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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/tf2.inc
parent341db13a008dc12bb22ceb50452d93d01476308c (diff)
move source stuff to its own folder
Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/tf2.inc')
-rw-r--r--sourcemod-1.5-dev/scripting/include/tf2.inc440
1 files changed, 0 insertions, 440 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/tf2.inc b/sourcemod-1.5-dev/scripting/include/tf2.inc
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-/**
- * 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 _tf2_included
- #endinput
-#endif
-#define _tf2_included
-
-#define TF_STUNFLAG_SLOWDOWN (1 << 0) /**< activates slowdown modifier */
-#define TF_STUNFLAG_BONKSTUCK (1 << 1) /**< bonk sound, stuck */
-#define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) /**< disable forward/backward movement */
-#define TF_STUNFLAG_CHEERSOUND (1 << 3) /**< cheering sound */
-#define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) /**< no sound or particle */
-#define TF_STUNFLAG_THIRDPERSON (1 << 6) /**< panic animation */
-#define TF_STUNFLAG_GHOSTEFFECT (1 << 7) /**< ghost particles */
-
-#define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON
-#define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON
-#define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN
-#define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK
-#define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK
-
-enum TFClassType
-{
- TFClass_Unknown = 0,
- TFClass_Scout,
- TFClass_Sniper,
- TFClass_Soldier,
- TFClass_DemoMan,
- TFClass_Medic,
- TFClass_Heavy,
- TFClass_Pyro,
- TFClass_Spy,
- TFClass_Engineer
-};
-
-enum TFTeam
-{
- TFTeam_Unassigned = 0,
- TFTeam_Spectator = 1,
- TFTeam_Red = 2,
- TFTeam_Blue = 3
-};
-
-enum TFCond
-{
- TFCond_Slowed = 0,
- TFCond_Zoomed,
- TFCond_Disguising,
- TFCond_Disguised,
- TFCond_Cloaked,
- TFCond_Ubercharged,
- TFCond_TeleportedGlow,
- TFCond_Taunting,
- TFCond_UberchargeFading,
- TFCond_Unknown1, //9
- TFCond_CloakFlicker = 9,
- TFCond_Teleporting,
- TFCond_Kritzkrieged,
- TFCond_Unknown2, //12
- TFCond_TmpDamageBonus = 12,
- TFCond_DeadRingered,
- TFCond_Bonked,
- TFCond_Dazed,
- TFCond_Buffed,
- TFCond_Charging,
- TFCond_DemoBuff,
- TFCond_CritCola,
- TFCond_InHealRadius,
- TFCond_Healing,
- TFCond_OnFire,
- TFCond_Overhealed,
- TFCond_Jarated,
- TFCond_Bleeding,
- TFCond_DefenseBuffed,
- TFCond_Milked,
- TFCond_MegaHeal,
- TFCond_RegenBuffed,
- TFCond_MarkedForDeath,
- TFCond_NoHealingDamageBuff,
- TFCond_SpeedBuffAlly, //32
- TFCond_HalloweenCritCandy,
- TFCond_CritCanteen,
- TFCond_CritDemoCharge,
- TFCond_CritHype,
- TFCond_CritOnFirstBlood,
- TFCond_CritOnWin,
- TFCond_CritOnFlagCapture,
- TFCond_CritOnKill,
- TFCond_RestrictToMelee,
- TFCond_DefenseBuffNoCritBlock,
- TFCond_Reprogrammed,
- TFCond_CritMmmph,
- TFCond_DefenseBuffMmmph,
- TFCond_FocusBuff,
- TFCond_DisguiseRemoved,
- TFCond_MarkedForDeathSilent,
- TFCond_DisguisedAsDispenser,
- TFCond_Sapped,
- TFCond_UberchargedHidden,
- TFCond_UberchargedCanteen,
- TFCond_HalloweenBombHead,
- TFCond_HalloweenThriller,
- TFCond_RadiusHealOnDamage,
- TFCond_CritOnDamage,
- TFCond_UberchargedOnTakeDamage,
- TFCond_UberBulletResist,
- TFCond_UberBlastResist,
- TFCond_UberFireResist,
- TFCond_SmallBulletResist,
- TFCond_SmallBlastResist,
- TFCond_SmallFireResist,
- TFCond_Stealthed, // 64
- TFCond_MedigunDebuff,
- TFCond_StealthedUserBuffFade,
- TFCond_BulletImmune,
- TFCond_BlastImmune,
- TFCond_FireImmune,
- TFCond_PreventDeath,
- TFCond_MVMBotRadiowave,
- TFCond_HalloweenSpeedBoost,
- TFCond_HalloweenQuickHeal,
- TFCond_HalloweenGiant,
- TFCond_HalloweenTiny,
- TFCond_HalloweenInHell,
- TFCond_HalloweenGhostMode,
-};
-
-const Float:TFCondDuration_Infinite = -1.0;
-
-enum TFHoliday
-{
- TFHoliday_Birthday = 1,
- TFHoliday_Halloween,
- TFHoliday_Christmas,
- TFHoliday_ValentinesDay,
- TFHoliday_MeetThePyro,
- TFHoliday_FullMoon,
- TFHoliday_HalloweenOrFullMoon,
- TFHoliday_HalloweenOrFullMoonOrValentines,
- TFHoliday_AprilFools,
-};
-
-enum TFObjectType
-{
- TFObject_CartDispenser = 0,
- TFObject_Dispenser = 0,
- TFObject_Teleporter = 1,
- TFObject_Sentry = 2,
- TFObject_Sapper = 3
-};
-
-enum TFObjectMode
-{
- TFObjectMode_None = 0,
- TFObjectMode_Entrance = 0,
- TFObjectMode_Exit = 1
-};
-
-/**
- * Sets a client on fire for 10 seconds.
- *
- * @param client Player's index.
- * @param attacker Attacker's index.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_IgnitePlayer(client, attacker);
-
-/**
- * Respawns a client
- *
- * @param client Player's index.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_RespawnPlayer(client);
-
-/**
- * Regenerates a client's health and ammunition
- *
- * @param client Player's index.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_RegeneratePlayer(client);
-
-/**
- * Adds a condition to a player
- *
- * @param client Player's index.
- * @param condition Integer identifier of condition to apply.
- * @param duration Duration of condition (does not apply to all conditions).
- * Pass TFCondDuration_Infinite to apply until manually removed.
- * @param inflictor Condition inflictor's index (0 for no inflictor).
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_AddCondition(client, TFCond:condition, Float:duration=TFCondDuration_Infinite, inflictor=0);
-
-/**
- * Removes a condition from a player
- *
- * @param client Player's index.
- * @param condition Integer identifier of condition to remove.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_RemoveCondition(client, TFCond:condition);
-
-/**
- * Enables/disables PowerPlay mode on a player.
- *
- * @param client Player's index.
- * @param enabled Whether to enable or disable PowerPlay on player.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_SetPlayerPowerPlay(client, bool:enabled);
-
-/**
- * Disguises a client to the given model and team. Only has an effect on spies.
- *
- * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised
- *
- * @param client Player's index.
- * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect)
- * @param class TFClassType class to disguise the player as
- * @param target Specific target player to disguise as (0 for any)
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_DisguisePlayer(client, TFTeam:team, TFClassType:class, target=0);
-
-/**
- * Removes the current disguise from a client. Only has an effect on spies.
- *
- * @param client Player's index.
- * @noreturn
- * @error Invalid client index, client not in game, or no mod support.
- */
-native TF2_RemovePlayerDisguise(client);
-
-/**
- * Stuns a client
- *
- * @param client Player's index.
- * @param duration Duration of stun.
- * @param slowdown Slowdown percent (as decimal, 0.00-1.00)
- * Ignored if TF_STUNFLAG_SLOWDOWN is not set.
- * @param stunflags Stun flags.
- * @param attacker Attacker's index (0 is allowed for world).
- * @noreturn
- */
-native TF2_StunPlayer(client, Float:duration, Float:slowdown=0.0, stunflags, attacker=0);
-
-/**
- * Induces the bleed effect on a client
- *
- * @param client Player's index.
- * @param attacker Attacker's index.
- * @param duration Duration of bleeding (in seconds).
- * @noreturn
- */
-native TF2_MakeBleed(client, attacker, Float:duration);
-
-/**
- * Retrieves the entity index of the CPlayerResource entity
- *
- * @return The current resource entity index.
- */
-#pragma deprecated Use GetPlayerResourceEntity instead
-native TF2_GetResourceEntity();
-
-/**
- * Finds the TFClassType for a given class name.
- *
- * @param classname A classname string such as "sniper" or "demoman"
- * @return A TFClassType constant.
- */
-native TFClassType:TF2_GetClass(const String:classname[]);
-
-/**
- * Called on weapon fire to decide if the current shot should be critical.
- * Return Plugin_Continue to let the original calculation or return a higher
- * action to override the decision with the value of 'result'
- *
- * @note Since critical shots are also calculated client side any changes made with
- * this will not show for the shooter. Projectile weapons such as the rocketlauncher
- * and demoman weapons will show a critical bullet but no critical sound effect.
- * Bullet hits should appear as expected.
- *
- * @param client Client Index.
- * @param weapon Weapon entity Index.
- * @param weaponname Classname of the weapon.
- * @param result Buffer param for the result of the decision.
- */
-forward Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result);
-
-/**
- * @deprecated No longer called. Use TF2_OnIsHolidayActive.
- */
-#pragma deprecated No longer called. Use TF2_OnIsHolidayActive.
-forward Action:TF2_OnGetHoliday(&TFHoliday:holiday);
-
-/**
- * Called at various times when the game checks to see if the given holiday is active.
- * Return Plugin_Continue to let the original calculation or return a higher
- * action to override the decision with the value of 'result'
- *
- * @param holiday Holiday being checked.
- * @param result Buffer param for the result of the decision.
- * @return Plugin_Continue for original calculation, higher value to use 'result'.
- */
-forward Action:TF2_OnIsHolidayActive(TFHoliday:holiday, &bool:result);
-
-/**
- * Returns whether or not a holiday is active
- *
- * @param holiday Holiday being checked.
- * @return Boolean of whether or not the holiday is active.
- */
-native bool:TF2_IsHolidayActive(TFHoliday:holiday);
-
-/**
- * Returns whether or not a client (Player) is in a duel.
- *
- * @param client Client Index.
- * @return Boolean of whether or not the client/player is dueling.
- */
-native bool:TF2_IsPlayerInDuel(client);
-
-/**
- * Called after a condition is added to a player
- *
- * @param client Index of the client to which the conditon is being added.
- * @param condition Condition that is being added.
- * @noreturn
- */
-forward TF2_OnConditionAdded(client, TFCond:condition);
-
-/**
- * Called after a condition is removed from a player
- *
- * @param client Index of the client to which the condition is being removed.
- * @param condition Condition that is being removed.
- * @noreturn
- */
-forward TF2_OnConditionRemoved(client, TFCond:condition);
-
-/**
- * Called when the server enters the Waiting for Players round state
- *
- * @noreturn
- */
-forward TF2_OnWaitingForPlayersStart();
-
-/**
- * Called when the server exits the Waiting for Players round state
- *
- * @noreturn
- */
-forward TF2_OnWaitingForPlayersEnd();
-
-/**
- * Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport.
- * Return Plugin_Continue to let the original calculation or return a higher
- * action to override the decision with the value of 'result'
- *
- * @param client Client index.
- * @param teleporter Teleporter entity index.
- * @param result Buffer param for the result of the decision.
- * This is prepopulated with the game's original decision to let a player teleport.
- * @return Plugin_Continue for original calculation, higher value to use 'result'.
- */
-forward Action:TF2_OnPlayerTeleport(client, teleporter, &bool:result);
-
-/**
- * Do not edit below this line!
- */
-public Extension:__ext_tf2 =
-{
- name = "TF2 Tools",
- file = "game.tf2.ext",
- autoload = 0,
-#if defined REQUIRE_EXTENSIONS
- required = 1,
-#else
- required = 0,
-#endif
-};
-
-#if !defined REQUIRE_EXTENSIONS
-public __ext_tf2_SetNTVOptional()
-{
- MarkNativeAsOptional("TF2_IgnitePlayer");
- MarkNativeAsOptional("TF2_RespawnPlayer");
- MarkNativeAsOptional("TF2_RegeneratePlayer");
- MarkNativeAsOptional("TF2_AddCondition");
- MarkNativeAsOptional("TF2_RemoveCondition");
- MarkNativeAsOptional("TF2_SetPlayerPowerPlay");
- MarkNativeAsOptional("TF2_DisguisePlayer");
- MarkNativeAsOptional("TF2_RemovePlayerDisguise");
- MarkNativeAsOptional("TF2_StunPlayer");
- MarkNativeAsOptional("TF2_MakeBleed");
- MarkNativeAsOptional("TF2_GetResourceEntity");
- MarkNativeAsOptional("TF2_GetClass");
- MarkNativeAsOptional("TF2_IsPlayerInDuel");
- MarkNativeAsOptional("TF2_IsHolidayActive");
-}
-#endif