/** * (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 #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); /************************** * 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); /************************** * 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);