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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/scripting/include/entity_prop_stocks.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 _entity_prop_stocks_included
+ #endinput
+#endif
+#define _entity_prop_stocks_included
+
+enum MoveType
+{
+ MOVETYPE_NONE = 0, /**< never moves */
+ MOVETYPE_ISOMETRIC, /**< For players */
+ MOVETYPE_WALK, /**< Player only - moving on the ground */
+ MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */
+ MOVETYPE_FLY, /**< No gravity, but still collides with stuff */
+ MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */
+ MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */
+ MOVETYPE_PUSH, /**< no clip to world, push and crush */
+ MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */
+ MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */
+ MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */
+ MOVETYPE_CUSTOM /**< Allows the entity to describe its own physics */
+};
+
+enum RenderMode
+{
+ RENDER_NORMAL, /**< src */
+ RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */
+ RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */
+ RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */
+ RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */
+ RENDER_TRANSADD, /**< src*a+dest */
+ RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */
+ RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */
+ RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */
+ RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */
+ RENDER_NONE /**< Don't render. */
+};
+
+enum RenderFx
+{
+ RENDERFX_NONE = 0,
+ RENDERFX_PULSE_SLOW,
+ RENDERFX_PULSE_FAST,
+ RENDERFX_PULSE_SLOW_WIDE,
+ RENDERFX_PULSE_FAST_WIDE,
+ RENDERFX_FADE_SLOW,
+ RENDERFX_FADE_FAST,
+ RENDERFX_SOLID_SLOW,
+ RENDERFX_SOLID_FAST,
+ RENDERFX_STROBE_SLOW,
+ RENDERFX_STROBE_FAST,
+ RENDERFX_STROBE_FASTER,
+ RENDERFX_FLICKER_SLOW,
+ RENDERFX_FLICKER_FAST,
+ RENDERFX_NO_DISSIPATION,
+ RENDERFX_DISTORT, /**< Distort/scale/translate flicker */
+ RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */
+ RENDERFX_EXPLODE, /**< Scale up really big! */
+ RENDERFX_GLOWSHELL, /**< Glowing Shell */
+ RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */
+ RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */
+ RENDERFX_ENV_SNOW, /**< " " " , make snow */
+ RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */
+ RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */
+ RENDERFX_PULSE_FAST_WIDER,
+ RENDERFX_MAX
+};
+
+// These defines are for client button presses.
+#define IN_ATTACK (1 << 0)
+#define IN_JUMP (1 << 1)
+#define IN_DUCK (1 << 2)
+#define IN_FORWARD (1 << 3)
+#define IN_BACK (1 << 4)
+#define IN_USE (1 << 5)
+#define IN_CANCEL (1 << 6)
+#define IN_LEFT (1 << 7)
+#define IN_RIGHT (1 << 8)
+#define IN_MOVELEFT (1 << 9)
+#define IN_MOVERIGHT (1 << 10)
+#define IN_ATTACK2 (1 << 11)
+#define IN_RUN (1 << 12)
+#define IN_RELOAD (1 << 13)
+#define IN_ALT1 (1 << 14)
+#define IN_ALT2 (1 << 15)
+#define IN_SCORE (1 << 16) /**< Used by client.dll for when scoreboard is held down */
+#define IN_SPEED (1 << 17) /**< Player is holding the speed key */
+#define IN_WALK (1 << 18) /**< Player holding walk key */
+#define IN_ZOOM (1 << 19) /**< Zoom key for HUD zoom */
+#define IN_WEAPON1 (1 << 20) /**< weapon defines these bits */
+#define IN_WEAPON2 (1 << 21) /**< weapon defines these bits */
+#define IN_BULLRUSH (1 << 22)
+#define IN_GRENADE1 (1 << 23) /**< grenade 1 */
+#define IN_GRENADE2 (1 << 24) /**< grenade 2 */
+#define IN_ATTACK3 (1 << 25)
+
+// Note: these are only for use with GetEntityFlags and SetEntityFlags
+// and may not match the game's actual, internal m_fFlags values.
+// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION
+#define FL_ONGROUND (1 << 0) /**< At rest / on the ground */
+#define FL_DUCKING (1 << 1) /**< Player flag -- Player is fully crouched */
+#define FL_WATERJUMP (1 << 2) /**< player jumping out of water */
+#define FL_ONTRAIN (1 << 3) /**< Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */
+#define FL_INRAIN (1 << 4) /**< Indicates the entity is standing in rain */
+#define FL_FROZEN (1 << 5) /**< Player is frozen for 3rd person camera */
+#define FL_ATCONTROLS (1 << 6) /**< Player can't move, but keeps key inputs for controlling another entity */
+#define FL_CLIENT (1 << 7) /**< Is a player */
+#define FL_FAKECLIENT (1 << 8) /**< Fake client, simulated server side; don't send network messages to them */
+// NOTE if you move things up, make sure to change this value
+#define PLAYER_FLAG_BITS 9
+// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though
+#define FL_INWATER (1 << 9) /**< In water */
+#define FL_FLY (1 << 10) /**< Changes the SV_Movestep() behavior to not need to be on ground */
+#define FL_SWIM (1 << 11) /**< Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */
+#define FL_CONVEYOR (1 << 12)
+#define FL_NPC (1 << 13)
+#define FL_GODMODE (1 << 14)
+#define FL_NOTARGET (1 << 15)
+#define FL_AIMTARGET (1 << 16) /**< set if the crosshair needs to aim onto the entity */
+#define FL_PARTIALGROUND (1 << 17) /**< not all corners are valid */
+#define FL_STATICPROP (1 << 18) /**< Eetsa static prop! */
+#define FL_GRAPHED (1 << 19) /**< worldgraph has this ent listed as something that blocks a connection */
+#define FL_GRENADE (1 << 20)
+#define FL_STEPMOVEMENT (1 << 21) /**< Changes the SV_Movestep() behavior to not do any processing */
+#define FL_DONTTOUCH (1 << 22) /**< Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set */
+#define FL_BASEVELOCITY (1 << 23) /**< Base velocity has been applied this frame (used to convert base velocity into momentum) */
+#define FL_WORLDBRUSH (1 << 24) /**< Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */
+#define FL_OBJECT (1 << 25) /**< Terrible name. This is an object that NPCs should see. Missiles, for example. */
+#define FL_KILLME (1 << 26) /**< This entity is marked for death -- will be freed by game DLL */
+#define FL_ONFIRE (1 << 27) /**< You know... */
+#define FL_DISSOLVING (1 << 28) /**< We're dissolving! */
+#define FL_TRANSRAGDOLL (1 << 29) /**< In the process of turning into a client side ragdoll. */
+#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) /**< pusher that can't be blocked by the player */
+#define FL_FREEZING (1 << 31) /**< We're becoming frozen! */
+#define FL_EP2V_UNKNOWN1 (1 << 31) /**< Unknown */
+// END entity flag #defines
+
+/**
+ * Get an entity's flags.
+ *
+ * @note The game's actual flags are internally translated by SM
+ * to match the entity flags defined above as the actual values
+ * can differ per engine.
+ *
+ * @param entity Entity index.
+ * @return Entity's flags, see entity flag defines above.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+native int GetEntityFlags(int entity);
+
+/**
+ * Sets an entity's flags.
+ *
+ * @note The entity flags as defined above are internally translated by SM
+ * to match the current game's expected value for the flags as
+ * the actual values can differ per engine.
+ *
+ * @param entity Entity index.
+ * @param flags Entity flags, see entity flag defines above.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+native void SetEntityFlags(int entity, int flags);
+
+
+/**
+ * Gets an entity's movetype.
+ *
+ * @param entity Entity index.
+ * @return Movetype, see enum above.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock MoveType GetEntityMoveType(int entity)
+{
+ static bool gotconfig = false;
+ static char datamap[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_MoveType", datamap, sizeof(datamap));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(datamap, sizeof(datamap), "m_MoveType");
+ }
+
+ gotconfig = true;
+ }
+
+ return view_as<MoveType>(GetEntProp(entity, Prop_Data, datamap));
+}
+
+/**
+ * Sets an entity's movetype.
+ *
+ * @param entity Entity index.
+ * @param mt Movetype, see enum above.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityMoveType(int entity, MoveType mt)
+{
+ static bool gotconfig = false;
+ static char datamap[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_MoveType", datamap, sizeof(datamap));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(datamap, sizeof(datamap), "m_MoveType");
+ }
+
+ gotconfig = true;
+ }
+
+ SetEntProp(entity, Prop_Data, datamap, mt);
+}
+
+/**
+ * Gets an entity's render mode.
+ *
+ * @param entity Entity index.
+ * @return RenderMode value.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock RenderMode GetEntityRenderMode(int entity)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_nRenderMode", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_nRenderMode");
+ }
+
+ gotconfig = true;
+ }
+
+ return view_as<RenderMode>(GetEntProp(entity, Prop_Send, prop, 1));
+}
+
+/**
+ * Sets an entity's render mode.
+ *
+ * @param entity Entity index.
+ * @param mode RenderMode value.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityRenderMode(int entity, RenderMode mode)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_nRenderMode", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_nRenderMode");
+ }
+
+ gotconfig = true;
+ }
+
+ SetEntProp(entity, Prop_Send, prop, mode, 1);
+}
+
+/**
+ * Gets an entity's render Fx.
+ *
+ * @param entity Entity index.
+ * @return RenderFx value.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock RenderFx GetEntityRenderFx(int entity)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_nRenderFX", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_nRenderFX");
+ }
+
+ gotconfig = true;
+ }
+
+ return view_as<RenderFx>(GetEntProp(entity, Prop_Send, prop, 1));
+}
+
+/**
+ * Sets an entity's render Fx.
+ *
+ * @param entity Entity index.
+ * @param fx RenderFx value.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityRenderFx(int entity, RenderFx fx)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_nRenderFX", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_nRenderFX");
+ }
+
+ gotconfig = true;
+ }
+
+ SetEntProp(entity, Prop_Send, prop, fx, 1);
+}
+
+/**
+ * Gets an entity's color.
+ *
+ * @param entity Entity index.
+ * @param r Amount of red (0-255)
+ * @param g Amount of green (0-255)
+ * @param b Amount of blue (0-255)
+ * @param a Amount of alpha (0-255)
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void GetEntityRenderColor(int entity, int &r, int &g, int &b, int &a)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_clrRender", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_clrRender");
+ }
+
+ gotconfig = true;
+ }
+
+ int offset = GetEntSendPropOffs(entity, prop);
+
+ if (offset <= 0)
+ {
+ ThrowError("GetEntityRenderColor not supported by this mod");
+ }
+
+ r = GetEntData(entity, offset, 1);
+ g = GetEntData(entity, offset + 1, 1);
+ b = GetEntData(entity, offset + 2, 1);
+ a = GetEntData(entity, offset + 3, 1);
+}
+
+/**
+ * Sets an entity's color.
+ *
+ * @param entity Entity index
+ * @param r Amount of red (0-255)
+ * @param g Amount of green (0-255)
+ * @param b Amount of blue (0-255)
+ * @param a Amount of alpha (0-255)
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityRenderColor(int entity, int r=255, int g=255, int b=255, int a=255)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_clrRender", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_clrRender");
+ }
+
+ gotconfig = true;
+ }
+
+ int offset = GetEntSendPropOffs(entity, prop);
+
+ if (offset <= 0)
+ {
+ ThrowError("SetEntityRenderColor not supported by this mod");
+ }
+
+ SetEntData(entity, offset, r, 1, true);
+ SetEntData(entity, offset + 1, g, 1, true);
+ SetEntData(entity, offset + 2, b, 1, true);
+ SetEntData(entity, offset + 3, a, 1, true);
+}
+
+/**
+ * Gets an entity's gravity.
+ *
+ * @param entity Entity index.
+ * @return Entity's m_flGravity value.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock float GetEntityGravity(int entity)
+{
+ static bool gotconfig = false;
+ static char datamap[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_flGravity", datamap, sizeof(datamap));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(datamap, sizeof(datamap), "m_flGravity");
+ }
+
+ gotconfig = true;
+ }
+
+ return GetEntPropFloat(entity, Prop_Data, datamap);
+}
+
+/**
+ * Sets an entity's gravity.
+ *
+ * @param entity Entity index.
+ * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0).
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityGravity(int entity, float amount)
+{
+ static bool gotconfig = false;
+ static char datamap[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_flGravity", datamap, sizeof(datamap));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(datamap, sizeof(datamap), "m_flGravity");
+ }
+
+ gotconfig = true;
+ }
+
+ SetEntPropFloat(entity, Prop_Data, datamap, amount);
+}
+
+/**
+ * Sets an entity's health
+ *
+ * @param entity Entity index.
+ * @param amount Health amount.
+ * @error Invalid entity index, or lack of mod compliance.
+ */
+stock void SetEntityHealth(int entity, int amount)
+{
+ static bool gotconfig = false;
+ static char prop[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_iHealth", prop, sizeof(prop));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(prop, sizeof(prop), "m_iHealth");
+ }
+
+ gotconfig = true;
+ }
+
+ char cls[64];
+ PropFieldType type;
+ int offset;
+
+ if (!GetEntityNetClass(entity, cls, sizeof(cls)))
+ {
+ ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name");
+ return;
+ }
+
+ offset = FindSendPropInfo(cls, prop, type);
+
+ if (offset <= 0)
+ {
+ ThrowError("SetEntityHealth not supported by this mod");
+ return;
+ }
+
+ /* Dark Messiah uses a float for the health instead an integer */
+ if (type == PropField_Float)
+ {
+ SetEntDataFloat(entity, offset, float(amount));
+ }
+ else
+ {
+ SetEntProp(entity, Prop_Send, prop, amount);
+ }
+}
+
+/**
+ * Get's a users current pressed buttons
+ *
+ * @param client Client index
+ * @return Bitsum of buttons
+ * @error Invalid client index, client not in game,
+ * or lack of mod compliance.
+ */
+stock int GetClientButtons(int client)
+{
+ static bool gotconfig = false;
+ static char datamap[32];
+
+ if (!gotconfig)
+ {
+ GameData gc = new GameData("core.games");
+ bool exists = gc.GetKeyValue("m_nButtons", datamap, sizeof(datamap));
+ delete gc;
+
+ if (!exists)
+ {
+ strcopy(datamap, sizeof(datamap), "m_nButtons");
+ }
+
+ gotconfig = true;
+ }
+
+ return GetEntProp(client, Prop_Data, datamap);
+}