mirror of
https://github.com/alliedmodders/amxmodx.git
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bd412d7204
Also, removed OLOcode from amxmisc.inc
192 lines
6.5 KiB
PHP
Executable File
192 lines
6.5 KiB
PHP
Executable File
/* NS module functions
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* -
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* (c) 2004, Steve Dudenhoeffer
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* This file is provided as is (no warranties).
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*/
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#if defined NS_INC
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#endinput
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#endif
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#define NS_INC
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#if AMXX_VERSION_NUM >= 175
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#pragma reqlib ns
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib ns
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#endif
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#else
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#pragma library ns
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#endif
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#include <ns_const>
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/* Called whenever the client's class is changed. The classes given match get_class() output */
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forward client_changeclass(id,newclass,oldclass);
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/* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
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forward client_built(idPlayer,idStructure,type,impulse);
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/* Returns if the map's combat or not. */
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native ns_is_combat();
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/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 180 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
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native ns_popup(target,const szMsg[180],ah=0);
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/* Sets a player model. Omit the second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_model(id,const szModel[]="");
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/* Sets a player's skin. Omit second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_skin(id,skin=-1);
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/* Sets a player's body. Omit second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_body(id,body=-1);
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/* Sets a player's speedchange. Omit the second parameter to return to default */
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native ns_set_speedchange(id,speedchange=0);
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/* Returns a player's current speedchange. */
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native ns_get_speedchange(id);
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/* Returns a player's max speed before the speed change is factored in. */
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native ns_get_maxspeed(id);
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/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
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native ns_get_mask(id,mask);
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/* Sets or removes the mask from the entity's iuser4 field. Set "value" to 1 to turn the mask on, 0 to turn it off. */
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native ns_set_mask(id,mask,value);
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/* Returns built/unbuilt structures.
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If:
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builtOnly is 1 (default):
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Only fully built structures are counted.
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builtOnly is 0:
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Any structure meeting the classname is counted.
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Number is 0 (default):
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The total number of matching structures is returned.
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Number is any other value:
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The index of the #th matching structure is returned.
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*/
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native ns_get_build(const classname[],builtOnly=1,Number=0);
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/* Returns if the player has the weapon or not in their pev->weapons field.
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set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
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native ns_has_weapon(id,weapon,setweapon=-1);
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/* Gets spawn point for specified team (type).
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If:
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Team is equal to 0:
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Ready room spawns are returned.
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Team is greater than 0:
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Spawns for the team are returned.
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Number is equal to 0:
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Total number of spawns is returned.
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Number is greater than 0:
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The location of the specified spawn is returned.
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*/
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native ns_get_spawn(team,number=0,Float:ret[3]);
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/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
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native ns_get_class(id);
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/* Returns a player's percentage of JP fuel */
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native Float:ns_get_jpfuel(id);
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/* Sets a player's percentage of JP fuel */
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native ns_set_jpfuel(id,Float:fuel);
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/* Returns a player's percentage of adrenaline (alien) */
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native Float:ns_get_energy(id);
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/* Sets a player's percentage of adrenaline */
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native ns_set_energy(id,Float:energy);
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/* Returns a player's resources. (alien only) */
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native Float:ns_get_res(id);
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/* Sets a player's resources. (alien only) */
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native ns_set_res(id,Float:res);
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/* Returns a player's experience (combat only) */
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native Float:ns_get_exp(id);
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/* Sets a player's experience (combat only) */
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native ns_set_exp(id,Float:exp);
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/* Gets a player's point spent value in combat */
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native ns_get_points(id);
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/* Sets a player's point spent value in combat */
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native ns_set_points(id,points);
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/* Gets a weapon's damage (use the weapon index, not the player) */
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native Float:ns_get_weap_dmg(idWeapon);
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/* Sets a weapon's damage (use the weapon index, not the player) */
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native ns_set_weap_dmg(idWeapon,Float:damage);
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/* Gets a weapon's range (use the weapon index, not the player) */
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native Float:ns_get_weap_range(idWeapon);
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/* Sets a weapon's range (use the weapon index, not the player) */
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native ns_set_weap_range(idWeapon,Float:range);
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/* Gets a weapon's clip ammo (use the weapon index, not the player) */
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native ns_get_weap_clip(idWeapon);
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/* Sets a weapon's clip ammo (use the weapon index, not the player) */
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native ns_set_weap_clip(idWeapon,clipsize);
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/* Gets the player's weapon reserve for the specified type of weapon.
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Look in ns_const.inc for the weapon enum. */
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native ns_get_weap_reserve(id,weapon);
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/* Sets the player's weapon reserve for the specified type of weapon.
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Look in ns_const.inc for the weapon enum. */
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native ns_set_weap_reserve(id,weapon,ammo);
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/* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
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native ns_get_score(idPlayer);
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/* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
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native ns_set_score(idPlayer,score);
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/* Gets a player's death count. */
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native ns_get_deaths(idPlayer);
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/* Sets a player's death count. */
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native ns_set_deaths(idPlayer,numdeaths);
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/* Gets the index of the owner of a structure. -1 for no owner. */
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native ns_get_struct_owner(idStructsure);
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/* Sets the index of the owner of a structure. -1 for no owner. */
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native ns_set_struct_owner(idStructure,indexOwner);
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/* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
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native ns_get_hive_trait(idHive);
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/* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
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native ns_set_hive_trait(idHive,trait);
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/* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */
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native ns_set_fov(idPlayer,Float:_fov=0.0);
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/* Give a player an item. */
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native ns_give_item(id,const _szClassName[]);
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/* Returns if a player has the hive ability number, if ability is 0 it will return the number of active hives */
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native ns_get_hive_ability(idPlayer, ability=0);
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/* A player's team entvar has changed */
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forward client_changeteam(id,newteam,oldteam);
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/* A player's deadflag entvar has changed from >0 to 0 */
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forward client_spawn(id); |