1963: * pred@1963: * @param client Player's index. pred@1963: * @noreturn pred@1963: * @error Invalid client index, client not in game, or no mod support. pred@1963: */ pred@1963: native TF2_RemovePlayerDisguise(client); pred@1963: pred@1963: /** pred@1963: * Retrieves the entity index of the CPlayerResource entity pred@1963: * pred@1963: * @return The current resource entity index. pred@1963: */ pred@1963: native TF2_GetResourceEntity(); pred@1963: pred@1963: /** pred@1963: * Finds the TFClassType for a given class name. pred@1963: * pred@1963: * @param classname A classname string such as "sniper" or "demoman" pred@1963: * @return A TFClassType constant. pred@1963: */ pred@1963: native TFClassType:TF2_GetClass(const String:classname[]); pred@1963: pred@1963: /** pred@1979: * Called on weapon fire to decide if the current shot should be critical. pred@1979: * Return Plugin_Continue to let the original calculation or return a higher pred@1979: * action to override the decision with the value of 'result' pred@1979: * pred@1979: * @note Since critical shots are also calculated client side any changes made with pred@1979: * this will not show for the shooter. Projectile weapons such as the rocketlauncher pred@1979: * and demoman weapons will show a critical bullet but no critical sound effect. pred@1979: * Bullet hits should appear as expected. pred@1979: * pred@1979: * @param client Client Index. pred@1979: * @param weapon Weapon entity Index. pred@1979: * @param weaponname Classname of the weapon. pred@1979: * @param result Buffer param for the result of the decision. pred@1979: */ pred@1981: forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result); pred@1979: pred@1979: /** pred@1963: * Do not edit below this line! pred@1963: */ pred@1963: public Extension:__ext_tf2 = pred@1963: { pred@1963: name = "TF2 Tools", pred@1963: file = "game.tf2.ext", pred@1963: autoload = 1, pred@1963: #if defined REQUIRE_EXTENSIONS pred@1963: required = 1, pred@1963: #else pred@1963: required = 0, pred@1963: #endif pred@1963: };