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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/scripting/include/smlib/weapons.inc
parent341db13a008dc12bb22ceb50452d93d01476308c (diff)
move source stuff to its own folder
Diffstat (limited to 'sourcemod/scripting/include/smlib/weapons.inc')
-rw-r--r--sourcemod/scripting/include/smlib/weapons.inc393
1 files changed, 0 insertions, 393 deletions
diff --git a/sourcemod/scripting/include/smlib/weapons.inc b/sourcemod/scripting/include/smlib/weapons.inc
deleted file mode 100644
index 417053e..0000000
--- a/sourcemod/scripting/include/smlib/weapons.inc
+++ /dev/null
@@ -1,393 +0,0 @@
-#if defined _smlib_weapons_included
- #endinput
-#endif
-#define _smlib_weapons_included
-
-#include <sourcemod>
-#include <sdktools_functions>
-#include <smlib/entities>
-
-#define MAX_WEAPON_OFFSET 64
-#define MAX_WEAPON_SLOTS 6 // hud item selection slots
-#define MAX_WEAPON_POSITIONS 20 // max number of items within a slot
-#define MAX_WEAPONS 48 // Max number of weapons availabl
-#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
-#define MAX_AMMO_TYPES 32
-#define MAX_AMMO_SLOTS 32 // not really slots
-
-#define MAX_WEAPON_STRING 80
-#define MAX_WEAPON_PREFIX 16
-#define MAX_WEAPON_AMMO_NAME 32
-
-/*
- * Gets the owner (usually a client) of the weapon
- *
- * @param weapon Weapon Entity.
- * @return Owner of the weapon or INVALID_ENT_REFERENCE if the weapon has no owner.
- */
-stock int Weapon_GetOwner(int weapon)
-{
- return GetEntPropEnt(weapon, Prop_Data, "m_hOwner");
-}
-
-/*
- * Sets the owner (usually a client) of the weapon
- *
- * @param weapon Weapon Entity.
- * @param entity Entity Index.
- * @noreturn
- */
-stock void Weapon_SetOwner(int weapon, int entity)
-{
- SetEntPropEnt(weapon, Prop_Data, "m_hOwner", entity);
-}
-
-/*
- * Checks whether the entity is a valid weapon or not.
- *
- * @param weapon Weapon Entity.
- * @return True if the entity is a valid weapon, false otherwise.
- */
-stock bool Weapon_IsValid(int weapon)
-{
- if (!IsValidEdict(weapon)) {
- return false;
- }
-
- return Entity_ClassNameMatches(weapon, "weapon_", true);
-}
-
-/*
- * Create's a weapon and spawns it in the world at the specified location.
- *
- * @param className Classname String of the weapon to spawn
- * @param absOrigin Absolute Origin Vector where to spawn the weapon.
- * @param absAngles Absolute Angles Vector.
- * @return Weapon Index of the created weapon or INVALID_ENT_REFERENCE on error.
- */
-stock int Weapon_Create(const char[] className, float absOrigin[3], float absAngles[3])
-{
- int weapon = Entity_Create(className);
-
- if (weapon == INVALID_ENT_REFERENCE) {
- return INVALID_ENT_REFERENCE;
- }
-
- Entity_SetAbsOrigin(weapon, absOrigin);
- Entity_SetAbsAngles(weapon, absAngles);
-
- DispatchSpawn(weapon);
-
- return weapon;
-}
-
-/*
- * Create's a weapon and spawns it in the world at the specified location.
- *
- * @param className Classname String of the weapon to spawn
- * @param absOrigin Absolute Origin Vector where to spawn the weapon.
- * @param absAngles Absolute Angles Vector.
- * @return Weapon Index of the created weapon or INVALID_ENT_REFERENCE on error.
- */
-stock int Weapon_CreateForOwner(int client, const char[] className)
-{
- float absOrigin[3], absAngles[3];
- Entity_GetAbsOrigin(client, absOrigin);
- Entity_GetAbsAngles(client, absAngles);
-
- int weapon = Weapon_Create(className, absOrigin, absAngles);
-
- if (weapon == INVALID_ENT_REFERENCE) {
- return INVALID_ENT_REFERENCE;
- }
-
- Entity_SetOwner(weapon, client);
-
- return weapon;
-}
-
-/*
- * Gets the weapon's subtype.
- * The subtype is only used when a player has multiple weapons of the same type.
- *
- * @param weapon Weapon Entity.
- * @return Subtype of the weapon.
- */
-stock int Weapon_GetSubType(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iSubType");
-}
-
-/*
- * Is the weapon currently reloading ?
- *
- * @param weapon Weapon Entity.
- * @return True if weapon is currently reloading, false if not.
- */
-stock bool Weapon_IsReloading(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_bInReload") != 0;
-}
-
-/*
- * Weapon m_iState
- */
-#define WEAPON_IS_ONTARGET 0x40
-#define WEAPON_NOT_CARRIED 0 // Weapon is on the ground
-#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
-#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
-
-/*
- * Get's the state of the weapon.
- * This returns whether the weapon is currently carried by a client,
- * if it is active and if it is on a target.
- *
- * @param weapon Weapon Entity.
- * @return Weapon State.
- */
-stock int Weapon_GetState(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iState");
-}
-
-/*
- * Returns whether the weapon can fire primary ammo under water.
- *
- * @param weapon Weapon Entity.
- * @return True or False.
- */
-stock bool Weapon_FiresUnderWater(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_bFiresUnderwater") != 0;
-}
-
-/*
- * Sets if the weapon can fire primary ammo under water.
- *
- * @param weapon Weapon Entity.
- * @param can True or False.
- */
-stock void Weapon_SetFiresUnderWater(int weapon, bool can=true)
-{
- SetEntProp(weapon, Prop_Data, "m_bFiresUnderwater", can);
-}
-
-/*
- * Returns whether the weapon can fire secondary ammo under water.
- *
- * @param weapon Weapon Entity.
- * @return True or False.
- */
-stock bool Weapon_FiresUnderWaterAlt(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_bAltFiresUnderwater") != 0;
-}
-
-/*
- * Sets if the weapon can fire secondary ammo under water.
- *
- * @param weapon Weapon Entity.
- * @param can True or False.
- */
-stock void Weapon_SetFiresUnderWaterAlt(int weapon, bool can=true)
-{
- SetEntProp(weapon, Prop_Data, "m_bAltFiresUnderwater", can);
-}
-
-/*
- * Gets the primary ammo Type (int offset)
- *
- * @param weapon Weapon Entity.
- * @return Primary ammo type value.
- */
-stock int Weapon_GetPrimaryAmmoType(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoType");
-}
-
-/*
- * Sets the primary ammo Type (int offset)
- *
- * @param weapon Weapon Entity.
- * @param type Primary ammo type value.
- */
-stock void Weapon_SetPrimaryAmmoType(int weapon, int type)
-{
- SetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoType", type);
-}
-
-/*
- * Gets the secondary ammo Type (int offset)
- *
- * @param weapon Weapon Entity.
- * @return Secondary ammo type value.
- */
-stock int Weapon_GetSecondaryAmmoType(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoType");
-}
-
-/*
- * Sets the secondary ammo Type (int offset)
- *
- * @param weapon Weapon Entity.
- * @param type Secondary ammo type value.
- */
-stock void Weapon_SetSecondaryAmmoType(int weapon, int type)
-{
- SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoType", type);
-}
-
-/*
- * Gets the primary clip count of a weapon.
- *
- * @param weapon Weapon Entity.
- * @return Primary Clip count.
- */
-stock int Weapon_GetPrimaryClip(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iClip1");
-}
-
-/*
- * Sets the primary clip count of a weapon.
- *
- * @param weapon Weapon Entity.
- * @param value Clip Count value.
- */
-stock void Weapon_SetPrimaryClip(int weapon, int value)
-{
- SetEntProp(weapon, Prop_Data, "m_iClip1", value);
-}
-
-/*
- * Gets the secondary clip count of a weapon.
- *
- * @param weapon Weapon Entity.
- * @return Secondy Clip count.
- */
-stock int Weapon_GetSecondaryClip(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iClip2");
-}
-
-/*
- * Sets the secondary clip count of a weapon.
- *
- * @param weapon Weapon Entity.
- * @param value Clip Count value.
- */
-stock void Weapon_SetSecondaryClip(int weapon, int value)
-{
- SetEntProp(weapon, Prop_Data, "m_iClip2", value);
-}
-
-/*
- * Sets the primary & secondary clip count of a weapon.
- *
- * @param weapon Weapon Entity.
- * @param primary Primary Clip Count value.
- * @param secondary Primary Clip Count value.
- */
-stock void Weapon_SetClips(int weapon, int primary, int secondary)
-{
- Weapon_SetPrimaryClip(weapon, primary);
- Weapon_SetSecondaryClip(weapon, secondary);
-}
-
-/*
- * Gets the primary ammo count of a weapon.
- * This is only used when the weapon is not carried
- * by a player to give a player ammo when he picks up
- * the weapon.
- *
- * @param weapon Weapon Entity.
- * @return Primary Ammo Count.
- */
-stock int Weapon_GetPrimaryAmmoCount(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoCount");
-}
-
-/*
- * Sets the primary ammo count of a weapon.
- * This is only used when the weapon is not carried
- * by a player to give a player ammo when he picks up
- * the weapon.
- *
- * @param weapon Weapon Entity.
- * @param value Primary Ammo Count.
- */
-stock void Weapon_SetPrimaryAmmoCount(int weapon, int value)
-{
- SetEntProp(weapon, Prop_Data, "m_iPrimaryAmmoCount", value);
-}
-
-/*
- * Gets the secondary ammo count of a weapon.
- * This is only used when the weapon is not carried
- * by a player to give a player ammo when he picks up
- * the weapon.
- *
- * @param weapon Weapon Entity.
- * @return Secondary Ammo Count.
- */
-stock int Weapon_GetSecondaryAmmoCount(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount");
-}
-
-/*
- * Sets the secodary ammo count of a weapon.
- * This is only used when the weapon is not carried
- * by a player to give a player ammo when he picks up
- * the weapon.
- *
- * @param weapon Weapon Entity.
- * @param value Secondary Ammo Count.
- */
-stock void Weapon_SetSecondaryAmmoCount(int weapon, int value)
-{
- SetEntProp(weapon, Prop_Data, "m_iSecondaryAmmoCount", value);
-}
-
-/*
- * Sets both, the primary & the secondary ammo count of a weapon.
- * This is only used when the weapon is not carried
- * by a player to give a player ammo when he picks up
- * the weapon.
- *
- * @param weapon Weapon Entity.
- * @value primary Primary Ammo Count.
- * @value secondary Secondary Ammo Count.
- */
-stock void Weapon_SetAmmoCounts(int weapon, int primary, int secondary)
-{
- Weapon_SetPrimaryAmmoCount(weapon, primary);
- Weapon_SetSecondaryAmmoCount(weapon, secondary);
-}
-
-/*
- * Gets the Model Index of the weapon's view model.
- *
- * @param weapon Weapon Entity.
- * @return View Model Index.
- */
-stock int Weapon_GetViewModelIndex(int weapon)
-{
- return GetEntProp(weapon, Prop_Data, "m_nViewModelIndex");
-}
-
-/*
- * Sets the Model Index of the weapon's view model.
- * You can get the Model Index by precaching a model with PrecacheModel().
- *
- * @param weapon Weapon Entity.
- * @param index Model Index.
- * @noreturn
- */
-stock void Weapon_SetViewModelIndex(int weapon, int index)
-{
- SetEntProp(weapon, Prop_Data, "m_nViewModelIndex", index);
- ChangeEdictState(weapon, FindDataMapInfo(weapon, "m_nViewModelIndex"));
-}