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diff --git a/sourcemod-1.5-dev/scripting/include/entity_prop_stocks.inc b/sourcemod-1.5-dev/scripting/include/entity_prop_stocks.inc
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--- a/sourcemod-1.5-dev/scripting/include/entity_prop_stocks.inc
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@@ -1,559 +0,0 @@
-/**
- * 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 GetEntityFlags(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.
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-native SetEntityFlags(entity, 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(entity)
-{
- static bool:gotconfig = false;
- static String:datamap[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(datamap, sizeof(datamap), "m_MoveType");
- }
-
- gotconfig = true;
- }
-
- return MoveType:GetEntProp(entity, Prop_Data, datamap);
-}
-
-/**
- * Sets an entity's movetype.
- *
- * @param entity Entity index.
- * @param mt Movetype, see enum above.
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityMoveType(entity, MoveType:mt)
-{
- static bool:gotconfig = false;
- static String:datamap[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_MoveType", datamap, sizeof(datamap));
- CloseHandle(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(entity)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(prop, sizeof(prop), "m_nRenderMode");
- }
-
- gotconfig = true;
- }
-
- return RenderMode:GetEntProp(entity, Prop_Send, prop, 1);
-}
-
-/**
- * Sets an entity's render mode.
- *
- * @param entity Entity index.
- * @param mode RenderMode value.
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityRenderMode(entity, RenderMode:mode)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_nRenderMode", prop, sizeof(prop));
- CloseHandle(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(entity)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(prop, sizeof(prop), "m_nRenderFX");
- }
-
- gotconfig = true;
- }
-
- return RenderFx:GetEntProp(entity, Prop_Send, prop, 1);
-}
-
-/**
- * Sets an entity's render Fx.
- *
- * @param entity Entity index.
- * @param fx RenderFx value.
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityRenderFx(entity, RenderFx:fx)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_nRenderFX", prop, sizeof(prop));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(prop, sizeof(prop), "m_nRenderFX");
- }
-
- gotconfig = true;
- }
-
- SetEntProp(entity, Prop_Send, prop, fx, 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)
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_clrRender", prop, sizeof(prop));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(prop, sizeof(prop), "m_clrRender");
- }
-
- gotconfig = true;
- }
-
- new 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(entity)
-{
- static bool:gotconfig = false;
- static String:datamap[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
- CloseHandle(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).
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityGravity(entity, Float:amount)
-{
- static bool:gotconfig = false;
- static String:datamap[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_flGravity", datamap, sizeof(datamap));
- CloseHandle(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.
- * @noreturn
- * @error Invalid entity index, or lack of mod compliance.
- */
-stock SetEntityHealth(entity, amount)
-{
- static bool:gotconfig = false;
- static String:prop[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_iHealth", prop, sizeof(prop));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(prop, sizeof(prop), "m_iHealth");
- }
-
- gotconfig = true;
- }
-
- decl String:cls[64];
- new PropFieldType:type;
- new 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 GetClientButtons(client)
-{
- static bool:gotconfig = false;
- static String:datamap[32];
-
- if (!gotconfig)
- {
- new Handle:gc = LoadGameConfigFile("core.games");
- new bool:exists = GameConfGetKeyValue(gc, "m_nButtons", datamap, sizeof(datamap));
- CloseHandle(gc);
-
- if (!exists)
- {
- strcopy(datamap, sizeof(datamap), "m_nButtons");
- }
-
- gotconfig = true;
- }
-
- return GetEntProp(client, Prop_Data, datamap);
-}