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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/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_STUNFLAG_SOUND (1 << 8) /**< sound */
+
+#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, //0: Revving Minigun, Sniper Rifle. Gives zoomed/revved pose
+ TFCond_Zoomed, //1: Sniper Rifle zooming
+ TFCond_Disguising, //2: Disguise smoke
+ TFCond_Disguised, //3: Disguise
+ TFCond_Cloaked, //4: Cloak effect
+ TFCond_Ubercharged, //5: Invulnerability, removed when being healed or by another Uber effect
+ TFCond_TeleportedGlow, //6: Teleport trail effect
+ TFCond_Taunting, //7: Used for taunting, can remove to stop taunting
+ TFCond_UberchargeFading, //8: Invulnerability expiration effect
+ TFCond_Unknown1, //9
+ TFCond_CloakFlicker = 9, //9: Cloak flickering effect
+ TFCond_Teleporting, //10: Used for teleporting, does nothing applying
+ TFCond_Kritzkrieged, //11: Crit boost, removed when being healed or another Uber effect
+ TFCond_Unknown2, //12
+ TFCond_TmpDamageBonus = 12, //12: Temporary damage buff, something along with attribute 19
+ TFCond_DeadRingered, //13: Dead Ringer damage resistance, gives TFCond_Cloaked
+ TFCond_Bonked, //14: Bonk! Atomic Punch effect
+ TFCond_Dazed, //15: Slow effect, can remove to remove stun effects
+ TFCond_Buffed, //16: Buff Banner mini-crits, icon, and glow
+ TFCond_Charging, //17: Forced forward, charge effect
+ TFCond_DemoBuff, //18: Eyelander eye glow
+ TFCond_CritCola, //19: Mini-crit effect
+ TFCond_InHealRadius, //20: Ring effect, rings disappear after a taunt ends
+ TFCond_Healing, //21: Used for healing, does nothing applying
+ TFCond_OnFire, //22: Ignite sound and vocals, can remove to remove afterburn
+ TFCond_Overhealed, //23: Used for overheal, does nothing applying
+ TFCond_Jarated, //24: Jarate effect
+ TFCond_Bleeding, //25: Bleed effect
+ TFCond_DefenseBuffed, //26: Battalion's Backup's defense, icon, and glow
+ TFCond_Milked, //27: Mad Milk effect
+ TFCond_MegaHeal, //28: Quick-Fix Ubercharge's knockback/stun immunity and visual effect
+ TFCond_RegenBuffed, //29: Concheror's speed boost, heal on hit, icon, and glow
+ TFCond_MarkedForDeath, //30: Fan o' War marked-for-death effect
+ TFCond_NoHealingDamageBuff, //31: Mini-crits, blocks healing, glow, no weapon mini-crit effects
+ TFCond_SpeedBuffAlly, //32: Disciplinary Action speed boost
+ TFCond_HalloweenCritCandy, //33: Halloween pumpkin crit-boost
+ TFCond_CritCanteen, //34: Crit-boost and doubles Sentry Gun fire-rate
+ TFCond_CritDemoCharge, //35: Crit glow, adds TFCond_Charging when charge meter is below 75%
+ TFCond_CritHype, //36: Soda Popper multi-jump effect
+ TFCond_CritOnFirstBlood, //37: Arena first blood crit-boost
+ TFCond_CritOnWin, //38: End-of-round crit-boost (May not remove correctly?)
+ TFCond_CritOnFlagCapture, //39: Intelligence capture crit-boost
+ TFCond_CritOnKill, //40: Crit-boost from crit-on-kill weapons
+ TFCond_RestrictToMelee, //41: Prevents switching once melee is out
+ TFCond_DefenseBuffNoCritBlock, //42: MvM Bomb Carrier defense buff (TFCond_DefenseBuffed without crit resistance)
+ TFCond_Reprogrammed, //43: No longer functions
+ TFCond_CritMmmph, //44: Phlogistinator crit-boost
+ TFCond_DefenseBuffMmmph, //45: Old Phlogistinator defense buff
+ TFCond_FocusBuff, //46: Hitman's Heatmaker no-unscope and faster Sniper charge
+ TFCond_DisguiseRemoved, //47: Enforcer damage bonus removed
+ TFCond_MarkedForDeathSilent, //48: Marked-for-death without sound effect
+ TFCond_DisguisedAsDispenser, //49: Dispenser disguise when crouching, max movement speed, sentries ignore player
+ TFCond_Sapped, //50: Sapper sparkle effect in MvM
+ TFCond_UberchargedHidden, //51: Out-of-bounds robot invulnerability effect
+ TFCond_UberchargedCanteen, //52: Invulnerability effect and Sentry Gun damage resistance
+ TFCond_HalloweenBombHead, //53: Bomb head effect (does not explode)
+ TFCond_HalloweenThriller, //54: Forced Thriller taunting
+ TFCond_RadiusHealOnDamage, //55: Radius healing, adds TFCond_InHealRadius, TFCond_Healing. Removed when a taunt ends, but this condition stays but does nothing
+ TFCond_CritOnDamage, //56: Miscellaneous crit-boost
+ TFCond_UberchargedOnTakeDamage, //57: Miscellaneous invulnerability
+ TFCond_UberBulletResist, //58: Vaccinator Uber bullet resistance
+ TFCond_UberBlastResist, //59: Vaccinator Uber blast resistance
+ TFCond_UberFireResist, //60: Vaccinator Uber fire resistance
+ TFCond_SmallBulletResist, //61: Vaccinator healing bullet resistance
+ TFCond_SmallBlastResist, //62: Vaccinator healing blast resistance
+ TFCond_SmallFireResist, //63: Vaccinator healing fire resistance
+ TFCond_Stealthed, //64: Cloaked until next attack
+ TFCond_MedigunDebuff, //65: Unknown
+ TFCond_StealthedUserBuffFade, //66: Cloaked, will appear for a few seconds on attack and cloak again
+ TFCond_BulletImmune, //67: Full bullet immunity
+ TFCond_BlastImmune, //68: Full blast immunity
+ TFCond_FireImmune, //69: Full fire immunity
+ TFCond_PreventDeath, //70: Survive to 1 health, then the condition is removed
+ TFCond_MVMBotRadiowave, //71: Stuns bots and applies radio effect
+ TFCond_HalloweenSpeedBoost, //72: Speed boost, non-melee fire rate and reload, infinite air jumps
+ TFCond_HalloweenQuickHeal, //73: Healing effect, adds TFCond_Healing along with TFCond_MegaHeal temporarily
+ TFCond_HalloweenGiant, //74: Double size, x10 max health increase, ammo regeneration, and forced thirdperson
+ TFCond_HalloweenTiny, //75: Half size and increased head size
+ TFCond_HalloweenInHell, //76: Applies TFCond_HalloweenGhostMode when the player dies
+ TFCond_HalloweenGhostMode, //77: Becomes a ghost unable to attack but can fly
+ TFCond_MiniCritOnKill, //78: Mini-crits effect
+ TFCond_DodgeChance, //79
+ TFCond_ObscuredSmoke = 79, //79: 75% chance to dodge an attack
+ TFCond_Parachute, //80: Parachute effect, removed when touching the ground
+ TFCond_BlastJumping, //81: Player is blast jumping
+ TFCond_HalloweenKart, //82: Player forced into a Halloween kart
+ TFCond_HalloweenKartDash, //83: Forced forward if in TFCond_HalloweenKart, zoom in effect, and dash animations
+ TFCond_BalloonHead, //84: Big head and lowered gravity
+ TFCond_MeleeOnly, //85: Forced melee, along with TFCond_SpeedBuffAlly and TFCond_HalloweenTiny
+ TFCond_SwimmingCurse, //86: Swim in the air with Jarate overlay
+ TFCond_HalloweenKartNoTurn, //87
+ TFCond_FreezeInput = 87, //87: Prevents player from using controls
+ TFCond_HalloweenKartCage, //88: Puts a cage around the player if in TFCond_HalloweenKart, otherwise crashes
+ TFCond_HasRune, //89: Has a powerup
+ TFCond_RuneStrength, //90: Double damage and no damage falloff
+ TFCond_RuneHaste, //91: Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed
+ TFCond_RuneRegen, //92: Regen ammo, health, and metal
+ TFCond_RuneResist, //93: Takes 1/2 damage and critical immunity
+ TFCond_RuneVampire, //94: Takes 3/4 damage, gain health on damage, and 40% increase in max health
+ TFCond_RuneWarlock, //95: Attacker takes damage and knockback on hitting the player and 50% increase in max health
+ TFCond_RunePrecision, //96: Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles
+ TFCond_RuneAgility, //97: Increased movement speed, grappling hook speed, jump height, and instant weapon switch
+ TFCond_GrapplingHook, //98: Used when a player fires their grappling hook, no effect applying or removing
+ TFCond_GrapplingHookSafeFall, //99: Used when a player is pulled by their grappling hook, no effect applying or removing
+ TFCond_GrapplingHookLatched, //100: Used when a player latches onto a wall, no effect applying or removing
+ TFCond_GrapplingHookBleeding, //101: Used when a player is hit by attacker's grappling hook
+ TFCond_AfterburnImmune, //102: Deadringer afterburn immunity
+ TFCond_RuneKnockout, //103: Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit
+ TFCond_RuneImbalance, //104: Prevents gaining a crit-boost or Uber powerups
+ TFCond_CritRuneTemp, //105: Crit-boost effect
+ TFCond_PasstimeInterception, //106: Used when a player intercepts the Jack/Ball
+ TFCond_SwimmingNoEffects, //107: Swimming in the air without animations or overlay
+ TFCond_EyeaductUnderworld, //108: Refills max health, short Uber, escaped the underworld message on removal
+ TFCond_KingRune, //109: Increased max health and applies TFCond_KingAura
+ TFCond_PlagueRune, //110: Radius health kit stealing, increased max health, TFCond_Plague on touching a victim
+ TFCond_SupernovaRune, //111: Charge meter passively increasing, when charged activiated causes radius Bonk stun
+ TFCond_Plague, //112: Plague sound effect and message, blocks King powerup health regen
+ TFCond_KingAura, //113: Increased fire rate, reload speed, and health regen to players in a radius
+ TFCond_SpawnOutline, //114: Outline and health meter of teammates (and disguised spies)
+ TFCond_KnockedIntoAir, //115: Used when a player is airblasted
+ TFCond_CompetitiveWinner, //116: Unknown
+ TFCond_CompetitiveLoser, //117: Unknown
+ TFCond_NoTaunting_DEPRECATED, //118
+ TFCond_HealingDebuff = 118, //118: Healing debuff from Medics and dispensers
+ TFCond_PasstimePenaltyDebuff, //119: Marked-for-death effect
+ TFCond_GrappledToPlayer, //120: Prevents taunting and some Grappling Hook actions
+ TFCond_GrappledByPlayer, //121: Unknown
+ TFCond_ParachuteDeployed, //122: Parachute deployed, prevents reopening it
+ TFCond_Gas, //123: Gas Passer effect
+ TFCond_BurningPyro, //124: Dragon's Fury afterburn on Pyros
+ TFCond_RocketPack, //125: Thermal Thruster launched effects, prevents reusing
+ TFCond_LostFooting, //126: Less ground friction
+ TFCond_AirCurrent, //127: Reduced air control and friction
+ TFCond_HalloweenHellHeal, // 128: Used when a player gets teleported to hell
+ TFCond_PowerupModeDominant, // 129: Reduces effects of certain powerups
+ TFCond_ImmuneToPushback // 130: Player is immune to pushback effects
+};
+
+const float TFCondDuration_Infinite = -1.0;
+
+enum TFHoliday
+{
+ TFHoliday_Invalid = -1
+};
+
+public const TFHoliday TFHoliday_Birthday;
+public const TFHoliday TFHoliday_Halloween;
+public const TFHoliday TFHoliday_Christmas;
+public const TFHoliday TFHoliday_EndOfTheLine;
+public const TFHoliday TFHoliday_CommunityUpdate;
+public const TFHoliday TFHoliday_ValentinesDay;
+public const TFHoliday TFHoliday_MeetThePyro;
+public const TFHoliday TFHoliday_FullMoon;
+public const TFHoliday TFHoliday_HalloweenOrFullMoon;
+public const TFHoliday TFHoliday_HalloweenOrFullMoonOrValentines;
+public const TFHoliday TFHoliday_AprilFools;
+public const TFHoliday TFHoliday_Soldier;
+
+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.
+ *
+ * @note Fire duration is capped to 10 seconds.
+ *
+ * @param client Player's index.
+ * @param attacker Attacker's index.
+ * @param duration Duration of fire (in seconds).
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_IgnitePlayer(int client, int attacker, float duration=10.0);
+
+/**
+ * Respawns a client
+ *
+ * @param client Player's index.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_RespawnPlayer(int client);
+
+/**
+ * Regenerates a client's health and ammunition
+ *
+ * @param client Player's index.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_RegeneratePlayer(int 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).
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_AddCondition(int client, TFCond condition, float duration=TFCondDuration_Infinite, int inflictor=0);
+
+/**
+ * Removes a condition from a player
+ *
+ * @param client Player's index.
+ * @param condition Integer identifier of condition to remove.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_RemoveCondition(int 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.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_SetPlayerPowerPlay(int 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 classType TFClassType class to disguise the player as
+ * @param target Specific target player to disguise as (0 for any)
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_DisguisePlayer(int client, TFTeam team, TFClassType classType, int target=0);
+
+/**
+ * Removes the current disguise from a client. Only has an effect on spies.
+ *
+ * @param client Player's index.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native void TF2_RemovePlayerDisguise(int 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).
+ */
+native void TF2_StunPlayer(int client, float duration, float slowdown=0.0, int stunflags, int 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).
+ */
+native void TF2_MakeBleed(int client, int attacker, float duration);
+
+/**
+ * Retrieves the entity index of the CPlayerResource entity
+ *
+ * @return The current resource entity index.
+ * @deprecated Use GetPlayerResourceEntity instead
+ */
+#pragma deprecated Use GetPlayerResourceEntity instead
+native int 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 char[] 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(int client, int weapon, char[] 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(int client);
+
+/**
+ * Removes an econ wearable (hat, misc, etc) from a player.
+ * This also deletes the wearable entity.
+ *
+ * @param client Client index.
+ * @param wearable Index of the wearable entity.
+ * @error Invalid client index, client not in game, invalid wearable entity, or no mod support.
+*/
+native void TF2_RemoveWearable(int client, int wearable);
+
+/**
+ * Called after a condition is added to a player
+ *
+ * @param client Index of the client to which the condition is being added.
+ * @param condition Condition that is being added.
+ */
+forward void TF2_OnConditionAdded(int 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.
+ */
+forward void TF2_OnConditionRemoved(int client, TFCond condition);
+
+/**
+ * Called when the server enters the Waiting for Players round state
+ */
+forward void TF2_OnWaitingForPlayersStart();
+
+/**
+ * Called when the server exits the Waiting for Players round state
+ */
+forward void 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(int client, int 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 void __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");
+ MarkNativeAsOptional("TF2_RemoveWearable");
+}
+#endif