amxmodx/plugins/include/ns.inc

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2004-08-22 01:55:57 +04:00
/* NS module functions
* -
* (c) 2004, Steve Dudenhoeffer
* This file is provided as is (no warranties).
*/
#if defined NS_INC
#endinput
#endif
#define NS_INC
#include <ns_const>
/* Called whenever the client's class is changed. The classes given match get_class() output */
forward client_changeclass(id,newclass,oldclass);
/* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
forward client_built(idPlayer,idStructure,type,impulse);
/* Returns if the map's combat or not. */
native ns_is_combat();
/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 188 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
native ns_popup(target,szMsg[180],ah=0)
/* Sets a player model. Omit the second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_model(id,szModel[]="");
/* Sets a player's skin. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_skin(id,skin=-1);
/* Sets a player's body. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_body(id,body=-1);
/* Sets a player's speedchange. Omit the second parameter to return to default */
native ns_set_speedchange(id,speedchange=0);
/* Returns a player's current speedchange. */
native ns_get_speedchange(id);
/* Returns a player's max speed before the speed change is factored in. */
native ns_get_maxspeed(id);
/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
native ns_get_mask(id,mask);
/* Sets or removes the mask from the entity's iuser4 field. Set "value" to 1 to turn the mask on, 0 to turn it off. */
native ns_set_mask(id,mask,value);
/* Returns built/unbuilt structures.
If:
builtOnly is 1 (default):
Only fully built structures are counted.
builtOnly is 0:
Any structure meeting the classname is counted.
Number is 0 (default):
The total number of matching structures is returned.
Number is any other value:
The index of the #th matching structure is returned.
*/
native ns_get_build(classname[],builtOnly=1,Number=0);
/* Returns if the player has the weapon or not in their pev->weapons field.
set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
native ns_has_weapon(id,NSWeapon:weapon,setweapon=-1);
/* Gets spawn point for specified team (type).
If:
Team is equal to 0:
Ready room spawns are returned.
Team is greater than 0:
Spawns for the team are returned.
Number is equal to 0:
Total number of spawns is returned.
Number is greater than 0:
The location of the specified spawn is returned.
*/
native ns_get_spawn(team,number=0,Float:ret[3]);
/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
native ns_get_class(id);
/* Returns a player's percentage of JP fuel */
native Float:ns_get_jpfuel(id);
/* Sets a player's percentage of JP fuel */
native ns_set_jpfuel(id,Float:fuel);
/* Returns a player's percentage of adrenaline (alien) */
native Float:ns_get_energy(id);
/* Sets a player's percentage of adrenaline */
native ns_set_energy(id,Float:energy);
/* Returns a player's resources. (alien only) */
native Float:ns_get_res(id);
/* Sets a player's resources. (alien only) */
native ns_set_res(id,Float:res);
/* Returns a player's experience (combat only) */
native Float:ns_get_exp(id);
/* Sets a player's experience (combat only) */
native ns_set_exp(id,Float:exp);
/* Gets a player's point spent value in combat */
native ns_get_points(id);
/* Sets a player's point spent value in combat */
native ns_set_points(id,points);
/* Gets a weapon's damage (use the weapon index, not the player) */
native Float:ns_get_weap_dmg(idWeapon);
/* Sets a weapon's damage (use the weapon index, not the player) */
native ns_set_weap_dmg(idWeapon,Float:damage);
/* Gets a weapon's range (use the weapon index, not the player) */
native Float:ns_get_weap_range(idWeapon);
/* Sets a weapon's range (use the weapon index, not the player) */
native ns_set_weap_range(idWeapon,Float:range);
/* Gets a weapon's clip ammo (use the weapon index, not the player) */
native ns_get_weap_clip(idWeapon);
/* Sets a weapon's clip ammo (use the weapon index, not the player) */
native ns_set_weap_clip(idWeapon,clipsize);
/* Gets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
native ns_get_weap_reserve(id,weapon);
/* Sets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
native ns_set_weap_reserve(id,weapon,ammo);
/* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
native ns_get_score(idPlayer);
/* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
native ns_set_score(idPlayer,score);
/* Gets a player's death count. */
native ns_get_deaths(idPlayer);
/* Sets a player's death count. */
native ns_set_deaths(idPlayer,numdeaths);
/* Gets a player's icon value (from the scoreboard) is a bitmask. Use enum "icons" for values. Returns -1 for unauthed */
native ns_get_icon(idPlayer);
/* Sets a player's icon value. */
native ns_set_icon(idPlayer,iconvalue);
/* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_get_hive_trait(idHive);
/* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_set_hive_trait(idHive,trait);
/* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */
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native ns_set_fov(idPlayer,Float:_fov=0.0);
/* Give a player an item. */
native ns_give_item(id,const _szClassName[]);