amxmodx/dlls/sven/svencoop.inc

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/* Sven Co-op functions
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/
#if defined _svencoop_included
#endinput
#endif
#define _svencoop_included
#include <svencoop_const>
/* Gets a monster's or player's frags */
native Float:sc_get_frags(index);
/* Sets a monster's or player's frags */
native sc_set_frags(index, Float:value);
/* Gets a monster's displayname
Returns 1 if custom displayname, 0 if displayname unavailable, -1 if default displayname
*/
native sc_get_displayname(index, displayname[], len);
/* Sets a monster's displayname */
native sc_set_displayname(index, displayname[], {Float,Sql,Result,_}:...);
/* Checks if a monster is a player ally or not */
native sc_is_player_ally(index);
/* Gets if a player has longjump */
native sc_get_user_longjump(index);
/* Sets if a player has longjump */
native sc_set_user_longjump(index, value);
/* Gets a player's deaths */
native sc_get_user_deaths(index);
/* Sets a player's deaths */
native sc_set_user_deaths(index, value);
/* Gets the amount of ammo in dropped ammo weaponbox */
native sc_get_wbox_ammo(index);
/* Sets the amount of ammo in dropped ammo weaponbox */
native sc_set_wbox_ammo(index, value);
/* Gets a weapon's type (in the form of SCW_* constants)
"index" = weapon_* entity
*/
native sc_get_weapon_id(index);
/* Gets the amount of ammo in weapon's clip
Usage 1:
new weapon = find_ent_by_owner(-1,"weapon_9mmAR",id);
sc_get_weapon_ammo(weapon);
Usage 2:
sc_get_weapon_ammo(id,SCW_9MMAR);
*/
native sc_get_weapon_ammo(index1, index2=0);
/* Sets the amount of ammo in weapon's clip
Usage 1:
new weapon = find_ent_by_owner(-1,"weapon_9mmAR",id);
sc_set_weapon_ammo(weapon,50);
Usage 2:
sc_set_weapon_ammo(id,50,SCW_9MMAR);
*/
native sc_set_weapon_ammo(index1, newammo, index2=0);
/* Gets the amount of ammo in players's backpack for a specific weapon
"weapon" = SCW_* constant
*/
native sc_get_user_bpammo(index, weapon);
/* Sets the amount of ammo in players's backpack for a specific weapon
"weapon" = SCW_* constant
*/
native sc_set_user_bpammo(index, weapon, value);
/* Called whenever a player respawns */
forward sc_client_spawn(index);
/* Called whenever a player or monster throws a grenade
"isplayer" is 1 if the thrower is a player, 0 if a monster
*/
forward sc_grenade_throw(index, greindex, wId, isplayer);
/* Called whenever a player ATTEMPTS to heal another player or monster
(so, they could be healing for 0.0 health, or trying to heal an enemy)
"isplayer" is 1 if the healed entity is a player, 0 if a monster
"isally" is 1 if the healed entity is an ally, 0 if an enemy
*/
forward sc_client_heal(healer, healed, Float:amount, isplayer, isally);