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Diffstat (limited to 'sourcemod/scripting/include/tf2.inc')
| -rw-r--r-- | sourcemod/scripting/include/tf2.inc | 501 |
1 files changed, 501 insertions, 0 deletions
diff --git a/sourcemod/scripting/include/tf2.inc b/sourcemod/scripting/include/tf2.inc new file mode 100644 index 0000000..8be97de --- /dev/null +++ b/sourcemod/scripting/include/tf2.inc @@ -0,0 +1,501 @@ +/** + * 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 _tf2_included + #endinput +#endif +#define _tf2_included + +#define TF_STUNFLAG_SLOWDOWN (1 << 0) /**< activates slowdown modifier */ +#define TF_STUNFLAG_BONKSTUCK (1 << 1) /**< bonk sound, stuck */ +#define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) /**< disable forward/backward movement */ +#define TF_STUNFLAG_CHEERSOUND (1 << 3) /**< cheering sound */ +#define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) /**< no sound or particle */ +#define TF_STUNFLAG_THIRDPERSON (1 << 6) /**< panic animation */ +#define TF_STUNFLAG_GHOSTEFFECT (1 << 7) /**< ghost particles */ +#define TF_STUNFLAG_SOUND (1 << 8) /**< sound */ + +#define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON +#define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON +#define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN +#define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK +#define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK + +enum TFClassType +{ + TFClass_Unknown = 0, + TFClass_Scout, + TFClass_Sniper, + TFClass_Soldier, + TFClass_DemoMan, + TFClass_Medic, + TFClass_Heavy, + TFClass_Pyro, + TFClass_Spy, + TFClass_Engineer +}; + +enum TFTeam +{ + TFTeam_Unassigned = 0, + TFTeam_Spectator = 1, + TFTeam_Red = 2, + TFTeam_Blue = 3 +}; + +enum TFCond +{ + TFCond_Slowed = 0, //0: Revving Minigun, Sniper Rifle. Gives zoomed/revved pose + TFCond_Zoomed, //1: Sniper Rifle zooming + TFCond_Disguising, //2: Disguise smoke + TFCond_Disguised, //3: Disguise + TFCond_Cloaked, //4: Cloak effect + TFCond_Ubercharged, //5: Invulnerability, removed when being healed or by another Uber effect + TFCond_TeleportedGlow, //6: Teleport trail effect + TFCond_Taunting, //7: Used for taunting, can remove to stop taunting + TFCond_UberchargeFading, //8: Invulnerability expiration effect + TFCond_Unknown1, //9 + TFCond_CloakFlicker = 9, //9: Cloak flickering effect + TFCond_Teleporting, //10: Used for teleporting, does nothing applying + TFCond_Kritzkrieged, //11: Crit boost, removed when being healed or another Uber effect + TFCond_Unknown2, //12 + TFCond_TmpDamageBonus = 12, //12: Temporary damage buff, something along with attribute 19 + TFCond_DeadRingered, //13: Dead Ringer damage resistance, gives TFCond_Cloaked + TFCond_Bonked, //14: Bonk! Atomic Punch effect + TFCond_Dazed, //15: Slow effect, can remove to remove stun effects + TFCond_Buffed, //16: Buff Banner mini-crits, icon, and glow + TFCond_Charging, //17: Forced forward, charge effect + TFCond_DemoBuff, //18: Eyelander eye glow + TFCond_CritCola, //19: Mini-crit effect + TFCond_InHealRadius, //20: Ring effect, rings disappear after a taunt ends + TFCond_Healing, //21: Used for healing, does nothing applying + TFCond_OnFire, //22: Ignite sound and vocals, can remove to remove afterburn + TFCond_Overhealed, //23: Used for overheal, does nothing applying + TFCond_Jarated, //24: Jarate effect + TFCond_Bleeding, //25: Bleed effect + TFCond_DefenseBuffed, //26: Battalion's Backup's defense, icon, and glow + TFCond_Milked, //27: Mad Milk effect + TFCond_MegaHeal, //28: Quick-Fix Ubercharge's knockback/stun immunity and visual effect + TFCond_RegenBuffed, //29: Concheror's speed boost, heal on hit, icon, and glow + TFCond_MarkedForDeath, //30: Fan o' War marked-for-death effect + TFCond_NoHealingDamageBuff, //31: Mini-crits, blocks healing, glow, no weapon mini-crit effects + TFCond_SpeedBuffAlly, //32: Disciplinary Action speed boost + TFCond_HalloweenCritCandy, //33: Halloween pumpkin crit-boost + TFCond_CritCanteen, //34: Crit-boost and doubles Sentry Gun fire-rate + TFCond_CritDemoCharge, //35: Crit glow, adds TFCond_Charging when charge meter is below 75% + TFCond_CritHype, //36: Soda Popper multi-jump effect + TFCond_CritOnFirstBlood, //37: Arena first blood crit-boost + TFCond_CritOnWin, //38: End-of-round crit-boost (May not remove correctly?) + TFCond_CritOnFlagCapture, //39: Intelligence capture crit-boost + TFCond_CritOnKill, //40: Crit-boost from crit-on-kill weapons + TFCond_RestrictToMelee, //41: Prevents switching once melee is out + TFCond_DefenseBuffNoCritBlock, //42: MvM Bomb Carrier defense buff (TFCond_DefenseBuffed without crit resistance) + TFCond_Reprogrammed, //43: No longer functions + TFCond_CritMmmph, //44: Phlogistinator crit-boost + TFCond_DefenseBuffMmmph, //45: Old Phlogistinator defense buff + TFCond_FocusBuff, //46: Hitman's Heatmaker no-unscope and faster Sniper charge + TFCond_DisguiseRemoved, //47: Enforcer damage bonus removed + TFCond_MarkedForDeathSilent, //48: Marked-for-death without sound effect + TFCond_DisguisedAsDispenser, //49: Dispenser disguise when crouching, max movement speed, sentries ignore player + TFCond_Sapped, //50: Sapper sparkle effect in MvM + TFCond_UberchargedHidden, //51: Out-of-bounds robot invulnerability effect + TFCond_UberchargedCanteen, //52: Invulnerability effect and Sentry Gun damage resistance + TFCond_HalloweenBombHead, //53: Bomb head effect (does not explode) + TFCond_HalloweenThriller, //54: Forced Thriller taunting + TFCond_RadiusHealOnDamage, //55: Radius healing, adds TFCond_InHealRadius, TFCond_Healing. Removed when a taunt ends, but this condition stays but does nothing + TFCond_CritOnDamage, //56: Miscellaneous crit-boost + TFCond_UberchargedOnTakeDamage, //57: Miscellaneous invulnerability + TFCond_UberBulletResist, //58: Vaccinator Uber bullet resistance + TFCond_UberBlastResist, //59: Vaccinator Uber blast resistance + TFCond_UberFireResist, //60: Vaccinator Uber fire resistance + TFCond_SmallBulletResist, //61: Vaccinator healing bullet resistance + TFCond_SmallBlastResist, //62: Vaccinator healing blast resistance + TFCond_SmallFireResist, //63: Vaccinator healing fire resistance + TFCond_Stealthed, //64: Cloaked until next attack + TFCond_MedigunDebuff, //65: Unknown + TFCond_StealthedUserBuffFade, //66: Cloaked, will appear for a few seconds on attack and cloak again + TFCond_BulletImmune, //67: Full bullet immunity + TFCond_BlastImmune, //68: Full blast immunity + TFCond_FireImmune, //69: Full fire immunity + TFCond_PreventDeath, //70: Survive to 1 health, then the condition is removed + TFCond_MVMBotRadiowave, //71: Stuns bots and applies radio effect + TFCond_HalloweenSpeedBoost, //72: Speed boost, non-melee fire rate and reload, infinite air jumps + TFCond_HalloweenQuickHeal, //73: Healing effect, adds TFCond_Healing along with TFCond_MegaHeal temporarily + TFCond_HalloweenGiant, //74: Double size, x10 max health increase, ammo regeneration, and forced thirdperson + TFCond_HalloweenTiny, //75: Half size and increased head size + TFCond_HalloweenInHell, //76: Applies TFCond_HalloweenGhostMode when the player dies + TFCond_HalloweenGhostMode, //77: Becomes a ghost unable to attack but can fly + TFCond_MiniCritOnKill, //78: Mini-crits effect + TFCond_DodgeChance, //79 + TFCond_ObscuredSmoke = 79, //79: 75% chance to dodge an attack + TFCond_Parachute, //80: Parachute effect, removed when touching the ground + TFCond_BlastJumping, //81: Player is blast jumping + TFCond_HalloweenKart, //82: Player forced into a Halloween kart + TFCond_HalloweenKartDash, //83: Forced forward if in TFCond_HalloweenKart, zoom in effect, and dash animations + TFCond_BalloonHead, //84: Big head and lowered gravity + TFCond_MeleeOnly, //85: Forced melee, along with TFCond_SpeedBuffAlly and TFCond_HalloweenTiny + TFCond_SwimmingCurse, //86: Swim in the air with Jarate overlay + TFCond_HalloweenKartNoTurn, //87 + TFCond_FreezeInput = 87, //87: Prevents player from using controls + TFCond_HalloweenKartCage, //88: Puts a cage around the player if in TFCond_HalloweenKart, otherwise crashes + TFCond_HasRune, //89: Has a powerup + TFCond_RuneStrength, //90: Double damage and no damage falloff + TFCond_RuneHaste, //91: Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed + TFCond_RuneRegen, //92: Regen ammo, health, and metal + TFCond_RuneResist, //93: Takes 1/2 damage and critical immunity + TFCond_RuneVampire, //94: Takes 3/4 damage, gain health on damage, and 40% increase in max health + TFCond_RuneWarlock, //95: Attacker takes damage and knockback on hitting the player and 50% increase in max health + TFCond_RunePrecision, //96: Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles + TFCond_RuneAgility, //97: Increased movement speed, grappling hook speed, jump height, and instant weapon switch + TFCond_GrapplingHook, //98: Used when a player fires their grappling hook, no effect applying or removing + TFCond_GrapplingHookSafeFall, //99: Used when a player is pulled by their grappling hook, no effect applying or removing + TFCond_GrapplingHookLatched, //100: Used when a player latches onto a wall, no effect applying or removing + TFCond_GrapplingHookBleeding, //101: Used when a player is hit by attacker's grappling hook + TFCond_AfterburnImmune, //102: Deadringer afterburn immunity + TFCond_RuneKnockout, //103: Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit + TFCond_RuneImbalance, //104: Prevents gaining a crit-boost or Uber powerups + TFCond_CritRuneTemp, //105: Crit-boost effect + TFCond_PasstimeInterception, //106: Used when a player intercepts the Jack/Ball + TFCond_SwimmingNoEffects, //107: Swimming in the air without animations or overlay + TFCond_EyeaductUnderworld, //108: Refills max health, short Uber, escaped the underworld message on removal + TFCond_KingRune, //109: Increased max health and applies TFCond_KingAura + TFCond_PlagueRune, //110: Radius health kit stealing, increased max health, TFCond_Plague on touching a victim + TFCond_SupernovaRune, //111: Charge meter passively increasing, when charged activiated causes radius Bonk stun + TFCond_Plague, //112: Plague sound effect and message, blocks King powerup health regen + TFCond_KingAura, //113: Increased fire rate, reload speed, and health regen to players in a radius + TFCond_SpawnOutline, //114: Outline and health meter of teammates (and disguised spies) + TFCond_KnockedIntoAir, //115: Used when a player is airblasted + TFCond_CompetitiveWinner, //116: Unknown + TFCond_CompetitiveLoser, //117: Unknown + TFCond_NoTaunting_DEPRECATED, //118 + TFCond_HealingDebuff = 118, //118: Healing debuff from Medics and dispensers + TFCond_PasstimePenaltyDebuff, //119: Marked-for-death effect + TFCond_GrappledToPlayer, //120: Prevents taunting and some Grappling Hook actions + TFCond_GrappledByPlayer, //121: Unknown + TFCond_ParachuteDeployed, //122: Parachute deployed, prevents reopening it + TFCond_Gas, //123: Gas Passer effect + TFCond_BurningPyro, //124: Dragon's Fury afterburn on Pyros + TFCond_RocketPack, //125: Thermal Thruster launched effects, prevents reusing + TFCond_LostFooting, //126: Less ground friction + TFCond_AirCurrent, //127: Reduced air control and friction + TFCond_HalloweenHellHeal, // 128: Used when a player gets teleported to hell + TFCond_PowerupModeDominant, // 129: Reduces effects of certain powerups + TFCond_ImmuneToPushback // 130: Player is immune to pushback effects +}; + +const float TFCondDuration_Infinite = -1.0; + +enum TFHoliday +{ + TFHoliday_Invalid = -1 +}; + +public const TFHoliday TFHoliday_Birthday; +public const TFHoliday TFHoliday_Halloween; +public const TFHoliday TFHoliday_Christmas; +public const TFHoliday TFHoliday_EndOfTheLine; +public const TFHoliday TFHoliday_CommunityUpdate; +public const TFHoliday TFHoliday_ValentinesDay; +public const TFHoliday TFHoliday_MeetThePyro; +public const TFHoliday TFHoliday_FullMoon; +public const TFHoliday TFHoliday_HalloweenOrFullMoon; +public const TFHoliday TFHoliday_HalloweenOrFullMoonOrValentines; +public const TFHoliday TFHoliday_AprilFools; +public const TFHoliday TFHoliday_Soldier; + +enum TFObjectType +{ + TFObject_CartDispenser = 0, + TFObject_Dispenser = 0, + TFObject_Teleporter = 1, + TFObject_Sentry = 2, + TFObject_Sapper = 3 +}; + +enum TFObjectMode +{ + TFObjectMode_None = 0, + TFObjectMode_Entrance = 0, + TFObjectMode_Exit = 1 +}; + +/** + * Sets a client on fire. + * + * @note Fire duration is capped to 10 seconds. + * + * @param client Player's index. + * @param attacker Attacker's index. + * @param duration Duration of fire (in seconds). + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_IgnitePlayer(int client, int attacker, float duration=10.0); + +/** + * Respawns a client + * + * @param client Player's index. + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_RespawnPlayer(int client); + +/** + * Regenerates a client's health and ammunition + * + * @param client Player's index. + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_RegeneratePlayer(int client); + +/** + * Adds a condition to a player + * + * @param client Player's index. + * @param condition Integer identifier of condition to apply. + * @param duration Duration of condition (does not apply to all conditions). + * Pass TFCondDuration_Infinite to apply until manually removed. + * @param inflictor Condition inflictor's index (0 for no inflictor). + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_AddCondition(int client, TFCond condition, float duration=TFCondDuration_Infinite, int inflictor=0); + +/** + * Removes a condition from a player + * + * @param client Player's index. + * @param condition Integer identifier of condition to remove. + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_RemoveCondition(int client, TFCond condition); + +/** + * Enables/disables PowerPlay mode on a player. + * + * @param client Player's index. + * @param enabled Whether to enable or disable PowerPlay on player. + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_SetPlayerPowerPlay(int client, bool enabled); + +/** + * Disguises a client to the given model and team. Only has an effect on spies. + * + * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised + * + * @param client Player's index. + * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect) + * @param classType TFClassType class to disguise the player as + * @param target Specific target player to disguise as (0 for any) + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_DisguisePlayer(int client, TFTeam team, TFClassType classType, int target=0); + +/** + * Removes the current disguise from a client. Only has an effect on spies. + * + * @param client Player's index. + * @error Invalid client index, client not in game, or no mod support. + */ +native void TF2_RemovePlayerDisguise(int client); + +/** + * Stuns a client + * + * @param client Player's index. + * @param duration Duration of stun. + * @param slowdown Slowdown percent (as decimal, 0.00-1.00) + * Ignored if TF_STUNFLAG_SLOWDOWN is not set. + * @param stunflags Stun flags. + * @param attacker Attacker's index (0 is allowed for world). + */ +native void TF2_StunPlayer(int client, float duration, float slowdown=0.0, int stunflags, int attacker=0); + +/** + * Induces the bleed effect on a client + * + * @param client Player's index. + * @param attacker Attacker's index. + * @param duration Duration of bleeding (in seconds). + */ +native void TF2_MakeBleed(int client, int attacker, float duration); + +/** + * Retrieves the entity index of the CPlayerResource entity + * + * @return The current resource entity index. + * @deprecated Use GetPlayerResourceEntity instead + */ +#pragma deprecated Use GetPlayerResourceEntity instead +native int TF2_GetResourceEntity(); + +/** + * Finds the TFClassType for a given class name. + * + * @param classname A classname string such as "sniper" or "demoman" + * @return A TFClassType constant. + */ +native TFClassType TF2_GetClass(const char[] classname); + +/** + * Called on weapon fire to decide if the current shot should be critical. + * Return Plugin_Continue to let the original calculation or return a higher + * action to override the decision with the value of 'result' + * + * @note Since critical shots are also calculated client side any changes made with + * this will not show for the shooter. Projectile weapons such as the rocketlauncher + * and demoman weapons will show a critical bullet but no critical sound effect. + * Bullet hits should appear as expected. + * + * @param client Client Index. + * @param weapon Weapon entity Index. + * @param weaponname Classname of the weapon. + * @param result Buffer param for the result of the decision. + */ +forward Action TF2_CalcIsAttackCritical(int client, int weapon, char[] weaponname, bool &result); + +/** + * @deprecated No longer called. Use TF2_OnIsHolidayActive. + */ +#pragma deprecated No longer called. Use TF2_OnIsHolidayActive. +forward Action TF2_OnGetHoliday(TFHoliday &holiday); + +/** + * Called at various times when the game checks to see if the given holiday is active. + * Return Plugin_Continue to let the original calculation or return a higher + * action to override the decision with the value of 'result' + * + * @param holiday Holiday being checked. + * @param result Buffer param for the result of the decision. + * @return Plugin_Continue for original calculation, higher value to use 'result'. + */ +forward Action TF2_OnIsHolidayActive(TFHoliday holiday, bool &result); + +/** + * Returns whether or not a holiday is active + * + * @param holiday Holiday being checked. + * @return Boolean of whether or not the holiday is active. + */ +native bool TF2_IsHolidayActive(TFHoliday holiday); + +/** + * Returns whether or not a client (Player) is in a duel. + * + * @param client Client Index. + * @return Boolean of whether or not the client/player is dueling. + */ +native bool TF2_IsPlayerInDuel(int client); + +/** + * Removes an econ wearable (hat, misc, etc) from a player. + * This also deletes the wearable entity. + * + * @param client Client index. + * @param wearable Index of the wearable entity. + * @error Invalid client index, client not in game, invalid wearable entity, or no mod support. +*/ +native void TF2_RemoveWearable(int client, int wearable); + +/** + * Called after a condition is added to a player + * + * @param client Index of the client to which the condition is being added. + * @param condition Condition that is being added. + */ +forward void TF2_OnConditionAdded(int client, TFCond condition); + +/** + * Called after a condition is removed from a player + * + * @param client Index of the client to which the condition is being removed. + * @param condition Condition that is being removed. + */ +forward void TF2_OnConditionRemoved(int client, TFCond condition); + +/** + * Called when the server enters the Waiting for Players round state + */ +forward void TF2_OnWaitingForPlayersStart(); + +/** + * Called when the server exits the Waiting for Players round state + */ +forward void TF2_OnWaitingForPlayersEnd(); + +/** + * Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport. + * Return Plugin_Continue to let the original calculation or return a higher + * action to override the decision with the value of 'result' + * + * @param client Client index. + * @param teleporter Teleporter entity index. + * @param result Buffer param for the result of the decision. + * This is prepopulated with the game's original decision to let a player teleport. + * @return Plugin_Continue for original calculation, higher value to use 'result'. + */ +forward Action TF2_OnPlayerTeleport(int client, int teleporter, bool &result); + +/** + * Do not edit below this line! + */ +public Extension __ext_tf2 = +{ + name = "TF2 Tools", + file = "game.tf2.ext", + autoload = 0, +#if defined REQUIRE_EXTENSIONS + required = 1, +#else + required = 0, +#endif +}; + +#if !defined REQUIRE_EXTENSIONS +public void __ext_tf2_SetNTVOptional() +{ + MarkNativeAsOptional("TF2_IgnitePlayer"); + MarkNativeAsOptional("TF2_RespawnPlayer"); + MarkNativeAsOptional("TF2_RegeneratePlayer"); + MarkNativeAsOptional("TF2_AddCondition"); + MarkNativeAsOptional("TF2_RemoveCondition"); + MarkNativeAsOptional("TF2_SetPlayerPowerPlay"); + MarkNativeAsOptional("TF2_DisguisePlayer"); + MarkNativeAsOptional("TF2_RemovePlayerDisguise"); + MarkNativeAsOptional("TF2_StunPlayer"); + MarkNativeAsOptional("TF2_MakeBleed"); + MarkNativeAsOptional("TF2_GetResourceEntity"); + MarkNativeAsOptional("TF2_GetClass"); + MarkNativeAsOptional("TF2_IsPlayerInDuel"); + MarkNativeAsOptional("TF2_IsHolidayActive"); + MarkNativeAsOptional("TF2_RemoveWearable"); +} +#endif |
