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/* NS module functions
* -
* ( c ) 2004 , Steve Dudenhoeffer
* This file is provided as is ( no warranties ) .
*/
#if defined NS_INC
#endinput
#endif
#define NS_INC
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#pragma library ns
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#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 . */
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native ns_has_weapon ( id , weapon , setweapon =- 1 );
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/* 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 );
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/* Gets the index of the owner of a structure. -1 for no owner. */
native ns_get_struct_owner ( idStructsure );
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/* Sets the index of the owner of a structure. -1 for no owner. */
native ns_set_struct_owner ( idStructure , indexOwner );
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/* 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 );
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/* 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 );
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/* Give a player an item. */
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native ns_give_item ( id , const _szClassName []);
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/* Returns if a player has the hive ability number, if ability is 0 it will return the number of active hives */
native ns_get_hive_ability ( idPlayer , ability = 0 );
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/* A player's team entvar has changed */
forward client_changeteam ( id , newteam , oldteam );
/* A player's deadflag entvar has changed from >0 to 0 */
forward client_spawn ( id );