mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 14:25:38 +03:00
62a7fe0be5
Add cs_get_item_alias(), improve cs_get_item_id() & cleanup alias datas
1277 lines
44 KiB
SourcePawn
Executable File
1277 lines
44 KiB
SourcePawn
Executable File
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Counter-Strike Functions
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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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#pragma reqlib cstrike
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib cstrike
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#endif
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#include <cstrike_const>
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/**
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* Returns client's deaths.
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*
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* @param index Client index
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*
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* @return Client deaths
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_deaths(index);
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/**
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* Sets client's deaths.
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*
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* @param index Client index
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* @param newdeaths New value to set
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* @param scoreboard If true the scoreboard will be updated to reflect the new value.
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error
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* will be thrown.
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*/
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native cs_set_user_deaths(index, newdeaths, bool:scoreboard = true);
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/**
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* Returns index of the entity that a hostage is following.
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*
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* @note Hostages can theoretically follow any entity in the game, so the
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* returned entity index is not necessarily a client index.
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*
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* @param index Hostage entity index
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*
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* @return Entity index if hostage is following something, 0 otherwise
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* @error If the provided entity index is not a hostage, an error will
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* be thrown.
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*/
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native cs_get_hostage_foll(index);
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/**
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* Sets hostage to follow an entity.
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*
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* @note Hostages can theoretically follow any entity in the game, so the
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* followedindex does not have to be a client index.
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*
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* @param index Hostage entity index
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* @param followedindex New entity to follow
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*
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* @noreturn
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* @error If the provided entity index is not a hostage, an
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* error will be thrown.
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*/
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native cs_set_hostage_foll(index, followedindex = 0);
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/**
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* Returns unique id of a hostage.
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*
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* @param index Hostage entity index
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*
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* @return Unique hostage id
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* @error If the provided entity index is not a hostage, an error will
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* be thrown.
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*/
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native cs_get_hostage_id(index);
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/**
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* Returns amount of ammo in the client's backpack for a specific weapon.
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*
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* @note For a list of possible weapon ids see the CSW_* constants in
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* amxconst.inc
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* @note Some weapons share ammo types and therefore ammo backpack pools. List
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* of ammo types:
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* ammo_338magnum - awp
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* ammo_762nato - scout, ak47, g3sg1
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* ammo_556natobox - m249
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* ammo_556nato - famas, m4a1, aug, sg550, galil, sg552
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* ammo_buckshot - m3, xm1014
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* ammo_45acp - usp, ump45, mac10
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* ammo_57mm - fiveseven, p90
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* ammo_50ae - deagle
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* ammo_357sig - p228
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* ammo_9mm - glock, mp5, tmp, elites
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* / - hegrenade
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* / - flashbang
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* / - smokegrenade
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*
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* @param index Client index
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* @param weapon Weapon id
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*
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* @return Amount of ammo in backpack
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* @error If the client index is not within the range of 1 to
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* MaxClients, the client is not connected, or an invalid
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* weapon id is provided, an error will be thrown.
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*/
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native cs_get_user_bpammo(index, weapon);
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/**
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* Sets amount of ammo in the client's backpack for a specific weapon.
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*
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* @note For a list of possible weapon ids see the CSW_* constants in
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* amxconst.inc
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* @note Some weapons share ammo types and therefore ammo backpack pools. List
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* of ammo types:
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* ammo_338magnum - awp
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* ammo_762nato - scout, ak47, g3sg1
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* ammo_556natobox - m249
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* ammo_556nato - famas, m4a1, aug, sg550, galil, sg552
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* ammo_buckshot - m3, xm1014
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* ammo_45acp - usp, ump45, mac10
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* ammo_57mm - fiveseven, p90
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* ammo_50ae - deagle
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* ammo_357sig - p228
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* ammo_9mm - glock, mp5, tmp, elites
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* / - hegrenade
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* / - flashbang
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* / - smokegrenade
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*
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* @param index Client index
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* @param weapon Weapon id
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* @param amount New backpack ammo amount to set
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, the client is not connected, or an invalid
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* weapon id is provided, an error will be thrown.
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*/
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native cs_set_user_bpammo(index, weapon, amount);
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/**
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* Returns if the client has a defuse kit.
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*
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* @param index Client index
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*
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* @return 1 if the client has a defuse kit, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, the client is not connected, or an invalid
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* weapon id is provided, an error will be thrown.
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*/
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native cs_get_user_defuse(index);
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/**
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* Sets the client's defusekit status and allows to set a custom HUD icon and
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* color.
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*
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* @param index Client index
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* @param defusekit If nonzero the client will have a defusekit, otherwise
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* it will be removed
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* @param r Red component of icon color
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* @param g Green component of icon color
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* @param b Blue component of icon color
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* @param icon HUD sprite to use as icon
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* @param flash If nonzero the icon will flash red
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error
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* will be thrown.
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*/
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native cs_set_user_defuse(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
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/**
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* Returns if the client is inside a buyzone.
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*
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* @param index Client index
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*
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* @return 1 if the client is inside a buyzone, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_buyzone(index);
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/**
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* Returns if the client has a primary weapon or a shield in the inventory.
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*
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* @param index Client index
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*
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* @return 1 if the client has a primary weapon or shield in the
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* inventory, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_hasprim(index);
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/**
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* Retrieves the client's player model.
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*
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* @param index Client index
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* @param model Buffer to copy model to
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* @param len Maximum buffer size
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*
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* @return Number of cells written to buffer
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_model(index, model[], len);
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/**
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* Sets the client's player model.
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*
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* @note This is not a one-time set. The CStrike module will remember the
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* selected model and try to prevent attempts at changing the player
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* model, or immediately re-apply it if necessary.
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* @note Updating modelindex is useful for custom models which don't have
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* the same structure as the default ones (hitbox, etc..). Model must
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* be precached before.
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*
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* @param index Client index
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* @param model Model name
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* @param update_index If true, the modelindex is updated as well
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, the client is not connected, the provided
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* model is empty, or if modeindex is updated and the
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* provided model is not precached, an error will be thrown.
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*/
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native cs_set_user_model(index, const model[], bool:update_index = false);
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/**
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* Resets the client's model.
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*
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* @note This lifts the model-lock set by a previous cs_set_user_model() call.
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*
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* @param index Client index
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_reset_user_model(index);
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/**
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* Returns the client's amount of money.
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*
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* @param index Client index
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*
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* @return Amount of money
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_money(index);
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/**
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* Sets the client's amount of money.
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*
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* @param index Client index
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* @param money New amount to set
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* @param flash If nonzero the HUD will flash the difference between new
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* and old amount in red or green
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_set_user_money(index, money, flash = 1);
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/**
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* Returns if the client's has night vision goggles.
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*
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* @param index Client index
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*
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* @return 1 if user has NVG, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_nvg(index);
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/**
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* Sets the client's night vision goggles.
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*
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* @param index Client index
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* @param nvgoogles If nonzero the NVG will be added to the client's
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* inventory, otherwise they will be removed from it
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error
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* will be thrown.
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*/
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native cs_set_user_nvg(index, nvgoggles = 1);
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/**
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* Returns if the client has the ability to plant the bomb.
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*
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* @note Only with this set can the client plant the bomb within the usual bomb
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* target areas. If this is not set the user can not plant the bomb, even
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* when he has one in the inventory.
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*
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* @param index Client index
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*
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* @return 1 if the client is able to plant the bomb, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_plant(index);
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/**
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* Sets the client's ability to plant the bomb and displays or hides the bomb
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* HUD icon.
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*
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* @note Only with this set can the client plant the bomb within the usual bomb
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* target areas. If this is not set the user can not plant the bomb, even
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* when he has one in the inventory. This is only correctly set when the
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* client touches a bomb and picks it up "manually" (only possible for
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* Terrorists), so this should be used if the bomb is added to the
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* inventory through other means.
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*
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* @param index Client index
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* @param plant If nonzero the client will be able to plant the bomb,
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* otherwise he will be unable to
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* @param showbombicon If nonzero the green C4 icon will be displayed on the
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* client's hud, otherwise it will be hidden
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*
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* @return 1 if the client is able to plant the bomb, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error
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* will be thrown.
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*/
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native cs_set_user_plant(index, plant = 1, showbombicon = 1);
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/**
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* Sets the client's team without killing the player, and sets the client model.
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*
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* @note For a list of valid team ids see the CsTeams enum, and for a list of
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* valid internal model ids see the CsInternalModel enum.
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*
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* @param index Client index
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* @param team Team id
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* @param model Internal model id, if CS_DONTCHANGE the game will choose the model
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* or if CS_NORESET the game will not update it.
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* @param send_teaminfo If true, a TeamInfo message will be sent
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_set_user_team(index, any:team, any:model = CS_DONTCHANGE, bool:send_teaminfo = true);
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/**
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* Returns the client's team and optionally the model id.
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*
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* @note For a list of valid team ids see the CsTeams enum, and for a list of
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* valid internal model ids see the CsInternalModel enum.
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*
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* @param index Client index
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* @param model Optional variable to store model id in
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*
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* @return Team id
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native CsTeams:cs_get_user_team(index, &any:model = CS_DONTCHANGE);
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/**
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* Returns if the client is a VIP.
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*
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* @param index Client index
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*
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* @return 1 if the client is a VIP, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_vip(index);
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/**
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* Sets the client's VIP status and displayed model and scoreboard flag.
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*
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* @note This is mostly useful for removing VIP status so the client can change
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* teams and/or buy items properly. It does not alter gameplay, the player
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* that is selected as VIP at the start of a round will retain the
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* internal VIP status and remain the primary objective for the game mode.
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*
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* @param index Client index
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* @param vip If nonzero the client will be made a VIP, otherwise the
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* VIP status will be removed
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* @param model If nonzero the client's model will be changed to the VIP
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* model, otherwise a random CT model will be selected
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* @param scoreboard If nonzero the scoreboard will be updated to reflect the
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* new VIP status
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error
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* will be thrown.
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*/
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native cs_set_user_vip(index, vip = 1, model = 1, scoreboard = 1);
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/**
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* Returns if the client has committed a team kill in the current round.
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*
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* @note If this is set to 1 the client will be punished at the start of the
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* next round depending on the value of the mp_tkpunish cvar. The team
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* kill status is then reset.
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*
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* @param index Client index
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*
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* @return 1 if the client has committed a team kill, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_tked(index);
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/**
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* Sets the client's team kill status, indicating whether the client has
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* committed a team kill in the current round.
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*
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* @note If this is set to 1 the client will be punished at the start of the
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* next round depending on the value of the mp_tkpunish cvar. The team
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* kill status is then reset.
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*
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* @param index Client index
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* @param tk Team kill status
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* @param subtract Amount of frags to subtract, negative values add frags
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*
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* @noreturn
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_set_user_tked(index, tk = 1, subtract = 1);
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/**
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* Returns if the client is currently driving a vehicle and if so, indicates
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* the speed.
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*
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* @param index Client index
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*
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* @return 0 if the client is not driving, 1 if driving a vehicle but
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* not moving, 2 to 4 if driving positive speeds, 5 if
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* driving at a negative speed (backing), see TRAIN_* constants
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* in hlsdk_const.inc
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_driving(index);
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/**
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* Returns if the client has a shield in the inventory.
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*
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* @param index Client index
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*
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* @return 1 if the client has a shield, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_shield(index);
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/**
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* Returns if the client is using a stationary gun.
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*
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* @param index Client index
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*
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* @return 1 if the client uses a stationary gun, 0 otherwise
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* @error If the client index is not within the range of 1 to
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* MaxClients, or the client is not connected, an error will be
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* thrown.
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*/
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native cs_get_user_stationary(index);
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/**
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* Returns the client's armor value and retrieves the type of armor.
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*
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* @note For a list of possible armor types see the CsArmorType enum.
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*
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* @param index Client index
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* @param armortype Variable to store armor type in
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*
|
|
* @return Amount of armor, 0 if client has no armor
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error
|
|
* will be thrown.
|
|
*/
|
|
native cs_get_user_armor(index, &CsArmorType:armortype = CS_ARMOR_NONE);
|
|
|
|
/**
|
|
* Sets the client's armor value the type of armor.
|
|
*
|
|
* @note For a list of possible armor types see the CsArmorType enum.
|
|
* @note Sends the appropriate message to update the client's HUD.
|
|
*
|
|
* @param index Client index
|
|
* @param armorvalue Amount of armor to set
|
|
* @param armortype CS armor type
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error
|
|
* will be thrown.
|
|
*/
|
|
native cs_set_user_armor(index, armorvalue, CsArmorType:armortype);
|
|
|
|
/**
|
|
* Returns if the weapon is in burst mode.
|
|
*
|
|
* @note Only the Glock and Famas can return 1 as they are the only guns in the
|
|
* game that have a burst fire mode.
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will return incorrect values for non-weapon entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
*
|
|
* @return 1 if the weapon is in burst mode, 0 otherwise
|
|
* @error If an invalid entity index or a client index is provided,
|
|
* an error will be thrown.
|
|
*/
|
|
native cs_get_weapon_burst(index);
|
|
|
|
/**
|
|
* Sets the weapon's burst mode.
|
|
*
|
|
* @note Only the Glock and Famas can be set to burst fire mode as they are the
|
|
* only guns in the game that provide such a mode.
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will result in undefined behavior if used on non-weapon
|
|
* entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
* @param burstmode If nonzero the weapon will be put into burstmode,
|
|
* otherwise the burst mode will be removed
|
|
*
|
|
* @return 1 if burst mode set successfully, 0 if entity is not
|
|
* an applicable weapon
|
|
* @error If an invalid entity index or a client index is
|
|
* provided, an error will be thrown.
|
|
*/
|
|
native cs_set_weapon_burst(index, burstmode = 1);
|
|
|
|
/**
|
|
* Returns if the weapon is in silenced mode.
|
|
*
|
|
* @note Only the USP and M4A1 can return 1 as they are the only guns in the
|
|
* game that have a silenced fire mode.
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will return incorrect values for non-weapon entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
*
|
|
* @return 1 if the weapon is in silenced mode, 0 otherwise
|
|
* @error If an invalid entity index or a client index is provided,
|
|
* an error will be thrown.
|
|
*/
|
|
native cs_get_weapon_silen(index);
|
|
|
|
/**
|
|
* Sets the weapon's silenced mode.
|
|
*
|
|
* @note Only the USP and M4A1 can be set to silenced fire mode as they are the
|
|
* only guns in the game that provide such a mode.
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will result in undefined behavior if used on non-weapon
|
|
* entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
* @param silence If nonzero the weapon will be put into silenced
|
|
* mode, otherwise the silenced mode will be removed
|
|
* @param draw_animation If 1 and the weapon is currently held by a
|
|
* client, the appropriate weapon animation will be
|
|
* played
|
|
* If 2, same as 1 but follows game behavior by playing
|
|
* the associated player's model sequence and disallowing
|
|
* firing while animation is playing.
|
|
*
|
|
* @return 1 if silenced mode set successfully, 0 if entity is
|
|
* not an applicable weapon
|
|
* @error If an invalid entity index or a client index is
|
|
* provided, an error will be thrown.
|
|
*/
|
|
native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
|
|
|
|
/**
|
|
* Returns the amount of ammo in weapon's magazine.
|
|
*
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will return incorrect values for non-weapon entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
*
|
|
* @return Amount of ammo in magazine
|
|
* @error If an invalid entity index or a client index is provided,
|
|
* an error will be thrown.
|
|
*/
|
|
native cs_get_weapon_ammo(index);
|
|
|
|
/**
|
|
* Sets the amount of ammo in weapon's clip.
|
|
*
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will result in undefined behavior if used on non-weapon
|
|
* entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
* @param newammo New ammo amount
|
|
*
|
|
* @noreturn
|
|
* @error If an invalid entity index or a client index is provided,
|
|
* an error will be thrown.
|
|
*/
|
|
native cs_set_weapon_ammo(index, newammo);
|
|
|
|
/**
|
|
* Returns the weapon id of an entity.
|
|
*
|
|
* @note For a list of possible weapon ids see the CSW_* constants in
|
|
* amxconst.inc
|
|
* @note This native does not verify that the provided entity is a weapon
|
|
* entity. It will return incorrect values for non-weapon entities.
|
|
*
|
|
* @param index Weapon entity index
|
|
*
|
|
* @return Weapon id
|
|
* @error If an invalid entity index or a client index is provided,
|
|
* an error will be thrown.
|
|
*/
|
|
native cs_get_weapon_id(index);
|
|
|
|
/**
|
|
* Returns if "no knives" mode is enabled.
|
|
*
|
|
* @note "No knives" mode means that the CStrike module will prevent the game
|
|
* from creating (and thus attaching) "weapon_knife" entities. This means
|
|
* that clients will spawn without knives, but knives can still be put
|
|
* into the client inventories directly.
|
|
*
|
|
* @return 1 if "no knives" mode is enabled, 0 otherwise
|
|
*/
|
|
native cs_get_no_knives();
|
|
|
|
/**
|
|
* Enables or disables the "no knives" mode.
|
|
*
|
|
* @note "No knives" mode means that the CStrike module will prevent the game
|
|
* from creating (and thus attaching) "weapon_knife" entities. This means
|
|
* that clients will spawn without knives, but knives can still be put
|
|
* into the client inventories directly.
|
|
*
|
|
* @param noknives If nonzero enable "no knives" mode, disable otherwise
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native cs_set_no_knives(noknives = 0);
|
|
|
|
/**
|
|
* Sets a dead client up for spawning.
|
|
*
|
|
* @note This sets the client deadflag and triggers a client think, effectively
|
|
* making the game respawn the client. Should only be used on dead
|
|
* clients.
|
|
*
|
|
* @param player Client index
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_user_spawn(player);
|
|
|
|
/**
|
|
* Returns the armoury entity's weapon id.
|
|
*
|
|
* @note Not all weapon ids are supported by Counter-Strike, an armoury entity
|
|
* can not be a pistol, a knife or a bomb for exmaple. The full list is:
|
|
* CSW_SCOUT, CSW_HEGRENADE, CSW_XM1014, CSW_MAC10, CSW_AUG,
|
|
* CSW_SMOKEGRENADE, CSW_AWP, CSW_MP5NAVY, CSW_M249, CSW_M3, CSW_M4A1,
|
|
* CSW_TMP, CSW_G3SG1, CSW_VEST, CSW_VESTHELM, CSW_FLASHBANG,
|
|
* CSW_SG552, CSW_AK47, CSW_P90
|
|
*
|
|
* @param index Armoury entity index
|
|
* @param count Optional variable to store in the number of times that an item can be retrieved
|
|
* from the same entity before being hidden
|
|
*
|
|
* @return Weapon id
|
|
* @error If a non-armoury entity is provided, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_armoury_type(index, &count = 1);
|
|
|
|
/**
|
|
* Sets the amoury entity type.
|
|
*
|
|
* @note Not all weapon ids are supported by Counter-Strike, an armoury entity
|
|
* can not be a pistol, a knife or a bomb for exmaple. The full list is:
|
|
* CSW_SCOUT, CSW_HEGRENADE, CSW_XM1014, CSW_MAC10, CSW_AUG,
|
|
* CSW_SMOKEGRENADE, CSW_AWP, CSW_MP5NAVY, CSW_M249, CSW_M3, CSW_M4A1,
|
|
* CSW_TMP, CSW_G3SG1, CSW_VEST, CSW_VESTHELM, CSW_FLASHBANG,
|
|
* CSW_SG552, CSW_AK47, CSW_P90
|
|
* @note This does not update the entity model.
|
|
* @note On restart, entity is always unhidden and the count is restored (this can not be below 1).
|
|
*
|
|
* @param index Armoury entity index
|
|
* @param type Weapon id
|
|
* @param count Number of times that an item can be retrieved from
|
|
* the same entity before being hidden
|
|
* If zero, the entity is hidden
|
|
* If below zero, nothing is set
|
|
* @noreturn
|
|
* @error If a non-armoury entity is provided, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_set_armoury_type(index, type, count = -1);
|
|
|
|
/**
|
|
* Returns the map zones the client is inside of as a bitflag value.
|
|
*
|
|
* @note If the user does not have the ability to plant (cs_get_user_plant()
|
|
* returns 0) then the bitflag will not contain CS_MAPZONE_BOMBTARGET.
|
|
* @nore For a list of possible zone flags see the CS_MAPZONE_* constants.
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return Bitflag value of map zones
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_user_mapzones(index);
|
|
|
|
/**
|
|
* Sets a zoom type on the client.
|
|
*
|
|
* @note Zoom types are not tied to their intended weapons, so any zoom type can
|
|
* be combined with any weapon.
|
|
* @note For a list of possible zoom types see the zoom type enum above
|
|
* (CS_*_ZOOM constants).
|
|
*
|
|
* @param index Client index
|
|
* @param type Zoom type
|
|
* @param mode If zero (blocking) the client will be forced to use the zoom
|
|
* type set and won't be able to change it until it is reset
|
|
* with CS_RESET_ZOOM, otherwise the user can restore back to
|
|
* normal as usual
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, the client is not connected, or an invalid zoom
|
|
* type is provided, an error will be thrown.
|
|
*/
|
|
native cs_set_user_zoom(index, type, mode);
|
|
|
|
/**
|
|
* Returns if the client is zooming.
|
|
*
|
|
* @note For a list of possible zoom types see the zoom type enum above
|
|
* (CS_*_ZOOM constants).
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return Zoom type if the user is zoomed in, 0 otherwise
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_user_zoom(index);
|
|
|
|
/**
|
|
* Returns if a submodel is set on the client.
|
|
*
|
|
* @note In Counter-Strike the submodel setting determines whether the user has
|
|
* a bomb backpack (if a Terrorist) or a defuse kit (if a CT) on their
|
|
* model.
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return 1 if submodel is set, 0 otherwise
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_user_submodel(index);
|
|
|
|
/**
|
|
* Sets the submodel on a client.
|
|
*
|
|
* @note In Counter-Strike the submodel setting determines whether the user has
|
|
* a bomb backpack (if a Terrorist) or a defuse kit (if a CT) on their
|
|
* model.
|
|
*
|
|
* @param index Client index
|
|
* @param value If nonzero the submodel is set, otherwise it is removed
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
*/
|
|
native cs_set_user_submodel(index, value);
|
|
|
|
/**
|
|
* Returns the client's last activity time.
|
|
*
|
|
* @note This is the time that the internal Counter-Strike afk kicker uses to
|
|
* see who has been inactive too long.
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return Last activity time
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
*/
|
|
native Float:cs_get_user_lastactivity(index);
|
|
|
|
/**
|
|
* Sets the client's last activity time.
|
|
*
|
|
* @note This is the time that the internal Counter-Strike afk kicker uses to
|
|
* see who has been inactive too long.
|
|
*
|
|
* @param index Client index
|
|
* @param value New last activity time
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
*/
|
|
native cs_set_user_lastactivity(index, Float:value);
|
|
|
|
/**
|
|
* Returns the amount of hostages that the client has killed.
|
|
*
|
|
* @note This is the value that the internal Counter-Strike hostage punisher
|
|
* uses to determine if a client should be kicked, depending on the
|
|
* value of the mp_hostagepenalty value.
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return Amount of hostages killed
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
*/
|
|
native cs_get_user_hostagekills(index);
|
|
|
|
/**
|
|
* Sets the amount of hostages that the client has killed.
|
|
*
|
|
* @note This is the value that the internal Counter-Strike hostage punisher
|
|
* uses to determine if a client should be kicked, depending on the
|
|
* value of the mp_hostagepenalty value. The punisher only checks this
|
|
* value when a hostage is killed, so setting this will not cause the
|
|
* client to be kicked until they actually kill a hostage.
|
|
*
|
|
* @param index Client index
|
|
* @param value New amount of hostages killed
|
|
*
|
|
* @noreturn
|
|
* @error If the client index is not within the range of 1 to
|
|
* MaxClients, or the client is not connected, an error will be
|
|
*/
|
|
native cs_set_user_hostagekills(index, value);
|
|
|
|
/**
|
|
* Returns the last time a hostage was used.
|
|
*
|
|
* @param index Hostage entity
|
|
*
|
|
* @return Last use time
|
|
* @error If the provided entity index is not a hostage, an error will
|
|
* be thrown.
|
|
*/
|
|
native Float:cs_get_hostage_lastuse(index);
|
|
|
|
/**
|
|
* Sets the last time a hostage was used.
|
|
*
|
|
* @param index Hostage entity
|
|
* @param value New last use time
|
|
*
|
|
* @noreturn
|
|
* @error If the provided entity index is not a hostage, an error will
|
|
* be thrown.
|
|
*/
|
|
native cs_set_hostage_lastuse(index, Float:value);
|
|
|
|
/**
|
|
* Returns the next time a hostage can be used.
|
|
*
|
|
* @param index Hostage entity
|
|
*
|
|
* @return Next use time
|
|
* @error If the provided entity index is not a hostage, an error will
|
|
* be thrown.
|
|
*/
|
|
native Float:cs_get_hostage_nextuse(index);
|
|
|
|
/**
|
|
* Sets the next time a hostage can be used.
|
|
*
|
|
* @param index Hostage entity
|
|
* @param value New next use time
|
|
*
|
|
* @noreturn
|
|
* @error If the provided entity index is not a hostage, an error will
|
|
* be thrown.
|
|
*/
|
|
native cs_set_hostage_nextuse(index, Float:value);
|
|
|
|
/**
|
|
* Returns the game time at which the bomb will explode.
|
|
*
|
|
* @param index C4 entity
|
|
*
|
|
* @return Explosion time
|
|
* @error If the provided entity index is not a bomb, an error will be
|
|
* thrown.
|
|
*/
|
|
native Float:cs_get_c4_explode_time(index);
|
|
|
|
/**
|
|
* Sets the game time at which the bomb will explode.
|
|
*
|
|
* @param index C4 entity
|
|
* @param value New explosion time
|
|
*
|
|
* @noreturn
|
|
* @error If the provided entity index is not a bomb, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_set_c4_explode_time(index, Float:value);
|
|
|
|
/**
|
|
* Returns if the bomb is being defused.
|
|
*
|
|
* @param c4index C4 entity
|
|
*
|
|
* @return 1 if the bomb is being defused, 0 otherwise
|
|
* @error If the provided entity index is not a bomb, an error will be
|
|
* thrown.
|
|
*/
|
|
native bool:cs_get_c4_defusing(c4index);
|
|
|
|
/**
|
|
* Sets if the bomb is being defused.
|
|
*
|
|
* @param c4index C4 entity
|
|
* @param defusing True if the bomb should be defused, false otherwise
|
|
*
|
|
* @noreturn
|
|
* @error If the provided entity index is not a bomb, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_set_c4_defusing(c4index, bool:defusing);
|
|
|
|
/**
|
|
* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
|
|
*
|
|
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
|
|
* This function adds entities to this hashtable, providing benefits over
|
|
* the default CreateNamedEntity (used by create_entity() for example):
|
|
* - Storing entities in a hashtable allows CS to improve classname lookup
|
|
* performance compared to functions like FindEntityByString (used by
|
|
* find_ent_by_class() for example) that usually have to loop
|
|
* through all entities incrementally.
|
|
* - As CS exclusively uses the hashtable for classname lookup, entities
|
|
* created using the default engine functions will not be found by the
|
|
* game. For example "weaponbox" entities are supposed to be
|
|
* automatically cleaned up on round restart but are not considered if
|
|
* they have not been added to the hashtable.
|
|
* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
|
|
* @note When creating an entity the classname has to be valid in the mod, as
|
|
* the engine needs to link the entity to an existing class internally.
|
|
* The classname string that is stored in the entvar struct
|
|
* (EV_SZ_classname) is separate from this association and can later be
|
|
* freely changed to serve other purposes.
|
|
*
|
|
* @param classname Entity class name
|
|
*
|
|
* @return Index of the created entity (> 0), 0 otherwise
|
|
*/
|
|
native cs_create_entity(const classname[]);
|
|
|
|
/**
|
|
* Finds an entity in the world using Counter-Strike's custom FindEntityByString
|
|
* wrapper.
|
|
*
|
|
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
|
|
* This function utilizes the hasthable and allows for considerably faster
|
|
* classname lookup compared to the default FindEntityByString (used by
|
|
* find_ent_by_class() for example).
|
|
* @note This exclusively considers entities in the hashtable, created by the
|
|
* game itself, using cs_create_entity(), or added via cs_set_ent_class().
|
|
*
|
|
* @param start_index Entity index to start searching from. -1 to start from
|
|
* the first entity
|
|
* @param classname Classname to search for
|
|
*
|
|
* @return Entity index > 0 if found, 0 otherwise
|
|
*/
|
|
native cs_find_ent_by_class(start_index, const classname[]);
|
|
|
|
/**
|
|
* Finds an entity in the world using Counter-Strike's custom FindEntityByString
|
|
* wrapper, matching by owner.
|
|
*
|
|
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
|
|
* This function utilizes the hasthable and allows for considerably faster
|
|
* classname lookup compared to the default FindEntityByString (used by
|
|
* find_ent_by_owner() for example).
|
|
* @note This exclusively considers entities in the hashtable, created by the
|
|
* game itself, using cs_create_entity(), or added via cs_set_ent_class().
|
|
*
|
|
* @param start_index Entity index to start searching from. -1 to start from
|
|
* the first entity
|
|
* @param classname Classname to search for
|
|
* @param owner Entity index to search for entity's owner
|
|
*
|
|
* @return Entity index > 0 if found, 0 otherwise
|
|
*/
|
|
native cs_find_ent_by_owner(start_index, const classname[], owner);
|
|
|
|
/**
|
|
* Sets a custom classname of an entity.
|
|
*
|
|
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
|
|
* This function adds or updates the classname in the hasthable as well.
|
|
* This is useful for use with cs_find_ent_by_class() and cs_find_ent_by_owner().
|
|
*
|
|
* @param index Entity index
|
|
* @param classname Classname to update for
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native cs_set_ent_class(index, const classname[]);
|
|
|
|
/**
|
|
* Returns the item id associated with an item name and its aliases.
|
|
*
|
|
* @note The item name is case sensitive an can be with or without
|
|
* weapon_ and item_ prefixes. This can be a command alias as well.
|
|
* Values examples: ak47, weapon_ak47, kevlar, item_kevlar, vest, bullpup, ...
|
|
*
|
|
* @param name Alias or classname
|
|
* @param classid If item is a weapon, variable to store the associated
|
|
* weapon class id in (CS_WEAPONCLASS_* constants)
|
|
*
|
|
* @return Item id (CSI_* constants)
|
|
*/
|
|
native any:cs_get_item_id(const name[], &CsWeaponClassType:classid = CS_WEAPONCLASS_NONE);
|
|
|
|
/**
|
|
* Returns the alias name associated with an item index.
|
|
*
|
|
* @param itemid Item id (CSI_* constants)
|
|
* @param name Buffer to store alias name to
|
|
* @param name_maxlen Maximum buffer size
|
|
* @param altname Optional buffer to store if available alternative alias name to
|
|
* @param altname_maxlen Maximum buffer size
|
|
*
|
|
* @return True if alias is found, false otherwise
|
|
*/
|
|
native bool:cs_get_item_alias(itemid, name[], name_maxlen, altname[] = "", altname_maxlen = 0);
|
|
|
|
/**
|
|
* Returns an item name associated with a command alias.
|
|
*
|
|
* @note The alias is case sensitive.
|
|
* @note If not an alias to a weapon, buffer will be set with the original alias.
|
|
*
|
|
* @param alias Alias name
|
|
* @param itemname Buffer to store item name to
|
|
* @param maxlength Maximum buffer size
|
|
*
|
|
* @return True if alias is translated, false otherwise
|
|
*/
|
|
native bool:cs_get_translated_item_alias(const alias[], itemname[], maxlength);
|
|
|
|
/**
|
|
* Returns some information about a weapon.
|
|
*
|
|
* @param weapon_id Weapon id, see CSW_* constants
|
|
* @param type Info type, see CS_WEAPONINFO_* constants
|
|
*
|
|
* @return Weapon information value
|
|
* @error If weapon_id and type are out of bound, an error will be thrown.
|
|
*/
|
|
native any:cs_get_weapon_info(weapon_id, CsWeaponInfo:type);
|
|
|
|
/**
|
|
* Returns active weapon entity.
|
|
*
|
|
* @param playerIndex Player index
|
|
*
|
|
* @return Weapon entity index on success or 0 if there is no active weapon
|
|
* @error If the client index is not within the range of 1 to
|
|
* maxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_user_weapon_entity(playerIndex);
|
|
|
|
/**
|
|
* Returns weapon index of the active weapon.
|
|
*
|
|
* @note More reliable than get_user_weapon.
|
|
*
|
|
* @param playerIndex Player index
|
|
* @param clip Optional variable to store clip ammo to
|
|
* @param ammo Optional variable to store backpack ammo to
|
|
*
|
|
* @return Weapon index on success or 0 if there is no active weapon
|
|
* @error If the client index is not within the range of 1 to
|
|
* maxClients, or the client is not connected, an error will be
|
|
* thrown.
|
|
*/
|
|
native cs_get_user_weapon(playerIndex, &clip = 0, &ammo = 0);
|
|
|
|
/**
|
|
* Returns a weapon class id associated with a weapon id.
|
|
*
|
|
* @param weapon_id Weapon id (CSI_* constants)
|
|
*
|
|
* @return Weapon class id (CS_WEAPONCLASS_* constants)
|
|
*/
|
|
stock CsWeaponClassType:cs_get_weapon_class(weapon_id)
|
|
{
|
|
new CsWeaponClassType:type = CS_WEAPONCLASS_NONE;
|
|
|
|
if (cs_is_valid_itemid(weapon_id, .weapon_only = true) || weapon_id == CSI_SHIELD)
|
|
{
|
|
switch (weapon_id)
|
|
{
|
|
case CSI_SHIELDGUN, CSI_SHIELD:
|
|
{
|
|
type = CS_WEAPONCLASS_PISTOL;
|
|
}
|
|
case CSI_KNIFE:
|
|
{
|
|
type = CS_WEAPONCLASS_KNIFE;
|
|
}
|
|
default:
|
|
{
|
|
new const bits = (1 << weapon_id);
|
|
|
|
if(bits & CSI_ALL_PISTOLS)
|
|
{
|
|
type = CS_WEAPONCLASS_PISTOL;
|
|
}
|
|
else if(bits & CSI_ALL_GRENADES)
|
|
{
|
|
type = CS_WEAPONCLASS_GRENADE;
|
|
}
|
|
else if(bits & CSI_ALL_SMGS)
|
|
{
|
|
type = CS_WEAPONCLASS_SUBMACHINEGUN;
|
|
}
|
|
else if(bits & CSI_ALL_SHOTGUNS)
|
|
{
|
|
type = CS_WEAPONCLASS_SHOTGUN;
|
|
}
|
|
else if(bits & CSI_ALL_MACHINEGUNS)
|
|
{
|
|
type = CS_WEAPONCLASS_MACHINEGUN;
|
|
}
|
|
else if(bits & CSI_ALL_RIFLES)
|
|
{
|
|
type = CS_WEAPONCLASS_RIFLE;
|
|
}
|
|
else if(bits & CSI_ALL_SNIPERRIFLES)
|
|
{
|
|
type = CS_WEAPONCLASS_SNIPERRIFLE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return type;
|
|
}
|
|
|
|
/**
|
|
* Checks whether an item id is not out of bounds.
|
|
*
|
|
* @param id Item id (CSI_* constants)
|
|
* @param weapon_only If true, only the real weapon ids will be checked,
|
|
* including shield as well
|
|
*
|
|
* @return True if item id is valid, false otherwise
|
|
*/
|
|
stock bool:cs_is_valid_itemid(id, bool:weapon_only = false)
|
|
{
|
|
if (id <= CSI_NONE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (id > CSI_LAST_WEAPON && id != CSI_SHIELDGUN && weapon_only)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (id >= CSI_MAX_COUNT)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Called when CS internally fires a command to a player.
|
|
*
|
|
* @note This is most notably used by the rebuy/autobuy functionality,
|
|
* Condition Zero also uses this to pass commands to bots internally.
|
|
*
|
|
* @param id Client index
|
|
* @param cmd Command string
|
|
*
|
|
* @return PLUGIN_CONTINUE to let the command continue
|
|
* PLUGIN_HANDLED to block the command
|
|
*/
|
|
forward CS_InternalCommand(id, const cmd[]);
|
|
|
|
/**
|
|
* Called when a client attempts to purchase an item.
|
|
*
|
|
* @note This is called immediately when the client issues a buy command. The
|
|
* game has not yet checked if the client can actually buy the weapon.
|
|
* @note For a list of possible item ids see the CSI_* constants.
|
|
*
|
|
* @param index Client index
|
|
* @param item Item id
|
|
*
|
|
* @return PLUGIN_CONTINUE to let the buy attempt continue
|
|
* PLUGIN_HANDLED to block the buy attempt
|
|
*/
|
|
forward CS_OnBuyAttempt(index, item);
|
|
|
|
/**
|
|
* Called when a client purchases an item.
|
|
*
|
|
* @note This is called right before the user receives the item and before the
|
|
* money is deducted from their cash reserves.
|
|
* @note For a list of possible item ids see the CSI_* constants.
|
|
*
|
|
* @param index Client index
|
|
* @param item Item id
|
|
*
|
|
* @return PLUGIN_CONTINUE to let the buy continue
|
|
* PLUGIN_HANDLED to block the buy
|
|
*/
|
|
forward CS_OnBuy(index, item);
|