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authornavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
committernavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
commitda518fdc0f32839730ccdee8098b59c6f842d93f (patch)
treed6f856a6148c0b4d5819f88f068b7287b8044513 /sourcemod-1.5-dev/scripting/include/tf2.inc
parentbc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff)
ya
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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