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+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or <http://www.sourcemod.net/license.php>.
+ *
+ * Version: $Id$
+ */
+
+#if defined _cstrike_included
+ #endinput
+#endif
+#define _cstrike_included
+
+#define CS_TEAM_NONE 0 /**< No team yet. */
+#define CS_TEAM_SPECTATOR 1 /**< Spectators. */
+#define CS_TEAM_T 2 /**< Terrorists. */
+#define CS_TEAM_CT 3 /**< Counter-Terrorists. */
+
+#define CS_SLOT_PRIMARY 0 /**< Primary weapon slot. */
+#define CS_SLOT_SECONDARY 1 /**< Secondary weapon slot. */
+#define CS_SLOT_KNIFE 2 /**< Knife slot. */
+#define CS_SLOT_GRENADE 3 /**< Grenade slot (will only return one grenade). */
+#define CS_SLOT_C4 4 /**< C4 slot. */
+#define CS_SLOT_BOOST 11 /**< Slot for healthshot and shield (will only return one weapon/item). */
+#define CS_SLOT_UTILITY 12 /**< Slot for tablet. */
+
+#define CS_DMG_HEADSHOT (1 << 30) /**< Headshot */
+
+enum CSRoundEndReason
+{
+ CSRoundEnd_TargetBombed = 0, /**< Target Successfully Bombed! */
+ CSRoundEnd_VIPEscaped, /**< The VIP has escaped! - Doesn't exist on CS:GO */
+ CSRoundEnd_VIPKilled, /**< VIP has been assassinated! - Doesn't exist on CS:GO */
+ CSRoundEnd_TerroristsEscaped, /**< The terrorists have escaped! */
+ CSRoundEnd_CTStoppedEscape, /**< The CTs have prevented most of the terrorists from escaping! */
+ CSRoundEnd_TerroristsStopped, /**< Escaping terrorists have all been neutralized! */
+ CSRoundEnd_BombDefused, /**< The bomb has been defused! */
+ CSRoundEnd_CTWin, /**< Counter-Terrorists Win! */
+ CSRoundEnd_TerroristWin, /**< Terrorists Win! */
+ CSRoundEnd_Draw, /**< Round Draw! */
+ CSRoundEnd_HostagesRescued, /**< All Hostages have been rescued! */
+ CSRoundEnd_TargetSaved, /**< Target has been saved! */
+ CSRoundEnd_HostagesNotRescued, /**< Hostages have not been rescued! */
+ CSRoundEnd_TerroristsNotEscaped, /**< Terrorists have not escaped! */
+ CSRoundEnd_VIPNotEscaped, /**< VIP has not escaped! - Doesn't exist on CS:GO */
+ CSRoundEnd_GameStart, /**< Game Commencing! */
+
+ // The below only exist on CS:GO
+ CSRoundEnd_TerroristsSurrender, /**< Terrorists Surrender */
+ CSRoundEnd_CTSurrender, /**< CTs Surrender */
+ CSRoundEnd_TerroristsPlanted, /**< Terrorists Planted the bomb */
+ CSRoundEnd_CTsReachedHostage /**< CTs Reached the hostage */
+};
+
+enum CSWeaponID
+{
+ CSWeapon_NONE = 0,
+ CSWeapon_P228,
+ CSWeapon_GLOCK,
+ CSWeapon_SCOUT,
+ CSWeapon_HEGRENADE,
+ CSWeapon_XM1014,
+ CSWeapon_C4,
+ CSWeapon_MAC10,
+ CSWeapon_AUG,
+ CSWeapon_SMOKEGRENADE,
+ CSWeapon_ELITE,
+ CSWeapon_FIVESEVEN,
+ CSWeapon_UMP45,
+ CSWeapon_SG550,
+ CSWeapon_GALIL,
+ CSWeapon_FAMAS,
+ CSWeapon_USP,
+ CSWeapon_AWP,
+ CSWeapon_MP5NAVY,
+ CSWeapon_M249,
+ CSWeapon_M3,
+ CSWeapon_M4A1,
+ CSWeapon_TMP,
+ CSWeapon_G3SG1,
+ CSWeapon_FLASHBANG,
+ CSWeapon_DEAGLE,
+ CSWeapon_SG552,
+ CSWeapon_AK47,
+ CSWeapon_KNIFE,
+ CSWeapon_P90,
+ CSWeapon_SHIELD,
+ CSWeapon_KEVLAR,
+ CSWeapon_ASSAULTSUIT,
+ CSWeapon_NIGHTVISION, //Anything below is CS:GO ONLY
+ CSWeapon_GALILAR,
+ CSWeapon_BIZON,
+ CSWeapon_MAG7,
+ CSWeapon_NEGEV,
+ CSWeapon_SAWEDOFF,
+ CSWeapon_TEC9,
+ CSWeapon_TASER,
+ CSWeapon_HKP2000,
+ CSWeapon_MP7,
+ CSWeapon_MP9,
+ CSWeapon_NOVA,
+ CSWeapon_P250,
+ CSWeapon_SCAR17,
+ CSWeapon_SCAR20,
+ CSWeapon_SG556,
+ CSWeapon_SSG08,
+ CSWeapon_KNIFE_GG,
+ CSWeapon_MOLOTOV,
+ CSWeapon_DECOY,
+ CSWeapon_INCGRENADE,
+ CSWeapon_DEFUSER,
+ CSWeapon_HEAVYASSAULTSUIT,
+ //The rest are actual item definition indexes for CS:GO
+ CSWeapon_CUTTERS = 56,
+ CSWeapon_HEALTHSHOT = 57,
+ CSWeapon_KNIFE_T = 59,
+ CSWeapon_M4A1_SILENCER = 60,
+ CSWeapon_USP_SILENCER = 61,
+ CSWeapon_CZ75A = 63,
+ CSWeapon_REVOLVER = 64,
+ CSWeapon_TAGGRENADE = 68,
+ CSWeapon_FISTS = 69,
+ CSWeapon_BREACHCHARGE = 70,
+ CSWeapon_TABLET = 72,
+ CSWeapon_MELEE = 74,
+ CSWeapon_AXE = 75,
+ CSWeapon_HAMMER = 76,
+ CSWeapon_SPANNER = 78,
+ CSWeapon_KNIFE_GHOST = 80,
+ CSWeapon_FIREBOMB = 81,
+ CSWeapon_DIVERSION = 82,
+ CSWeapon_FRAGGRENADE = 83,
+ CSWeapon_SNOWBALL = 84,
+ CSWeapon_BUMPMINE = 85,
+ CSWeapon_MAX_WEAPONS_NO_KNIFES, // Max without the knife item defs, useful when treating all knives as a regular knife.
+ CSWeapon_BAYONET = 500,
+ CSWeapon_KNIFE_CLASSIC = 503,
+ CSWeapon_KNIFE_FLIP = 505,
+ CSWeapon_KNIFE_GUT = 506,
+ CSWeapon_KNIFE_KARAMBIT = 507,
+ CSWeapon_KNIFE_M9_BAYONET = 508,
+ CSWeapon_KNIFE_TATICAL = 509,
+ CSWeapon_KNIFE_FALCHION = 512,
+ CSWeapon_KNIFE_SURVIVAL_BOWIE = 514,
+ CSWeapon_KNIFE_BUTTERFLY = 515,
+ CSWeapon_KNIFE_PUSH = 516,
+ CSWeapon_KNIFE_CORD = 517,
+ CSWeapon_KNIFE_CANIS = 518,
+ CSWeapon_KNIFE_URSUS = 519,
+ CSWeapon_KNIFE_GYPSY_JACKKNIFE = 520,
+ CSWeapon_KNIFE_OUTDOOR = 521,
+ CSWeapon_KNIFE_STILETTO = 522,
+ CSWeapon_KNIFE_WIDOWMAKER = 523,
+ CSWeapon_KNIFE_SKELETON = 525,
+ CSWeapon_MAX_WEAPONS //THIS MUST BE LAST, EASY WAY TO CREATE LOOPS. When looping, do CS_IsValidWeaponID(i), to check.
+};
+
+/**
+ * Called when a player attempts to purchase an item.
+ * Return Plugin_Continue to allow the purchase or return a
+ * higher action to deny.
+ *
+ * @param client Client index
+ * @param weapon User input for weapon name
+ */
+forward Action CS_OnBuyCommand(int client, const char[] weapon);
+
+/**
+ * Called when CSWeaponDrop is called
+ * Return Plugin_Continue to allow the call or return a
+ * higher action to block.
+ *
+ * @param client Client index
+ * @param weaponIndex Weapon index
+ * @param donated Was weapon donated (Bought from a buy menu while ctrl was pressed)
+ * (Note: This param is for CS:GO only, will be false on other games)
+ */
+forward Action CS_OnCSWeaponDrop(int client, int weaponIndex, bool donated);
+
+/**
+ * Called when game retrieves a weapon's price for a player.
+ * Return Plugin_Continue to use default value or return a higher
+ * action to use a newly-set price.
+ *
+ * @note This can be called multiple times per weapon purchase
+ *
+ * @param client Client index
+ * @param weapon Weapon classname
+ * @param price Buffer param for the price of the weapon
+ *
+ * @note Not all "weapons" call GetWeaponPrice. Example: c4, knife, vest, vest helmet, night vision.
+ */
+forward Action CS_OnGetWeaponPrice(int client, const char[] weapon, int &price);
+
+/**
+ * Called when TerminateRound is called.
+ * Return Plugin_Continue to ignore, return Plugin_Changed to continue,
+ * using the given delay and reason, or return Plugin_Handled or a higher
+ * action to block TerminateRound from firing.
+ *
+ * @param delay Time (in seconds) until new round starts
+ * @param reason Reason for round end
+ */
+forward Action CS_OnTerminateRound(float &delay, CSRoundEndReason &reason);
+
+/**
+ * Respawns a player.
+ *
+ * @param client Player's index.
+ * @error Invalid client index, client not in game.
+ */
+native void CS_RespawnPlayer(int client);
+
+/**
+ * Switches the player's team.
+ *
+ * @param client Player's index.
+ * @param team Team index.
+ * @error Invalid client index, client not in game.
+ */
+native void CS_SwitchTeam(int client, int team);
+
+/**
+ * Forces a player to drop or toss their weapon
+ *
+ * @param client Player's index.
+ * @param weaponIndex Index of weapon to drop.
+ * @param toss True to toss weapon (with velocity) or false to just drop weapon
+ * @param blockhook Set to true to stop the corresponding CS_OnCSWeaponDrop
+ * @error Invalid client index, client not in game, or invalid weapon index.
+ */
+native void CS_DropWeapon(int client, int weaponIndex, bool toss, bool blockhook = false);
+
+/**
+ * Forces round to end with a reason
+ *
+ * @param delay Time (in seconds) to delay before new round starts
+ * @param reason Reason for the round ending
+ * @param blockhook Set to true to stop the corresponding CS_OnTerminateRound
+ * forward from being called.
+ */
+native void CS_TerminateRound(float delay, CSRoundEndReason reason, bool blockhook = false);
+
+/**
+ * Gets a weapon name from a weapon alias
+ *
+ * @param alias Weapons alias to get weapon name for.
+ * @param weapon Buffer to store weapons name
+ * @param size Size of buffer to store the weapons name.
+ *
+ * @note Will set the buffer to the original alias if it is not an alias to a weapon.
+ */
+native void CS_GetTranslatedWeaponAlias(const char[] alias, char[] weapon, int size);
+
+/**
+ * Gets a weapon's price
+ *
+ * @param client Client to check weapon price for.
+ * @param id Weapon id for the weapon to check
+ * @param defaultprice Set to true to get defaultprice.
+ * @return Returns price of the weapon (even if modified)
+ * @error Invalid client, failing to get weapon info, or failing to get price offset.
+ *
+ * @note c4, knife and shield will always return 0. vest, vest helmet and night vision will always return default price.
+ */
+native int CS_GetWeaponPrice(int client, CSWeaponID id, bool defaultprice = false);
+
+/**
+ * Gets a clients clan tag
+ *
+ * @param client Client index to get clan tag for.
+ * @param buffer Buffer to store clients clan tag in.
+ * @param size Size of the buffer.
+ * @return Number of non-null bytes written.
+ * @error Invalid client.
+ */
+native int CS_GetClientClanTag(int client, char[] buffer, int size);
+
+/**
+ * Sets a clients clan tag
+ *
+ * @param client Client index to set clan tag for.
+ * @param tag Tag to set clients clan tag as.
+ * @error Invalid client.
+ */
+native void CS_SetClientClanTag(int client, const char[] tag);
+
+/**
+ * Gets a team's score
+ *
+ * @param team Team index to get score for.
+ * @return Returns the internal team score.
+ * @error Invalid team index.
+ */
+native int CS_GetTeamScore(int team);
+
+/**
+ * Sets a team's score
+ *
+ * @param team Team index to set score for.
+ * @param value Value to set teams score as.
+ * @error Invalid team index.
+ *
+ * @note This will update the scoreboard only after the scoreboard update function is called.
+ * Use SetTeamScore plus this to update the scoreboard instantly and save values correctly.
+ */
+native void CS_SetTeamScore(int team, int value);
+
+/**
+ * Gets a client's mvp count
+ *
+ * @param client Client index to get mvp count of.
+ * @return Returns the client's internal MVP count.
+ * @error Invalid client.
+ */
+native int CS_GetMVPCount(int client);
+
+/**
+ * Sets a client's mvp count
+ *
+ * @param client Client index to set mvp count for.
+ * @param value Value to set client's mvp count as.
+ * @error Invalid client.
+ */
+native void CS_SetMVPCount(int client, int value);
+
+/**
+ * Gets a client's contribution score (CS:GO only)
+ *
+ * @param client Client index to get score of.
+ * @return Returns the client's score.
+ * @error Invalid client.
+ */
+native int CS_GetClientContributionScore(int client);
+
+/**
+ * Sets a client's contribution score (CS:GO only)
+ *
+ * @param client Client index to set score for.
+ * @param value Value to set client's score as.
+ * @error Invalid client.
+ */
+native void CS_SetClientContributionScore(int client, int value);
+
+/**
+ * Gets a client's assists (CS:GO only)
+ *
+ * @param client Client index to get assists of.
+ * @return Returns the client's assists.
+ * @error Invalid client.
+ */
+native int CS_GetClientAssists(int client);
+
+/**
+ * Sets a client's assists (CS:GO only)
+ *
+ * @param client Client index to set assists for.
+ * @param value Value to set client's assists as.
+ * @error Invalid client.
+ */
+native void CS_SetClientAssists(int client, int value);
+
+/**
+ * Gets a weaponID from a alias
+ *
+ * @param alias Weapon alias to attempt to get an id for.
+ * @return Returns a weapon id or 0 if failed to find a match.
+ *
+ * @note For best results use CS_GetTranslatedWeaponAlias on the weapon name before passing it.
+ */
+native CSWeaponID CS_AliasToWeaponID(const char[] alias);
+
+/**
+ * Gets a alias from a weaponID
+ *
+ * @param weaponID WeaponID to get alias for.
+ * @param destination Destination string to hold the weapon alias.
+ * @param len Length of the destination array.
+ * @return Returns number of cells written.
+ */
+native int CS_WeaponIDToAlias(CSWeaponID weaponID, char[] destination, int len);
+
+/**
+ * Returns weather a WeaponID is valid on the current mod (css or csgo)
+ *
+ * @param weaponID WeaponID to check
+ * @return Returns true if its a valid WeaponID false otherwise.
+ *
+ * @note This will return false always for CSWeapon_NONE. Should only be called after OnMapStart since weapon info isnt intialized before.
+ */
+native bool CS_IsValidWeaponID(CSWeaponID id);
+
+/**
+ * Sets a player's model based on their current class
+ *
+ * @param client Player's index.
+ * @error Invalid client index, client not in game.
+ */
+native void CS_UpdateClientModel(int client);
+
+/**
+ * Returns a CSWeaponID equivalent based on the item definition index.
+ *
+ * @param iDefIndex Definition index to get the CSWeaponID value for.
+ * @return Returns CSWeaponID value for the definition index.
+ * @error Invalid definition index.
+ *
+ * @note In most cases the id will be the item definition index. Works for CS:GO ONLY.
+ */
+native CSWeaponID CS_ItemDefIndexToID(int iDefIndex);
+
+/**
+ * Returns a item definition index equivalent based on the CSWeaponID.
+ *
+ * @param id CSWeaponID to get the item definition for.
+ * @return Returns item definition index value for the weapon id.
+ * @error Invalid weapon id.
+ *
+ * @note In most cases the item deinition index will be the id. Works for CS:GO ONLY.
+ */
+native int CS_WeaponIDToItemDefIndex(CSWeaponID id);
+
+/**
+ * Do not edit below this line!
+ */
+public Extension __ext_cstrike =
+{
+ name = "cstrike",
+ file = "games/game.cstrike.ext",
+ autoload = 0,
+#if defined REQUIRE_EXTENSIONS
+ required = 1,
+#else
+ required = 0,
+#endif
+};
+
+#if !defined REQUIRE_EXTENSIONS
+public void __ext_cstrike_SetNTVOptional()
+{
+ MarkNativeAsOptional("CS_RespawnPlayer");
+ MarkNativeAsOptional("CS_SwitchTeam");
+ MarkNativeAsOptional("CS_DropWeapon");
+ MarkNativeAsOptional("CS_TerminateRound");
+ MarkNativeAsOptional("CS_GetTranslatedWeaponAlias");
+ MarkNativeAsOptional("CS_GetWeaponPrice");
+ MarkNativeAsOptional("CS_GetClientClanTag");
+ MarkNativeAsOptional("CS_SetClientClanTag");
+ MarkNativeAsOptional("CS_GetTeamScore");
+ MarkNativeAsOptional("CS_SetTeamScore");
+ MarkNativeAsOptional("CS_GetMVPCount");
+ MarkNativeAsOptional("CS_SetMVPCount");
+ MarkNativeAsOptional("CS_GetClientContributionScore");
+ MarkNativeAsOptional("CS_SetClientContributionScore");
+ MarkNativeAsOptional("CS_GetClientAssists");
+ MarkNativeAsOptional("CS_SetClientAssists");
+ MarkNativeAsOptional("CS_AliasToWeaponID");
+ MarkNativeAsOptional("CS_WeaponIDToAlias");
+ MarkNativeAsOptional("CS_IsValidWeaponID");
+ MarkNativeAsOptional("CS_UpdateClientModel");
+ MarkNativeAsOptional("CS_ItemDefIndexToID");
+ MarkNativeAsOptional("CS_WeaponIDToItemDefIndex");
+}
+#endif