mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-26 23:05:37 +03:00
154 lines
4.7 KiB
PHP
154 lines
4.7 KiB
PHP
/* TSFUN
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*
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* (c) 2005, Twilight Suzuka
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* This file is provided as is (no warranties).
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*/
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#if defined _tsxfun_included
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#endinput
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#endif
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#define _tsxfun_included
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#include <tsconst>
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/************* Shared Natives Start ********************************/
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/* Forward types */
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enum {
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XMF_DAMAGE = 0,
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XMF_DEATH,
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}
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#pragma library tsfun
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/************* Shared Natives End ********************************/
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/* function will return 1 if true */
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native xmod_is_melee_wpn(wpnindex);
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/* Returns weapon name. */
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native xmod_get_wpnname(wpnindex,name[],len);
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/* Returns weapon logname. */
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native xmod_get_wpnlogname(wpnindex,name[],len);
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/* Returns weapons array size */
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native xmod_get_maxweapons();
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/* Returns stats array size ex. 8 in TS , 9 in DoD */
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stock xmod_get_stats_size() return 8;
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/* Returns 1 if true */
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native xmod_is_custom_wpn(wpnindex);
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/* Function is called just before a kung foo attack is done,
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* damage and time length may be altered with natives.
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* Return PLUGIN_HANDLED to stop attack. */
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forward Melee_Attack(id,Float:time,Float:damage);
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// Returns when someone stunts, after they do it.
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forward client_stunt(id,stunttype);
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/* Function is called when powerups are ran,
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* Returns value of powerup. Use TSPWUP_*'s
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* to find exactly which one it is. */
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forward client_powerup(id,powerup);
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/* weapon logname to weapon name convertion */
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native ts_wpnlogtoname(logname[],name[],len);
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/* weapon logname to weapon index convertion */
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native ts_wpnlogtoid(logname[]);
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native Float:ts_getusertime( index );
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native ts_setusertime( index, Float:time );
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native ts_getusercash( index );
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native ts_setusercash( index, money );
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native ts_getuserslots( index );
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native ts_setuserslots( index, slots );
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native ts_getuserstate( index );
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native ts_getuserwpn( index,&ammo,&clip,&mode,&extra );
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native ts_getuserspace( index );
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native ts_getuserkillflags(killer);
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native ts_getkillingstreak( index );
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native ts_getuserlastfrag( index );
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native ts_giveweapon( index,weapon,clips,extra );
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native ts_getuserpwup( index );
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stock ts_has_slowmo(id) return (ts_getuserpwup(id) &TSPWUP_SLOWMO);
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stock ts_has_infammo(id) return (ts_getuserpwup(id) &TSPWUP_INFAMMO);
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stock ts_has_slowpause(id) return (ts_getuserpwup(id) &TSPWUP_SLOWPAUSE);
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stock ts_has_dfirerate(id) return (ts_getuserpwup(id) &TSPWUP_DFIRERATE);
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stock ts_has_grenade(id) return (ts_getuserpwup(id) &TSPWUP_GRENADE);
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stock ts_has_health(id) return (ts_getuserpwup(id) &TSPWUP_HEALTH);
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stock ts_has_armor(id) return (ts_getuserpwup(id) &TSPWUP_ARMOR);
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/* Function will create pwup entity and return its index (pwupent) */
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native ts_createpwup( pwup );
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native ts_givepwup( index,pwupent );
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native ts_setpddata( knifeoffset );
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// Alters a fu attack. Use with fu forward
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native ts_set_fuattack(id,Float:time,Float:damage)
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// Changes board message
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native ts_set_message(id,message)
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// Gets the message board message
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native ts_get_message(id)
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stock ts_is_normal(id)
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{
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new msg = ts_get_message(id)
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if( (msg > 11) || (msg > 6 && msg < 10) ) return 1;
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return 0;
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}
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stock ts_is_waiting(id) return (ts_get_message(id) == TSMSG_WAITING)
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stock ts_is_dead(id) return (ts_get_message(id) == TSMSG_DEAD)
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stock ts_is_killer(id) return (ts_get_message(id) == TSMSG_KILLER)
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stock ts_is_demolition(id) return (ts_get_message(id) == TSMSG_DEMOLITION)
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stock ts_is_specialist(id) return (ts_get_message(id) == TSMSG_SPECIALIST)
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stock ts_is_unstoppable(id) return (ts_get_message(id) == TSMSG_UNSTOPPABLE)
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stock ts_is_theone(id) return (ts_get_message(id) == TSMSG_THEONE)
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// Return one on true, 0 on false
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native ts_has_superjump(id)
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native ts_has_fupowerup(id)
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native ts_is_in_slowmo(id)
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// Get and set consecutive frags
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native ts_get_cons_frags(id)
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native ts_set_cons_frags(id,num)
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// Set to see cool bullet trails. Only id will see them.
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native ts_set_bullettrail(id,yesorno)
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// Sets fake versions of slow mo and slow pause. Use ts_set_speed for more options.
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native ts_set_fakeslowmo(id,Float:time)
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native ts_set_fakeslowpause(id,Float:time)
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/* Sets speed artificially. 1.0 is default, Go into fractions and decimals for slower
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* and put in higher numbers for higher speeds. Aura is how far things around you are effected
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* Time is the time until it wears off. 0.0 for speed will freeze people. Do not use negatives. */
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native ts_set_speed(id,Float:speed,Float:auradist,Float:time)
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/* Sets physics speed artificially. Things like sparks and sounds will be effected.
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* Any negative number will render all physics paused. */
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native ts_set_physics_speed(id,Float:speed)
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// Returns 0 if no powerup is running. Returns the powerup type otherwise.
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native ts_is_running_powerup(id)
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// Highly experimental command which overrides powerup types.
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// Use if a powerup is already running, or if a powerup is not running.
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// Safe to use in powerup forward.
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native ts_force_run_powerup(id,PWUP_TYPE) |