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+#if defined _smlib_client_included
+ #endinput
+#endif
+#define _smlib_client_included
+
+// Defined here beacause needed in teams.inc
+#define CLIENTFILTER_ALL 0 // No filtering
+#define CLIENTFILTER_BOTS ( 1 << 1 ) // Fake clients
+#define CLIENTFILTER_NOBOTS ( 1 << 2 ) // No fake clients
+#define CLIENTFILTER_AUTHORIZED ( 1 << 3 ) // SteamID validated
+#define CLIENTFILTER_NOTAUTHORIZED ( 1 << 4 ) // SteamID not validated (yet)
+#define CLIENTFILTER_ADMINS ( 1 << 5 ) // Generic Admins (or higher)
+#define CLIENTFILTER_NOADMINS ( 1 << 6 ) // No generic admins
+// All flags below require ingame checking (optimization)
+#define CLIENTFILTER_INGAME ( 1 << 7 ) // Ingame
+#define CLIENTFILTER_INGAMEAUTH ( 1 << 8 ) // Ingame & Authorized
+#define CLIENTFILTER_NOTINGAME ( 1 << 9 ) // Not ingame (currently connecting)
+#define CLIENTFILTER_ALIVE ( 1 << 10 ) // Alive
+#define CLIENTFILTER_DEAD ( 1 << 11 ) // Dead
+#define CLIENTFILTER_SPECTATORS ( 1 << 12 ) // Spectators
+#define CLIENTFILTER_NOSPECTATORS ( 1 << 13 ) // No Spectators
+#define CLIENTFILTER_OBSERVERS ( 1 << 14 ) // Observers
+#define CLIENTFILTER_NOOBSERVERS ( 1 << 15 ) // No Observers
+#define CLIENTFILTER_TEAMONE ( 1 << 16 ) // First Team (Terrorists, ...)
+#define CLIENTFILTER_TEAMTWO ( 1 << 17 ) // Second Team (Counter-Terrorists, ...)
+
+#include <sourcemod>
+#include <entity_prop_stocks>
+#include <sdktools_engine>
+#include <sdktools_trace>
+#include <sdktools_voice>
+#include <smlib/general>
+#include <smlib/colors>
+#include <smlib/edicts>
+#include <smlib/math>
+#include <smlib/teams>
+#include <smlib/weapons>
+
+/**
+ * Very useful macro to iterate all clients
+ * matching the specified flags.
+ *
+ * @param 1 Name of the client index variable (will be only valid in the loop).
+ * @param 2 CLIENTFILTER_ flags to check.
+ */
+#define LOOP_CLIENTS(%1,%2) for (new %1=Client_GetNext(%2); %1 >= 1 && %1 <= MaxClients; %1=Client_GetNext(%2, ++%1))
+
+/**
+ * Macro for iterating trough all observers of a player.
+ *
+ * @param 1 Client Index for who to get the observers.
+ * @param 2 Name of the observer client index variable (will be only valid in the loop).
+ * @param 3 CLIENTFILTER_ flags to check.
+ */
+#define LOOP_OBSERVERS(%1,%2,%3) for (new %2=Client_GetNextObserver(%1, 1, %3); %2 >= 1 && %2 <= MaxClients; %2=Client_GetNextObserver(%1, ++%2, %3))
+
+/**
+ * Very useful macro to iterate all weapons of a client.
+ *
+ * @param 1 Client Index
+ * @param 2 Name of the weapon index variable (will be only valid in the loop).
+ * @param 3 Name of the client's weapon index variable (will be only valid in the loop).
+ */
+#define LOOP_CLIENTWEAPONS(%1,%2,%3) for (new %3, %2=Client_GetNextWeapon(%1, %3); %2 != -1; %2=Client_GetNextWeapon(%1, %3))
+
+// Hud Element hiding flags (possibly outdated)
+#define HIDEHUD_WEAPONSELECTION ( 1<<0 ) // Hide ammo count & weapon selection
+#define HIDEHUD_FLASHLIGHT ( 1<<1 )
+#define HIDEHUD_ALL ( 1<<2 )
+#define HIDEHUD_HEALTH ( 1<<3 ) // Hide health & armor / suit battery
+#define HIDEHUD_PLAYERDEAD ( 1<<4 ) // Hide when local player's dead
+#define HIDEHUD_NEEDSUIT ( 1<<5 ) // Hide when the local player doesn't have the HEV suit
+#define HIDEHUD_MISCSTATUS ( 1<<6 ) // Hide miscellaneous status elements (trains, pickup history, death notices, etc)
+#define HIDEHUD_CHAT ( 1<<7 ) // Hide all communication elements (saytext, voice icon, etc)
+#define HIDEHUD_CROSSHAIR ( 1<<8 ) // Hide crosshairs
+#define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 ) // Hide vehicle crosshair
+#define HIDEHUD_INVEHICLE ( 1<<10 )
+#define HIDEHUD_BONUS_PROGRESS ( 1<<11 ) // Hide bonus progress display (for bonus map challenges)
+
+/**
+* Sets the Hide-Hud flags of a client
+*
+* @param client Client index.
+* @param flags Flag to set, use one of the HIDEHUD_ hiding constants
+* @noreturn
+*/
+stock Client_SetHideHud(client, flags)
+{
+ SetEntProp(client, Prop_Send, "m_iHideHUD", flags);
+}
+
+/**
+* Checks if the specified index is a player and connected.
+*
+* @param entity An entity index.
+* @param checkConnected Set to false to skip the IsClientConnected check
+* @return Returns true if the specified entity index is a player connected, false otherwise.
+*/
+stock bool:Client_IsValid(client, bool:checkConnected=true)
+{
+ if (client > 4096) {
+ client = EntRefToEntIndex(client);
+ }
+
+ if (client < 1 || client > MaxClients) {
+ return false;
+ }
+
+ if (checkConnected && !IsClientConnected(client)) {
+ return false;
+ }
+
+ return true;
+}
+
+/**
+* Checks if the specified index is a player and ingame.
+*
+* @param entity An entity index.
+* @return Returns true if the specified index is a player and ingame, false otherwise.
+*/
+stock bool:Client_IsIngame(client)
+{
+ if (!Client_IsValid(client, false)) {
+ return false;
+ }
+
+ return IsClientInGame(client);
+}
+
+/**
+* Checks if the specified index is a player, ingame and authorized.
+*
+* @param entity An entity index.
+* @return Returns true if the specified index is a player, ingame and authed, false otherwise.
+*/
+stock bool:Client_IsIngameAuthorized(client)
+{
+ if (!Client_IsIngame(client)) {
+ return false;
+ }
+
+ return IsClientAuthorized(client);
+}
+
+#define MAX_STEAMAUTH_LENGTH 21
+
+/**
+* Finds a player by his SteamID
+*
+* @param auth SteamID to search for
+* @return Client Index or -1
+*/
+stock Client_FindBySteamId(const String:auth[])
+{
+ new String:clientAuth[MAX_STEAMAUTH_LENGTH];
+ for (new client=1; client <= MaxClients; client++) {
+ if (!IsClientAuthorized(client)) {
+ continue;
+ }
+
+ GetClientAuthString(client, clientAuth, sizeof(clientAuth));
+
+ if (StrEqual(auth, clientAuth)) {
+ return client;
+ }
+ }
+
+ return -1;
+}
+
+/**
+* Finds a player by his name.
+* Only returns the first matching player.
+*
+* @param name Name to search for.
+* @param partOfName Whether to search for the part of a name or compare the full name.
+* @param caseSensitive If true, comparison is case sensitive. If false (default), comparison is case insensitive.
+* @return Client Index or -1
+*/
+stock Client_FindByName(const String:name[], bool:partOfName=true, bool:caseSensitive=false)
+{
+ new String:clientName[MAX_NAME_LENGTH];
+ for (new client=1; client <= MaxClients; client++) {
+ if (!IsClientAuthorized(client)) {
+ continue;
+ }
+
+ GetClientName(client, clientName, sizeof(clientName));
+
+ if (partOfName) {
+ if (StrContains(clientName, name, caseSensitive) != -1) {
+ return client;
+ }
+ }
+ else if (StrEqual(name, clientName, caseSensitive)) {
+ return client;
+ }
+ }
+
+ return -1;
+}
+
+// Spectator Movement modes
+enum Obs_Mode
+{
+ OBS_MODE_NONE = 0, // not in spectator mode
+ OBS_MODE_DEATHCAM, // special mode for death cam animation
+ OBS_MODE_FREEZECAM, // zooms to a target, and freeze-frames on them
+ OBS_MODE_FIXED, // view from a fixed camera position
+ OBS_MODE_IN_EYE, // follow a player in first person view
+ OBS_MODE_CHASE, // follow a player in third person view
+ OBS_MODE_ROAMING, // free roaming
+
+ NUM_OBSERVER_MODES
+};
+
+// Force Camera Restrictions with mp_forcecamera
+enum Obs_Allow
+{
+ OBS_ALLOW_ALL = 0, // allow all modes, all targets
+ OBS_ALLOW_TEAM, // allow only own team & first person, no PIP
+ OBS_ALLOW_NONE, // don't allow any spectating after death (fixed & fade to black)
+
+ OBS_ALLOW_NUM_MODES,
+};
+
+/**
+ * Gets the client's observer mode (Obs_Mode).
+ *
+ * @param client Client Index.
+ * @return The current observer mode (ObsMode).
+ */
+stock Obs_Mode:Client_GetObserverMode(client)
+{
+ return Obs_Mode:GetEntProp(client, Prop_Send, "m_iObserverMode");
+}
+
+
+/**
+ * Sets the client's observer mode.
+ * Use a value of the Obs_Mode enum.
+ * This is a rewrite of CBasePlayer::SetObserverMode().
+ *
+ * @param client Client Index.
+ * @param mode New Observer mode value (Obs_Mode).
+ * @param updateMoveType Set to true (default) to allow this function updating the movetype, false otherwise.
+ * @noreturn
+ */
+stock bool:Client_SetObserverMode(client, Obs_Mode:mode, bool:updateMoveType=true)
+{
+ if (mode < OBS_MODE_NONE || mode >= NUM_OBSERVER_MODES) {
+ return false;
+ }
+
+ // check mp_forcecamera settings for dead players
+ if (mode > OBS_MODE_FIXED && GetClientTeam(client) > TEAM_SPECTATOR)
+ {
+ new Handle:mp_forcecamera = FindConVar("mp_forcecamera");
+
+ if (mp_forcecamera != INVALID_HANDLE) {
+ switch (GetConVarInt(mp_forcecamera))
+ {
+ case OBS_ALLOW_TEAM: {
+ mode = OBS_MODE_IN_EYE;
+ }
+ case OBS_ALLOW_NONE: {
+ mode = OBS_MODE_FIXED; // don't allow anything
+ }
+ }
+ }
+ }
+
+ new Obs_Mode:observerMode = Client_GetObserverMode(client);
+ if (observerMode > OBS_MODE_DEATHCAM) {
+ // remember mode if we were really spectating before
+ Client_SetObserverLastMode(client, observerMode);
+ }
+
+ SetEntProp(client, Prop_Send, "m_iObserverMode", _:mode);
+
+ switch (mode) {
+ case OBS_MODE_NONE, OBS_MODE_FIXED, OBS_MODE_DEATHCAM: {
+ Client_SetFOV(client, 0); // Reset FOV
+
+ if (updateMoveType) {
+ SetEntityMoveType(client, MOVETYPE_NONE);
+ }
+ }
+ case OBS_MODE_CHASE, OBS_MODE_IN_EYE: {
+ // udpate FOV and viewmodels
+ Client_SetViewOffset(client, NULL_VECTOR);
+
+ if (updateMoveType) {
+ SetEntityMoveType(client, MOVETYPE_OBSERVER);
+ }
+ }
+ case OBS_MODE_ROAMING: {
+ Client_SetFOV(client, 0); // Reset FOV
+ Client_SetViewOffset(client, NULL_VECTOR);
+
+ if (updateMoveType) {
+ SetEntityMoveType(client, MOVETYPE_OBSERVER);
+ }
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Gets the client's last oberserver mode
+ *
+ * @param client Client Index.
+ * @return Last Observer mode
+ */
+stock Obs_Mode:Client_GetObserverLastMode(client)
+{
+ return Obs_Mode:GetEntProp(client, Prop_Data, "m_iObserverLastMode");
+}
+
+/**
+ * Sets the client's last oberserver mode
+ *
+ * @param client Client Index.
+ * @param mode Last Observer mode
+ * @noreturn
+ */
+stock Client_SetObserverLastMode(client, Obs_Mode:mode)
+{
+ SetEntProp(client, Prop_Data, "m_iObserverLastMode", _:mode);
+}
+
+/**
+ * Gets the client's view offset.
+ * This is the position relative to the client itself.
+ *
+ * @param client Client Index.
+ * @param vec Vector Buffer.
+ * @noreturn
+ */
+stock Client_GetViewOffset(client, Float:vec[3])
+{
+ GetEntPropVector(client, Prop_Data, "m_vecViewOffset", vec);
+}
+
+/**
+ * Sets the client's view offset.
+ * This is the position relative to the client itself.
+ *
+ * @param client Client Index.
+ * @param vec Vector buffer.
+ * @noreturn
+ */
+stock Client_SetViewOffset(client, Float:vec[3])
+{
+ SetEntPropVector(client, Prop_Data, "m_vecViewOffset", vec);
+}
+
+/**
+ * Gets the client's current observer target entity.
+ *
+ * @param client Client Index.
+ * @return Observed Entity Index.
+ */
+stock Client_GetObserverTarget(client)
+{
+ return GetEntPropEnt(client, Prop_Send, "m_hObserverTarget");
+}
+
+/**
+ * Sets the client's current observer target entity.
+ *
+ * @param client Client Index.
+ * @param entity Observed Entity Index.
+ * @param resetFOV If to reset the client's field of view.
+ * @noreturn
+ */
+stock Client_SetObserverTarget(client, entity, bool:resetFOV=true)
+{
+ SetEntPropEnt(client, Prop_Send, "m_hObserverTarget", entity);
+
+ if (resetFOV) {
+ Client_SetFOV(client, 0);
+ }
+}
+
+/**
+ * Gets the client's Field Of View.
+ *
+ * @param client Client Index.
+ * @return Field Of View
+ */
+stock Client_GetFOV(client)
+{
+ return GetEntProp(client, Prop_Send, "m_iFOV");
+}
+
+/**
+ * Sets the client's Field Of View.
+ *
+ * @param client Client Index.
+ * @param value Field Of View
+ * @noreturn
+ */
+stock Client_SetFOV(client, value)
+{
+ SetEntProp(client, Prop_Send, "m_iFOV", value);
+}
+
+/**
+ * Checks if the client's View Model is drawn for the client.
+ *
+ * @param client Client Index.
+ * @return True if the viewmodel is drawn, false otherwise.
+ */
+stock bool:Client_DrawViewModel(client)
+{
+ return bool:GetEntProp(client, Prop_Send, "m_bDrawViewmodel");
+}
+
+/**
+ * Sets if to draw the client's view model for the client.
+ *
+ * @param client Client Index.
+ * @param drawViewModel Set to true if to draw, false otherwise.
+ * @noreturn
+ */
+stock Client_SetDrawViewModel(client, bool:drawViewModel)
+{
+ SetEntProp(client, Prop_Send, "m_bDrawViewmodel", drawViewModel);
+}
+
+/**
+ * Puts the specified client into thirdperson or back to firstperson when false
+ * This doesn't work correctly in all games, it works in CS:S and DOD:S and some other games.
+ * Todo: Enhance this
+ *
+ * @param client Client Index.
+ * @param enable If set to true, the client will be put into thirdperson mode,
+ * if false the client will be put in firstperson mode.
+ * @noreturn
+ */
+stock Client_SetThirdPersonMode(client, enable=true)
+{
+ if (enable) {
+ Client_SetObserverTarget(client, 0);
+ Client_SetObserverMode(client, OBS_MODE_DEATHCAM, false);
+ Client_SetDrawViewModel(client, false);
+ Client_SetFOV(client, 120);
+ }
+ else {
+ Client_SetObserverTarget(client, -1);
+ Client_SetObserverMode(client, OBS_MODE_NONE, false);
+ Client_SetDrawViewModel(client, true);
+ Client_SetFOV(client, 90);
+ }
+}
+
+/**
+ * Checks if the client is in thirdperson mode
+ *
+ * @param client Cient Undex
+ * @return true if the client is currently in thirdperson mode, false otherwise
+ */
+stock Client_IsInThirdPersonMode(client)
+{
+ return GetEntProp(client, Prop_Data, "m_iObserverMode");
+}
+
+#define FFADE_IN 0x0001 // Just here so we don't pass 0 into the function
+#define FFADE_OUT 0x0002 // Fade out (not in)
+#define FFADE_MODULATE 0x0004 // Modulate (don't blend)
+#define FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received
+#define FFADE_PURGE 0x0010 // Purges all other fades, replacing them with this one
+
+/**
+ * Fades a client's screen to a specified color
+ * Your adviced to read the FFADE_ Comments
+ *
+ * @param client Player for which to fade the screen
+ * @param duration duration in seconds the effect stays
+ * @param mode fade mode, see FFADE_ defines
+ * @param holdtime holdtime in seconds
+ * @param r red amount
+ * @param g green amount
+ * @param b blue amount
+ * @param a transparency
+ * @return True on success, false otherwise
+ */
+stock bool:Client_ScreenFade(client, duration, mode, holdtime=-1, r=0, g=0, b=0, a=255, bool:reliable=true)
+{
+ new Handle:userMessage = StartMessageOne("Fade", client, (reliable?USERMSG_RELIABLE:0));
+
+ if (userMessage == INVALID_HANDLE) {
+ return false;
+ }
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available &&
+ GetUserMessageType() == UM_Protobuf) {
+
+ new color[4];
+ color[0] = r;
+ color[1] = g;
+ color[2] = b;
+ color[3] = a;
+
+ PbSetInt(userMessage, "duration", duration);
+ PbSetInt(userMessage, "hold_time", holdtime);
+ PbSetInt(userMessage, "flags", mode);
+ PbSetColor(userMessage, "clr", color);
+ }
+ else {
+ BfWriteShort(userMessage, duration); // Fade duration
+ BfWriteShort(userMessage, holdtime); // Fade hold time
+ BfWriteShort(userMessage, mode); // What to do
+ BfWriteByte(userMessage, r); // Color R
+ BfWriteByte(userMessage, g); // Color G
+ BfWriteByte(userMessage, b); // Color B
+ BfWriteByte(userMessage, a); // Color Alpha
+ }
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * This function retrieves an array that holds all clones of a client by IP check.
+ * Size of CloneList has to be MaxClients at least, or MAX_PLAYERS
+ *
+ * @param client Client index.
+ * @param closelist An array that holds all clones of a client.
+ * @return Returns how many clones a client has.
+ */
+stock Client_GetClones(client, cloneList[])
+{
+ new x=0;
+ decl String:ip_client[16], String:ip_player[16];
+
+ GetClientIP(client, ip_client, sizeof(client));
+
+ for (new player=1; player <= MaxClients; player++) {
+
+ if (IsClientInGame(player)) {
+ GetClientIP(player, ip_player, sizeof(ip_player));
+
+ if (StrEqual(ip_client, ip_player, false)) {
+ cloneList[x++] = player;
+ }
+ }
+ }
+
+ return x;
+}
+
+/*
+ * This function returns true if the client is at a ladder..
+ *
+ * @param client Client index.
+ * @return Returns true if the client is on a ladder other wise false.
+ */
+stock bool:Client_IsOnLadder(client)
+{
+ new MoveType:movetype = GetEntityMoveType(client);
+
+ if (movetype == MOVETYPE_LADDER) {
+ return true;
+ }
+ else{
+ return false;
+ }
+}
+
+enum Water_level
+{
+ WATER_LEVEL_NOT_IN_WATER = 0,
+ WATER_LEVEL_FEET_IN_WATER,
+ WATER_LEVEL_WAIST_IN_WATER,
+ WATER_LEVEL_HEAD_IN_WATER
+};
+
+/*
+ * This function returns how deep a client is in water.
+ *
+ * @param client Client index.
+ * @return Returns 0 if not in water. 1 if feets are in water. 2 if waist is in water. 3 if head is in water.
+ */
+stock Water_Level:Client_GetWaterLevel(client)
+{
+ return Water_Level:GetEntProp(client, Prop_Send, "m_nWaterLevel");
+}
+
+/*
+ * Returns how much suit sprint power a client has left in percent.
+ *
+ * @param client Client index.
+ * @return returns the actual power left in percent.
+ */
+stock Float:Client_GetSuitSprintPower(client)
+{
+ return GetEntPropFloat(client, Prop_Send, "m_flSuitPower");
+}
+
+/*
+ * Sets a client suit sprint power in percent.
+ *
+ * @param client Client index.
+ * @param power power (0.0 to 100.0)
+ * @noreturn
+ */
+stock Client_SetSuitSprintPower(client, Float:power)
+{
+ SetEntPropFloat(client, Prop_Send, "m_flSuitPower", power);
+}
+
+/*
+ * Returns the client count put in the server.
+ *
+ * @param inGameOnly If false connecting players are also counted.
+ * @param countBots If true bots will be counted too.
+ * @return Client count in the server.
+ */
+stock Client_GetCount(bool:countInGameOnly=true, bool:countFakeClients=true)
+{
+ new numClients = 0;
+
+ for (new client=1; client <= MaxClients; client++) {
+
+ if (!IsClientConnected(client)) {
+ continue;
+ }
+
+ if (countInGameOnly && !IsClientInGame(client)) {
+ continue;
+ }
+
+ if (!countFakeClients && IsFakeClient(client)) {
+ continue;
+ }
+
+ numClients++;
+ }
+
+ return numClients;
+}
+
+/*
+ * Returns the ping of a client like it is displayed in the scoreboard.
+ * The weird calculation formula is taken from Valve's SDK
+ * hl2sdk\game\server\util.cpp: UTIL_GetPlayerConnectionInfo()
+ * The Scoreboard uses the goldSource corrected Ping, the net_graph doesn't
+ * For Fake Clients 0 is returned.
+ *
+ * @param client Client index
+ * @param goldSource If true, get the ping as displayed in the player's scoreboard, false returns the net_graph variant.
+ * @return Client's fake ping or 0 for fake clients
+ */
+stock Client_GetFakePing(client, bool:goldSource=true)
+{
+ if (IsFakeClient(client)) {
+ return 0;
+ }
+
+ new ping;
+ new Float:latency = GetClientLatency(client, NetFlow_Outgoing); // in seconds
+
+ // that should be the correct latency, we assume that cmdrate is higher
+ // then updaterate, what is the case for default settings
+ decl String:cl_cmdrate[4];
+ GetClientInfo(client, "cl_cmdrate", cl_cmdrate, sizeof(cl_cmdrate));
+
+ new Float:tickRate = GetTickInterval();
+ latency -= (0.5 / StringToInt(cl_cmdrate)) + TICKS_TO_TIME(1.0); // correct latency
+
+ if (goldSource) {
+ // in GoldSrc we had a different, not fixed tickrate. so we have to adjust
+ // Source pings by half a tick to match the old GoldSrc pings.
+ latency -= tickRate * 0.5;
+ }
+
+ ping = RoundFloat(latency * 1000.0); // as msecs
+ ping = Math_Clamp(ping, 5, 1000); // set bounds, dont show pings under 5 msecs
+
+ return ping;
+}
+
+/**
+ * Searches for the closest client in relation to the given client.
+ *
+ * @param client Client index
+ * @return The closest client or -1
+ */
+stock Client_GetClosestToClient(client)
+{
+ return Edict_GetClosestToEdict(client, true);
+}
+
+/**
+ * Gets the name of the last place (if set by the game)
+ *
+ * @param entity Entity index.
+ * @param buffer String buffer
+ * @param size Size of the String buffer
+ * @noreturn
+ */
+stock Client_GetLastPlaceName(client, String:buffer[], size)
+{
+ GetEntPropString(client, Prop_Send, "m_szLastPlaceName", buffer, size);
+}
+
+/**
+ * Returns the client's Score.
+ *
+ * @param client Client's index.
+ * @return Score.
+ */
+stock Client_GetScore(client)
+{
+ return GetClientFrags(client);
+}
+
+/**
+ * Sets the client's Score.
+ *
+ * @param client Client's index.
+ * @param value Score.
+ * @noreturn
+ */
+stock Client_SetScore(client, value)
+{
+ SetEntProp(client, Prop_Data, "m_iFrags", value);
+}
+
+/**
+ * Returns the client's Death count
+ *
+ * @param client Client's index.
+ * @return Death count
+ */
+stock Client_GetDeaths(client)
+{
+ return GetEntProp(client, Prop_Data, "m_iDeaths");
+}
+
+/**
+ * Sets the client's Death count.
+ *
+ * @param client Client's index.
+ * @param value Death count
+ * @noreturn
+ */
+stock Client_SetDeaths(client, value)
+{
+ SetEntProp(client, Prop_Data, "m_iDeaths", value);
+}
+
+/**
+ * Returns the client's Armor
+ *
+ * @param client Client's index.
+ * @return Armor value
+ */
+stock Client_GetArmor(client)
+{
+ return GetEntProp(client, Prop_Data, "m_ArmorValue");
+}
+
+/**
+ * Sets the client's Armor.
+ *
+ * @param client Client's index.
+ * @param value Armor value
+ * @noreturn
+ */
+stock Client_SetArmor(client, value)
+{
+ SetEntProp(client, Prop_Data, "m_ArmorValue", value);
+}
+
+/**
+ * Returns the client's Suitpower
+ *
+ * @param client Client's index.
+ * @return Suitpower
+ */
+stock Float:Client_GetSuitPower(client)
+{
+ return Float:GetEntPropFloat(client, Prop_Data, "m_flSuitPower");
+}
+
+/**
+ * Sets the client's Suitpower
+ *
+ * @param client Client's index.
+ * @param value Suitpower
+ * @noreturn
+ */
+stock Client_SetSuitPower(client, Float:value)
+{
+ SetEntPropFloat(client, Prop_Data, "m_flSuitPower", value);
+}
+
+// suit usage bits
+#define bits_SUIT_DEVICE_SPRINT 0x00000001
+#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
+#define bits_SUIT_DEVICE_BREATHER 0x00000004
+#define MAX_SUIT_DEVICES 3
+
+/**
+ * Returns the client's active devices (Max MAX_SUIT_DEVICES)
+ * The return is a bitwise value with bits_SUIT_DEVICE_SPRINT,
+ * bits_SUIT_DEVICE_FLASHLIGHT and/or bits_SUIT_DEVICE_BREATHER set.
+ *
+ * @param client Client's index.
+ * @return The active devices (bitwise value)
+ */
+stock Client_GetActiveDevices(client)
+{
+ return GetEntProp(client, Prop_Send, "m_bitsActiveDevices");
+}
+
+/**
+ * Returns the time when the client is allowed to spray
+ * a decal again.
+ *
+ * @param client Client's index.
+ * @return Next decal time
+ */
+stock Float:Client_GetNextDecalTime(client)
+{
+ return GetEntPropFloat(client, Prop_Data, "m_flNextDecalTime");
+}
+
+/**
+ * Returns whether the client is allowed to spray a decal or not.
+ *
+ * @param client Client's index.
+ * @return True if he is allowed to spray a decal, false otherwise
+ */
+stock bool:Client_CanSprayDecal(client)
+{
+ return Client_GetNextDecalTime(client) <= GetGameTime();
+}
+
+/**
+ * Returns the vehicle the client is in, if the client
+ * isn't in a vehicle, -1 is returned.
+ *
+ * @param client Client's index.
+ * @return Vehicle index, -1 if the client isn't in a vehicle.
+ */
+stock Client_GetVehicle(client)
+{
+ new m_hVehicle = GetEntPropEnt(client, Prop_Send, "m_hVehicle");
+
+ return m_hVehicle;
+}
+
+/**
+ * Returns whether the client is in a vehicle or not.
+ *
+ * @param client Client's index.
+ * @return True if he is in a vehicle, false otherwise
+ */
+stock bool:Client_IsInVehicle(client)
+{
+ return !(Client_GetVehicle(client) == -1);
+}
+
+/**
+ * Removes all decals for a client
+ *
+ * @param client Client's index.
+ * @noreturn
+ */
+stock Client_RemoveAllDecals(client)
+{
+ ClientCommand(client, "r_cleardecals");
+}
+
+/**
+ * Let's the client exit the vehicle
+ *
+ * @param vehicle Client index.
+ * @return True on success, false otherwise.
+ */
+stock bool:Client_ExitVehicle(client)
+{
+ new vehicle = Client_GetVehicle(client);
+
+ if (vehicle == -1) {
+ return false;
+ }
+
+ return AcceptEntityInput(vehicle, "ExitVehicle");
+}
+
+/**
+ * Plays a soundfile as if the player is using voicecomm for a single client.
+ * The voiceindicator is shown on the right, as if the players is talking.
+ * Thanks to Peace-Maker for the function.
+ *
+ * @param client For whom to play the sound.
+ * @param emitter Player/Entity the voice stream comes from.
+ * @param soundfile Path to the soundfile relative to the sound folder.
+ * @param length Length in seconds how long the hud "voiceindicator" is shown.
+ * @param pitch The pitch of the audiofile.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_RawAudio(client, const emitter, const String:soundfile[], Float:length = 0.0, pitch = 100)
+{
+ new Handle:message = StartMessageOne("RawAudio", client);
+
+ if (message == INVALID_HANDLE) {
+ return false;
+ }
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(message, "pitch", pitch);
+ PbSetInt(message, "entidx", emitter);
+ PbSetFloat(message, "duration", length );
+ PbSetString(message, "voice_filename", soundfile);
+ }
+ else {
+ BfWriteByte(message, pitch);
+ BfWriteByte(message, emitter);
+ BfWriteFloat(message, length);
+ BfWriteString(message, soundfile);
+ }
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * Plays a soundfile as if the player is using voicecomm for all players.
+ * The voiceindicator is shown on the right, as if the players is talking.
+ * Thanks to Peace-Maker for the function.
+ *
+ * @param emitter Player/Entity the voice stream comes from.
+ * @param soundfile Path to the soundfile relative to the sound folder.
+ * @param length Length in seconds how long the hud "voiceindicator" is shown.
+ * @param pitch The pitch of the audiofile.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_RawAudioToAll(const emitter, const String:soundfile[], Float:length = 0.0, pitch = 100)
+{
+ new Handle:message = StartMessageAll("RawAudio");
+
+ if (message == INVALID_HANDLE) {
+ return false;
+ }
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(message, "pitch", pitch);
+ PbSetInt(message, "entidx", emitter);
+ PbSetFloat(message, "duration", length);
+ PbSetString(message, "voice_filename", soundfile);
+ }
+ else {
+ BfWriteByte(message, pitch);
+ BfWriteByte(message, emitter);
+ BfWriteFloat(message, length);
+ BfWriteString(message, soundfile);
+ }
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * Sets an Impulse value for a client (eg: "impulse 100" for flashlight, value would be 100).
+ * See: http://developer.valvesoftware.com/wiki/Impulse
+ *
+ * @param client Client Index
+ * @param value The impulse command value.
+ * @return True on success, false on failure.
+ */
+stock Client_Impulse(client, value)
+{
+ SetEntProp(client, Prop_Data, "m_nImpulse", value);
+}
+
+/**
+ * Gets the offset for a client's weapon list (m_hMyWeapons).
+ * The offset will saved globally for optimization.
+ *
+ * @param client Client Index.
+ * @return Weapon list offset or -1 on failure.
+ */
+stock Client_GetWeaponsOffset(client)
+{
+ static offset = -1;
+
+ if (offset == -1) {
+ offset = FindDataMapOffs(client, "m_hMyWeapons");
+ }
+
+ return offset;
+}
+
+/**
+ * Gets the current/active weapon of a client
+ *
+ * @param client Client Index.
+ * @return Weapon Index or INVALID_ENT_REFERENCE if the client has no active weapon.
+ */
+stock Client_GetActiveWeapon(client)
+{
+ new weapon = GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon");
+
+ if (!Entity_IsValid(weapon)) {
+ return INVALID_ENT_REFERENCE;
+ }
+
+ return weapon;
+}
+
+/**
+ * Gets the classname and entity index of the current/active weapon of a client.
+ *
+ * @param client Client Index.
+ * @param buffer String Buffer to store the weapon's classname.
+ * @param size Max size of String: buffer.
+ * @return Weapon Entity Index on success or INVALID_ENT_REFERENCE otherwise
+ */
+stock Client_GetActiveWeaponName(client, String:buffer[], size)
+{
+ new weapon = Client_GetActiveWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ buffer[0] = '\0';
+ return INVALID_ENT_REFERENCE;
+ }
+
+ Entity_GetClassName(weapon, buffer, size);
+
+ return weapon;
+}
+
+/**
+ * Changes the active/current weapon of a player by Index.
+ * Note: No changing animation will be played !
+ *
+ * @param client Client Index.
+ * @param weapon Index of a valid weapon.
+ * @noreturn
+ */
+stock Client_SetActiveWeapon(client, weapon)
+{
+ SetEntPropEnt(client, Prop_Data, "m_hActiveWeapon", weapon);
+ ChangeEdictState(client, FindDataMapOffs(client, "m_hActiveWeapon"));
+}
+
+/**
+ * Changes the active weapon the client is holding.
+ * Note: No changing animation will be played !
+ *
+ * @param client Client Index.
+ * @param className Weapon Classname.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_ChangeWeapon(client, const String:className[])
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ Client_SetActiveWeapon(client,weapon);
+
+ return true;
+}
+
+/**
+ * Changes the active weapon to the last.
+ * If the last active weapon can't be found, the default weapon is taken.
+ * If the default weapon can't be found, the first weapon in the list is taken.
+ * If the first weapon can't be found, INVALID_ENT_REFERENCEE is returned.
+ *
+ * @param client Client Index.
+ * @return Entity Index or, INVALID_ENT_REFERENCE.
+ */
+stock Client_ChangeToLastWeapon(client)
+{
+ new weapon = Client_GetLastActiveWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ weapon = Client_GetDefaultWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ weapon = Client_GetFirstWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return INVALID_ENT_REFERENCE;
+ }
+ }
+ }
+
+ Client_SetActiveWeapon(client, weapon);
+
+ return weapon;
+}
+
+/**
+ * Gets the last active weapon of a client.
+ *
+ * @param client Client Index.
+ * @return Entity Index of the weapon on success, INVALID_ENT_REFERENCE on failure.
+ */
+stock Client_GetLastActiveWeapon(client)
+{
+ new weapon = GetEntPropEnt(client, Prop_Data, "m_hLastWeapon");
+
+ if (!Entity_IsValid(weapon)) {
+ return INVALID_ENT_REFERENCE;
+ }
+
+ return weapon;
+}
+
+/**
+ * Gets the classname of the last active weapon of a client.
+ *
+ * @param client Client Index.
+ * @param buffer Buffer to store the weapon classname.
+ * @param size Max size of String: buffer.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_GetLastActiveWeaponName(client, String:buffer[], size)
+{
+ new weapon = Client_GetLastActiveWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ buffer[0] = '\0';
+ return false;
+ }
+
+ Entity_GetClassName(weapon, buffer, size);
+
+ return true;
+}
+
+/**
+ * Sets the last active weapon of a client.
+ *
+ * @param client Client Index.
+ * @param weapon Entity Index of a weapon.
+ * @noreturn
+ */
+stock Client_SetLastActiveWeapon(client, weapon)
+{
+ SetEntPropEnt(client, Prop_Data, "m_hLastWeapon", weapon);
+ ChangeEdictState(client, FindDataMapOffs(client, "m_hLastWeapon"));
+}
+
+/**
+ * Equips (attaches) a weapon to a client.
+ *
+ * @param client Client Index.
+ * @param weapon Entity Index of the weapon.
+ * @param switchTo If true, the client will switch to that weapon (make it active).
+ * @noreturn
+ */
+stock Client_EquipWeapon(client, weapon, bool:switchTo=false)
+{
+ EquipPlayerWeapon(client, weapon);
+
+ if (switchTo) {
+ Client_SetActiveWeapon(client, weapon);
+ }
+}
+
+/**
+ * Savly detaches a clients weapon, to remove it as example.
+ * The client will select his last weapon when detached.
+ *
+ * @param client Client Index.
+ * @param weapon Entity Index of the weapon, you'd like to detach.
+ * @return True on success, false otherwise.
+ */
+stock bool:Client_DetachWeapon(client, weapon)
+{
+ if (!RemovePlayerItem(client, weapon)) {
+ return false;
+ }
+
+ if (Client_GetActiveWeapon(client) == INVALID_ENT_REFERENCE) {
+ Client_ChangeToLastWeapon(client);
+ }
+
+ return true;
+}
+
+/**
+ * Gives a client a weapon.
+ *
+ * @param client Client Index.
+ * @param className Weapon Classname String.
+ * @param switchTo If set to true, the client will switch the active weapon to the new weapon.
+ * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure.
+ */
+stock Client_GiveWeapon(client, const String:className[], bool:switchTo=true)
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ weapon = Weapon_CreateForOwner(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return INVALID_ENT_REFERENCE;
+ }
+ }
+
+ Client_EquipWeapon(client, weapon, switchTo);
+
+ return weapon;
+}
+
+/**
+ * Gives a client a weapon and ammo for that weapon.
+ *
+ * @param client Client Index.
+ * @param className Weapon Classname String.
+ * @param switchTo If set to true, the client will switch the active weapon to the new weapon.
+ * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched.
+ * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched.
+ * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched.
+ * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure.
+ */
+stock Client_GiveWeaponAndAmmo(client, const String:className[], bool:switchTo=true, primaryAmmo=-1, secondaryAmmo=-1, primaryClip=-1, secondaryClip=-1)
+{
+ new weapon = Client_GiveWeapon(client, className, switchTo);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return INVALID_ENT_REFERENCE;
+ }
+
+ if (primaryClip != -1) {
+ Weapon_SetPrimaryClip(weapon, primaryClip);
+ }
+
+ if (secondaryClip != -1) {
+ Weapon_SetSecondaryClip(weapon, secondaryClip);
+ }
+
+ Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo);
+
+ return weapon;
+}
+
+/**
+ * Removes a weapon from a client.
+ *
+ * @param client Client Index.
+ * @param className Weapon Classname String.
+ * @param firstOnly If false it loops trough the whole weapon list and deletes all weapons that match the specified classname.
+ * @param clearAmmo If true, the ammo the client carries for that weapon will be set to 0 (primary and secondary).
+ * @return True on success, false otherwise.
+ */
+stock bool:Client_RemoveWeapon(client, const String:className[], bool:firstOnly=true, bool:clearAmmo=false)
+{
+ new offset = Client_GetWeaponsOffset(client) - 4;
+
+ for (new i=0; i < MAX_WEAPONS; i++) {
+ offset += 4;
+
+ new weapon = GetEntDataEnt2(client, offset);
+
+ if (!Weapon_IsValid(weapon)) {
+ continue;
+ }
+
+ if (!Entity_ClassNameMatches(weapon, className)) {
+ continue;
+ }
+
+ if (clearAmmo) {
+ Client_SetWeaponPlayerAmmoEx(client, weapon, 0, 0);
+ }
+
+ if (Client_GetActiveWeapon(client) == weapon) {
+ Client_ChangeToLastWeapon(client);
+ }
+
+ if (RemovePlayerItem(client, weapon)) {
+ Entity_Kill(weapon);
+ }
+
+ if (firstOnly) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+/**
+ * Removes all weapons of a client.
+ * You can specify a weapon it shouldn't remove and if to
+ * clear the player's ammo for a weapon when it gets removed.
+ *
+ * @param client Client Index.
+ * @param exclude If not empty, this weapon won't be removed from the client.
+ * @param clearAmmo If true, the ammo the player carries for all removed weapons are set to 0 (primary and secondary).
+ * @return Number of removed weapons.
+ */
+stock Client_RemoveAllWeapons(client, const String:exclude[]="", bool:clearAmmo=false)
+{
+ new offset = Client_GetWeaponsOffset(client) - 4;
+
+ new numWeaponsRemoved = 0;
+ for (new i=0; i < MAX_WEAPONS; i++) {
+ offset += 4;
+
+ new weapon = GetEntDataEnt2(client, offset);
+
+ if (!Weapon_IsValid(weapon)) {
+ continue;
+ }
+
+ if (exclude[0] != '\0' && Entity_ClassNameMatches(weapon, exclude)) {
+ Client_SetActiveWeapon(client, weapon);
+ continue;
+ }
+
+ if (clearAmmo) {
+ Client_SetWeaponPlayerAmmoEx(client, weapon, 0, 0);
+ }
+
+ if (RemovePlayerItem(client, weapon)) {
+ Entity_Kill(weapon);
+ }
+
+ numWeaponsRemoved++;
+ }
+
+ return numWeaponsRemoved;
+}
+
+/**
+ * Checks if a client has a specific weapon.
+ *
+ * @param client Client Index.
+ * @param className Weapon Classname.
+ * @return True if client has the weapon, otherwise false.
+ */
+stock Client_HasWeapon(client, const String:className[])
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ return (weapon != INVALID_ENT_REFERENCE);
+}
+
+/**
+ * Gets the weapon of a client by the weapon's classname.
+ *
+ * @param client Client Index.
+ * @param className Classname of the weapon.
+ * @return Entity index on success or INVALID_ENT_REFERENCE.
+ */
+stock Client_GetWeapon(client, const String:className[])
+{
+ new offset = Client_GetWeaponsOffset(client) - 4;
+ new weapon = INVALID_ENT_REFERENCE;
+ for (new i=0; i < MAX_WEAPONS; i++) {
+ offset += 4;
+
+ weapon = GetEntDataEnt2(client, offset);
+
+ if (!Weapon_IsValid(weapon)) {
+ continue;
+ }
+
+ if (Entity_ClassNameMatches(weapon, className)) {
+ return weapon;
+ }
+ }
+
+ return INVALID_ENT_REFERENCE;
+}
+
+/**
+ * Gets the weapon of a client by slot number.
+ * Note: This is incompatible to games that have multiple
+ * weapons in one slot (eg.: hl2dm).
+ *
+ * @param client Client Index.
+ * @param slot Slot Index.
+ * @return Entity index on success or INVALID_ENT_REFERENCE.
+ */
+stock Client_GetWeaponBySlot(client, slot)
+{
+ return GetPlayerWeaponSlot(client, slot);
+}
+
+/**
+ * Gets the clients default weapon (Entity Index).
+ *
+ * @param client Client Index.
+ * @return Entity Index on success, INVALID_ENT_REFERENCE on failure.
+ */
+stock Client_GetDefaultWeapon(client)
+{
+ decl String:weaponName[MAX_WEAPON_STRING];
+ if (Client_GetDefaultWeaponName(client, weaponName, sizeof(weaponName))) {
+ return INVALID_ENT_REFERENCE;
+ }
+
+ return Client_GetWeapon(client, weaponName);
+}
+
+/**
+ * Gets the clients default weapon (classname).
+ * This function doesn't work in all games (maybe only works in hl2dm).
+ * It will return an empty string if cl_defaultweapon doesn't exist.
+ *
+ * @param client Client Index.
+ * @param buffer Buffer to store the default weapon's classname.
+ * @param size Max size of string: buffer.
+ * @return True on success, false otherwise.
+ */
+stock bool:Client_GetDefaultWeaponName(client, String:buffer[], size)
+{
+ if (!GetClientInfo(client, "cl_defaultweapon", buffer, size)) {
+ buffer[0] = '\0';
+ return false;
+ }
+
+ return true;
+}
+
+/**
+ * Gets the first weapon of the client's weapon list (m_hMyWeapons).
+ * Note: This has nothing to do with weapon slots.
+ *
+ * @param client Client Index.
+ * @return Entity Index of the weapon or INVALID_ENT_REFERENCE.
+ */
+stock Client_GetFirstWeapon(client)
+{
+ new offset = Client_GetWeaponsOffset(client) - 4;
+
+ for (new i=0; i < MAX_WEAPONS; i++) {
+ offset += 4;
+
+ new weapon = GetEntDataEnt2(client, offset);
+
+ if (!Weapon_IsValid(weapon)) {
+ continue;
+ }
+
+ return weapon;
+ }
+
+ return INVALID_ENT_REFERENCE;
+}
+
+/**
+ * Gets the number of weapons a client has.
+ *
+ * @param client Client Index.
+ * @return Number of weapons.
+ */
+stock Client_GetWeaponCount(client)
+{
+ new numWeapons = 0;
+
+ new offset = Client_GetWeaponsOffset(client) - 4;
+
+ for (new i=0; i < MAX_WEAPONS; i++) {
+ offset += 4;
+
+ new weapon = GetEntDataEnt2(client, offset);
+
+ if (!Weapon_IsValid(weapon)) {
+ continue;
+ }
+
+ numWeapons++;
+ }
+
+ return numWeapons;
+}
+
+/**
+ * Checks whether the client is currently reloading his active weapon.
+ *
+ * @param client Client Index.
+ * @return True if client is reloading, false otherwise.
+ */
+stock bool:Client_IsReloading(client)
+{
+ new weapon = Client_GetActiveWeapon(client);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ return Weapon_IsReloading(weapon);
+}
+
+/**
+ * Sets the primary and secondary clip value of a weapon.
+ *
+ * @param client Client Index.
+ * @param classname Classname of a weapon.
+ * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched.
+ * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_SetWeaponClipAmmo(client, const String:className[], primaryClip=-1, secondoaryClip=-1)
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ if (primaryClip != -1) {
+ Weapon_SetPrimaryClip(weapon, primaryClip);
+ }
+
+ if (secondoaryClip != -1) {
+ Weapon_SetSecondaryClip(weapon, primaryClip);
+ }
+
+ return true;
+}
+
+/**
+ * Gets the primary and secondary ammo the player carries for a specific weapon classname.
+ *
+ * @param client Client Index.
+ * @param classname Classname of a weapon.
+ * @param primaryAmmo Primary ammo stock from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock from the client, if -1 the value is untouched.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_GetWeaponPlayerAmmo(client, const String:className[], &primaryAmmo=-1, &secondaryAmmo=-1)
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ new offset_ammo = FindDataMapOffs(client, "m_iAmmo");
+
+ if (primaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4);
+ primaryAmmo = GetEntData(client, offset);
+ }
+
+ if (secondaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4);
+ secondaryAmmo = GetEntData(client, offset);
+ }
+
+ return true;
+}
+
+/**
+ * Gets the primary and secondary ammo the player carries for a specific weapon index.
+ *
+ * @param client Client Index.
+ * @param weapon Weapon Entity Index.
+ * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched.
+ * @noreturn
+ */
+stock Client_GetWeaponPlayerAmmoEx(client, weapon, &primaryAmmo=-1, &secondaryAmmo=-1)
+{
+ new offset_ammo = FindDataMapOffs(client, "m_iAmmo");
+
+ if (primaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4);
+ primaryAmmo = GetEntData(client, offset);
+ }
+
+ if (secondaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4);
+ secondaryAmmo = GetEntData(client, offset);
+ }
+}
+
+/**
+ * Sets the primary and secondary ammo the player carries for a specific weapon classname.
+ *
+ * @param client Client Index.
+ * @param classname Weapon Classname String.
+ * @param primaryAmmo Primary ammo stock from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock from the client, if -1 the value is untouched.
+ * @return True on success, false on failure.
+ */
+stock bool:Client_SetWeaponPlayerAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1)
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo);
+
+ return true;
+}
+
+/**
+ * Sets the primary and secondary ammo the player carries for a specific weapon index.
+ *
+ * @param client Client Index.
+ * @param weapon Weapon Entity Index.
+ * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched.
+ * @noreturn
+ */
+stock Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo=-1, secondaryAmmo=-1)
+{
+ new offset_ammo = FindDataMapOffs(client, "m_iAmmo");
+
+ if (primaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4);
+ SetEntData(client, offset, primaryAmmo, 4, true);
+ }
+
+ if (secondaryAmmo != -1) {
+ new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4);
+ SetEntData(client, offset, secondaryAmmo, 4, true);
+ }
+}
+
+/**
+ * Sets the value from primary and secondary ammo stock, of a client.
+ *
+ * @param client Client Index.
+ * @param className Classname of a weapon.
+ * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched.
+ * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched.
+ * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched.
+ * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched.
+ * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure.
+ */
+stock Client_SetWeaponAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1, primaryClip=-1, secondaryClip=-1)
+{
+ new weapon = Client_GetWeapon(client, className);
+
+ if (weapon == INVALID_ENT_REFERENCE) {
+ return false;
+ }
+
+ if (primaryClip != -1) {
+ Weapon_SetPrimaryClip(weapon, primaryClip);
+ }
+ if (secondaryClip != -1) {
+ Weapon_SetSecondaryClip(weapon, secondaryClip);
+ }
+ Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo);
+
+ return true;
+}
+
+/**
+ * Gets the next weapon of a client, starting at start.
+ *
+ * @param client Client Index (must be a valid client ingame).
+ * @param index Reference to an index variable, will contain the index of the next weapon to check.
+ * @return Weapon Index or -1 if no more weapons are found.
+ */
+stock Client_GetNextWeapon(client, &index = 0)
+{
+ new offset = Client_GetWeaponsOffset(client) + (index * 4);
+
+ new weapon;
+ while (index < MAX_WEAPONS) {
+ index++;
+
+ weapon = GetEntDataEnt2(client, offset);
+
+ if (Weapon_IsValid(weapon)) {
+ return weapon;
+ }
+
+ offset += 4;
+ }
+
+ return -1;
+}
+
+/**
+ * Prints white text to the bottom center of the screen
+ * for one client. Does not work in all games.
+ * Line Breaks can be done with "\n".
+ *
+ * @param client Client Index.
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @return True on success, false if this usermessage doesn't exist.
+ */
+stock bool:Client_PrintHintText(client, const String:format[], any:...)
+{
+ new Handle:userMessage = StartMessageOne("HintText", client);
+
+ if (userMessage == INVALID_HANDLE) {
+ return false;
+ }
+
+ decl String:buffer[254];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 3);
+
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetString(userMessage, "text", format);
+ }
+ else {
+ BfWriteByte(userMessage, 1);
+ BfWriteString(userMessage, buffer);
+ }
+
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * Prints white text to the bottom center of the screen
+ * for all clients. Does not work in all games.
+ * Line Breaks can be done with "\n".
+ *
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintHintTextToAll(const String:format[], any:...)
+{
+ decl String:buffer[254];
+
+ for (new client=1; client <= MaxClients; client++) {
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 2);
+ Client_PrintHintText(client, buffer);
+ }
+}
+
+/**
+ * Prints white text to the right-center side of the screen
+ * for one client. Does not work in all games.
+ * Line Breaks can be done with "\n".
+ *
+ * @param client Client Index.
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @return True on success, false if this usermessage doesn't exist.
+ */
+stock bool:Client_PrintKeyHintText(client, const String:format[], any:...)
+{
+ new Handle:userMessage = StartMessageOne("KeyHintText", client);
+
+ if (userMessage == INVALID_HANDLE) {
+ return false;
+ }
+
+ decl String:buffer[254];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 3);
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetString(userMessage, "hints", buffer);
+ }
+ else {
+ BfWriteByte(userMessage, 1);
+ BfWriteString(userMessage, buffer);
+ }
+
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * Prints white text to the right-center side of the screen
+ * for all clients. Does not work in all games.
+ * Line Breaks can be done with "\n".
+ *
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintKeyHintTextToAll(const String:format[], any:...)
+{
+ decl String:buffer[254];
+
+ for (new client=1; client <= MaxClients; client++) {
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 2);
+ Client_PrintKeyHintText(client, buffer);
+ }
+}
+
+/**
+ * Prints a reliable raw chat message to a client in the chat area.
+ * If the client == 0, the message will printed to server console.
+ *
+ * @param client Client Index.
+ * @param message String Message.
+ * @param subject Client Index/Subject (normally used for teamcolors)
+ * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported.
+ * @noreturn
+ */
+stock Client_PrintToChatRaw(client, const String:message[], subject=0, bool:isChat=false)
+{
+ if (client == 0) {
+ decl String:buffer[253];
+ Color_StripFromChatText(message, buffer, sizeof(buffer));
+ PrintToServer(buffer);
+ return;
+ }
+
+ static sayText2_supported = true;
+ static sayText2_checked = false;
+
+ if (!sayText2_checked) {
+
+ if (GetUserMessageId("SayText2") == INVALID_MESSAGE_ID) {
+ sayText2_supported = false;
+ }
+
+ sayText2_checked = true;
+ }
+
+ new Handle:userMessage = INVALID_HANDLE;
+
+ if (sayText2_supported) {
+ userMessage = StartMessageOne("SayText2", client, USERMSG_RELIABLE);
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(userMessage, "ent_idx", subject);
+ PbSetBool(userMessage, "chat", isChat);
+ PbSetString(userMessage, "msg_name", message);
+
+ // psychonic: Furthermore, some usermessages with repeated field,
+ // such as the commonly-used SayText2, expected an undocumented
+ // specific number of values added, else the client will crash when receiving.
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ }
+ else {
+ BfWriteByte(userMessage , subject);
+ BfWriteByte(userMessage , isChat);
+ BfWriteString(userMessage , message);
+ }
+ }
+ else {
+ userMessage = StartMessageOne("SayText", client, USERMSG_RELIABLE);
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(userMessage, "ent_idx", subject);
+ PbSetString(userMessage, "text", message);
+ PbSetBool(userMessage, "chat", isChat);
+ }
+ else {
+ BfWriteByte(userMessage , subject);
+ BfWriteString(userMessage , message);
+ // For DoD:S nickname coloring
+ BfWriteByte(userMessage , -1);
+ }
+ }
+
+ EndMessage();
+}
+
+/**
+ * Prints a reliable chat message to one client in the chat area.
+ * Allows up to 253 Characters (including \0) to be printed.
+ * Supports chat color tags (see: colors.inc).
+ *
+ * @param client Client Index.
+ * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported.
+ * @param format Formatting rules String.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToChat(client, bool:isChat, const String:format[], any:...)
+{
+ decl
+ String:buffer[512],
+ String:buffer2[253];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 4);
+ new subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2));
+
+ Client_PrintToChatRaw(client, buffer2, subject, isChat);
+
+ Color_ChatClearSubject();
+}
+
+static printToChat_excludeclient = -1;
+
+/**
+ * Exclude a client from the next call to a Client_PrintToChat function.
+ *
+ * @param client Client Index.
+ * @noreturn
+ */
+stock Client_PrintToChatExclude(client)
+{
+ printToChat_excludeclient = client;
+}
+
+/**
+ * Prints a reliable chat message to all clients in the chat area.
+ * Allows up to 253 Characters (including \0) to be printed.
+ * Supports chat color tags (see: colors.inc).
+ *
+ * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported.
+ * @param format Formatting rules String.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToChatAll(bool:isChat, const String:format[], any:...)
+{
+ decl
+ String:buffer[512],
+ String:buffer2[253];
+ new
+ subject,
+ language,
+ lastLanguage = -1;
+
+ for (new client=1; client <= MaxClients; client++) {
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ if (client == printToChat_excludeclient) {
+ printToChat_excludeclient = -1;
+ continue;
+ }
+
+ language = GetClientLanguage(client);
+
+ if (language != lastLanguage) {
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 3);
+ subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2));
+
+ lastLanguage = language;
+ }
+
+ Client_PrintToChatRaw(client, buffer2, subject, isChat);
+ }
+
+ Color_ChatClearSubject();
+}
+
+/**
+ * Prints a reliable chat message to the specified clients in the chat area.
+ * Allows up to 253 Characters (including \0) to be print.
+ * Supports chat color tags (see: colors.inc).
+ *
+ * @param clients Client Array.
+ * @param numClients Number of clients in the client array.
+ * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported.
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToChatEx(clients[], numClients, bool:isChat, const String:format[], any:...)
+{
+ decl
+ String:buffer[512],
+ String:buffer2[253];
+ new
+ client,
+ subject,
+ language,
+ lastLanguage = -1;
+
+ for (new i=0; i < numClients; i++) {
+
+ client = clients[i];
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ if (client == printToChat_excludeclient) {
+ printToChat_excludeclient = -1;
+ continue;
+ }
+
+ language = GetClientLanguage(client);
+
+ if (language != lastLanguage) {
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 5);
+ subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2));
+
+ lastLanguage = language;
+ }
+
+ Client_PrintToChatRaw(client, buffer2, subject, isChat);
+ }
+
+ Color_ChatClearSubject();
+}
+
+enum ClientHudPrint {
+ ClientHudPrint_Notify = 1,
+ ClientHudPrint_Console,
+ ClientHudPrint_Talk,
+ Client_HudPrint_Center
+};
+
+/**
+ * Prints a relieable message to the client's console.
+ * Allows up to 254 Characters (including \0) to be print (253 for talk).
+ * Supports chat color tags (see: colors.inc, only available in Left 4 Dead (2) or higher).
+ * Chat colors are stripped automatically if not supported.
+ *
+ * @param clients Client Array.
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToConsole(client, const String:format[], any:...)
+{
+ decl String:buffer[512];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 3);
+
+ Client_Print(client, ClientHudPrint_Console, buffer);
+}
+
+/**
+ * Prints a relieable message to the client's console.
+ * Allows up to 254 Characters (including \0) to be print.
+ * Supports chat color tags in chat & console (see: colors.inc).
+ * Chat colors are stripped automatically if not supported in the destination.
+ *
+ * @param clients Client Array.
+ * @param destination Destination place (use onf of the ClientHudPrint_)
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_Print(client, ClientHudPrint:destination, const String:format[], any:...)
+{
+ decl String:buffer[512], String:buffer2[254];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 4);
+
+ new subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2));
+
+ if (destination == ClientHudPrint_Talk) {
+ Client_PrintToChatRaw(client, buffer2, subject, false);
+ return;
+ }
+
+ new EngineVersion:engineVersion = GetEngineVersion();
+ if (client == 0 ||
+ destination != ClientHudPrint_Console ||
+ (destination == ClientHudPrint_Console
+ && engineVersion != Engine_Left4Dead && engineVersion != Engine_Left4Dead2))
+ {
+ Color_StripFromChatText(buffer2, buffer2, sizeof(buffer2));
+
+ if (client == 0) {
+ PrintToServer(buffer2);
+ return;
+ }
+ }
+
+ new Handle:userMessage = INVALID_HANDLE;
+ userMessage = StartMessageOne("TextMsg", client, USERMSG_RELIABLE);
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(userMessage, "msg_dst", _:destination);
+ PbAddString(userMessage, "params", buffer2);
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ PbAddString(userMessage, "params", "");
+ }
+ else {
+ BfWriteByte(userMessage , _:destination);
+ BfWriteString(userMessage , buffer2);
+ }
+
+ EndMessage();
+}
+
+/**
+ * Replies to a message in a command.
+ * A client index of 0 will use PrintToServer().
+ * If the command was from the console, Client_PrintToConsole() is used.
+ * If the command was from chat, Client_PrintToChat() is used.
+ *
+ * @param client Client Index.
+ * @param format Formatting rules String.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_Reply(client, const String:format[], any:...)
+{
+ decl String:buffer[255];
+
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 3);
+
+ if (GetCmdReplySource() == SM_REPLY_TO_CONSOLE) {
+ Client_PrintToConsole(client, buffer);
+ }
+ else {
+ Client_PrintToChat(client, false, buffer);
+ }
+}
+
+#define SHAKE_START 0 // Starts the screen shake for all players within the radius.
+#define SHAKE_STOP 1 // Stops the screen shake for all players within the radius.
+#define SHAKE_AMPLITUDE 2 // Modifies the amplitude of an active screen shake for all players within the radius.
+#define SHAKE_FREQUENCY 3 // Modifies the frequency of an active screen shake for all players within the radius.
+#define SHAKE_START_RUMBLEONLY 4 // Starts a shake effect that only rumbles the controller, no screen effect.
+#define SHAKE_START_NORUMBLE 5 // Starts a shake that does NOT rumble the controller.
+
+/**
+ * Shakes a client's screen with the specified amptitude,
+ * frequency & duration.
+ *
+ * @param client Client Index.
+ * @param command Shake Mode, use one of the SHAKE_ definitions.
+ * @param amplitude Shake magnitude/amplitude.
+ * @param frequency Shake noise frequency.
+ * @param duration Shake lasts this long.
+ * @return True on success, false otherwise.
+ */
+stock bool:Client_Shake(client, command=SHAKE_START, Float:amplitude=50.0, Float:frequency=150.0, Float:duration=3.0)
+{
+ if (command == SHAKE_STOP) {
+ amplitude = 0.0;
+ }
+ else if (amplitude <= 0.0) {
+ return false;
+ }
+
+ new Handle:userMessage = StartMessageOne("Shake", client);
+
+ if (userMessage == INVALID_HANDLE) {
+ return false;
+ }
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available
+ && GetUserMessageType() == UM_Protobuf) {
+
+ PbSetInt(userMessage, "command", command);
+ PbSetFloat(userMessage, "local_amplitude", amplitude);
+ PbSetFloat(userMessage, "frequency", frequency);
+ PbSetFloat(userMessage, "duration", duration);
+ }
+ else {
+ BfWriteByte(userMessage, command); // Shake Command
+ BfWriteFloat(userMessage, amplitude); // shake magnitude/amplitude
+ BfWriteFloat(userMessage, frequency); // shake noise frequency
+ BfWriteFloat(userMessage, duration); // shake lasts this long
+ }
+
+ EndMessage();
+
+ return true;
+}
+
+/**
+ * Checks whether the client is a generic admin.
+ *
+ * @param Client Index.
+ * @return True if the client is a generic admin, false otheriwse.
+ */
+stock bool:Client_IsAdmin(client)
+{
+ new AdminId:adminId = GetUserAdmin(client);
+
+ if (adminId == INVALID_ADMIN_ID) {
+ return false;
+ }
+
+ return GetAdminFlag(adminId, Admin_Generic);
+}
+
+/**
+ * Checks whether a client has certain admin flags
+ *
+ * @param Client Index.
+ * @return True if the client has the admin flags, false otherwise.
+ */
+stock bool:Client_HasAdminFlags(client, flags=ADMFLAG_GENERIC)
+{
+ new AdminId:adminId = GetUserAdmin(client);
+
+ if (adminId == INVALID_ADMIN_ID) {
+ return false;
+ }
+
+ return bool:(GetAdminFlags(adminId, Access_Effective) & flags);
+}
+
+/**
+ * Returns whether a player is in a specific admin group.
+ *
+ * @param client Client Index.
+ * @param groupName Admin group name to check.
+ * @param caseSensitive True if the group check has to be case sensitive, false otherwise.
+ * @return True if the client is in the admin group, false otherwise.
+ */
+stock bool:Client_IsInAdminGroup(client, const String:groupName[], bool:caseSensitive=true)
+{
+ new AdminId:adminId = GetUserAdmin(client);
+
+ // Validate id.
+ if (adminId == INVALID_ADMIN_ID) {
+ return false;
+ }
+
+ // Get number of groups.
+ new count = GetAdminGroupCount(adminId);
+
+ // Validate number of groups.
+ if (count == 0) {
+ return false;
+ }
+
+ decl String:groupname[64];
+
+ // Loop through each group.
+ for (new i = 0; i < count; i++) {
+ // Get group name.
+ GetAdminGroup(adminId, i, groupname, sizeof(groupname));
+
+ // Compare names.
+ if (StrEqual(groupName, groupname, caseSensitive)) {
+ return true;
+ }
+ }
+
+ // No match.
+ return false;
+}
+
+/**
+ * Checks if the client is currently looking at the wall in front
+ * of him with the given distance as max value.
+ *
+ * @param client Client Index.
+ * @param distance Max Distance as Float value.
+ * @return True if he is looking at a wall, false otherwise.
+ */
+stock bool:Client_IsLookingAtWall(client, Float:distance=40.0) {
+
+ decl Float:posEye[3], Float:posEyeAngles[3];
+ new bool:isClientLookingAtWall = false;
+
+ GetClientEyePosition(client, posEye);
+ GetClientEyeAngles(client, posEyeAngles);
+
+ posEyeAngles[0] = 0.0;
+
+ new Handle:trace = TR_TraceRayFilterEx(posEye, posEyeAngles, CONTENTS_SOLID, RayType_Infinite, _smlib_TraceEntityFilter);
+
+ if (TR_DidHit(trace)) {
+
+ if (TR_GetEntityIndex(trace) > 0) {
+ CloseHandle(trace);
+ return false;
+ }
+
+ decl Float:posEnd[3];
+
+ TR_GetEndPosition(posEnd, trace);
+
+ if (GetVectorDistance(posEye, posEnd, true) <= (distance * distance)) {
+ isClientLookingAtWall = true;
+ }
+ }
+
+ CloseHandle(trace);
+
+ return isClientLookingAtWall;
+}
+
+public bool:_smlib_TraceEntityFilter(entity, contentsMask)
+{
+ return entity == 0;
+}
+
+/**
+ * Gets a client's class.
+ * Currently supported games are: TF2, Dark Messiah.
+ * Other games maybe work too, but are not tested.
+ *
+ * @param client Client Index.
+ * @return Class Index.
+ */
+stock Client_GetClass(client)
+{
+ if (GetEngineVersion() == Engine_DarkMessiah) {
+ return GetEntProp(client, Prop_Send, "m_iPlayerClass");
+ }
+
+ return GetEntProp(client, Prop_Send, "m_iClass");
+}
+
+/**
+ * Sets a client's class.
+ * Currently supported games are: TF2, Dark Messiah.
+ * Other games maybe work too, but are not tested.
+ *
+ * @param client Client Index.
+ * @param playerClass The class number to set the player to. Depends on game.
+ * @param persistant If true changes the players desired class so the change stays after death (probably TF2 only).
+ * @return Class Index.
+ */
+stock Client_SetClass(client, playerClass, bool:persistant=false)
+{
+ if (GetEngineVersion() == Engine_DarkMessiah) {
+ SetEntProp(client, Prop_Send, "m_iPlayerClass", playerClass);
+ } else {
+ SetEntProp(client, Prop_Send, "m_iClass", playerClass);
+
+ if (persistant) {
+ SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", playerClass);
+ }
+ }
+}
+
+/**
+ * Returns what buttons are currently pressed by the client.
+ *
+ * @param client Client Index.
+ * @return Buttons as bitflag.
+ */
+stock Client_GetButtons(client)
+{
+ return GetClientButtons(client);
+}
+
+/**
+ * Sets the client buttons.
+ * Note: This will only work OnPreThink (sdkhooks) or OnPlayerRunCmd.
+ *
+ * @param client Client Index.
+ * @param buttons Buttons as bitflag.
+ * @noreturn
+ */
+stock Client_SetButtons(client, buttons)
+{
+ SetEntProp(client, Prop_Data, "m_nButtons", buttons);
+}
+
+/**
+ * Adds buttons to the already pressed buttons.
+ * Note: This will likely only work OnPreThink (sdkhooks) or OnPlayerRunCmd.
+ *
+ * @param client Client Index.
+ * @param buttons Buttons as bitflag.
+ * @noreturn
+ */
+stock Client_AddButtons(client, buttons)
+{
+ new newButtons = Client_GetButtons(client);
+ newButtons |= buttons;
+ Client_SetButtons(client, newButtons);
+}
+
+/**
+ * Removes buttons from the already pressed buttons.
+ * Note: This will only work OnPreThink (sdkhooks) or OnPlayerRunCmd.
+ *
+ * @param client Client Index.
+ * @param buttons Buttons as bitflag.
+ * @noreturn
+ */
+stock Client_RemoveButtons(client, buttons)
+{
+ new newButtons = Client_GetButtons(client);
+ newButtons &= ~buttons;
+ Client_SetButtons(client, newButtons);
+}
+
+/**
+ * Clears all buttons.
+ * Note: This will likely only work OnPreThink (sdkhooks) or OnPlayerRunCmd.
+ *
+ * @param client Client Index.
+ * @noreturn
+ */
+stock Client_ClearButtons(client)
+{
+ Client_SetButtons(client,0);
+}
+
+/**
+ * Returns if the given buttons are pressed by the client or not.
+ *
+ * @param client Client Index.
+ * @param buttons Buttons as bitflag.
+ * @return True if the buttons are pressed otherwise false.
+ */
+stock bool:Client_HasButtons(client, buttons)
+{
+ return bool:(Client_GetButtons(client) & buttons);
+}
+
+/**
+ * Returns only the buttons that have changed since the last call of this.
+ * Example usage: Within OnPlayerRunCmd use this function to call another function only once when a player pressed or released a button.
+ *
+ * @param client Client Index.
+ * @param buttons Buttons as bitflag.
+ * @return
+ */
+stock Client_GetChangedButtons(client)
+{
+ static oldButtons[MAXPLAYERS+1] = {0,...};
+
+ new buttons = Client_GetButtons(client);
+ new changedButtons = buttons ^ oldButtons[client];
+
+ oldButtons[client] = buttons;
+
+ return changedButtons;
+}
+
+/**
+ * Sets the client's maxspeed to the given value (in units per second)
+ *
+ * @param Client Client Index
+ * @param maxspeed the maximum speed the client can move
+ * @noreturn
+ */
+stock Client_SetMaxSpeed(client, Float:value)
+{
+ Entity_SetMaxSpeed(client, value);
+}
+
+/**
+ * Shows a screen overlay tp a client.
+ * There can only be one overlay at a time.
+ * If you want to clear the overlay, pass
+ * an empty string to this function.
+ *
+ * @param Client Client Index.
+ * @param path Overlay path (based on the game/materials/ folder) or empty String to not show any overlay.
+ * @noreturn
+ */
+stock Client_SetScreenOverlay(client, const String:path[])
+{
+ ClientCommand(client, "r_screenoverlay \"%s\"", path);
+}
+
+/**
+ * Shows a screen overlay to all clients.
+ * There can only be one overlay at a time.
+ * If you want to clear the overlay, pass
+ * an empty string to this function.
+ *
+ * @param Client Client Index.
+ * @param path Overlay path (based on the game/materials/ folder) or empty String to not show any overlay.
+ * @noreturn
+ */
+stock Client_SetScreenOverlayForAll(const String:path[])
+{
+ LOOP_CLIENTS(client, CLIENTFILTER_INGAME | CLIENTFILTER_NOBOTS) {
+ Client_SetScreenOverlay(client, path);
+ }
+}
+
+/**
+ * Mutes a client's voice
+ *
+ * @param Client Client Index.
+ * @noreturn
+ */
+stock Client_Mute(client)
+{
+ SetClientListeningFlags(client, VOICE_MUTED);
+}
+
+/**
+ * UnMutes a client's voice
+ * Code copied from basecomm.sp
+ *
+ * @param Client Client Index.
+ * @noreturn
+ */
+stock Client_UnMute(client)
+{
+ static Handle:cvDeadTalk = INVALID_HANDLE;
+
+ if (cvDeadTalk == INVALID_HANDLE) {
+ cvDeadTalk = FindConVar("sm_deadtalk");
+ }
+
+ if (cvDeadTalk == INVALID_HANDLE) {
+ SetClientListeningFlags(client, VOICE_NORMAL);
+ }
+ else {
+ if (GetConVarInt(cvDeadTalk) == 1 && !IsPlayerAlive(client)) {
+ SetClientListeningFlags(client, VOICE_LISTENALL);
+ }
+ else if (GetConVarInt(cvDeadTalk) == 2 && !IsPlayerAlive(client)) {
+ SetClientListeningFlags(client, VOICE_TEAM);
+ }
+ else {
+ SetClientListeningFlags(client, VOICE_NORMAL);
+ }
+ }
+}
+
+/**
+ * Checks if a client's voice is muted
+ *
+ * @param Client Client Index.
+ * @return True if the client is muted, false otherwise.
+ */
+stock bool:Client_IsMuted(client)
+{
+ return bool:(GetClientListeningFlags(client) & VOICE_MUTED);
+}
+
+/**
+ * Checks if a client matches the specified flag filter.
+ * Use one of the CLIENTFILTER_ constants.
+ * Note that this already checks if the client is ingame or connected
+ * so you don't have to do that yourself.
+ * This function is optimized to make as less native calls as possible :)
+ *
+ * @param Client Client Index.
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @return True if the client if the client matches, false otherwise.
+ */
+stock bool:Client_MatchesFilter(client, flags)
+{
+ new bool:isIngame = false;
+
+ if (flags >= CLIENTFILTER_INGAME) {
+ isIngame = IsClientInGame(client);
+
+ if (isIngame) {
+ if (flags & CLIENTFILTER_NOTINGAME) {
+ return false;
+ }
+ }
+ else {
+ return false;
+ }
+ }
+ else if (!IsClientConnected(client)) {
+ return false;
+ }
+
+ if (!flags) {
+ return true;
+ }
+
+ if (flags & CLIENTFILTER_INGAMEAUTH) {
+ flags |= CLIENTFILTER_INGAME | CLIENTFILTER_AUTHORIZED;
+ }
+
+ if (flags & CLIENTFILTER_BOTS && !IsFakeClient(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_NOBOTS && IsFakeClient(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_ADMINS && !Client_IsAdmin(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_NOADMINS && Client_IsAdmin(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_AUTHORIZED && !IsClientAuthorized(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_NOTAUTHORIZED && IsClientAuthorized(client)) {
+ return false;
+ }
+
+ if (isIngame) {
+
+ if (flags & CLIENTFILTER_ALIVE && !IsPlayerAlive(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_DEAD && IsPlayerAlive(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_SPECTATORS && GetClientTeam(client) != TEAM_SPECTATOR) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_NOSPECTATORS && GetClientTeam(client) == TEAM_SPECTATOR) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_OBSERVERS && !IsClientObserver(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_NOOBSERVERS && IsClientObserver(client)) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_TEAMONE && GetClientTeam(client) != TEAM_ONE) {
+ return false;
+ }
+
+ if (flags & CLIENTFILTER_TEAMTWO && GetClientTeam(client) != TEAM_TWO) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+/**
+ * Gets all clients matching the specified flags filter.
+ *
+ * @param client Client Array, size should be MaxClients or MAXPLAYERS
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @return The number of clients stored in the array
+ */
+stock Client_Get(clients[], flags=CLIENTFILTER_ALL)
+{
+ new x=0;
+ for (new client = 1; client <= MaxClients; client++) {
+
+ if (!Client_MatchesFilter(client, flags)) {
+ continue;
+ }
+
+ clients[x++] = client;
+ }
+
+ return x;
+}
+
+/**
+ * Gets a random client matching the specified flags filter.
+ *
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @return Client Index or -1 if no client was found
+ */
+stock Client_GetRandom(flags=CLIENTFILTER_ALL)
+{
+ decl clients[MaxClients];
+ new num = Client_Get(clients, flags);
+
+ if (num == 0) {
+ return -1;
+ }
+ else if (num == 1) {
+ return clients[0];
+ }
+
+ new random = Math_GetRandomInt(0, num-1);
+
+ return clients[random];
+}
+
+/**
+ * Gets a client matching certain flags starting at start.
+ *
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @param start Start Index.
+ * @return Client Index or -1 if no client was found
+ */
+stock Client_GetNext(flags, start=1)
+{
+ for (new client=start; client <= MaxClients; client++) {
+
+ if (Client_MatchesFilter(client, flags)) {
+ return client;
+ }
+ }
+
+ return -1;
+}
+
+/**
+ * Retrieves the time duration a client played on the current map.
+ *
+ * @param client Client Index.
+ * @return Time in seconds as Float
+ */
+stock Float:Client_GetMapTime(client)
+{
+ new Float:fClientTime = GetClientTime(client);
+ new Float:fGameTime = GetGameTime();
+
+ return (fClientTime < fGameTime) ? fClientTime : fGameTime;
+}
+
+/**
+ * Gets client money value (for games like Counter-Strike:Source).
+ *
+ * @param client Client Index.
+ * @return Money value from the client.
+ */
+stock Client_GetMoney(client)
+{
+ return GetEntProp(client, Prop_Send, "m_iAccount");
+}
+
+/**
+ * Sets client money value (for games like Counter-Strike:Source).
+ *
+ * @param client Client Index.
+ * @param value Money value to set.
+ * @noreturn
+ */
+stock Client_SetMoney(client, value)
+{
+ SetEntProp(client, Prop_Send, "m_iAccount", value);
+}
+
+/**
+ * Gets a client's observers.
+ *
+ * @param client Client Index.
+ * @param observers Array with size of MaxClients or MAXPLAYERS.
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @return Number of observers found.
+ */
+stock Client_GetObservers(client, observers[], flags=CLIENTFILTER_ALL)
+{
+ new count = 0;
+
+ LOOP_CLIENTS(player, CLIENTFILTER_OBSERVERS | flags) {
+
+ if (Client_GetObserverTarget(player) == client) {
+ observers[count++] = player;
+ }
+ }
+
+ return count;
+}
+
+static Float:getPlayersInRadius_distances[MAXPLAYERS+1];
+
+/**
+ * Gets all players near a player in a certain radius and
+ * orders the players by distance (optional).
+ *
+ * @param client Client Index.
+ * @param clients Array with size of MaxClients or MAXPLAYERS.
+ * @param radius radius Float (max distance)
+ * @param orderByDistance Set to true to order the clients by distance, false otherwise.
+ * @return Number of clients found.
+ */
+stock Client_GetPlayersInRadius(client, clients[], Float:radius, bool:orderByDistance=true)
+{
+ decl Float:origin_client[3];
+ new
+ Float:distance,
+ count=0;
+
+ Entity_GetAbsOrigin(client, origin_client);
+
+ LOOP_CLIENTS(player, CLIENTFILTER_INGAME) {
+
+ if (player == client) {
+ continue;
+ }
+
+ distance = Entity_GetDistanceOrigin(player, origin_client);
+
+ if (distance <= radius) {
+ clients[count++] = player;
+
+ if (orderByDistance) {
+ getPlayersInRadius_distances[player] = distance;
+ }
+ }
+ }
+
+ if (orderByDistance) {
+ SortCustom1D(clients, count, __smlib_GetPlayersInRadius_Sort);
+ }
+
+ return count;
+}
+
+public __smlib_GetPlayersInRadius_Sort(player1, player2, const clients[], Handle:hndl)
+{
+ return FloatCompare(getPlayersInRadius_distances[player1], getPlayersInRadius_distances[player2]);
+}
+
+/**
+ * Gets the next player observing client starting at start.
+ *
+ * @param client Client Index (Observer Target)
+ * @param start Start Index.
+ * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants).
+ * @return Client Index or -1 if no client was found
+ */
+stock Client_GetNextObserver(client, start=1, flags=CLIENTFILTER_ALL)
+{
+ for (new player=start; player <= MaxClients; player++) {
+
+ if (Client_MatchesFilter(player, CLIENTFILTER_OBSERVERS | flags)) {
+
+ if (Client_GetObserverTarget(player) == client) {
+ return player;
+ }
+ }
+ }
+
+ return -1;
+}
+
+/**
+ * Searchs and returns the game's player_manager entity.
+ * This should be called on every map start.
+ *
+ * @return player_manager entity or INVALID_ENT_REFERENCE if not found.
+ */
+stock Client_GetPlayerManager()
+{
+ static player_manager = INVALID_ENT_REFERENCE;
+
+ if (player_manager != INVALID_ENT_REFERENCE) {
+
+ if (Entity_IsValid(player_manager)) {
+ return player_manager;
+ }
+ else {
+ player_manager = INVALID_ENT_REFERENCE;
+ }
+ }
+
+ new maxEntities = GetMaxEntities();
+
+ for (new entity=0; entity < maxEntities; entity++) {
+
+ if (!Entity_IsValid(entity)) {
+ continue;
+ }
+
+ if (Entity_ClassNameMatches(entity, "player_manager", true)) {
+ player_manager = EntIndexToEntRef(entity);
+
+ return player_manager;
+ }
+ }
+
+ return INVALID_ENT_REFERENCE;
+}
+
+/**
+ * Sets the client's ping as displayed in the scoreboards.
+ * Should be called OnGameFrame.
+ *
+ * @param client Client Index
+ * @param start New ping value.
+ * @return True on sucess, false otherwise.
+ */
+stock Client_SetPing(client, value)
+{
+ new player_manager = Client_GetPlayerManager();
+
+ static offset = -1;
+
+ if (offset== -1) {
+ offset = GetEntSendPropOffs(player_manager, "m_iPing", true);
+
+ if (offset == -1) {
+ return false;
+ }
+ }
+
+ SetEntData(player_manager, offset + (client * 4), value, 4, true);
+
+ return true;
+}
+
+static printToTop_excludeclient = -1;
+
+/**
+ * Exclude a client from the next call to a Client_PrintToTop function.
+ *
+ * @param client Client Index.
+ * @noreturn
+ */
+stock Client_PrintToTopExclude(client)
+{
+ printToTop_excludeclient = client;
+}
+
+/**
+ * Prints colored text to the top left of the screen
+ * for one client. Does not work in all games.
+ * Line Breaks can't be done.
+ *
+ * @param client Client Index.
+ * @param r Red amount.
+ * @param g Green amount.
+ * @param b Blue amount.
+ * @param a Transparency.
+ * @param duration Duration in seconds the text stays (min 10 - max 200 seconds).
+ * @param text Text to print to.
+ * @return True on success, false if the key value for the dialog couldn't be created or closed.
+ */
+stock bool:Client_PrintToTopRaw(client, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:text[])
+{
+ //message line max 50
+ //overline: 39*_
+ //underline: 44*T
+ new Handle:keyValue = CreateKeyValues("Stuff", "title", text);
+
+ if (keyValue == INVALID_HANDLE) {
+ return false;
+ }
+
+ KvSetColor(keyValue, "color", r, g, b, a);
+ KvSetNum(keyValue, "level", 1);
+ KvSetNum(keyValue, "time", RoundToFloor(duration));
+
+ CreateDialog(client, keyValue, DialogType_Msg);
+
+ if (!CloseHandle(keyValue)) {
+ return false;
+ }
+ return true;
+}
+
+/**
+ * Prints colored text to the top left of the screen
+ * for one client. Does not work in all games.
+ * Line Breaks can't be done.
+ *
+ * @param client Client Index.
+ * @param r Red amount.
+ * @param g Green amount.
+ * @param b Blue amount.
+ * @param a Transparency.
+ * @param duration Duration in seconds the text stays (min 10 - max 200 seconds).
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @return True on success, false if the key value for the dialog couldn't be created or closed.
+ */
+stock bool:Client_PrintToTop(client, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...)
+{
+ new String:buffer[150];
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 8);
+
+ return Client_PrintToTopRaw(client, r, g, b, a, duration, buffer);
+}
+
+/**
+ * Prints colored text to the top left of the screen
+ * to all clients. Does not work in all games.
+ * Line Breaks can't be done.
+ *
+ * @param r Red amount.
+ * @param g Green amount.
+ * @param b Blue amount.
+ * @param a Transparency.
+ * @param duration Duration in seconds the text stays (min 10 - max 200 seconds).
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToTopAll(r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...)
+{
+ decl
+ String:buffer[150];
+ new
+ language,
+ lastLanguage = -1;
+
+ for (new client=1; client <= MaxClients; client++) {
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ if (client == printToTop_excludeclient) {
+ printToTop_excludeclient = -1;
+ continue;
+ }
+
+ language = GetClientLanguage(client);
+
+ if (language != lastLanguage) {
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 7);
+
+ lastLanguage = language;
+ }
+
+ Client_PrintToTopRaw(client, r, g, b, a, duration, buffer);
+ }
+}
+
+/**
+ * Prints colored text to the top left of the screen
+ * to specified clients. Does not work in all games.
+ * Line Breaks can't be done.
+ *
+ * @param clients Client Array.
+ * @param numClients Number of clients in the clients array.
+ * @param r Red amount.
+ * @param g Green amount.
+ * @param b Blue amount.
+ * @param a Transparency.
+ * @param duration Duration in seconds the text stays (min 10 - max 200 seconds).
+ * @param format Formatting rules.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ */
+stock Client_PrintToTopEx(clients[], numClients, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...)
+{
+ decl
+ String:buffer[150];
+ new
+ client,
+ language,
+ lastLanguage = -1;
+
+ for (new i=0; i < numClients; i++) {
+
+ client = clients[i];
+
+ if (!IsClientInGame(client)) {
+ continue;
+ }
+
+ if (client == printToTop_excludeclient) {
+ printToTop_excludeclient = -1;
+ continue;
+ }
+
+ language = GetClientLanguage(client);
+
+ if (language != lastLanguage) {
+ SetGlobalTransTarget(client);
+ VFormat(buffer, sizeof(buffer), format, 9);
+
+ lastLanguage = language;
+ }
+
+ Client_PrintToTopRaw(client, r, g, b, a, duration, buffer);
+ }
+}
+
+/**
+ * Opens the scoreboard for a specific client
+ *
+ * @tested csgo
+ * @param client Client index
+ * @noreturn
+ */
+stock Client_ShowScoreboard(client, flags=USERMSG_RELIABLE | USERMSG_BLOCKHOOKS)
+{
+ new Handle:handle = StartMessageOne("VGUIMenu", client, flags);
+
+ if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available &&
+ GetUserMessageType() == UM_Protobuf) {
+
+ PbSetString(handle, "name", "scores");
+ PbSetBool(handle, "show", true);
+ }
+ else {
+ BfWriteString(handle, "scores");
+ BfWriteByte(handle, 1); // Show
+ BfWriteByte(handle, 0); // subkeys count
+ }
+
+ EndMessage();
+}