amxmodx/plugins/include/esf.inc

208 lines
5.2 KiB
PHP
Raw Normal View History

/**
* (C)2004-2005 AMX Mod X Development Team
* based on the stocks and information provided by LynX
* organized and released by BAILOPAN
* This file is provided as is (no warranties).
*/
//Original author notice:
/* [ ESF stocks ] - made by LynX
Credits:
Jinto - for his first ESF stocks which he gave to me, and from which I learned
how to create stocks. Also, he learned me how to modify ESF
Without him, this wouldn't be possible.
*/
#if defined _esf_included
#endinput
#endif
#define _esf_included
#include <esf_const>
2005-07-15 23:05:31 +04:00
#pragma library esfmod
/**************************
* Main functions *********
**************************/
/* Returns a player's character class. */
native esf_get_class(player);
/* Sets a player's class (experimental. */
native esf_set_class(player);
/* Returns a player's ki.*/
native Float:esf_get_ki(player);
/* Sets a player's ki (min=0, max=1000). */
native esf_set_ki(player, Float:ki);
/* Gets a player's swooping speed. SWOOP, GRASP! */
native Float:esf_get_swoopspeed(player);
/* Sets a player's swooping speed. */
native esf_set_swoopspeed(player, Float:speed);
/* Sets a player's health. */
native esf_set_health(player, health);
/* Creates a chargebar (0-100). */
native esf_set_chargebar(player, charge);
/* Returns power level. */
native esf_get_powerlevel(player);
/* Sets power level. */
native esf_set_powerlevel(player, power);
/* Returns speed. */
native esf_get_speed(player);
/* Sets speed. */
native esf_set_speed(player, speed);
2005-07-30 21:34:07 +04:00
/**************************
* Avatar functions *******
**************************/
native esf_set_avatar_model(id, const szModel[]);
native esf_has_avatar(id);
native esf_remove_avatar(id);
native esf_create_avatar(id);
/**************************
* Graphics functions *****
**************************/
/* Starts power-up sequence. */
native esf_start_powerup(player, iRed, iGreen, iBlue);
/* Stops power-up. */
native esf_stop_powerup(player);
/* Creates a generic ESF explosion. */
native esf_explosion(origin[3], radius, type = Explosion_White);
2005-07-30 21:34:07 +04:00
/* use character's TransformFX 1 message */
native esf_transformfx_1(id);
/* use characters TransformFX 2 message */
native esf_transformfx_2(id);
/* stop character's transform */
native esf_transformfx_off(id);
/**************************
* Animation based stuff **
**************************/
/* Checks if a player is swooping in a certain direction.
0 = any direction
*/
native esf_is_swooping(player, dir = 0);
/* Checks if player is in prepunch, or if player is being prepunched. */
native esf_is_prepunch(player);
/* Checks whether player is in stance to do a combo/punches. */
native esf_in_stance(player);
/* Checks if a player is stunned. */
native esf_is_stunned(player);
/* Checks if a player is grappling/in an adv. melee struggle. */
native esf_is_grappling(player);
/* Checks if a player is crushed against a wall. */
native esf_is_crushed(player);
/* Checks if a player is in a combo (1 or 2).
If the attacked is 1, checks if being attacked by this combo.
*/
native esf_in_combo(player, combo, attacked = 0);
/* Checks if a player is advanced meleeing. */
native esf_is_advmeleeing(player);
/* Checks if a player is being advanced meleed. */
native esf_is_advmeleed(player);
/* Checks if a player is in advanced melee. */
native esf_in_advmelee(player);
/* Checks if a player is blocking. */
native esf_is_blocking(player);
/* Checks if a player has kicked someone with basic melee. */
native esf_is_kicking(player);
/* Checks if a player has been kicked in basic melee. */
native esf_is_kicked(player);
/* Checks if a player is recovering from an attack. */
native esf_is_recovered(player, recovery);
/* Checks if a player is flying. */
native esf_is_flying(player);
/* Checks if a player is tumbling. */
native esf_is_tumbling(player);
/* Checks if a player is lying on the ground. */
native esf_is_lying(player);
/* Checks if a player has just died. */
native esf_has_died(player);
/* Checks if a player has a dragonball. */
native esf_has_dragonball(player);
/* Checks if a player just threw a dragonball. */
native esf_threw_dragonball(player);
/* Checks if a player is shooting. */
//1 = kiblast, 2 = generic beam
native esf_is_shooting(player, mode);
/* Checks if a player is transforming. */
native esf_transforming(player);
/* Checks if a player's transformation is done. */
native esf_transform_done(player);
/* Checks if a player has been thrown to the ground. */
native esf_groundthrown(player);
/* Gets the state of a player's attack.
You must specify the attack, and it will return 0,
Charging, Controlling, Shooting, or Shot (see #defines)
*/
native esf_get_shotstate(player, attack);
/* Checks if a player has been swung. */
native esf_is_swung(player);
/* Checks if a player has grabbed a wall. */
native esf_grabbedwall(player);
/* Checks if a player has jumped off a wall. */
native esf_walljumped(player);
/* Checks if a player is in water. */
native esf_in_water(player);
/* Checks if a player is powering up. */
native esf_is_powering(player);
/* Checks if a player is idling. */
native esf_is_idle(player);
/* Checks if a player is beam jumping. */
native esf_is_beamjumping(player);