mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 14:55:36 +03:00
208 lines
5.2 KiB
PHP
Executable File
208 lines
5.2 KiB
PHP
Executable File
/**
|
|
* (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>
|
|
|
|
#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);
|
|
|
|
/**************************
|
|
* 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);
|
|
|
|
/* 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);
|
|
|