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Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc | 458 |
1 files changed, 458 insertions, 0 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc b/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc new file mode 100644 index 0000000..6a632c0 --- /dev/null +++ b/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc @@ -0,0 +1,458 @@ +/** + * 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]); +} |
