summaryrefslogtreecommitdiff
path: root/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc
diff options
context:
space:
mode:
authoraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
committeraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
commit5e2eb7d67ae933b7566f1944d0bb7744da03d586 (patch)
tree054acff1113270a9cd07933df760f3768c1b6853 /sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc
parent341db13a008dc12bb22ceb50452d93d01476308c (diff)
move source stuff to its own folder
Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc')
-rw-r--r--sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc458
1 files changed, 0 insertions, 458 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc b/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc
deleted file mode 100644
index 6a632c0..0000000
--- a/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc
+++ /dev/null
@@ -1,458 +0,0 @@
-/**
- * vim: set ts=4 :
- * =============================================================================
- * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
- * =============================================================================
- *
- * This file is part of the SourceMod/SourcePawn SDK.
- *
- * This program is free software; you can redistribute it and/or modify it under
- * the terms of the GNU General Public License, version 3.0, as published by the
- * Free Software Foundation.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see <http://www.gnu.org/licenses/>.
- *
- * As a special exception, AlliedModders LLC gives you permission to link the
- * code of this program (as well as its derivative works) to "Half-Life 2," the
- * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
- * by the Valve Corporation. You must obey the GNU General Public License in
- * all respects for all other code used. Additionally, AlliedModders LLC grants
- * this exception to all derivative works. AlliedModders LLC defines further
- * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
- * or <http://www.sourcemod.net/license.php>.
- *
- * Version: $Id$
- */
-
-#if defined _te_stocks_included
- #endinput
-#endif
-#define _te_stocks_included
-
-/**
- * @section TE Explosion flags.
- */
-#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
-#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
-#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
-#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
-#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
-#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
-#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
-#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
-#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
-
-/**
- * @endsection
- */
-
-/**
- * @section TE Beam flags.
- */
-#define FBEAM_STARTENTITY 0x00000001
-#define FBEAM_ENDENTITY 0x00000002
-#define FBEAM_FADEIN 0x00000004
-#define FBEAM_FADEOUT 0x00000008
-#define FBEAM_SINENOISE 0x00000010
-#define FBEAM_SOLID 0x00000020
-#define FBEAM_SHADEIN 0x00000040
-#define FBEAM_SHADEOUT 0x00000080
-#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
-#define FBEAM_NOTILE 0x00000200
-#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
-#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
-#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
-#define FBEAM_ISACTIVE 0x00002000
-#define FBEAM_FOREVER 0x00004000
-#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
-
-/**
- * @endsection
- */
-
-/**
- * Sets up a sparks effect.
- *
- * @param pos Position of the sparks.
- * @param dir Direction of the sparks.
- * @param Magnitude Sparks size.
- * @param TrailLength Trail lenght of the sparks.
- * @noreturn
- */
-stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
-{
- TE_Start("Sparks");
- TE_WriteVector("m_vecOrigin[0]", pos);
- TE_WriteVector("m_vecDir", dir);
- TE_WriteNum("m_nMagnitude", Magnitude);
- TE_WriteNum("m_nTrailLength", TrailLength);
-}
-
-/**
- * Sets up a smoke effect.
- *
- * @param pos Position of the smoke.
- * @param Model Precached model index.
- * @param Scale Scale of the smoke.
- * @param FrameRate Frame rate of the smoke.
- * @noreturn
- */
-stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
-{
- TE_Start("Smoke");
- TE_WriteVector("m_vecOrigin", pos);
- TE_WriteNum("m_nModelIndex", Model);
- TE_WriteFloat("m_fScale", Scale);
- TE_WriteNum("m_nFrameRate", FrameRate);
-}
-
-/**
- * Sets up a dust cloud effect.
- *
- * @param pos Position of the dust.
- * @param dir Direction of the dust.
- * @param Size Dust cloud size.
- * @param Speed Dust cloud speed.
- * @noreturn
- */
-stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
-{
- TE_Start("Dust");
- TE_WriteVector("m_vecOrigin[0]", pos);
- TE_WriteVector("m_vecDirection", dir);
- TE_WriteFloat("m_flSize", Size);
- TE_WriteFloat("m_flSpeed", Speed);
-}
-
-/**
- * Sets up a muzzle flash effect.
- *
- * @param pos Position of the muzzle flash.
- * @param angles Rotation angles of the muzzle flash.
- * @param Scale Scale of the muzzle flash.
- * @param Type Muzzle flash type to render (Mod specific).
- * @noreturn
- */
-stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
-{
- TE_Start("MuzzleFlash");
- TE_WriteVector("m_vecOrigin", pos);
- TE_WriteVector("m_vecAngles", angles);
- TE_WriteFloat("m_flScale", Scale);
- TE_WriteNum("m_nType", Type);
-}
-
-/**
- * Sets up a metal sparks effect.
- *
- * @param pos Position of the metal sparks.
- * @param dir Direction of the metal sparks.
- * @noreturn
- */
-stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
-{
- TE_Start("Metal Sparks");
- TE_WriteVector("m_vecPos", pos);
- TE_WriteVector("m_vecDir", dir);
-}
-
-/**
- * Sets up an energy splash effect.
- *
- * @param pos Position of the energy splash.
- * @param dir Direction of the energy splash.
- * @param Explosive Makes the effect explosive.
- * @noreturn
- */
-stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
-{
- TE_Start("Energy Splash");
- TE_WriteVector("m_vecPos", pos);
- TE_WriteVector("m_vecDir", dir);
- TE_WriteNum("m_bExplosive", Explosive);
-}
-
-/**
- * Sets up an armor ricochet effect.
- *
- * @param pos Position of the armor ricochet.
- * @param dir Directon of the armor ricochet.
- * @noreturn
- */
-stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
-{
- TE_Start("Armor Ricochet");
- TE_WriteVector("m_vecPos", pos);
- TE_WriteVector("m_vecDir", dir);
-}
-
-/**
- * Sets up a glowing sprite effect.
- *
- * @param pos Position of the sprite.
- * @param Model Precached model index.
- * @param Life Time duration of the sprite.
- * @param Size Sprite size.
- * @param Brightness Sprite brightness.
- * @noreturn
- */
-stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
-{
- TE_Start("GlowSprite");
- TE_WriteVector("m_vecOrigin", pos);
- TE_WriteNum("m_nModelIndex", Model);
- TE_WriteFloat("m_fScale", Size);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteNum("m_nBrightness", Brightness);
-}
-
-/**
- * Sets up a explosion effect.
- *
- * @param pos Explosion position.
- * @param Model Precached model index.
- * @param Scale Explosion scale.
- * @param Framerate Explosion frame rate.
- * @param Flags Explosion flags.
- * @param Radius Explosion radius.
- * @param Magnitude Explosion size.
- * @param normal Normal vector to the explosion.
- * @param MaterialType Exploded material type.
- * @noreturn
- */
-stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
-{
- TE_Start("Explosion");
- TE_WriteVector("m_vecOrigin[0]", pos);
- TE_WriteVector("m_vecNormal", normal);
- TE_WriteNum("m_nModelIndex", Model);
- TE_WriteFloat("m_fScale", Scale);
- TE_WriteNum("m_nFrameRate", Framerate);
- TE_WriteNum("m_nFlags", Flags);
- TE_WriteNum("m_nRadius", Radius);
- TE_WriteNum("m_nMagnitude", Magnitude);
- TE_WriteNum("m_chMaterialType", MaterialType);
-}
-
-/**
- * Sets up a blood sprite effect.
- *
- * @param pos Position of the sprite.
- * @param dir Sprite direction.
- * @param color Color array (r, g, b, a).
- * @param Size Sprite size.
- * @param SprayModel Precached model index.
- * @param BloodDropModel Precached model index.
- * @noreturn
- */
-stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
-{
- TE_Start("Blood Sprite");
- TE_WriteVector("m_vecOrigin", pos);
- TE_WriteVector("m_vecDirection", dir);
- TE_WriteNum("r", color[0]);
- TE_WriteNum("g", color[1]);
- TE_WriteNum("b", color[2]);
- TE_WriteNum("a", color[3]);
- TE_WriteNum("m_nSize", Size);
- TE_WriteNum("m_nSprayModel", SprayModel);
- TE_WriteNum("m_nDropModel", BloodDropModel);
-}
-
-/**
- * Sets up a beam ring point effect.
- *
- * @param center Center position of the ring.
- * @param Start_Radius Initial ring radius.
- * @param End_Radius Final ring radius.
- * @param ModelIndex Precached model index.
- * @param HaloIndex Precached model index.
- * @param StartFrame Initital frame to render.
- * @param FrameRate Ring frame rate.
- * @param Life Time duration of the ring.
- * @param Width Beam width.
- * @param Amplitude Beam amplitude.
- * @param Color Color array (r, g, b, a).
- * @param Speed Speed of the beam.
- * @param Flags Beam flags.
- * @noreturn
- */
-stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
- FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
-{
- TE_Start("BeamRingPoint");
- TE_WriteVector("m_vecCenter", center);
- TE_WriteFloat("m_flStartRadius", Start_Radius);
- TE_WriteFloat("m_flEndRadius", End_Radius);
- TE_WriteNum("m_nModelIndex", ModelIndex);
- TE_WriteNum("m_nHaloIndex", HaloIndex);
- TE_WriteNum("m_nStartFrame", StartFrame);
- TE_WriteNum("m_nFrameRate", FrameRate);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteFloat("m_fWidth", Width);
- TE_WriteFloat("m_fEndWidth", Width);
- TE_WriteFloat("m_fAmplitude", Amplitude);
- TE_WriteNum("r", Color[0]);
- TE_WriteNum("g", Color[1]);
- TE_WriteNum("b", Color[2]);
- TE_WriteNum("a", Color[3]);
- TE_WriteNum("m_nSpeed", Speed);
- TE_WriteNum("m_nFlags", Flags);
- TE_WriteNum("m_nFadeLength", 0);
-}
-
-/**
- * Sets up a point to point beam effect.
- *
- * @param start Start position of the beam.
- * @param end End position of the beam.
- * @param ModelIndex Precached model index.
- * @param HaloIndex Precached model index.
- * @param StartFrame Initital frame to render.
- * @param FrameRate Beam frame rate.
- * @param Life Time duration of the beam.
- * @param Width Initial beam width.
- * @param EndWidth Final beam width.
- * @param FadeLength Beam fade time duration.
- * @param Amplitude Beam amplitude.
- * @param Color Color array (r, g, b, a).
- * @param Speed Speed of the beam.
- * @noreturn
- */
-stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
- Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
-{
- TE_Start("BeamPoints");
- TE_WriteVector("m_vecStartPoint", start);
- TE_WriteVector("m_vecEndPoint", end);
- TE_WriteNum("m_nModelIndex", ModelIndex);
- TE_WriteNum("m_nHaloIndex", HaloIndex);
- TE_WriteNum("m_nStartFrame", StartFrame);
- TE_WriteNum("m_nFrameRate", FrameRate);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteFloat("m_fWidth", Width);
- TE_WriteFloat("m_fEndWidth", EndWidth);
- TE_WriteFloat("m_fAmplitude", Amplitude);
- TE_WriteNum("r", Color[0]);
- TE_WriteNum("g", Color[1]);
- TE_WriteNum("b", Color[2]);
- TE_WriteNum("a", Color[3]);
- TE_WriteNum("m_nSpeed", Speed);
- TE_WriteNum("m_nFadeLength", FadeLength);
-}
-
-/**
- * Sets up an entity to entity laser effect.
- *
- * @param StartEntity Entity index from where the beam starts.
- * @param EndEntity Entity index from where the beam ends.
- * @param ModelIndex Precached model index.
- * @param HaloIndex Precached model index.
- * @param StartFrame Initital frame to render.
- * @param FrameRate Beam frame rate.
- * @param Life Time duration of the beam.
- * @param Width Initial beam width.
- * @param EndWidth Final beam width.
- * @param FadeLength Beam fade time duration.
- * @param Amplitude Beam amplitude.
- * @param Color Color array (r, g, b, a).
- * @param Speed Speed of the beam.
- * @noreturn
- */
-stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
- Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
-{
- TE_Start("BeamLaser");
- TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
- TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
- TE_WriteNum("m_nModelIndex", ModelIndex);
- TE_WriteNum("m_nHaloIndex", HaloIndex);
- TE_WriteNum("m_nStartFrame", StartFrame);
- TE_WriteNum("m_nFrameRate", FrameRate);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteFloat("m_fWidth", Width);
- TE_WriteFloat("m_fEndWidth", EndWidth);
- TE_WriteFloat("m_fAmplitude", Amplitude);
- TE_WriteNum("r", Color[0]);
- TE_WriteNum("g", Color[1]);
- TE_WriteNum("b", Color[2]);
- TE_WriteNum("a", Color[3]);
- TE_WriteNum("m_nSpeed", Speed);
- TE_WriteNum("m_nFadeLength", FadeLength);
-}
-
-/**
- * Sets up a beam ring effect.
- *
- * @param StartEntity Entity index from where the ring starts.
- * @param EndEntity Entity index from where the ring ends.
- * @param ModelIndex Precached model index.
- * @param HaloIndex Precached model index.
- * @param StartFrame Initital frame to render.
- * @param FrameRate Ring frame rate.
- * @param Life Time duration of the ring.
- * @param Width Beam width.
- * @param Amplitude Beam amplitude.
- * @param Color Color array (r, g, b, a).
- * @param Speed Speed of the beam.
- * @param Flags Beam flags.
- * @noreturn
- */
-stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
-{
- TE_Start("BeamRing");
- TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
- TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
- TE_WriteNum("m_nModelIndex", ModelIndex);
- TE_WriteNum("m_nHaloIndex", HaloIndex);
- TE_WriteNum("m_nStartFrame", StartFrame);
- TE_WriteNum("m_nFrameRate", FrameRate);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteFloat("m_fWidth", Width);
- TE_WriteFloat("m_fEndWidth", Width);
- TE_WriteFloat("m_fAmplitude", Amplitude);
- TE_WriteNum("r", Color[0]);
- TE_WriteNum("g", Color[1]);
- TE_WriteNum("b", Color[2]);
- TE_WriteNum("a", Color[3]);
- TE_WriteNum("m_nSpeed", Speed);
- TE_WriteNum("m_nFadeLength", 0);
- TE_WriteNum("m_nFlags", Flags);
-}
-
-/**
- * Sets up a follow beam effect.
- *
- * @param EntIndex Entity index from where the beam starts.
- * @param ModelIndex Precached model index.
- * @param HaloIndex Precached model index.
- * @param Life Time duration of the beam.
- * @param Width Initial beam width.
- * @param EndWidth Final beam width.
- * @param FadeLength Beam fade time duration.
- * @param Color Color array (r, g, b, a).
- * @noreturn
- */
-stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
-{
- TE_Start("BeamFollow");
- TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
- TE_WriteNum("m_nModelIndex", ModelIndex);
- TE_WriteNum("m_nHaloIndex", HaloIndex);
- TE_WriteNum("m_nStartFrame", 0);
- TE_WriteNum("m_nFrameRate", 0);
- TE_WriteFloat("m_fLife", Life);
- TE_WriteFloat("m_fWidth", Width);
- TE_WriteFloat("m_fEndWidth", EndWidth);
- TE_WriteNum("m_nFadeLength", FadeLength);
- TE_WriteNum("r", Color[0]);
- TE_WriteNum("g", Color[1]);
- TE_WriteNum("b", Color[2]);
- TE_WriteNum("a", Color[3]);
-}