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https://github.com/alliedmodders/amxmodx.git
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117 lines
4.2 KiB
SourcePawn
Executable File
117 lines
4.2 KiB
SourcePawn
Executable File
/* Counter-Strike functions
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*
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* by the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _cstrike_included
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#endinput
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#endif
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#define _cstrike_included
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/* Returns player deaths. */
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native cs_get_user_deaths(index);
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/* Sets player deaths. */
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native cs_set_user_deaths(index, newdeaths);
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/* Returns index of entity (does not have to be a player) which hostage is following. 0 is hostage doesn't follow anything. */
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native cs_get_hostage_follow(index);
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/* Set hostage to follow entity specified in followedindex. Does not have to be a player. If followedindex is 0 the hostage will stop following. */
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native cs_set_hostage_follow(index, followedindex = 0);
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/* Get unique hostage id. */
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native cs_get_hostage_id(index);
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/* Get amount of ammo in backpack on a user for a specific weapon.
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* Look in amxconst.inc for weapon types: CSW_*.
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* Weapons on the same line uses the same ammo type:
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* awm
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* scout, ak, g3
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* para
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* famas, m4a1, aug, sg550, galil, sg552
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* m3, xm
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* usp, ump, mac
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* fiveseven, p90
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* deagle
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* p228
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* glock, mp5, tmp, elites
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* flash
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* he
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* smoke */
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native cs_get_user_backpackammo(index, weapon);
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/* Restock/remove ammo in a user's backpack. */
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native cs_set_user_backpackammo(index, weapon, amount);
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/* Returns 1 if user has a defuse kit. */
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native cs_get_user_defusekit(index);
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/* If defusekit is 1, the user will have a defuse kit.
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* You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green.
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* You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */
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native cs_set_user_defusekit(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
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/* Is user in buyzone? Returns 1 when true, 0 when false. */
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native cs_get_user_inside_buyzone(index);
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/* Get user model. */
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native cs_get_user_model(index, model[], len);
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/* Set user model. */
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native cs_set_user_model(index, const model[]);
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/* Use to reset model to standard selected model. */
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native cs_reset_user_model(index);
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/* Returns users money. */
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native cs_get_user_money(index);
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/* Gives money to user. If flash is 1, the difference between new and old amount will flash red or green. */
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native cs_set_user_money(index, money, flash = 1);
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/* Does user have night vision goggles? */
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native cs_get_user_nvgoggles(index);
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/* Set nvgoggles to 1 to give night vision goggles to index. Set it to 0 to remove them. */
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native cs_set_user_nvgoggles(index, nvgoggles = 1);
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/* Returns 1 if user has the "skill" to plant bomb, else 0. Normally this would only be true for a terrorist carrying a bomb. */
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native cs_get_user_plant(index);
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/* If plant is 1, a user will be set to be able to plant bomb within the usual bomb target areas if having one.
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* You should use this if you give a player a weapon_c4, or he won't be able to plant it
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* without dropping it and picking it up again (only possible for terrorists).
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* If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */
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native cs_set_user_plant(index, plant = 1, showbombicon = 1);
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/* Get team directly from player's entity.
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* 1 = terrorist
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* 2 = counter-terrorist
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* 3 = spectator */
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native cs_get_user_team(index);
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/* Set user team without killing player (so you can move hostages, plant bomb etc as terrorist). */
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native cs_set_user_team(index, team);
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/* Is user vip? */
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native cs_get_user_vip(index);
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/* If vip = 1, user is set to vip. Note that this is useful to unset vips, so they can change teams properly.
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* This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */
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native cs_set_user_vip(index, vip = 1);
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/* Returns 1 if specified weapon is in burst mode. */
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native cs_get_weapon_burstmode(index);
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/* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated.
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* Only GLOCK and FAMAS can enter/leave burst mode. */
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native cs_set_weapon_burstmode(index, burstmode = 1);
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/* Returns 1 if weapon is silenced, else 0. */
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native cs_get_weapon_silenced(index);
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/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced. */
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native cs_set_weapon_silenced(index, silence = 1); |