amxmodx/plugins/include/cstrike.inc

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Counter-Strike Functions
//
#if defined _cstrike_included
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#endinput
#endif
#define _cstrike_included
#pragma reqlib cstrike
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib cstrike
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#endif
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#include <cstrike_const>
/**
* Returns client's deaths.
*
* @param index Client index
*
* @return Client deaths
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
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native cs_get_user_deaths(index);
/**
* Sets client's deaths.
*
* @param index Client index
* @param newdeaths New value to set
* @param scoreboard If true the scoreboard will be updated to reflect the new value.
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_deaths(index, newdeaths, bool:scoreboard = true);
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/**
* Returns index of the entity that a hostage is following.
*
* @note Hostages can theoretically follow any entity in the game, so the
* returned entity index is not necessarily a client index.
*
* @param index Hostage entity index
*
* @return Entity index if hostage is following something, 0 otherwise
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native cs_get_hostage_foll(index);
/**
* Sets hostage to follow an entity.
*
* @note Hostages can theoretically follow any entity in the game, so the
* followedindex does not have to be a client index.
*
* @param index Hostage entity index
* @param followedindex New entity to follow
*
* @noreturn
* @error If the provided entity index is not a hostage, an
* error will be thrown.
*/
native cs_set_hostage_foll(index, followedindex = 0);
/**
* Returns unique id of a hostage.
*
* @param index Hostage entity index
*
* @return Unique hostage id
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native cs_get_hostage_id(index);
/**
* Returns amount of ammo in the client's backpack for a specific weapon.
*
* @note For a list of possible weapon ids see the CSW_* constants in
* amxconst.inc
* @note Some weapons share ammo types and therefore ammo backpack pools. List
* of ammo types:
* ammo_338magnum - awp
* ammo_762nato - scout, ak47, g3sg1
* ammo_556natobox - m249
* ammo_556nato - famas, m4a1, aug, sg550, galil, sg552
* ammo_buckshot - m3, xm1014
* ammo_45acp - usp, ump45, mac10
* ammo_57mm - fiveseven, p90
* ammo_50ae - deagle
* ammo_357sig - p228
* ammo_9mm - glock, mp5, tmp, elites
* / - hegrenade
* / - flashbang
* / - smokegrenade
*
* @param index Client index
* @param weapon Weapon id
*
* @return Amount of ammo in backpack
* @error If the client index is not within the range of 1 to
* MaxClients, the client is not connected, or an invalid
* weapon id is provided, an error will be thrown.
*/
native cs_get_user_bpammo(index, weapon);
/**
* Sets amount of ammo in the client's backpack for a specific weapon.
*
* @note For a list of possible weapon ids see the CSW_* constants in
* amxconst.inc
* @note Some weapons share ammo types and therefore ammo backpack pools. List
* of ammo types:
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* ammo_338magnum - awp
* ammo_762nato - scout, ak47, g3sg1
* ammo_556natobox - m249
* ammo_556nato - famas, m4a1, aug, sg550, galil, sg552
* ammo_buckshot - m3, xm1014
* ammo_45acp - usp, ump45, mac10
* ammo_57mm - fiveseven, p90
* ammo_50ae - deagle
* ammo_357sig - p228
* ammo_9mm - glock, mp5, tmp, elites
* / - hegrenade
* / - flashbang
* / - smokegrenade
*
* @param index Client index
* @param weapon Weapon id
* @param amount New backpack ammo amount to set
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, the client is not connected, or an invalid
* weapon id is provided, an error will be thrown.
*/
native cs_set_user_bpammo(index, weapon, amount);
/**
* Returns if the client has a defuse kit.
*
* @param index Client index
*
* @return 1 if the client has a defuse kit, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, the client is not connected, or an invalid
* weapon id is provided, an error will be thrown.
*/
native cs_get_user_defuse(index);
/**
* Sets the client's defusekit status and allows to set a custom HUD icon and
* color.
*
* @param index Client index
* @param defusekit If nonzero the client will have a defusekit, otherwise
* it will be removed
* @param r Red component of icon color
* @param g Green component of icon color
* @param b Blue component of icon color
* @param icon HUD sprite to use as icon
* @param flash If nonzero the icon will flash red
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_defuse(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
/**
* Returns if the client is inside a buyzone.
*
* @param index Client index
*
* @return 1 if the client is inside a buyzone, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_buyzone(index);
/**
* Returns if the client has a primary weapon or a shield in the inventory.
*
* @param index Client index
*
* @return 1 if the client has a primary weapon or shield in the
* inventory, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
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*/
native cs_get_user_hasprim(index);
/**
* Retrieves the client's player model.
*
* @param index Client index
* @param model Buffer to copy model to
* @param len Maximum buffer size
*
* @return Number of cells written to buffer
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_model(index, model[], len);
/**
* Sets the client's player model.
*
* @note This is not a one-time set. The CStrike module will remember the
* selected model and try to prevent attempts at changing the player
* model, or immediately re-apply it if necessary.
* @note Updating modelindex is useful for custom models which don't have
* the same structure as the default ones (hitbox, etc..). Model must
* be precached before.
*
* @param index Client index
* @param model Model name
* @param update_index If true, the modelindex is updated as well
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, the client is not connected, the provided
* model is empty, or if modeindex is updated and the
* provided model is not precached, an error will be thrown.
*/
native cs_set_user_model(index, const model[], bool:update_index = false);
/**
* Resets the client's model.
*
* @note This lifts the model-lock set by a previous cs_set_user_model() call.
*
* @param index Client index
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_reset_user_model(index);
/**
* Returns the client's amount of money.
*
* @param index Client index
*
* @return Amount of money
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_money(index);
/**
* Sets the client's amount of money.
*
* @param index Client index
* @param money New amount to set
* @param flash If nonzero the HUD will flash the difference between new
* and old amount in red or green
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_set_user_money(index, money, flash = 1);
/**
* Returns if the client's has night vision goggles.
*
* @param index Client index
*
* @return 1 if user has NVG, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_nvg(index);
/**
* Sets the client's night vision goggles.
*
* @param index Client index
* @param nvgoogles If nonzero the NVG will be added to the client's
* inventory, otherwise they will be removed from it
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_nvg(index, nvgoggles = 1);
/**
* Returns if the client has the ability to plant the bomb.
*
* @note Only with this set can the client plant the bomb within the usual bomb
* target areas. If this is not set the user can not plant the bomb, even
* when he has one in the inventory.
*
* @param index Client index
*
* @return 1 if the client is able to plant the bomb, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_plant(index);
/**
* Sets the client's ability to plant the bomb and displays or hides the bomb
* HUD icon.
*
* @note Only with this set can the client plant the bomb within the usual bomb
* target areas. If this is not set the user can not plant the bomb, even
* when he has one in the inventory. This is only correctly set when the
* client touches a bomb and picks it up "manually" (only possible for
* Terrorists), so this should be used if the bomb is added to the
* inventory through other means.
*
* @param index Client index
* @param plant If nonzero the client will be able to plant the bomb,
* otherwise he will be unable to
* @param showbombicon If nonzero the green C4 icon will be displayed on the
* client's hud, otherwise it will be hidden
*
* @return 1 if the client is able to plant the bomb, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_plant(index, plant = 1, showbombicon = 1);
/**
* Sets the client's team without killing the player, and sets the client model.
*
* @note For a list of valid team ids see the CsTeams enum, and for a list of
* valid internal model ids see the CsInternalModel enum.
*
* @param index Client index
* @param team Team id
* @param model Internal model id, if CS_DONTCHANGE the game will choose the model
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or if CS_NORESET the game will not update it.
* @param send_teaminfo If true, a TeamInfo message will be sent
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_set_user_team(index, any:team, any:model = CS_DONTCHANGE, bool:send_teaminfo = true);
/**
* Returns the client's team and optionally the model id.
*
* @note For a list of valid team ids see the CsTeams enum, and for a list of
* valid internal model ids see the CsInternalModel enum.
*
* @param index Client index
* @param model Optional variable to store model id in
*
* @return Team id
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
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*/
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native CsTeams:cs_get_user_team(index, &any:model = CS_DONTCHANGE);
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/**
* Returns if the client is a VIP.
*
* @param index Client index
*
* @return 1 if the client is a VIP, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_vip(index);
/**
* Sets the client's VIP status and displayed model and scoreboard flag.
*
* @note This is mostly useful for removing VIP status so the client can change
* teams and/or buy items properly. It does not alter gameplay, the player
* that is selected as VIP at the start of a round will retain the
* internal VIP status and remain the primary objective for the game mode.
*
* @param index Client index
* @param vip If nonzero the client will be made a VIP, otherwise the
* VIP status will be removed
* @param model If nonzero the client's model will be changed to the VIP
* model, otherwise a random CT model will be selected
* @param scoreboard If nonzero the scoreboard will be updated to reflect the
* new VIP status
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_vip(index, vip = 1, model = 1, scoreboard = 1);
/**
* Returns if the client has committed a team kill in the current round.
*
* @note If this is set to 1 the client will be punished at the start of the
* next round depending on the value of the mp_tkpunish cvar. The team
* kill status is then reset.
*
* @param index Client index
*
* @return 1 if the client has committed a team kill, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_tked(index);
/**
* Sets the client's team kill status, indicating whether the client has
* committed a team kill in the current round.
*
* @note If this is set to 1 the client will be punished at the start of the
* next round depending on the value of the mp_tkpunish cvar. The team
* kill status is then reset.
*
* @param index Client index
* @param tk Team kill status
* @param subtract Amount of frags to subtract, negative values add frags
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_set_user_tked(index, tk = 1, subtract = 1);
/**
* Returns if the client is currently driving a vehicle and if so, indicates
* the speed.
*
* @param index Client index
*
* @return 0 if the client is not driving, 1 if driving a vehicle but
* not moving, 2 to 4 if driving positive speeds, 5 if
* driving at a negative speed (backing), see TRAIN_* constants
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* in hlsdk_const.inc
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_driving(index);
/**
* Returns if the client has a shield in the inventory.
*
* @param index Client index
*
* @return 1 if the client has a shield, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
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*/
native cs_get_user_shield(index);
/**
* Returns if the client is using a stationary gun.
*
* @param index Client index
*
* @return 1 if the client uses a stationary gun, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
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*/
native cs_get_user_stationary(index);
/**
* Returns the client's armor value and retrieves the type of armor.
*
* @note For a list of possible armor types see the CsArmorType enum.
*
* @param index Client index
* @param armortype Variable to store armor type in
*
* @return Amount of armor, 0 if client has no armor
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_get_user_armor(index, &CsArmorType:armortype = CS_ARMOR_NONE);
/**
* Sets the client's armor value the type of armor.
*
* @note For a list of possible armor types see the CsArmorType enum.
* @note Sends the appropriate message to update the client's HUD.
*
* @param index Client index
* @param armorvalue Amount of armor to set
* @param armortype CS armor type
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error
* will be thrown.
*/
native cs_set_user_armor(index, armorvalue, CsArmorType:armortype);
/**
* Returns if the weapon is in burst mode.
*
* @note Only the Glock and Famas can return 1 as they are the only guns in the
* game that have a burst fire mode.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
* @return 1 if the weapon is in burst mode, 0 otherwise
* @error If an invalid entity index or a client index is provided,
* an error will be thrown.
*/
native cs_get_weapon_burst(index);
/**
* Sets the weapon's burst mode.
*
* @note Only the Glock and Famas can be set to burst fire mode as they are the
* only guns in the game that provide such a mode.
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param burstmode If nonzero the weapon will be put into burstmode,
* otherwise the burst mode will be removed
*
* @return 1 if burst mode set successfully, 0 if entity is not
* an applicable weapon
* @error If an invalid entity index or a client index is
* provided, an error will be thrown.
*/
native cs_set_weapon_burst(index, burstmode = 1);
/**
* Returns if the weapon is in silenced mode.
*
* @note Only the USP and M4A1 can return 1 as they are the only guns in the
* game that have a silenced fire mode.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
* @return 1 if the weapon is in silenced mode, 0 otherwise
* @error If an invalid entity index or a client index is provided,
* an error will be thrown.
*/
native cs_get_weapon_silen(index);
/**
* Sets the weapon's silenced mode.
*
* @note Only the USP and M4A1 can be set to silenced fire mode as they are the
* only guns in the game that provide such a mode.
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param silence If nonzero the weapon will be put into silenced
* mode, otherwise the silenced mode will be removed
* @param draw_animation If 1 and the weapon is currently held by a
* client, the appropriate weapon animation will be
* played
* If 2, same as 1 but follows game behavior by playing
* the associated player's model sequence and disallowing
* firing while animation is playing.
*
* @return 1 if silenced mode set successfully, 0 if entity is
* not an applicable weapon
* @error If an invalid entity index or a client index is
* provided, an error will be thrown.
*/
native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
/**
* Returns the amount of ammo in weapon's magazine.
*
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
* @return Amount of ammo in magazine
* @error If an invalid entity index or a client index is provided,
* an error will be thrown.
*/
native cs_get_weapon_ammo(index);
/**
* Sets the amount of ammo in weapon's clip.
*
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param newammo New ammo amount
*
* @noreturn
* @error If an invalid entity index or a client index is provided,
* an error will be thrown.
*/
native cs_set_weapon_ammo(index, newammo);
/**
* Returns the weapon id of an entity.
*
* @note For a list of possible weapon ids see the CSW_* constants in
* amxconst.inc
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
* @return Weapon id
* @error If an invalid entity index or a client index is provided,
* an error will be thrown.
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*/
native cs_get_weapon_id(index);
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/**
* Returns if "no knives" mode is enabled.
*
* @note "No knives" mode means that the CStrike module will prevent the game
* from creating (and thus attaching) "weapon_knife" entities. This means
* that clients will spawn without knives, but knives can still be put
* into the client inventories directly.
*
* @return 1 if "no knives" mode is enabled, 0 otherwise
*/
native cs_get_no_knives();
/**
* Enables or disables the "no knives" mode.
*
* @note "No knives" mode means that the CStrike module will prevent the game
* from creating (and thus attaching) "weapon_knife" entities. This means
* that clients will spawn without knives, but knives can still be put
* into the client inventories directly.
*
* @param noknives If nonzero enable "no knives" mode, disable otherwise
*
* @noreturn
*/
native cs_set_no_knives(noknives = 0);
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/**
* Sets a dead client up for spawning.
*
* @note This sets the client deadflag and triggers a client think, effectively
* making the game respawn the client. Should only be used on dead
* clients.
*
* @param player Client index
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_user_spawn(player);
/**
* Returns the armoury entity's weapon id.
*
* @note Not all weapon ids are supported by Counter-Strike, an armoury entity
* can not be a pistol, a knife or a bomb for exmaple. The full list is:
* CSW_SCOUT, CSW_HEGRENADE, CSW_XM1014, CSW_MAC10, CSW_AUG,
* CSW_SMOKEGRENADE, CSW_AWP, CSW_MP5NAVY, CSW_M249, CSW_M3, CSW_M4A1,
* CSW_TMP, CSW_G3SG1, CSW_VEST, CSW_VESTHELM, CSW_FLASHBANG,
* CSW_SG552, CSW_AK47, CSW_P90
*
* @param index Armoury entity index
* @param count Optional variable to store in the number of times that an item can be retrieved
* from the same entity before being hidden
*
* @return Weapon id
* @error If a non-armoury entity is provided, an error will be
* thrown.
*/
native cs_get_armoury_type(index, &count = 1);
/**
* Sets the amoury entity type.
*
* @note Not all weapon ids are supported by Counter-Strike, an armoury entity
* can not be a pistol, a knife or a bomb for exmaple. The full list is:
* CSW_SCOUT, CSW_HEGRENADE, CSW_XM1014, CSW_MAC10, CSW_AUG,
* CSW_SMOKEGRENADE, CSW_AWP, CSW_MP5NAVY, CSW_M249, CSW_M3, CSW_M4A1,
* CSW_TMP, CSW_G3SG1, CSW_VEST, CSW_VESTHELM, CSW_FLASHBANG,
* CSW_SG552, CSW_AK47, CSW_P90
* @note This does not update the entity model.
* @note On restart, entity is always unhidden and the count is restored (this can not be below 1).
*
* @param index Armoury entity index
* @param type Weapon id
* @param count Number of times that an item can be retrieved from
* the same entity before being hidden
* If zero, the entity is hidden
* If below zero, nothing is set
* @noreturn
* @error If a non-armoury entity is provided, an error will be
* thrown.
*/
native cs_set_armoury_type(index, type, count = -1);
/**
* Returns the map zones the client is inside of as a bitflag value.
*
* @note If the user does not have the ability to plant (cs_get_user_plant()
* returns 0) then the bitflag will not contain CS_MAPZONE_BOMBTARGET.
* @nore For a list of possible zone flags see the CS_MAPZONE_* constants.
*
* @param index Client index
*
* @return Bitflag value of map zones
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_mapzones(index);
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/**
* Sets a zoom type on the client.
*
* @note Zoom types are not tied to their intended weapons, so any zoom type can
* be combined with any weapon.
* @note For a list of possible zoom types see the zoom type enum above
* (CS_*_ZOOM constants).
*
* @param index Client index
* @param type Zoom type
* @param mode If zero (blocking) the client will be forced to use the zoom
* type set and won't be able to change it until it is reset
* with CS_RESET_ZOOM, otherwise the user can restore back to
* normal as usual
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, the client is not connected, or an invalid zoom
* type is provided, an error will be thrown.
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*/
native cs_set_user_zoom(index, type, mode);
/**
* Returns if the client is zooming.
*
* @note For a list of possible zoom types see the zoom type enum above
* (CS_*_ZOOM constants).
*
* @param index Client index
*
* @return Zoom type if the user is zoomed in, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
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*/
native cs_get_user_zoom(index);
/**
* Returns if a submodel is set on the client.
*
* @note In Counter-Strike the submodel setting determines whether the user has
* a bomb backpack (if a Terrorist) or a defuse kit (if a CT) on their
* model.
*
* @param index Client index
*
* @return 1 if submodel is set, 0 otherwise
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_submodel(index);
/**
* Sets the submodel on a client.
*
* @note In Counter-Strike the submodel setting determines whether the user has
* a bomb backpack (if a Terrorist) or a defuse kit (if a CT) on their
* model.
*
* @param index Client index
* @param value If nonzero the submodel is set, otherwise it is removed
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
*/
native cs_set_user_submodel(index, value);
/**
* Returns the client's last activity time.
*
* @note This is the time that the internal Counter-Strike afk kicker uses to
* see who has been inactive too long.
*
* @param index Client index
*
* @return Last activity time
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
*/
native Float:cs_get_user_lastactivity(index);
/**
* Sets the client's last activity time.
*
* @note This is the time that the internal Counter-Strike afk kicker uses to
* see who has been inactive too long.
*
* @param index Client index
* @param value New last activity time
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
*/
native cs_set_user_lastactivity(index, Float:value);
/**
* Returns the amount of hostages that the client has killed.
*
* @note This is the value that the internal Counter-Strike hostage punisher
* uses to determine if a client should be kicked, depending on the
* value of the mp_hostagepenalty value.
*
* @param index Client index
*
* @return Amount of hostages killed
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
*/
native cs_get_user_hostagekills(index);
/**
* Sets the amount of hostages that the client has killed.
*
* @note This is the value that the internal Counter-Strike hostage punisher
* uses to determine if a client should be kicked, depending on the
* value of the mp_hostagepenalty value. The punisher only checks this
* value when a hostage is killed, so setting this will not cause the
* client to be kicked until they actually kill a hostage.
*
* @param index Client index
* @param value New amount of hostages killed
*
* @noreturn
* @error If the client index is not within the range of 1 to
* MaxClients, or the client is not connected, an error will be
*/
native cs_set_user_hostagekills(index, value);
/**
* Returns the last time a hostage was used.
*
* @param index Hostage entity
*
* @return Last use time
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native Float:cs_get_hostage_lastuse(index);
/**
* Sets the last time a hostage was used.
*
* @param index Hostage entity
* @param value New last use time
*
* @noreturn
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native cs_set_hostage_lastuse(index, Float:value);
/**
* Returns the next time a hostage can be used.
*
* @param index Hostage entity
*
* @return Next use time
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native Float:cs_get_hostage_nextuse(index);
/**
* Sets the next time a hostage can be used.
*
* @param index Hostage entity
* @param value New next use time
*
* @noreturn
* @error If the provided entity index is not a hostage, an error will
* be thrown.
*/
native cs_set_hostage_nextuse(index, Float:value);
/**
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* Returns the game time at which the bomb will explode.
*
* @param index C4 entity
*
* @return Explosion time
* @error If the provided entity index is not a bomb, an error will be
* thrown.
*/
native Float:cs_get_c4_explode_time(index);
/**
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* Sets the game time at which the bomb will explode.
*
* @param index C4 entity
* @param value New explosion time
*
* @noreturn
* @error If the provided entity index is not a bomb, an error will be
* thrown.
*/
native cs_set_c4_explode_time(index, Float:value);
/**
* Returns if the bomb is being defused.
*
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* @param c4index C4 entity
*
* @return 1 if the bomb is being defused, 0 otherwise
* @error If the provided entity index is not a bomb, an error will be
* thrown.
*/
native bool:cs_get_c4_defusing(c4index);
/**
* Sets if the bomb is being defused.
*
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* @param c4index C4 entity
* @param defusing True if the bomb should be defused, false otherwise
*
* @noreturn
* @error If the provided entity index is not a bomb, an error will be
* thrown.
*/
native cs_set_c4_defusing(c4index, bool:defusing);
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/**
* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
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*
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
* This function adds entities to this hashtable, providing benefits over
* the default CreateNamedEntity (used by create_entity() for example):
* - Storing entities in a hashtable allows CS to improve classname lookup
* performance compared to functions like FindEntityByString (used by
* find_ent_by_class() for example) that usually have to loop
* through all entities incrementally.
* - As CS exclusively uses the hashtable for classname lookup, entities
* created using the default engine functions will not be found by the
* game. For example "weaponbox" entities are supposed to be
* automatically cleaned up on round restart but are not considered if
* they have not been added to the hashtable.
* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
* @note When creating an entity the classname has to be valid in the mod, as
* the engine needs to link the entity to an existing class internally.
* The classname string that is stored in the entvar struct
* (EV_SZ_classname) is separate from this association and can later be
* freely changed to serve other purposes.
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*
* @param classname Entity class name
*
* @return Index of the created entity (> 0), 0 otherwise
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*/
native cs_create_entity(const classname[]);
/**
* Finds an entity in the world using Counter-Strike's custom FindEntityByString
* wrapper.
*
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
* This function utilizes the hasthable and allows for considerably faster
* classname lookup compared to the default FindEntityByString (used by
* find_ent_by_class() for example).
* @note This exclusively considers entities in the hashtable, created by the
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* game itself, using cs_create_entity(), or added via cs_set_ent_class().
*
* @param start_index Entity index to start searching from. -1 to start from
* the first entity
* @param classname Classname to search for
*
* @return Entity index > 0 if found, 0 otherwise
*/
native cs_find_ent_by_class(start_index, const classname[]);
/**
* Finds an entity in the world using Counter-Strike's custom FindEntityByString
* wrapper, matching by owner.
*
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
* This function utilizes the hasthable and allows for considerably faster
* classname lookup compared to the default FindEntityByString (used by
* find_ent_by_owner() for example).
* @note This exclusively considers entities in the hashtable, created by the
2015-11-23 13:06:02 +00:00
* game itself, using cs_create_entity(), or added via cs_set_ent_class().
*
* @param start_index Entity index to start searching from. -1 to start from
* the first entity
* @param classname Classname to search for
* @param owner Entity index to search for entity's owner
*
* @return Entity index > 0 if found, 0 otherwise
*/
native cs_find_ent_by_owner(start_index, const classname[], owner);
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/**
* Sets a custom classname of an entity.
*
* @note Unlike other mods CS keeps track of entities using a custom hashtable.
* This function adds or updates the classname in the hasthable as well.
* This is useful for use with cs_find_ent_by_class() and cs_find_ent_by_owner().
*
* @param index Entity index
* @param classname Classname to update for
*
* @noreturn
*/
native cs_set_ent_class(index, const classname[]);
/**
* Returns the item id associated with an item name and its aliases.
*
* @note The item name is case sensitive an can be with or without
* weapon_ and item_ prefixes. This can be a command alias as well.
* Values examples: ak47, weapon_ak47, kevlar, item_kevlar, vest, bullpup, ...
*
* @param name Alias or classname
* @param classid If item is a weapon, variable to store the associated
* weapon class id in (CS_WEAPONCLASS_* constants)
*
* @return Item id (CSI_* constants)
*/
native any:cs_get_item_id(const name[], &CsWeaponClassType:classid = CS_WEAPONCLASS_NONE);
/**
* Returns an item name associated with a command alias.
*
* @note The alias is case sensitive.
* @note If not an alias to a weapon, buffer will be set with the original alias.
*
* @param alias Alias name
* @param itemname Buffer to store item name to
* @param maxlength Maximum buffer size
*
* @return True if alias is translated, false otherwise
*/
native bool:cs_get_translated_item_alias(const alias[], itemname[], maxlength);
/**
* Returns some information about a weapon.
*
* @param weapon_id Weapon id, see CSW_* constants
* @param type Info type, see CS_WEAPONINFO_* constants
*
* @return Weapon information value
* @error If weapon_id and type are out of bound, an error will be thrown.
*/
native any:cs_get_weapon_info(weapon_id, CsWeaponInfo:type);
/**
* Returns active weapon entity.
*
* @param playerIndex Player index
*
* @return Weapon entity index on success or 0 if there is no active weapon
* @error If the client index is not within the range of 1 to
* maxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_weapon_entity(playerIndex);
/**
* Returns weapon index of the active weapon.
*
* @note More reliable than get_user_weapon.
*
* @param playerIndex Player index
* @param clip Optional variable to store clip ammo to
* @param ammo Optional variable to store backpack ammo to
*
* @return Weapon index on success or 0 if there is no active weapon
* @error If the client index is not within the range of 1 to
* maxClients, or the client is not connected, an error will be
* thrown.
*/
native cs_get_user_weapon(playerIndex, &clip = 0, &ammo = 0);
/**
* Returns a weapon class id associated with a weapon id.
*
* @param weapon_id Weapon id (CSI_* constants)
*
* @return Weapon class id (CS_WEAPONCLASS_* constants)
*/
stock CsWeaponClassType:cs_get_weapon_class(weapon_id)
{
new CsWeaponClassType:type = CS_WEAPONCLASS_NONE;
if (cs_is_valid_itemid(weapon_id, .weapon_only = true) || weapon_id == CSI_SHIELD)
{
switch (weapon_id)
{
case CSI_SHIELDGUN, CSI_SHIELD:
{
type = CS_WEAPONCLASS_PISTOL;
}
case CSI_KNIFE:
{
type = CS_WEAPONCLASS_KNIFE;
}
default:
{
new const bits = (1 << weapon_id);
if(bits & CSI_ALL_PISTOLS)
{
type = CS_WEAPONCLASS_PISTOL;
}
else if(bits & CSI_ALL_GRENADES)
{
type = CS_WEAPONCLASS_GRENADE;
}
else if(bits & CSI_ALL_SMGS)
{
type = CS_WEAPONCLASS_SUBMACHINEGUN;
}
else if(bits & CSI_ALL_SHOTGUNS)
{
type = CS_WEAPONCLASS_SHOTGUN;
}
else if(bits & CSI_ALL_MACHINEGUNS)
{
type = CS_WEAPONCLASS_MACHINEGUN;
}
else if(bits & CSI_ALL_RIFLES)
{
type = CS_WEAPONCLASS_RIFLE;
}
else if(bits & CSI_ALL_SNIPERRIFLES)
{
type = CS_WEAPONCLASS_SNIPERRIFLE;
}
}
}
}
return type;
}
/**
* Checks whether an item id is not out of bounds.
*
* @param id Item id (CSI_* constants)
* @param weapon_only If true, only the real weapon ids will be checked,
* including shield as well
*
* @return True if item id is valid, false otherwise
*/
stock bool:cs_is_valid_itemid(id, bool:weapon_only = false)
{
if (id <= CSI_NONE)
{
return false;
}
if (id > CSI_LAST_WEAPON && id != CSI_SHIELDGUN && weapon_only)
{
return false;
}
if (id >= CSI_MAX_COUNT)
{
return false;
}
return true;
}
/**
* Called when CS internally fires a command to a player.
*
* @note This is most notably used by the rebuy/autobuy functionality,
* Condition Zero also uses this to pass commands to bots internally.
*
* @param id Client index
* @param cmd Command string
*
* @return PLUGIN_CONTINUE to let the command continue
* PLUGIN_HANDLED to block the command
*/
forward CS_InternalCommand(id, const cmd[]);
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/**
* Called when a client attempts to purchase an item.
*
* @note This is called immediately when the client issues a buy command. The
* game has not yet checked if the client can actually buy the weapon.
* @note For a list of possible item ids see the CSI_* constants.
*
* @param index Client index
* @param item Item id
*
* @return PLUGIN_CONTINUE to let the buy attempt continue
* PLUGIN_HANDLED to block the buy attempt
2014-05-29 22:13:03 +00:00
*/
forward CS_OnBuyAttempt(index, item);
/**
* Called when a client purchases an item.
*
* @note This is called right before the user receives the item and before the
* money is deducted from their cash reserves.
* @note For a list of possible item ids see the CSI_* constants.
*
* @param index Client index
* @param item Item id
*
* @return PLUGIN_CONTINUE to let the buy continue
* PLUGIN_HANDLED to block the buy
*/
forward CS_OnBuy(index, item);