From da518fdc0f32839730ccdee8098b59c6f842d93f Mon Sep 17 00:00:00 2001 From: navewindre Date: Mon, 13 Nov 2023 14:28:08 +0100 Subject: ya --- sourcemod/scripting/include/entity_prop_stocks.inc | 594 +++++++++++++++++++++ 1 file changed, 594 insertions(+) create mode 100644 sourcemod/scripting/include/entity_prop_stocks.inc (limited to 'sourcemod/scripting/include/entity_prop_stocks.inc') diff --git a/sourcemod/scripting/include/entity_prop_stocks.inc b/sourcemod/scripting/include/entity_prop_stocks.inc new file mode 100644 index 0000000..c0bc6ff --- /dev/null +++ b/sourcemod/scripting/include/entity_prop_stocks.inc @@ -0,0 +1,594 @@ +/** + * 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 _entity_prop_stocks_included + #endinput +#endif +#define _entity_prop_stocks_included + +enum MoveType +{ + MOVETYPE_NONE = 0, /**< never moves */ + MOVETYPE_ISOMETRIC, /**< For players */ + MOVETYPE_WALK, /**< Player only - moving on the ground */ + MOVETYPE_STEP, /**< gravity, special edge handling -- monsters use this */ + MOVETYPE_FLY, /**< No gravity, but still collides with stuff */ + MOVETYPE_FLYGRAVITY, /**< flies through the air + is affected by gravity */ + MOVETYPE_VPHYSICS, /**< uses VPHYSICS for simulation */ + MOVETYPE_PUSH, /**< no clip to world, push and crush */ + MOVETYPE_NOCLIP, /**< No gravity, no collisions, still do velocity/avelocity */ + MOVETYPE_LADDER, /**< Used by players only when going onto a ladder */ + MOVETYPE_OBSERVER, /**< Observer movement, depends on player's observer mode */ + MOVETYPE_CUSTOM /**< Allows the entity to describe its own physics */ +}; + +enum RenderMode +{ + RENDER_NORMAL, /**< src */ + RENDER_TRANSCOLOR, /**< c*a+dest*(1-a) */ + RENDER_TRANSTEXTURE, /**< src*a+dest*(1-a) */ + RENDER_GLOW, /**< src*a+dest -- No Z buffer checks -- Fixed size in screen space */ + RENDER_TRANSALPHA, /**< src*srca+dest*(1-srca) */ + RENDER_TRANSADD, /**< src*a+dest */ + RENDER_ENVIRONMENTAL, /**< not drawn, used for environmental effects */ + RENDER_TRANSADDFRAMEBLEND, /**< use a fractional frame value to blend between animation frames */ + RENDER_TRANSALPHAADD, /**< src + dest*(1-a) */ + RENDER_WORLDGLOW, /**< Same as kRenderGlow but not fixed size in screen space */ + RENDER_NONE /**< Don't render. */ +}; + +enum RenderFx +{ + RENDERFX_NONE = 0, + RENDERFX_PULSE_SLOW, + RENDERFX_PULSE_FAST, + RENDERFX_PULSE_SLOW_WIDE, + RENDERFX_PULSE_FAST_WIDE, + RENDERFX_FADE_SLOW, + RENDERFX_FADE_FAST, + RENDERFX_SOLID_SLOW, + RENDERFX_SOLID_FAST, + RENDERFX_STROBE_SLOW, + RENDERFX_STROBE_FAST, + RENDERFX_STROBE_FASTER, + RENDERFX_FLICKER_SLOW, + RENDERFX_FLICKER_FAST, + RENDERFX_NO_DISSIPATION, + RENDERFX_DISTORT, /**< Distort/scale/translate flicker */ + RENDERFX_HOLOGRAM, /**< kRenderFxDistort + distance fade */ + RENDERFX_EXPLODE, /**< Scale up really big! */ + RENDERFX_GLOWSHELL, /**< Glowing Shell */ + RENDERFX_CLAMP_MIN_SCALE, /**< Keep this sprite from getting very small (SPRITES only!) */ + RENDERFX_ENV_RAIN, /**< for environmental rendermode, make rain */ + RENDERFX_ENV_SNOW, /**< " " " , make snow */ + RENDERFX_SPOTLIGHT, /**< TEST CODE for experimental spotlight */ + RENDERFX_RAGDOLL, /**< HACKHACK: TEST CODE for signalling death of a ragdoll character */ + RENDERFX_PULSE_FAST_WIDER, + RENDERFX_MAX +}; + +// These defines are for client button presses. +#define IN_ATTACK (1 << 0) +#define IN_JUMP (1 << 1) +#define IN_DUCK (1 << 2) +#define IN_FORWARD (1 << 3) +#define IN_BACK (1 << 4) +#define IN_USE (1 << 5) +#define IN_CANCEL (1 << 6) +#define IN_LEFT (1 << 7) +#define IN_RIGHT (1 << 8) +#define IN_MOVELEFT (1 << 9) +#define IN_MOVERIGHT (1 << 10) +#define IN_ATTACK2 (1 << 11) +#define IN_RUN (1 << 12) +#define IN_RELOAD (1 << 13) +#define IN_ALT1 (1 << 14) +#define IN_ALT2 (1 << 15) +#define IN_SCORE (1 << 16) /**< Used by client.dll for when scoreboard is held down */ +#define IN_SPEED (1 << 17) /**< Player is holding the speed key */ +#define IN_WALK (1 << 18) /**< Player holding walk key */ +#define IN_ZOOM (1 << 19) /**< Zoom key for HUD zoom */ +#define IN_WEAPON1 (1 << 20) /**< weapon defines these bits */ +#define IN_WEAPON2 (1 << 21) /**< weapon defines these bits */ +#define IN_BULLRUSH (1 << 22) +#define IN_GRENADE1 (1 << 23) /**< grenade 1 */ +#define IN_GRENADE2 (1 << 24) /**< grenade 2 */ +#define IN_ATTACK3 (1 << 25) + +// Note: these are only for use with GetEntityFlags and SetEntityFlags +// and may not match the game's actual, internal m_fFlags values. +// PLAYER SPECIFIC FLAGS FIRST BECAUSE WE USE ONLY A FEW BITS OF NETWORK PRECISION +#define FL_ONGROUND (1 << 0) /**< At rest / on the ground */ +#define FL_DUCKING (1 << 1) /**< Player flag -- Player is fully crouched */ +#define FL_WATERJUMP (1 << 2) /**< player jumping out of water */ +#define FL_ONTRAIN (1 << 3) /**< Player is _controlling_ a train, so movement commands should be ignored on client during prediction. */ +#define FL_INRAIN (1 << 4) /**< Indicates the entity is standing in rain */ +#define FL_FROZEN (1 << 5) /**< Player is frozen for 3rd person camera */ +#define FL_ATCONTROLS (1 << 6) /**< Player can't move, but keeps key inputs for controlling another entity */ +#define FL_CLIENT (1 << 7) /**< Is a player */ +#define FL_FAKECLIENT (1 << 8) /**< Fake client, simulated server side; don't send network messages to them */ +// NOTE if you move things up, make sure to change this value +#define PLAYER_FLAG_BITS 9 +// NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though +#define FL_INWATER (1 << 9) /**< In water */ +#define FL_FLY (1 << 10) /**< Changes the SV_Movestep() behavior to not need to be on ground */ +#define FL_SWIM (1 << 11) /**< Changes the SV_Movestep() behavior to not need to be on ground (but stay in water) */ +#define FL_CONVEYOR (1 << 12) +#define FL_NPC (1 << 13) +#define FL_GODMODE (1 << 14) +#define FL_NOTARGET (1 << 15) +#define FL_AIMTARGET (1 << 16) /**< set if the crosshair needs to aim onto the entity */ +#define FL_PARTIALGROUND (1 << 17) /**< not all corners are valid */ +#define FL_STATICPROP (1 << 18) /**< Eetsa static prop! */ +#define FL_GRAPHED (1 << 19) /**< worldgraph has this ent listed as something that blocks a connection */ +#define FL_GRENADE (1 << 20) +#define FL_STEPMOVEMENT (1 << 21) /**< Changes the SV_Movestep() behavior to not do any processing */ +#define FL_DONTTOUCH (1 << 22) /**< Doesn't generate touch functions, generates Untouch() for anything it was touching when this flag was set */ +#define FL_BASEVELOCITY (1 << 23) /**< Base velocity has been applied this frame (used to convert base velocity into momentum) */ +#define FL_WORLDBRUSH (1 << 24) /**< Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something) */ +#define FL_OBJECT (1 << 25) /**< Terrible name. This is an object that NPCs should see. Missiles, for example. */ +#define FL_KILLME (1 << 26) /**< This entity is marked for death -- will be freed by game DLL */ +#define FL_ONFIRE (1 << 27) /**< You know... */ +#define FL_DISSOLVING (1 << 28) /**< We're dissolving! */ +#define FL_TRANSRAGDOLL (1 << 29) /**< In the process of turning into a client side ragdoll. */ +#define FL_UNBLOCKABLE_BY_PLAYER (1 << 30) /**< pusher that can't be blocked by the player */ +#define FL_FREEZING (1 << 31) /**< We're becoming frozen! */ +#define FL_EP2V_UNKNOWN1 (1 << 31) /**< Unknown */ +// END entity flag #defines + +/** + * Get an entity's flags. + * + * @note The game's actual flags are internally translated by SM + * to match the entity flags defined above as the actual values + * can differ per engine. + * + * @param entity Entity index. + * @return Entity's flags, see entity flag defines above. + * @error Invalid entity index, or lack of mod compliance. + */ +native int GetEntityFlags(int entity); + +/** + * Sets an entity's flags. + * + * @note The entity flags as defined above are internally translated by SM + * to match the current game's expected value for the flags as + * the actual values can differ per engine. + * + * @param entity Entity index. + * @param flags Entity flags, see entity flag defines above. + * @error Invalid entity index, or lack of mod compliance. + */ +native void SetEntityFlags(int entity, int flags); + + +/** + * Gets an entity's movetype. + * + * @param entity Entity index. + * @return Movetype, see enum above. + * @error Invalid entity index, or lack of mod compliance. + */ +stock MoveType GetEntityMoveType(int entity) +{ + static bool gotconfig = false; + static char datamap[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_MoveType", datamap, sizeof(datamap)); + delete gc; + + if (!exists) + { + strcopy(datamap, sizeof(datamap), "m_MoveType"); + } + + gotconfig = true; + } + + return view_as(GetEntProp(entity, Prop_Data, datamap)); +} + +/** + * Sets an entity's movetype. + * + * @param entity Entity index. + * @param mt Movetype, see enum above. + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityMoveType(int entity, MoveType mt) +{ + static bool gotconfig = false; + static char datamap[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_MoveType", datamap, sizeof(datamap)); + delete gc; + + if (!exists) + { + strcopy(datamap, sizeof(datamap), "m_MoveType"); + } + + gotconfig = true; + } + + SetEntProp(entity, Prop_Data, datamap, mt); +} + +/** + * Gets an entity's render mode. + * + * @param entity Entity index. + * @return RenderMode value. + * @error Invalid entity index, or lack of mod compliance. + */ +stock RenderMode GetEntityRenderMode(int entity) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_nRenderMode", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_nRenderMode"); + } + + gotconfig = true; + } + + return view_as(GetEntProp(entity, Prop_Send, prop, 1)); +} + +/** + * Sets an entity's render mode. + * + * @param entity Entity index. + * @param mode RenderMode value. + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityRenderMode(int entity, RenderMode mode) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_nRenderMode", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_nRenderMode"); + } + + gotconfig = true; + } + + SetEntProp(entity, Prop_Send, prop, mode, 1); +} + +/** + * Gets an entity's render Fx. + * + * @param entity Entity index. + * @return RenderFx value. + * @error Invalid entity index, or lack of mod compliance. + */ +stock RenderFx GetEntityRenderFx(int entity) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_nRenderFX", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_nRenderFX"); + } + + gotconfig = true; + } + + return view_as(GetEntProp(entity, Prop_Send, prop, 1)); +} + +/** + * Sets an entity's render Fx. + * + * @param entity Entity index. + * @param fx RenderFx value. + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityRenderFx(int entity, RenderFx fx) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_nRenderFX", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_nRenderFX"); + } + + gotconfig = true; + } + + SetEntProp(entity, Prop_Send, prop, fx, 1); +} + +/** + * Gets an entity's color. + * + * @param entity Entity index. + * @param r Amount of red (0-255) + * @param g Amount of green (0-255) + * @param b Amount of blue (0-255) + * @param a Amount of alpha (0-255) + * @error Invalid entity index, or lack of mod compliance. + */ +stock void GetEntityRenderColor(int entity, int &r, int &g, int &b, int &a) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_clrRender", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_clrRender"); + } + + gotconfig = true; + } + + int offset = GetEntSendPropOffs(entity, prop); + + if (offset <= 0) + { + ThrowError("GetEntityRenderColor not supported by this mod"); + } + + r = GetEntData(entity, offset, 1); + g = GetEntData(entity, offset + 1, 1); + b = GetEntData(entity, offset + 2, 1); + a = GetEntData(entity, offset + 3, 1); +} + +/** + * Sets an entity's color. + * + * @param entity Entity index + * @param r Amount of red (0-255) + * @param g Amount of green (0-255) + * @param b Amount of blue (0-255) + * @param a Amount of alpha (0-255) + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityRenderColor(int entity, int r=255, int g=255, int b=255, int a=255) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_clrRender", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_clrRender"); + } + + gotconfig = true; + } + + int offset = GetEntSendPropOffs(entity, prop); + + if (offset <= 0) + { + ThrowError("SetEntityRenderColor not supported by this mod"); + } + + SetEntData(entity, offset, r, 1, true); + SetEntData(entity, offset + 1, g, 1, true); + SetEntData(entity, offset + 2, b, 1, true); + SetEntData(entity, offset + 3, a, 1, true); +} + +/** + * Gets an entity's gravity. + * + * @param entity Entity index. + * @return Entity's m_flGravity value. + * @error Invalid entity index, or lack of mod compliance. + */ +stock float GetEntityGravity(int entity) +{ + static bool gotconfig = false; + static char datamap[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_flGravity", datamap, sizeof(datamap)); + delete gc; + + if (!exists) + { + strcopy(datamap, sizeof(datamap), "m_flGravity"); + } + + gotconfig = true; + } + + return GetEntPropFloat(entity, Prop_Data, datamap); +} + +/** + * Sets an entity's gravity. + * + * @param entity Entity index. + * @param amount Gravity to set (default = 1.0, half = 0.5, double = 2.0). + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityGravity(int entity, float amount) +{ + static bool gotconfig = false; + static char datamap[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_flGravity", datamap, sizeof(datamap)); + delete gc; + + if (!exists) + { + strcopy(datamap, sizeof(datamap), "m_flGravity"); + } + + gotconfig = true; + } + + SetEntPropFloat(entity, Prop_Data, datamap, amount); +} + +/** + * Sets an entity's health + * + * @param entity Entity index. + * @param amount Health amount. + * @error Invalid entity index, or lack of mod compliance. + */ +stock void SetEntityHealth(int entity, int amount) +{ + static bool gotconfig = false; + static char prop[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_iHealth", prop, sizeof(prop)); + delete gc; + + if (!exists) + { + strcopy(prop, sizeof(prop), "m_iHealth"); + } + + gotconfig = true; + } + + char cls[64]; + PropFieldType type; + int offset; + + if (!GetEntityNetClass(entity, cls, sizeof(cls))) + { + ThrowError("SetEntityHealth not supported by this mod: Could not get serverclass name"); + return; + } + + offset = FindSendPropInfo(cls, prop, type); + + if (offset <= 0) + { + ThrowError("SetEntityHealth not supported by this mod"); + return; + } + + /* Dark Messiah uses a float for the health instead an integer */ + if (type == PropField_Float) + { + SetEntDataFloat(entity, offset, float(amount)); + } + else + { + SetEntProp(entity, Prop_Send, prop, amount); + } +} + +/** + * Get's a users current pressed buttons + * + * @param client Client index + * @return Bitsum of buttons + * @error Invalid client index, client not in game, + * or lack of mod compliance. + */ +stock int GetClientButtons(int client) +{ + static bool gotconfig = false; + static char datamap[32]; + + if (!gotconfig) + { + GameData gc = new GameData("core.games"); + bool exists = gc.GetKeyValue("m_nButtons", datamap, sizeof(datamap)); + delete gc; + + if (!exists) + { + strcopy(datamap, sizeof(datamap), "m_nButtons"); + } + + gotconfig = true; + } + + return GetEntProp(client, Prop_Data, datamap); +} -- cgit v1.2.3