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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_DMG_HEADSHOT		(1 << 30)	/**< Headshot */

enum CSRoundEndReason
{
	CSRoundEnd_TargetBombed = 0,           /**< Target Successfully Bombed! */
	CSRoundEnd_VIPEscaped,                 /**< The VIP has escaped! */
	CSRoundEnd_VIPKilled,                  /**< VIP has been assassinated! */
	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! */
	CSRoundEnd_GameStart,                  /**< Game Commencing! */
	
	// The below only exist on CS:GO
	CSRoundEnd_TerroristsSurrender,        /**< Terrorists Surrender */
	CSRoundEnd_CTSurrender,                /**< CTs Surrender */
};

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,
	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
};

/**
 * 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(client, const String:weapon[]);

/**
 * Called when CSWeaponDrop is called
 * Return Plugin_Continue to allow the call or return a
 * higher action to deny.
 *
 * @param client	Client index
 * @param weaponIndex	Weapon index
 */
forward Action:CS_OnCSWeaponDrop(client, weaponIndex);

/**
 * 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(client, const String:weapon[], &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.
 * @noreturn
 * @error			Invalid client index, client not in game.
 */
native CS_RespawnPlayer(client);

/**
 * Switches the player's team.
 *
 * @param client		Player's index.
 * @param team			Team index.
 * @noreturn
 * @error			Invalid client index, client not in game.
 */
native CS_SwitchTeam(client, 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
 * 
 * @noreturn
 * @error				Invalid client index, client not in game, or invalid weapon index.
 */
native CS_DropWeapon(client, 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.
 * @noreturn
 */
native 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.
 * @noreturn
 *
 * @note				Will set the buffer to the original alias if it is not an alias to a weapon.
 */
native CS_GetTranslatedWeaponAlias(const String:alias[], String:weapon[], 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 CS_GetWeaponPrice(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 CS_GetClientClanTag(client, String:buffer[], size);

/**
 * Sets a clients clan tag
 * @param client		Client index to set clan tag for.
 * @param tag			Tag to set clients clan tag as.
 * @noreturn
 *
 * @error				Invalid client.
 */
native CS_SetClientClanTag(client, const String: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 CS_GetTeamScore(team);

/**
 * Sets a team's score
 * @param team			Team index to set score for.
 * @param value			Value to set teams score as.
 * @noreturn
 *
 * @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 CS_SetTeamScore(team, 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 CS_GetMVPCount(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.
 * @noreturn
 *
 * @error				Invalid client.
 */
native CS_SetMVPCount(client, 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 CS_GetClientContributionScore(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.
 * @noreturn
 *
 * @error				Invalid client.
 */
native CS_SetClientContributionScore(client, 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 CS_GetClientAssists(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.
 * @noreturn
 *
 * @error				Invalid client.
 */
native CS_SetClientAssists(client, 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 String: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 CS_WeaponIDToAlias(CSWeaponID:weaponID, String:destination[], 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
 */
native bool:CS_IsValidWeaponID(CSWeaponID:id);

/**
 * Sets a player's model based on their current class
 *
 * @param client		Player's index.
 * @noreturn
 * @error			Invalid client index, client not in game.
 */
native CS_UpdateClientModel(client);

/**
 * 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 __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");
}
#endif