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Added TSFUN include
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plugins/include/tsfun.inc
Executable file
99
plugins/include/tsfun.inc
Executable file
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/* TSFUN functions
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*
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* (c) 2004, Twilight Suzuka
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* This file is provided as is (no warranties).
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*/
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#if defined _tsfun_included
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#endinput
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#endif
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#define _tsfun_included
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#include <tsconst>
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/* Function is called just before a kung foo attack is done,
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* damage and time length may be altered with natives.
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* Return PLUGIN_HANDLED to stop attack. */
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forward KungFoo_Attack(id,Float:time,Float:damage);
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/* Function is called when powerups are ran,
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* Returns value of powerup. Use TSPWUP_*'s
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* to find exactly which one it is. */
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forward client_powerup(id,powerup);
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native Float:ts_getusertime( index );
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native ts_setusertime( index, Float:time );
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native ts_getuserslots( index );
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native ts_setuserslots( index, slots );
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stock ts_has_stored_superjump(id) return (ts_getuseritems(id) & TSITEM_SUPERJUMP)
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stock ts_has_stored_kungfoo(id) return (ts_getuseritems(id) & TSITEM_KUNGFU)
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stock ts_has_stored_slowmo(id) return (ts_getuserpwup(id) == TSPWUP_SLOWMO)
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stock ts_has_stored_infammo(id) return (ts_getuserpwup(id) == TSPWUP_INFAMMO)
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stock ts_has_stored_slowpause(id) return (ts_getuserpwup(id) == TSPWUP_SLOWPAUSE)
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stock ts_has_stored_dfirerate(id) return (ts_getuserpwup(id) == TSPWUP_DFIRERATE)
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stock ts_has_stored_grenade(id) return (ts_getuserpwup(id) == TSPWUP_GRENADE)
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stock ts_has_stored_health(id) return (ts_getuserpwup(id) == TSPWUP_HEALTH)
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stock ts_has_stored_armor(id) return (ts_getuserpwup(id) == TSPWUP_ARMOR)
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// Alters a fu attack. Use with fu forward
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native ts_set_fuattack(id,Float:time,Float:damage)
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// Changes board message
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native ts_set_message(id,message)
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// Gets the message board message
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native ts_get_message(id)
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stock ts_is_normal(id)
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{
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new msg = ts_get_message(id)
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if( (msg > 11) || (msg > 6 && msg < 10) ) return 1;
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return 0;
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}
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stock ts_is_waiting(id) return (ts_get_message(id) == TSMSG_WAITING)
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stock ts_is_dead(id) return (ts_get_message(id) == TSMSG_DEAD)
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stock ts_is_killer(id) return (ts_get_message(id) == TSMSG_KILLER)
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stock ts_is_demolition(id) return (ts_get_message(id) == TSMSG_DEMOLITION)
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stock ts_is_specialist(id) return (ts_get_message(id) == TSMSG_SPECIALIST)
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stock ts_is_unstoppable(id) return (ts_get_message(id) == TSMSG_UNSTOPPABLE)
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stock ts_is_theone(id) return (ts_get_message(id) == TSMSG_THEONE)
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// Return one on true, 0 on false
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native ts_has_superjump(id)
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native ts_has_fupowerup(id)
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native ts_is_in_slowmo(id)
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// Get and set consecutive frags
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native ts_get_cons_frags(id)
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native ts_set_cons_frags(id,num)
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// Set to see cool bullet trails. Only id will see them.
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native ts_set_bullettrail(id,yesorno)
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// Sets fake versions of slow mo and slow pause. Use ts_set_speed for more options.
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native ts_set_fakeslowmo(id,Float:time)
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native ts_set_fakeslowpause(id,Float:time)
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/* Sets speed artificially. 1.0 is default, Go into fractions and decimals for slower
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* and put in higher numbers for higher speeds. Aura is how far things around you are effected
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* Time is the time until it wears off. 0.0 for speed will freeze people. Do not use negatives. */
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native ts_set_speed(id,Float:speed,Float:auradist,Float:time)
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/* Sets physics speed artificially. Things like sparks and sounds will be effected.
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* Any negative number will render all physics paused. */
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native ts_set_physics_speed(id,Float:speed)
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// Returns 0 if no powerup is running. Returns the powerup type otherwise.
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native ts_is_running_powerup(id)
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// Highly experimental command which overrides powerup types.
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// Use if a powerup is already running, or if a powerup is not running.
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// Safe to use in powerup forward.
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native ts_force_run_powerup(id,PWUP_TYPE)
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