mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 22:35:37 +03:00
2bc6d965f6
dod_set_user_kills & dod_set_user_score no longer have the dead scoreboard class side effect. dod_set_pl_deaths comment has been updated to reflect the side effect.
150 lines
3.7 KiB
PHP
Executable File
150 lines
3.7 KiB
PHP
Executable File
/* DoDFun functions
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*
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* (c) 2004-2005, SidLuke
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* This file is provided as is (no warranties).
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*/
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#if defined _dodfun_included
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#endinput
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#endif
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#define _dodfun_included
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#include <dodconst>
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#if AMXX_VERSION_NUM >= 175
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#pragma reqlib dodfun
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib dodfun
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#endif
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#else
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#pragma library dodfun
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#endif
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/* Function is called after grenade throw */
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forward grenade_throw(index,greindex,wId);
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/* Function is called after a rocket is shot */
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forward rocket_shoot(index,rocketindex,wId);
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/* Example: for full stamina use dod_player_stamina(1,STAMINA_SET,100,100) */
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/* value is from 0 - 100 */
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native dod_set_stamina(index,set=STAMINA_SET,minvalue=0,maxvalue=100);
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/* Sets fuse for grenades. Valid number is from 0.1-20.0 */
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/* types : new or preprimed */
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native dod_set_fuse(index,set=FUSE_SET,Float:newFuse=5.0, Type=FT_NEW);
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/* Sets player class */
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native dod_set_user_class(index,classId);
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/* Sets player team and random class. Don't work for spectators. */
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native dod_set_user_team(index,teamId,refresh=1);
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/* Returns next player class. Usefull is player is using random class */
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native dod_get_next_class(index);
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/* Returns 1 if player choose random class */
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native dod_is_randomclass(index);
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/* Returns player deaths */
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native dod_get_pl_deaths(index);
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/* Sets player deaths.
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* Note if you opt to refresh the scoreboard, it
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* will make the player appear as "DEAD" in the scoreboard.
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*/
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native dod_set_pl_deaths(index,value,refresh=1);
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/* Returns player deaths. */
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native dod_get_user_kills(index);
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/* Sets player kills. */
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native dod_set_user_kills(index,value,refresh=1);
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/* Sets player score. */
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native dod_set_user_score(index,value,refresh=1);
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/* Sets new team name for this player */
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native dod_set_pl_teamname(index,const szName[]);
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/* Gets player team name */
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native dod_get_pl_teamname(index,szName[],len);
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/* Returns 1 is player weapon is deployed (bar,mg..) */
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native dod_is_deployed(index);
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/*Sets the ammo of the specified weapon entity id */
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native dod_set_user_ammo(index,wid,value);
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/*Gets the ammo of the specified weapon entity id */
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native dod_get_user_ammo(index,wid);
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/* called after first InitObj */
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forward controlpoints_init();
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enum CP_VALUE {
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CP_edict = 1, // read only
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CP_area, // read only
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CP_index, // read only
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CP_owner,
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CP_default_owner,
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CP_visible, // reinit after change
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CP_icon_neutral, // reinit after change
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CP_icon_allies, // reinit after change
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CP_icon_axis, // reinit after change
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CP_origin_x, // reinit after change
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CP_origin_y, // reinit after change
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CP_can_touch,
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CP_pointvalue,
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CP_points_for_cap,
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CP_team_points,
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CP_model_body_neutral,
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CP_model_body_allies,
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CP_model_body_axis,
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// strings
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CP_name,
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CP_reset_capsound,
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CP_allies_capsound,
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CP_axis_capsound,
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CP_targetname,
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CP_model_neutral,
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CP_model_allies,
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CP_model_axis,
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};
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/* returns number of objectives */
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native objectives_get_num();
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/* use this function to update client(s) hud. You need to do this sometimes. Check CP_VALUE comments.
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if player is 0 , all clients will get this message */
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native objectives_reinit( player=0 );
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/* use this function to get info about specified control point */
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native objective_get_data( index, CP_VALUE:key, szValue[]="", len=0 );
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/* use this function to change control point's data */
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native objective_set_data( index, CP_VALUE:key , iValue=-1, const szValue[]="" );
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enum CA_VALUE {
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CA_edict = 1,
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CA_allies_numcap,
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CA_axis_numcap,
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CA_timetocap,
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CA_can_cap,
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// strings
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CA_target,
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CA_sprite,
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};
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/* use this function to get info about specified control point's area */
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native area_get_data( index, CA_VALUE:key, szValue[]="", len=0 );
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/* use this function to change control point's area data */
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native area_set_data( index, CA_VALUE:key , iValue=-1, const szValue[]="" );
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