From 5e2eb7d67ae933b7566f1944d0bb7744da03d586 Mon Sep 17 00:00:00 2001 From: aura Date: Tue, 17 Feb 2026 23:42:09 +0100 Subject: move source stuff to its own folder --- .../scripting/include/sdktools_tempents_stocks.inc | 458 --------------------- 1 file changed, 458 deletions(-) delete mode 100644 sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc') diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc b/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc deleted file mode 100644 index 6a632c0..0000000 --- a/sourcemod-1.5-dev/scripting/include/sdktools_tempents_stocks.inc +++ /dev/null @@ -1,458 +0,0 @@ -/** - * 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 . - * - * 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 . - * - * Version: $Id$ - */ - -#if defined _te_stocks_included - #endinput -#endif -#define _te_stocks_included - -/** - * @section TE Explosion flags. - */ -#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */ -#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */ -#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */ -#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */ -#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */ -#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */ -#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */ -#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */ -#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */ - -/** - * @endsection - */ - -/** - * @section TE Beam flags. - */ -#define FBEAM_STARTENTITY 0x00000001 -#define FBEAM_ENDENTITY 0x00000002 -#define FBEAM_FADEIN 0x00000004 -#define FBEAM_FADEOUT 0x00000008 -#define FBEAM_SINENOISE 0x00000010 -#define FBEAM_SOLID 0x00000020 -#define FBEAM_SHADEIN 0x00000040 -#define FBEAM_SHADEOUT 0x00000080 -#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */ -#define FBEAM_NOTILE 0x00000200 -#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */ -#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */ -#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */ -#define FBEAM_ISACTIVE 0x00002000 -#define FBEAM_FOREVER 0x00004000 -#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */ - -/** - * @endsection - */ - -/** - * Sets up a sparks effect. - * - * @param pos Position of the sparks. - * @param dir Direction of the sparks. - * @param Magnitude Sparks size. - * @param TrailLength Trail lenght of the sparks. - * @noreturn - */ -stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength) -{ - TE_Start("Sparks"); - TE_WriteVector("m_vecOrigin[0]", pos); - TE_WriteVector("m_vecDir", dir); - TE_WriteNum("m_nMagnitude", Magnitude); - TE_WriteNum("m_nTrailLength", TrailLength); -} - -/** - * Sets up a smoke effect. - * - * @param pos Position of the smoke. - * @param Model Precached model index. - * @param Scale Scale of the smoke. - * @param FrameRate Frame rate of the smoke. - * @noreturn - */ -stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate) -{ - TE_Start("Smoke"); - TE_WriteVector("m_vecOrigin", pos); - TE_WriteNum("m_nModelIndex", Model); - TE_WriteFloat("m_fScale", Scale); - TE_WriteNum("m_nFrameRate", FrameRate); -} - -/** - * Sets up a dust cloud effect. - * - * @param pos Position of the dust. - * @param dir Direction of the dust. - * @param Size Dust cloud size. - * @param Speed Dust cloud speed. - * @noreturn - */ -stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed) -{ - TE_Start("Dust"); - TE_WriteVector("m_vecOrigin[0]", pos); - TE_WriteVector("m_vecDirection", dir); - TE_WriteFloat("m_flSize", Size); - TE_WriteFloat("m_flSpeed", Speed); -} - -/** - * Sets up a muzzle flash effect. - * - * @param pos Position of the muzzle flash. - * @param angles Rotation angles of the muzzle flash. - * @param Scale Scale of the muzzle flash. - * @param Type Muzzle flash type to render (Mod specific). - * @noreturn - */ -stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type) -{ - TE_Start("MuzzleFlash"); - TE_WriteVector("m_vecOrigin", pos); - TE_WriteVector("m_vecAngles", angles); - TE_WriteFloat("m_flScale", Scale); - TE_WriteNum("m_nType", Type); -} - -/** - * Sets up a metal sparks effect. - * - * @param pos Position of the metal sparks. - * @param dir Direction of the metal sparks. - * @noreturn - */ -stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3]) -{ - TE_Start("Metal Sparks"); - TE_WriteVector("m_vecPos", pos); - TE_WriteVector("m_vecDir", dir); -} - -/** - * Sets up an energy splash effect. - * - * @param pos Position of the energy splash. - * @param dir Direction of the energy splash. - * @param Explosive Makes the effect explosive. - * @noreturn - */ -stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive) -{ - TE_Start("Energy Splash"); - TE_WriteVector("m_vecPos", pos); - TE_WriteVector("m_vecDir", dir); - TE_WriteNum("m_bExplosive", Explosive); -} - -/** - * Sets up an armor ricochet effect. - * - * @param pos Position of the armor ricochet. - * @param dir Directon of the armor ricochet. - * @noreturn - */ -stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3]) -{ - TE_Start("Armor Ricochet"); - TE_WriteVector("m_vecPos", pos); - TE_WriteVector("m_vecDir", dir); -} - -/** - * Sets up a glowing sprite effect. - * - * @param pos Position of the sprite. - * @param Model Precached model index. - * @param Life Time duration of the sprite. - * @param Size Sprite size. - * @param Brightness Sprite brightness. - * @noreturn - */ -stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness) -{ - TE_Start("GlowSprite"); - TE_WriteVector("m_vecOrigin", pos); - TE_WriteNum("m_nModelIndex", Model); - TE_WriteFloat("m_fScale", Size); - TE_WriteFloat("m_fLife", Life); - TE_WriteNum("m_nBrightness", Brightness); -} - -/** - * Sets up a explosion effect. - * - * @param pos Explosion position. - * @param Model Precached model index. - * @param Scale Explosion scale. - * @param Framerate Explosion frame rate. - * @param Flags Explosion flags. - * @param Radius Explosion radius. - * @param Magnitude Explosion size. - * @param normal Normal vector to the explosion. - * @param MaterialType Exploded material type. - * @noreturn - */ -stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C') -{ - TE_Start("Explosion"); - TE_WriteVector("m_vecOrigin[0]", pos); - TE_WriteVector("m_vecNormal", normal); - TE_WriteNum("m_nModelIndex", Model); - TE_WriteFloat("m_fScale", Scale); - TE_WriteNum("m_nFrameRate", Framerate); - TE_WriteNum("m_nFlags", Flags); - TE_WriteNum("m_nRadius", Radius); - TE_WriteNum("m_nMagnitude", Magnitude); - TE_WriteNum("m_chMaterialType", MaterialType); -} - -/** - * Sets up a blood sprite effect. - * - * @param pos Position of the sprite. - * @param dir Sprite direction. - * @param color Color array (r, g, b, a). - * @param Size Sprite size. - * @param SprayModel Precached model index. - * @param BloodDropModel Precached model index. - * @noreturn - */ -stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel) -{ - TE_Start("Blood Sprite"); - TE_WriteVector("m_vecOrigin", pos); - TE_WriteVector("m_vecDirection", dir); - TE_WriteNum("r", color[0]); - TE_WriteNum("g", color[1]); - TE_WriteNum("b", color[2]); - TE_WriteNum("a", color[3]); - TE_WriteNum("m_nSize", Size); - TE_WriteNum("m_nSprayModel", SprayModel); - TE_WriteNum("m_nDropModel", BloodDropModel); -} - -/** - * Sets up a beam ring point effect. - * - * @param center Center position of the ring. - * @param Start_Radius Initial ring radius. - * @param End_Radius Final ring radius. - * @param ModelIndex Precached model index. - * @param HaloIndex Precached model index. - * @param StartFrame Initital frame to render. - * @param FrameRate Ring frame rate. - * @param Life Time duration of the ring. - * @param Width Beam width. - * @param Amplitude Beam amplitude. - * @param Color Color array (r, g, b, a). - * @param Speed Speed of the beam. - * @param Flags Beam flags. - * @noreturn - */ -stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame, - FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags) -{ - TE_Start("BeamRingPoint"); - TE_WriteVector("m_vecCenter", center); - TE_WriteFloat("m_flStartRadius", Start_Radius); - TE_WriteFloat("m_flEndRadius", End_Radius); - TE_WriteNum("m_nModelIndex", ModelIndex); - TE_WriteNum("m_nHaloIndex", HaloIndex); - TE_WriteNum("m_nStartFrame", StartFrame); - TE_WriteNum("m_nFrameRate", FrameRate); - TE_WriteFloat("m_fLife", Life); - TE_WriteFloat("m_fWidth", Width); - TE_WriteFloat("m_fEndWidth", Width); - TE_WriteFloat("m_fAmplitude", Amplitude); - TE_WriteNum("r", Color[0]); - TE_WriteNum("g", Color[1]); - TE_WriteNum("b", Color[2]); - TE_WriteNum("a", Color[3]); - TE_WriteNum("m_nSpeed", Speed); - TE_WriteNum("m_nFlags", Flags); - TE_WriteNum("m_nFadeLength", 0); -} - -/** - * Sets up a point to point beam effect. - * - * @param start Start position of the beam. - * @param end End position of the beam. - * @param ModelIndex Precached model index. - * @param HaloIndex Precached model index. - * @param StartFrame Initital frame to render. - * @param FrameRate Beam frame rate. - * @param Life Time duration of the beam. - * @param Width Initial beam width. - * @param EndWidth Final beam width. - * @param FadeLength Beam fade time duration. - * @param Amplitude Beam amplitude. - * @param Color Color array (r, g, b, a). - * @param Speed Speed of the beam. - * @noreturn - */ -stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, - Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed) -{ - TE_Start("BeamPoints"); - TE_WriteVector("m_vecStartPoint", start); - TE_WriteVector("m_vecEndPoint", end); - TE_WriteNum("m_nModelIndex", ModelIndex); - TE_WriteNum("m_nHaloIndex", HaloIndex); - TE_WriteNum("m_nStartFrame", StartFrame); - TE_WriteNum("m_nFrameRate", FrameRate); - TE_WriteFloat("m_fLife", Life); - TE_WriteFloat("m_fWidth", Width); - TE_WriteFloat("m_fEndWidth", EndWidth); - TE_WriteFloat("m_fAmplitude", Amplitude); - TE_WriteNum("r", Color[0]); - TE_WriteNum("g", Color[1]); - TE_WriteNum("b", Color[2]); - TE_WriteNum("a", Color[3]); - TE_WriteNum("m_nSpeed", Speed); - TE_WriteNum("m_nFadeLength", FadeLength); -} - -/** - * Sets up an entity to entity laser effect. - * - * @param StartEntity Entity index from where the beam starts. - * @param EndEntity Entity index from where the beam ends. - * @param ModelIndex Precached model index. - * @param HaloIndex Precached model index. - * @param StartFrame Initital frame to render. - * @param FrameRate Beam frame rate. - * @param Life Time duration of the beam. - * @param Width Initial beam width. - * @param EndWidth Final beam width. - * @param FadeLength Beam fade time duration. - * @param Amplitude Beam amplitude. - * @param Color Color array (r, g, b, a). - * @param Speed Speed of the beam. - * @noreturn - */ -stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, - Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed) -{ - TE_Start("BeamLaser"); - TE_WriteEncodedEnt("m_nStartEntity", StartEntity); - TE_WriteEncodedEnt("m_nEndEntity", EndEntity); - TE_WriteNum("m_nModelIndex", ModelIndex); - TE_WriteNum("m_nHaloIndex", HaloIndex); - TE_WriteNum("m_nStartFrame", StartFrame); - TE_WriteNum("m_nFrameRate", FrameRate); - TE_WriteFloat("m_fLife", Life); - TE_WriteFloat("m_fWidth", Width); - TE_WriteFloat("m_fEndWidth", EndWidth); - TE_WriteFloat("m_fAmplitude", Amplitude); - TE_WriteNum("r", Color[0]); - TE_WriteNum("g", Color[1]); - TE_WriteNum("b", Color[2]); - TE_WriteNum("a", Color[3]); - TE_WriteNum("m_nSpeed", Speed); - TE_WriteNum("m_nFadeLength", FadeLength); -} - -/** - * Sets up a beam ring effect. - * - * @param StartEntity Entity index from where the ring starts. - * @param EndEntity Entity index from where the ring ends. - * @param ModelIndex Precached model index. - * @param HaloIndex Precached model index. - * @param StartFrame Initital frame to render. - * @param FrameRate Ring frame rate. - * @param Life Time duration of the ring. - * @param Width Beam width. - * @param Amplitude Beam amplitude. - * @param Color Color array (r, g, b, a). - * @param Speed Speed of the beam. - * @param Flags Beam flags. - * @noreturn - */ -stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags) -{ - TE_Start("BeamRing"); - TE_WriteEncodedEnt("m_nStartEntity", StartEntity); - TE_WriteEncodedEnt("m_nEndEntity", EndEntity); - TE_WriteNum("m_nModelIndex", ModelIndex); - TE_WriteNum("m_nHaloIndex", HaloIndex); - TE_WriteNum("m_nStartFrame", StartFrame); - TE_WriteNum("m_nFrameRate", FrameRate); - TE_WriteFloat("m_fLife", Life); - TE_WriteFloat("m_fWidth", Width); - TE_WriteFloat("m_fEndWidth", Width); - TE_WriteFloat("m_fAmplitude", Amplitude); - TE_WriteNum("r", Color[0]); - TE_WriteNum("g", Color[1]); - TE_WriteNum("b", Color[2]); - TE_WriteNum("a", Color[3]); - TE_WriteNum("m_nSpeed", Speed); - TE_WriteNum("m_nFadeLength", 0); - TE_WriteNum("m_nFlags", Flags); -} - -/** - * Sets up a follow beam effect. - * - * @param EntIndex Entity index from where the beam starts. - * @param ModelIndex Precached model index. - * @param HaloIndex Precached model index. - * @param Life Time duration of the beam. - * @param Width Initial beam width. - * @param EndWidth Final beam width. - * @param FadeLength Beam fade time duration. - * @param Color Color array (r, g, b, a). - * @noreturn - */ -stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4]) -{ - TE_Start("BeamFollow"); - TE_WriteEncodedEnt("m_iEntIndex", EntIndex); - TE_WriteNum("m_nModelIndex", ModelIndex); - TE_WriteNum("m_nHaloIndex", HaloIndex); - TE_WriteNum("m_nStartFrame", 0); - TE_WriteNum("m_nFrameRate", 0); - TE_WriteFloat("m_fLife", Life); - TE_WriteFloat("m_fWidth", Width); - TE_WriteFloat("m_fEndWidth", EndWidth); - TE_WriteNum("m_nFadeLength", FadeLength); - TE_WriteNum("r", Color[0]); - TE_WriteNum("g", Color[1]); - TE_WriteNum("b", Color[2]); - TE_WriteNum("a", Color[3]); -} -- cgit v1.2.3