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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 _te_stocks_included
+ #endinput
+#endif
+#define _te_stocks_included
+
+/**
+ * @section TE Explosion flags.
+ */
+#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
+#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
+#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
+#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
+#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
+#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
+#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
+#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
+#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
+
+/**
+ * @endsection
+ */
+
+/**
+ * @section TE Beam flags.
+ */
+#define FBEAM_STARTENTITY 0x00000001
+#define FBEAM_ENDENTITY 0x00000002
+#define FBEAM_FADEIN 0x00000004
+#define FBEAM_FADEOUT 0x00000008
+#define FBEAM_SINENOISE 0x00000010
+#define FBEAM_SOLID 0x00000020
+#define FBEAM_SHADEIN 0x00000040
+#define FBEAM_SHADEOUT 0x00000080
+#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
+#define FBEAM_NOTILE 0x00000200
+#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
+#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
+#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
+#define FBEAM_ISACTIVE 0x00002000
+#define FBEAM_FOREVER 0x00004000
+#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
+
+/**
+ * @endsection
+ */
+
+/**
+ * Sets up a sparks effect.
+ *
+ * @param pos Position of the sparks.
+ * @param dir Direction of the sparks.
+ * @param Magnitude Sparks size.
+ * @param TrailLength Trail lenght of the sparks.
+ * @noreturn
+ */
+stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
+{
+ TE_Start("Sparks");
+ TE_WriteVector("m_vecOrigin[0]", pos);
+ TE_WriteVector("m_vecDir", dir);
+ TE_WriteNum("m_nMagnitude", Magnitude);
+ TE_WriteNum("m_nTrailLength", TrailLength);
+}
+
+/**
+ * Sets up a smoke effect.
+ *
+ * @param pos Position of the smoke.
+ * @param Model Precached model index.
+ * @param Scale Scale of the smoke.
+ * @param FrameRate Frame rate of the smoke.
+ * @noreturn
+ */
+stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
+{
+ TE_Start("Smoke");
+ TE_WriteVector("m_vecOrigin", pos);
+ TE_WriteNum("m_nModelIndex", Model);
+ TE_WriteFloat("m_fScale", Scale);
+ TE_WriteNum("m_nFrameRate", FrameRate);
+}
+
+/**
+ * Sets up a dust cloud effect.
+ *
+ * @param pos Position of the dust.
+ * @param dir Direction of the dust.
+ * @param Size Dust cloud size.
+ * @param Speed Dust cloud speed.
+ * @noreturn
+ */
+stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
+{
+ TE_Start("Dust");
+ TE_WriteVector("m_vecOrigin[0]", pos);
+ TE_WriteVector("m_vecDirection", dir);
+ TE_WriteFloat("m_flSize", Size);
+ TE_WriteFloat("m_flSpeed", Speed);
+}
+
+/**
+ * Sets up a muzzle flash effect.
+ *
+ * @param pos Position of the muzzle flash.
+ * @param angles Rotation angles of the muzzle flash.
+ * @param Scale Scale of the muzzle flash.
+ * @param Type Muzzle flash type to render (Mod specific).
+ * @noreturn
+ */
+stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
+{
+ TE_Start("MuzzleFlash");
+ TE_WriteVector("m_vecOrigin", pos);
+ TE_WriteVector("m_vecAngles", angles);
+ TE_WriteFloat("m_flScale", Scale);
+ TE_WriteNum("m_nType", Type);
+}
+
+/**
+ * Sets up a metal sparks effect.
+ *
+ * @param pos Position of the metal sparks.
+ * @param dir Direction of the metal sparks.
+ * @noreturn
+ */
+stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
+{
+ TE_Start("Metal Sparks");
+ TE_WriteVector("m_vecPos", pos);
+ TE_WriteVector("m_vecDir", dir);
+}
+
+/**
+ * Sets up an energy splash effect.
+ *
+ * @param pos Position of the energy splash.
+ * @param dir Direction of the energy splash.
+ * @param Explosive Makes the effect explosive.
+ * @noreturn
+ */
+stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
+{
+ TE_Start("Energy Splash");
+ TE_WriteVector("m_vecPos", pos);
+ TE_WriteVector("m_vecDir", dir);
+ TE_WriteNum("m_bExplosive", Explosive);
+}
+
+/**
+ * Sets up an armor ricochet effect.
+ *
+ * @param pos Position of the armor ricochet.
+ * @param dir Directon of the armor ricochet.
+ * @noreturn
+ */
+stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
+{
+ TE_Start("Armor Ricochet");
+ TE_WriteVector("m_vecPos", pos);
+ TE_WriteVector("m_vecDir", dir);
+}
+
+/**
+ * Sets up a glowing sprite effect.
+ *
+ * @param pos Position of the sprite.
+ * @param Model Precached model index.
+ * @param Life Time duration of the sprite.
+ * @param Size Sprite size.
+ * @param Brightness Sprite brightness.
+ * @noreturn
+ */
+stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
+{
+ TE_Start("GlowSprite");
+ TE_WriteVector("m_vecOrigin", pos);
+ TE_WriteNum("m_nModelIndex", Model);
+ TE_WriteFloat("m_fScale", Size);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteNum("m_nBrightness", Brightness);
+}
+
+/**
+ * Sets up a explosion effect.
+ *
+ * @param pos Explosion position.
+ * @param Model Precached model index.
+ * @param Scale Explosion scale.
+ * @param Framerate Explosion frame rate.
+ * @param Flags Explosion flags.
+ * @param Radius Explosion radius.
+ * @param Magnitude Explosion size.
+ * @param normal Normal vector to the explosion.
+ * @param MaterialType Exploded material type.
+ * @noreturn
+ */
+stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
+{
+ TE_Start("Explosion");
+ TE_WriteVector("m_vecOrigin[0]", pos);
+ TE_WriteVector("m_vecNormal", normal);
+ TE_WriteNum("m_nModelIndex", Model);
+ TE_WriteFloat("m_fScale", Scale);
+ TE_WriteNum("m_nFrameRate", Framerate);
+ TE_WriteNum("m_nFlags", Flags);
+ TE_WriteNum("m_nRadius", Radius);
+ TE_WriteNum("m_nMagnitude", Magnitude);
+ TE_WriteNum("m_chMaterialType", MaterialType);
+}
+
+/**
+ * Sets up a blood sprite effect.
+ *
+ * @param pos Position of the sprite.
+ * @param dir Sprite direction.
+ * @param color Color array (r, g, b, a).
+ * @param Size Sprite size.
+ * @param SprayModel Precached model index.
+ * @param BloodDropModel Precached model index.
+ * @noreturn
+ */
+stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
+{
+ TE_Start("Blood Sprite");
+ TE_WriteVector("m_vecOrigin", pos);
+ TE_WriteVector("m_vecDirection", dir);
+ TE_WriteNum("r", color[0]);
+ TE_WriteNum("g", color[1]);
+ TE_WriteNum("b", color[2]);
+ TE_WriteNum("a", color[3]);
+ TE_WriteNum("m_nSize", Size);
+ TE_WriteNum("m_nSprayModel", SprayModel);
+ TE_WriteNum("m_nDropModel", BloodDropModel);
+}
+
+/**
+ * Sets up a beam ring point effect.
+ *
+ * @param center Center position of the ring.
+ * @param Start_Radius Initial ring radius.
+ * @param End_Radius Final ring radius.
+ * @param ModelIndex Precached model index.
+ * @param HaloIndex Precached model index.
+ * @param StartFrame Initital frame to render.
+ * @param FrameRate Ring frame rate.
+ * @param Life Time duration of the ring.
+ * @param Width Beam width.
+ * @param Amplitude Beam amplitude.
+ * @param Color Color array (r, g, b, a).
+ * @param Speed Speed of the beam.
+ * @param Flags Beam flags.
+ * @noreturn
+ */
+stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
+ FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
+{
+ TE_Start("BeamRingPoint");
+ TE_WriteVector("m_vecCenter", center);
+ TE_WriteFloat("m_flStartRadius", Start_Radius);
+ TE_WriteFloat("m_flEndRadius", End_Radius);
+ TE_WriteNum("m_nModelIndex", ModelIndex);
+ TE_WriteNum("m_nHaloIndex", HaloIndex);
+ TE_WriteNum("m_nStartFrame", StartFrame);
+ TE_WriteNum("m_nFrameRate", FrameRate);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteFloat("m_fWidth", Width);
+ TE_WriteFloat("m_fEndWidth", Width);
+ TE_WriteFloat("m_fAmplitude", Amplitude);
+ TE_WriteNum("r", Color[0]);
+ TE_WriteNum("g", Color[1]);
+ TE_WriteNum("b", Color[2]);
+ TE_WriteNum("a", Color[3]);
+ TE_WriteNum("m_nSpeed", Speed);
+ TE_WriteNum("m_nFlags", Flags);
+ TE_WriteNum("m_nFadeLength", 0);
+}
+
+/**
+ * Sets up a point to point beam effect.
+ *
+ * @param start Start position of the beam.
+ * @param end End position of the beam.
+ * @param ModelIndex Precached model index.
+ * @param HaloIndex Precached model index.
+ * @param StartFrame Initital frame to render.
+ * @param FrameRate Beam frame rate.
+ * @param Life Time duration of the beam.
+ * @param Width Initial beam width.
+ * @param EndWidth Final beam width.
+ * @param FadeLength Beam fade time duration.
+ * @param Amplitude Beam amplitude.
+ * @param Color Color array (r, g, b, a).
+ * @param Speed Speed of the beam.
+ * @noreturn
+ */
+stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
+ Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
+{
+ TE_Start("BeamPoints");
+ TE_WriteVector("m_vecStartPoint", start);
+ TE_WriteVector("m_vecEndPoint", end);
+ TE_WriteNum("m_nModelIndex", ModelIndex);
+ TE_WriteNum("m_nHaloIndex", HaloIndex);
+ TE_WriteNum("m_nStartFrame", StartFrame);
+ TE_WriteNum("m_nFrameRate", FrameRate);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteFloat("m_fWidth", Width);
+ TE_WriteFloat("m_fEndWidth", EndWidth);
+ TE_WriteFloat("m_fAmplitude", Amplitude);
+ TE_WriteNum("r", Color[0]);
+ TE_WriteNum("g", Color[1]);
+ TE_WriteNum("b", Color[2]);
+ TE_WriteNum("a", Color[3]);
+ TE_WriteNum("m_nSpeed", Speed);
+ TE_WriteNum("m_nFadeLength", FadeLength);
+}
+
+/**
+ * Sets up an entity to entity laser effect.
+ *
+ * @param StartEntity Entity index from where the beam starts.
+ * @param EndEntity Entity index from where the beam ends.
+ * @param ModelIndex Precached model index.
+ * @param HaloIndex Precached model index.
+ * @param StartFrame Initital frame to render.
+ * @param FrameRate Beam frame rate.
+ * @param Life Time duration of the beam.
+ * @param Width Initial beam width.
+ * @param EndWidth Final beam width.
+ * @param FadeLength Beam fade time duration.
+ * @param Amplitude Beam amplitude.
+ * @param Color Color array (r, g, b, a).
+ * @param Speed Speed of the beam.
+ * @noreturn
+ */
+stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
+ Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
+{
+ TE_Start("BeamLaser");
+ TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
+ TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
+ TE_WriteNum("m_nModelIndex", ModelIndex);
+ TE_WriteNum("m_nHaloIndex", HaloIndex);
+ TE_WriteNum("m_nStartFrame", StartFrame);
+ TE_WriteNum("m_nFrameRate", FrameRate);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteFloat("m_fWidth", Width);
+ TE_WriteFloat("m_fEndWidth", EndWidth);
+ TE_WriteFloat("m_fAmplitude", Amplitude);
+ TE_WriteNum("r", Color[0]);
+ TE_WriteNum("g", Color[1]);
+ TE_WriteNum("b", Color[2]);
+ TE_WriteNum("a", Color[3]);
+ TE_WriteNum("m_nSpeed", Speed);
+ TE_WriteNum("m_nFadeLength", FadeLength);
+}
+
+/**
+ * Sets up a beam ring effect.
+ *
+ * @param StartEntity Entity index from where the ring starts.
+ * @param EndEntity Entity index from where the ring ends.
+ * @param ModelIndex Precached model index.
+ * @param HaloIndex Precached model index.
+ * @param StartFrame Initital frame to render.
+ * @param FrameRate Ring frame rate.
+ * @param Life Time duration of the ring.
+ * @param Width Beam width.
+ * @param Amplitude Beam amplitude.
+ * @param Color Color array (r, g, b, a).
+ * @param Speed Speed of the beam.
+ * @param Flags Beam flags.
+ * @noreturn
+ */
+stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
+{
+ TE_Start("BeamRing");
+ TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
+ TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
+ TE_WriteNum("m_nModelIndex", ModelIndex);
+ TE_WriteNum("m_nHaloIndex", HaloIndex);
+ TE_WriteNum("m_nStartFrame", StartFrame);
+ TE_WriteNum("m_nFrameRate", FrameRate);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteFloat("m_fWidth", Width);
+ TE_WriteFloat("m_fEndWidth", Width);
+ TE_WriteFloat("m_fAmplitude", Amplitude);
+ TE_WriteNum("r", Color[0]);
+ TE_WriteNum("g", Color[1]);
+ TE_WriteNum("b", Color[2]);
+ TE_WriteNum("a", Color[3]);
+ TE_WriteNum("m_nSpeed", Speed);
+ TE_WriteNum("m_nFadeLength", 0);
+ TE_WriteNum("m_nFlags", Flags);
+}
+
+/**
+ * Sets up a follow beam effect.
+ *
+ * @param EntIndex Entity index from where the beam starts.
+ * @param ModelIndex Precached model index.
+ * @param HaloIndex Precached model index.
+ * @param Life Time duration of the beam.
+ * @param Width Initial beam width.
+ * @param EndWidth Final beam width.
+ * @param FadeLength Beam fade time duration.
+ * @param Color Color array (r, g, b, a).
+ * @noreturn
+ */
+stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
+{
+ TE_Start("BeamFollow");
+ TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
+ TE_WriteNum("m_nModelIndex", ModelIndex);
+ TE_WriteNum("m_nHaloIndex", HaloIndex);
+ TE_WriteNum("m_nStartFrame", 0);
+ TE_WriteNum("m_nFrameRate", 0);
+ TE_WriteFloat("m_fLife", Life);
+ TE_WriteFloat("m_fWidth", Width);
+ TE_WriteFloat("m_fEndWidth", EndWidth);
+ TE_WriteNum("m_nFadeLength", FadeLength);
+ TE_WriteNum("r", Color[0]);
+ TE_WriteNum("g", Color[1]);
+ TE_WriteNum("b", Color[2]);
+ TE_WriteNum("a", Color[3]);
+}