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583 lines
15 KiB
PHP
583 lines
15 KiB
PHP
#if defined _reapi_gamedll_included
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#endinput
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#endif
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#define _reapi_gamedll_included
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#include <reapi_gamedll_const>
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/*
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* Sets a value to an CSGameRules_Members members
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*
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* @param member The specified member, look at the enum's with name CSGameRules_Members
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*
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* @return 1 on success.
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*/
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native set_member_game(CSGameRules_Members:member, any:...);
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/*
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* Returns a value from an CSGameRules_Members members
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*
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* @param member The specified member, look at the enum's with name CSGameRules_Members
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*
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* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified member
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*
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*/
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native any:get_member_game(CSGameRules_Members:member, any:...);
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/*
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* Sets a value to an entity's member
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*
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* @param index Entity index
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* @param member The specified member, look at the enum's with name *_Members
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*
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* @return 1 on success.
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*/
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native set_member(const index, any:member, any:...);
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/*
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* Returns a value from an entity's member
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*
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* @param index Entity index
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* @param member The specified member, look at the enum's with name *_Members
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*
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* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified member
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*/
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native any:get_member(const index, any:member, any:...);
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/*
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* Sets a playermove vars
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*
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* @param var The specified playermove, look at the enum's PlayerMove
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*
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* @return 1 on success.
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*/
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native set_pmove(const PlayerMove:var, any:...);
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/*
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* Returns a playermove vars
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*
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* @param var The specified playermove var, look at the enum's PlayerMove
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*
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* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
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*/
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native any:get_pmove(const PlayerMove:var, any:...);
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/*
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* Sets a movevars value to an playermove
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*
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* @param var The specified mvar, look at the enum's MoveVars
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*
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* @return 1 on success.
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*/
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native set_movevar(const MoveVars:var, any:...);
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/*
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* Returns a movevars value from an playermove
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*
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* @param var The specified mvar, look at the enum's MoveVars
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*
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* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
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*/
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native any:get_movevar(const MoveVars:var, any:...);
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/*
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* Sets a pmtrace vars
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*
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* @param var The specified mvar, look at the enum's PMTrace
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*
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* @return 1 on success.
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*/
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native set_pmtrace(const tracehandle, const PMTrace:var, any:...);
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/*
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* Returns a pmtrace vars
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*
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* @param var The specified mvar, look at the enum's PMTrace
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*
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* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
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*/
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native any:get_pmtrace(const tracehandle, const PMTrace:var, any:...);
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/*
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* Assign the number of the player animations.
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*
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* @param index Client index
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* @param playerAnim Specific the number animation
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*
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* @noreturn
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*/
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native rg_set_animation(const index, PLAYER_ANIM:playerAnim);
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/*
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* Adds money to player's account.
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*
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* @param index Client index
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* @param amount The amount of money
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* @param bTrackChange If the bTrackChange is 1, the amount of money added will also be displayed.
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*
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* @noreturn
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*/
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native rg_add_account(const index, amount, AccountSet:typeSet = AS_ADD, bool:bTrackChange = true);
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/*
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* Gives item to player
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*
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* @param index Client index
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* @param pszName Classname item
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* @param type Look at the enum's with name GiveType
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*
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* @return 1 if successfully, 0 otherwise
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*/
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native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND);
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/*
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* Give the player default items
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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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*/
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native rg_give_default_items(const index);
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/*
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* Give the player shield
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*
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* @param index Client index
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* @param bDeploy to get shield from holster
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*
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* @noreturn
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*/
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native rg_give_shield(const index, bool:bDeploy = true);
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/*
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* Inflicts in a radius from the source position.
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*
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* @param vecSrc The source position
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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* @param flDamage The amount of damage
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* @param flRadius Radius damage
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* @param iClassIgnore To specify classes that are immune to damage.
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* @param bitsDamageType Damage type DMG_*
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*
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* @noreturn
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*/
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native rg_dmg_radius(Float:vecSrc[3], const inflictor, const attacker, const Float:flDamage, const Float:flRadius, const iClassIgnore, const bitsDamageType);
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/*
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* Resets the global multi damage accumulator
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*
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* @noreturn
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*/
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native rg_multidmg_clear();
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/*
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* Inflicts contents of global multi damage register on victim
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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*
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* @noreturn
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*/
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native rg_multidmg_apply(const inflictor, const attacker);
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/*
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* Adds damage the accumulator
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param victim A victim that takes damage
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* @param flDamage The amount of damage
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* @param bitsDamageType Damage type DMG_*
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*
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* @noreturn
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*/
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native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, const bitsDamageType);
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/*
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* Fire bullets from entity
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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* @param shots The number of shots
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Direction shooting
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
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* @param iTracerFreq Tracer frequancy
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* @param iDamage Damage amount
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*
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* @noreturn
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*/
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
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/*
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* Fire bullets from player's weapon
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Direction shooting
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iPenetration The number of penetration
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* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
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* @param iDamage Damage amount
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* @param flRangeModifier Damage range modifier
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* @param bPistol Pistol shot
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* @param shared_rand Use player's random seed, get circular gaussian spread
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*
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* @return Float:[3] The result spread
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*/
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native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
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/*
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* Complete the round
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*
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* @param tmDelay Delay before the onset of a new round.
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* @param st Which team won
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* @param event The event is the end of the round
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* @param message The message on round end
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* @param sentence The sound at the end of the round
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*
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* @noreturn
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*/
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native rg_round_end(const Float:tmDelay, const WinStatus:st, const ScenarioEventEndRound:event = ROUND_NONE, const message[] = "default", const sentence[] = "default");
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/*
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* Update current scores
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*
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* @param iCtsWins The amount of wins to won
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* @param iTsWins The amount of wins to won
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* @param bAdd Adds the score to the current amount wins.
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*
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* @noreturn
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*/
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native rg_update_teamscores(const iCtsWins = 0, const iTsWins = 0, const bool:bAdd = true);
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/*
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* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
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*
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* @param classname Entity class name
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*
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* @return Index of the created entity or 0 otherwise
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*
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*/
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native rg_create_entity(const classname[]);
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/*
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* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper.
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*
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* @param start_index Entity index to start searching from. -1 to start from the first entity
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* @param classname Classname to search for
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*
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* @return Entity index > 0 if found, 0 otherwise
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*
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*/
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native rg_find_ent_by_class(start_index, const classname[]);
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/*
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* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper, matching by owner.
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*
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* @param start_index Entity index to start searching from. -1 to start from the first entity
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* @param classname Classname to search for
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*
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* @return 1 if found, 0 otherwise
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*
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*/
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native rg_find_ent_by_owner(&start_index, const classname[], owner);
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/*
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* Find the weapon by name in the player's inventory.
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*
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* @param index Client index
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* @param weapon Weapon name
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*
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* @return Entity-index of weapon, 0 otherwise
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*
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*/
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native rg_find_weapon_bpack_by_name(const index, const weapon[]);
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/*
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* Check if the player already have this item.
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*
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* @param index Client index
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* @param item Item name
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native bool:rg_has_item_by_name(const index, const item[]);
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/*
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* Returns some information about a weapon.
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*
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* @param weapon name or id Weapon id, see WEAPON_* constants WeaponIdType or weapon_* name
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* @param WpnInfo:type Info type, see WI_* constants
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*
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* @return Weapon information value
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* @error If weapon_id and type are out of bound, an error will be thrown.
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*
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*/
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native any:rg_get_weapon_info(any:...);
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/*
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* Sets specific values of weapons info.
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*
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* @param weapon_id Weapon id, see WEAPON_* constants
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* @param type Info type, see WI_* constants
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_set_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...);
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/*
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* Remove all the player's stuff
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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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*
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*/
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native rg_remove_all_items(const index, bool:bRemoveSuit = false);
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/*
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* Remove specifed the player's item by class name
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*
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* @param index Client index
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* @param item_name Class name item
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*
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* @return 1 if found and remove, 0 otherwise
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*
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*/
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native rg_remove_item(const index, const item_name[]);
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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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* @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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*
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*/
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native rg_get_user_bpammo(const index, WeaponIdType: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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* @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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*
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*/
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native rg_set_user_bpammo(const index, WeaponIdType:weapon, amount);
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/*
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* Sets the client's defusekit status and allows to set a custom HUD icon and 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 it will be removed
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* @param color Color RGB
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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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*
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*/
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native rg_give_defusekit(const index, bool:bDefusekit = true, Float:color[] = {0.0, 160.0, 0.0}, const icon[] = "defuser", bool:bFlash = false);
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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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* @param index Client index
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* @param armortype Variable to store armor type in
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*
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* @return Amount of armor, 0 if client has no armor
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*
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*/
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native rg_get_user_armor(const index, &ArmorType:armortype);
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/*
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* Sets the client's armor value the type of armor.
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*
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* @param index Client index
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* @param armorvalue Amount of armor to set
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* @param armortype Armor type
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*
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* @noreturn
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*
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*/
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native rg_set_user_armor(const index, armorvalue, ArmorType:armortype);
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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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* @note To obtain of TeamName use the following:
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* new TeamName:team = get_member(id, m_iTeam);
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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, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
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*
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* @param send_teaminfo If true, a TeamInfo message will be sent
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, bool:send_teaminfo = true);
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/*
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* Sets the client's player model.
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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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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_set_user_model(const index, const model[], bool:update_index = false);
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/*
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* Reset model user
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*
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* @param index Client index
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_reset_user_model(const index);
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/*
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* Transfer C4 to player
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*
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* @param index Client index
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* @param receiver Receiver index, if 0 so will transfer a random to player
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_transfer_c4(const index, const receiver = 0);
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/*
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* Instant reload weapons
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*
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* @param index Client index
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* @param weapon Weapon entity-index, if 0 then all the weapons
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native rg_instant_reload_weapons(const index, const weapon = 0);
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/*
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* Sets the amount of reward in the game account for all players.
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*
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* @param rules_index Look at the enum's with name RewardRules
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* @param amount The amount money
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*
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* @noreturn
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*
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*/
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native rg_set_account_rules(const RewardRules:rules_index, const amount);
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/*
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* Get the amount of reward from account
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*
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* @param rules_index Look at the enum's with name RewardRules
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*
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* @return The amount of reward from account
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*
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*/
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native rg_get_account_rules(const RewardRules:rules_index);
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/*
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* If the bomb is planted
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*
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* @return 1 if successfully, 0 otherwise
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*
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*/
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native bool:rg_is_bomb_planted();
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/*
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* Join team
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*
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* @param index Client index
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* @param team Team id
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*
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* @return 1 if successfully joined the team, 0 otherwise
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*
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*/
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native rg_join_team(const index, const TeamName:team);
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/*
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* Instantly balances the team.
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*
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* @noreturn
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*
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*/
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native rg_balance_teams();
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/*
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* To swap players, without reset frags/deaths and the amount wins.
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*
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* @noreturn
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*
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*/
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native rg_swap_all_players();
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/*
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* Instantly switches to the opposite team for one player.
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* @note Switch from CT to TERRORIST also opposite.
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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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*
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*/
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native rg_switch_team(const index);
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/*
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* Switch to specific weapon
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*
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* @param index Client index
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* @param weapon Weapon entity-index
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*
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* @return 1 if successfully switched, 0 otherwise
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*
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*/
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native rg_switch_weapon(const index, const weapon);
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/*
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* To get which team has a high priority to join.
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*
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* @return Returns the Team Name
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*
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*/
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native TeamName:rg_get_join_team_priority();
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/*
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* Can this player take damage from this attacker?
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*
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* @param index Client index
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* @param attacker Attacker index
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*
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* @return 1 if successfully then can take a damage, 0 otherwise
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*
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*/
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native bool:rg_is_player_can_takedamage(const index, const attacker);
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/*
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* To get WeaponIdType from weaponbox
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*
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* @param entity Weaponbox entity
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*
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* @return return enum's of WeaponIdType
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*
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*/
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native WeaponIdType:rg_get_weaponbox_id(const entity);
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