ferret99gt@1800: /**
ferret99gt@1800: * vim: set ts=4 :
ferret99gt@1800: * =============================================================================
ds@1947: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
ferret99gt@1800: * =============================================================================
ferret99gt@1800: *
ferret99gt@1800: * This file is part of the SourceMod/SourcePawn SDK.
ferret99gt@1800: *
ferret99gt@1800: * This program is free software; you can redistribute it and/or modify it under
ferret99gt@1800: * the terms of the GNU General Public License, version 3.0, as published by the
ferret99gt@1800: * Free Software Foundation.
ferret99gt@1800: *
ferret99gt@1800: * This program is distributed in the hope that it will be useful, but WITHOUT
ferret99gt@1800: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
ferret99gt@1800: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
ferret99gt@1800: * details.
ferret99gt@1800: *
ferret99gt@1800: * You should have received a copy of the GNU General Public License along with
ferret99gt@1800: * this program. If not, see .
ferret99gt@1800: *
ferret99gt@1800: * As a special exception, AlliedModders LLC gives you permission to link the
ferret99gt@1800: * code of this program (as well as its derivative works) to "Half-Life 2," the
ferret99gt@1800: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
ferret99gt@1800: * by the Valve Corporation. You must obey the GNU General Public License in
ferret99gt@1800: * all respects for all other code used. Additionally, AlliedModders LLC grants
ferret99gt@1800: * this exception to all derivative works. AlliedModders LLC defines further
ferret99gt@1800: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
ferret99gt@1800: * or .
ferret99gt@1800: *
ferret99gt@1800: * Version: $Id$
ferret99gt@1800: */
ferret99gt@1800:
ferret99gt@1800: #if defined _entity_prop_stocks_included
ferret99gt@1800: #endinput
ferret99gt@1800: #endif
ferret99gt@1800: #define _entity_prop_stocks_included
ferret99gt@1800:
dvander@1837: enum MoveType
ferret99gt@1800: {
dvander@1837: MOVETYPE_NONE = 0, /**< never moves */
dvander@1837: MOVETYPE_ISOMETRIC, /**< For players */
dvander@1837: MOVETYPE_WALK, /**< Player only - moving on the ground */
dvander@1837: MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */
dvander@1837: MOVETYPE_FLY, /**< No gravity, but still collides with stuff */
dvander@1837: MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */
dvander@1837: MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */
dvander@1837: MOVETYPE_PUSH, /**< no clip to world, push and crush */
dvander@1837: MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */
dvander@1837: MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */
dvander@1837: MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */
dvander@1837: MOVETYPE_CUSTOM, /**< Allows the entity to describe its own physics */
dvander@1837: };
dvander@1837:
dvander@1837: enum RenderMode
dvander@1837: {
dvander@1837: RENDER_NORMAL, /**< src */
dvander@1837: RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */
dvander@1837: RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */
dvander@1837: RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */
dvander@1837: RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */
dvander@1837: RENDER_TRANSADD, /**< src*a+dest */
dvander@1837: RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */
dvander@1837: RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */
dvander@1837: RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */
dvander@1837: RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */
dvander@1837: RENDER_NONE, /**< Don't render. */
dvander@1837: };
dvander@1837:
dvander@1837: enum RenderFx
dvander@1837: {
dvander@1837: RENDERFX_NONE = 0,
dvander@1837: RENDERFX_PULSE_SLOW,
dvander@1837: RENDERFX_PULSE_FAST,
dvander@1837: RENDERFX_PULSE_SLOW_WIDE,
dvander@1837: RENDERFX_PULSE_FAST_WIDE,
dvander@1837: RENDERFX_FADE_SLOW,
dvander@1837: RENDERFX_FADE_FAST,
dvander@1837: RENDERFX_SOLID_SLOW,
dvander@1837: RENDERFX_SOLID_FAST,
dvander@1837: RENDERFX_STROBE_SLOW,
dvander@1837: RENDERFX_STROBE_FAST,
dvander@1837: RENDERFX_STROBE_FASTER,
dvander@1837: RENDERFX_FLICKER_SLOW,
dvander@1837: RENDERFX_FLICKER_FAST,
dvander@1837: RENDERFX_NO_DISSIPATION,
dvander@1837: RENDERFX_DISTORT, /**< Distort/scale/translate flicker */
dvander@1837: RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */
dvander@1837: RENDERFX_EXPLODE, /**< Scale up really big! */
dvander@1837: RENDERFX_GLOWSHELL, /**< Glowing Shell */
dvander@1837: RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */
dvander@1837: RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */
dvander@1837: RENDERFX_ENV_SNOW, /**< " " " , make snow */
dvander@1837: RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */
dvander@1837: RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */
dvander@1837: RENDERFX_PULSE_FAST_WIDER,
dvander@1837: RENDERFX_MAX
ferret99gt@1800: };
ferret99gt@1800:
ferret99gt@1845: // These defines are for client button presses.
pred@1826: #define IN_ATTACK (1 << 0)
pred@1826: #define IN_JUMP (1 << 1)
pred@1826: #define IN_DUCK (1 << 2)
pred@1826: #define IN_FORWARD (1 << 3)
pred@1826: #define IN_BACK (1 << 4)
pred@1826: #define IN_USE (1 << 5)
pred@1826: #define IN_CANCEL (1 << 6)
pred@1826: #define IN_LEFT (1 << 7)
pred@1826: #define IN_RIGHT (1 << 8)
pred@1826: #define IN_MOVELEFT (1 << 9)
ferret99gt@1845: #define IN_MOVERIGHT (1 << 10)
pred@1826: #define IN_ATTACK2 (1 << 11)
pred@1826: #define IN_RUN (1 << 12)
pred@1826: #define IN_RELOAD (1 << 13)
pred@1826: #define IN_ALT1 (1 << 14)
pred@1826: #define IN_ALT2 (1 << 15)
ferret99gt@1845: #define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
pred@1826: #define IN_SPEED (1 << 17) // Player is holding the speed key
pred@1826: #define IN_WALK (1 << 18) // Player holding walk key
pred@1826: #define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
pred@1826: #define IN_WEAPON1 (1 << 20) // weapon defines these bits
pred@1826: #define IN_WEAPON2 (1 << 21) // weapon defines these bits
pred@1826: #define IN_BULLRUSH (1 << 22)
pred@1826: #define IN_GRENADE1 (1 << 23) // grenade 1
pred@1826: #define IN_GRENADE2 (1 << 24) // grenade 2
pred@1826:
ferret99gt@1845: // CBaseEntity::m_fFlags
ferret99gt@1845: // PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
ferret99gt@1845: #define FL_ONGROUND (1 << 0) // At rest / on the ground
ferret99gt@1845: #define FL_DUCKING (1 << 1) // Player flag -- Player is fully crouched
ferret99gt@1845: #define FL_WATERJUMP (1 << 2) // player jumping out of water
ferret99gt@1845: #define FL_ONTRAIN (1 << 3) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
ferret99gt@1845: #define FL_INRAIN (1 << 4) // Indicates the entity is standing in rain
ferret99gt@1845: #define FL_FROZEN (1 << 5) // Player is frozen for 3rd person camera
ferret99gt@1845: #define FL_ATCONTROLS (1 << 6) // Player can't move, but keeps key inputs for controlling another entity
ferret99gt@1845: #define FL_CLIENT (1 << 7) // Is a player
ferret99gt@1845: #define FL_FAKECLIENT (1 << 8) // Fake client, simulated server side; don't send network messages to them
ferret99gt@1845: // NOTE if you move things up, make sure to change this value
ferret99gt@1845: #define PLAYER_FLAG_BITS 9
ferret99gt@1845: // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
ferret99gt@1845: #define FL_INWATER (1 << 9) // In water
ferret99gt@1845: #define FL_FLY (1 << 10) // Changes the SV_Movestep() behavior to not need to be on ground
ferret99gt@1845: #define FL_SWIM (1 << 11) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
ferret99gt@1845: #define FL_CONVEYOR (1 << 12)
ferret99gt@1845: #define FL_NPC (1 << 13)
ferret99gt@1845: #define FL_GODMODE (1 << 14)
ferret99gt@1845: #define FL_NOTARGET (1 << 15)
ferret99gt@1845: #define FL_AIMTARGET (1 << 16) // set if the crosshair needs to aim onto the entity
ferret99gt@1845: #define FL_PARTIALGROUND (1 << 17) // not all corners are valid
ferret99gt@1845: #define FL_STATICPROP (1 << 18) // Eetsa static prop!
ferret99gt@1845: #define FL_GRAPHED (1 << 19) // worldgraph has this ent listed as something that blocks a connection
ferret99gt@1845: #define FL_GRENADE (1 << 20)
ferret99gt@1845: #define FL_STEPMOVEMENT (1 << 21) // Changes the SV_Movestep() behavior to not do any processing
ferret99gt@1845: #define FL_DONTTOUCH (1 << 22) // Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set
ferret99gt@1845: #define FL_BASEVELOCITY (1 << 23) // Base velocity has been applied this frame (used to convert base velocity into momentum)
ferret99gt@1845: #define FL_WORLDBRUSH (1 << 24) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
ferret99gt@1845: #define FL_OBJECT (1 << 25) // Terrible name. This is an object that NPCs should see. Missiles, for example.
ferret99gt@1845: #define FL_KILLME (1 << 26) // This entity is marked for death -- will be freed by game DLL
ferret99gt@1845: #define FL_ONFIRE (1 << 27) // You know...
ferret99gt@1845: #define FL_DISSOLVING (1 << 28) // We're dissolving!
ferret99gt@1845: #define FL_TRANSRAGDOLL (1 << 29) // In the process of turning into a client side ragdoll.
ferret99gt@1845: #define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) // pusher that can't be blocked by the player
ferret99gt@1845: // END m_fFlags #defines
ferret99gt@1845:
ferret99gt@1845: /**
ferret99gt@1845: * Get an entity's flags.
ferret99gt@1845: *
ferret99gt@1845: * @param entity Entity index.
ferret99gt@1845: * @return Entity's flags, see m_fFlag defines above
ferret99gt@1845: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1845: */
ferret99gt@1845: stock GetEntityFlags(entity)
ferret99gt@1845: {
ferret99gt@1845: return GetEntProp(entity, Prop_Data, "m_fFlags");
ferret99gt@1845: }
ferret99gt@1845:
ferret99gt@1800: /**
ferret99gt@1820: * Gets an entity's movetype.
ferret99gt@1820: *
dvander@1834: * @param entity Entity index.
dvander@1834: * @return Movetype, see enum above.
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1820: */
dvander@1837: stock MoveType:GetEntityMoveType(entity)
ferret99gt@1820: {
dvander@1834: new offset = GetEntSendPropOffs(entity, "movetype");
dvander@1837: return MoveType:GetEntData(entity, offset, 1);
ferret99gt@1820: }
ferret99gt@1820:
ferret99gt@1820: /**
ferret99gt@1820: * Sets an entity's movetype.
ferret99gt@1800: *
dvander@1834: * @param entity Entity index.
dvander@1834: * @param mt Movetype, see enum above.
ferret99gt@1800: * @noreturn
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1800: */
dvander@1837: stock SetEntityMoveType(entity, MoveType:mt)
ferret99gt@1800: {
dvander@1834: new offset = GetEntSendPropOffs(entity, "movetype");
dvander@1834: SetEntData(entity, offset, mt, 1, true);
ferret99gt@1800: }
ferret99gt@1800:
ferret99gt@1800: /**
dvander@1837: * Gets an entity's render mode.
dvander@1837: *
dvander@1837: * @param entity Entity index.
dvander@1837: * @return RenderMode value.
dvander@1837: * @error Invalid entity index, or lack of mod compliance.
dvander@1837: */
dvander@1837: stock RenderMode:GetEntityRenderMode(entity)
dvander@1837: {
dvander@1837: return RenderMode:GetEntProp(entity, Prop_Send, "m_nRenderMode", 1);
dvander@1837: }
dvander@1837:
dvander@1837: /**
dvander@1837: * Sets an entity's render mode.
dvander@1837: *
dvander@1837: * @param entity Entity index.
dvander@1837: * @param mode RenderMode value.
dvander@1837: * @noreturn
dvander@1837: * @error Invalid entity index, or lack of mod compliance.
dvander@1837: */
dvander@1837: stock SetEntityRenderMode(entity, RenderMode:mode)
dvander@1837: {
dvander@1837: SetEntProp(entity, Prop_Send, "m_nRenderMode", mode, 1);
dvander@1837: }
dvander@1837:
dvander@1837: /**
dvander@1837: * Gets an entity's render Fx.
dvander@1837: *
dvander@1837: * @param entity Entity index.
dvander@1837: * @return RenderFx value.
dvander@1837: * @error Invalid entity index, or lack of mod compliance.
dvander@1837: */
dvander@1837: stock RenderFx:GetEntityRenderFx(entity)
dvander@1837: {
dvander@1837: return RenderFx:GetEntProp(entity, Prop_Send, "m_nRenderFX", 1);
dvander@1837: }
dvander@1837:
dvander@1837: /**
dvander@1837: * Sets an entity's render Fx.
dvander@1837: *
dvander@1837: * @param entity Entity index.
dvander@1837: * @param fx RenderFx value.
dvander@1837: * @noreturn
dvander@1837: * @error Invalid entity index, or lack of mod compliance.
dvander@1837: */
dvander@1837: stock SetEntityRenderFx(entity, RenderFx:fx)
dvander@1837: {
dvander@1837: SetEntProp(entity, Prop_Send, "m_nRenderFX", fx, 1);
dvander@1837: }
dvander@1837:
dvander@1837: /**
ferret99gt@1800: * Sets an entity's color.
ferret99gt@1800: *
dvander@1834: * @param entity Entity index
ferret99gt@1800: * @param r Amount of red (0-255)
ferret99gt@1800: * @param g Amount of green (0-255)
ferret99gt@1800: * @param b Amount of blue (0-255)
ferret99gt@1800: * @param a Amount of alpha (0-255)
ferret99gt@1800: * @noreturn
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1800: */
dvander@1834: stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
ferret99gt@1800: {
dvander@1834: new offset = GetEntSendPropOffs(entity, "m_clrRender");
dvander@1834: SetEntData(entity, offset, r, 1, true);
dvander@1834: SetEntData(entity, offset + 1, g, 1, true);
dvander@1834: SetEntData(entity, offset + 2, b, 1, true);
dvander@1834: SetEntData(entity, offset + 3, a, 1, true);
ferret99gt@1820: }
ferret99gt@1820:
dvander@1837: /* GuessSDKVersion */
dvander@1837:
ferret99gt@1820: /**
ferret99gt@1820: * Gets an entity's gravity.
ferret99gt@1820: *
dvander@1834: * @param entity Entity index.
dvander@1834: * @return Entity's m_flGravity value.
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1820: */
dvander@1834: stock Float:GetEntityGravity(entity)
ferret99gt@1820: {
dvander@1834: return GetEntPropFloat(entity, Prop_Data, "m_flGravity");
ferret99gt@1820: }
ferret99gt@1820:
ferret99gt@1820: /**
ferret99gt@1820: * Sets an entity's gravity.
ferret99gt@1820: *
dvander@1834: * @param entity Entity index.
ferret99gt@1845: * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
ferret99gt@1820: * @noreturn
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1820: */
dvander@1834: stock SetEntityGravity(entity, Float:amount)
ferret99gt@1820: {
dvander@1834: SetEntPropFloat(entity, Prop_Data, "m_flGravity", amount);
ferret99gt@1820: }
ferret99gt@1820:
ferret99gt@1820: /**
ferret99gt@1820: * Sets an entity's health
ferret99gt@1820: *
dvander@1834: * @param entity Entity index.
dvander@1834: * @param amount Health amount.
ferret99gt@1820: * @noreturn
dvander@1834: * @error Invalid entity index, or lack of mod compliance.
ferret99gt@1820: */
dvander@1834: stock SetEntityHealth(entity, amount)
ferret99gt@1820: {
dvander@1834: SetEntProp(entity, Prop_Send, "m_iHealth", amount);
pred@1826: }
pred@1826:
pred@1826: /**
pred@1826: * Get's a users current pressed buttons
pred@1826: *
pred@1826: * @param client Client index
pred@1826: * @return Bitsum of buttons
dvander@1834: * @error Invalid client index, client not in game,
dvander@1834: * or lack of mod compliance.
pred@1826: */
pred@1826: stock GetClientButtons(client)
pred@1826: {
dvander@1834: return GetEntProp(client, Prop_Data, "m_nButtons");
dvander@1834: }