what
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/* TSFUN constants
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*
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* (c) 2005, Suzuka
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* This file is provided as is (no warranties).
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*/
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#if defined _tsconst_included
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#endinput
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#endif
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#define _tsconst_included
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#define TSMAX_WEAPONS 44 // 37 + throwing knife + brekable + 5 custom weapon slots
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#define TSPWUP_NONE 0
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#define TSPWUP_RANDOM 0
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#define TSPWUP_SLOWMO 1
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#define TSPWUP_INFAMMO 2
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#define TSPWUP_KUNGFU 4
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#define TSPWUP_SLOWPAUSE 8
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#define TSPWUP_DFIRERATE 16
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#define TSPWUP_GRENADE 32
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#define TSPWUP_HEALTH 64
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#define TSPWUP_ARMOR 128
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#define TSPWUP_SUPERJUMP 256
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#define TSITEM_KUNGFU 1<<0
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#define TSITEM_SUPERJUMP 1<<1
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#define TSKF_STUNTKILL 1<<0
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#define TSKF_SLIDINGKILL 1<<1
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#define TSKF_DOUBLEKILL 1<<2
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#define TSKF_ISSPEC 1<<3
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#define TSKF_KILLEDSPEC 1<<4
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#define TSA_SILENCER 1
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#define TSA_LASERSIGHT 2
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#define TSA_FLASHLIGHT 4
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#define TSA_SCOPE 8
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#define TSMSG_NORMAL 6
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#define TSMSG_WAITING 11
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#define TSMSG_DEAD 1
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#define TSMSG_KILLER 2
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#define TSMSG_DEMOLITION 3
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#define TSMSG_SPECIALIST 4
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#define TSMSG_UNSTOPPABLE 5
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#define TSMSG_THEONE 10
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#define STUNT_NONE 0
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#define STUNT_DUCK 1
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#define STUNT_ROLL 2
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#define STUNT_DIVE 3
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#define STUNT_GETUP 4
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#define STUNT_FLIP 5
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enum {
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TSW_GLOCK18 = 1,
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TSW_UNK1,
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TSW_UZI,
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TSW_M3,
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TSW_M4A1,
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TSW_MP5SD,
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TSW_MP5K,
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TSW_ABERETTAS,
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TSW_MK23,
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TSW_AMK23,
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TSW_USAS,
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TSW_DEAGLE,
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TSW_AK47,
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TSW_57,
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TSW_AUG,
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TSW_AUZI,
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TSW_TMP,
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TSW_M82A1,
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TSW_MP7,
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TSW_SPAS,
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TSW_GCOLTS,
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TSW_GLOCK20,
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TSW_UMP,
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TSW_M61GRENADE,
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TSW_CKNIFE,
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TSW_MOSSBERG,
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TSW_M16A4,
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TSW_MK1,
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TSW_C4,
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TSW_A57,
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TSW_RBULL,
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TSW_M60E3,
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TSW_SAWED_OFF,
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TSW_KATANA,
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TSW_SKNIFE,
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TSW_KUNG_FU,
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TSW_TKNIFE,
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}
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/*
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valid tsweaponid in TS_GiveWeapon
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1: "Glock 18"
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3: "Mini Uzi"
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4: "Benelli M3"
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5: "M4A1"
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6: "MP5SD"
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7: "MP5K"
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8: "Akimbo Berettas"
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9: "Socom Mk23"
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11: "Usas12"
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12: "Desert Eagle"
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13: "Ak47"
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14: "FiveSeven"
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15: "Steyr Aug"
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17: "Steyr Tmp"
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18: "Barrett M82"
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19: "HK Pdw"
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20: "Spas12"
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21: "Akimbo colts"
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22: "Glock 20"
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23: "Mac10"
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25: "Combat Knife"
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26: "Mossberg 500"
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27: "M16A4"
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28: "Ruger Mk1"
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24: "M61 Grenade"
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29: "C4"
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31: "Raging Bull"
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32: "M60"
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33: "Sawed off"
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34: "Katana"
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35: "Seal Knife"
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valid pwuptype in TS_GivePwUp
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0: "Random"
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1: "Slow Motion"
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2: "Infinite Clip"
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4: "Kung Fu"
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8: "Slow Pause"
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16: "Double Firerate"
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32: "Grenade"
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64: "Health"
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128: "Armor"
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256: "Superjump"
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*/
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@ -1,154 +0,0 @@
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/* TSFUN
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*
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* (c) 2005, Twilight Suzuka
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* This file is provided as is (no warranties).
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*/
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#if defined _tsxfun_included
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#endinput
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#endif
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#define _tsxfun_included
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#include <tsconst>
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/************* Shared Natives Start ********************************/
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/* Forward types */
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enum {
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XMF_DAMAGE = 0,
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XMF_DEATH,
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}
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#pragma library tsfun
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/************* Shared Natives End ********************************/
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/* function will return 1 if true */
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native xmod_is_melee_wpn(wpnindex);
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/* Returns weapon name. */
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native xmod_get_wpnname(wpnindex,name[],len);
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/* Returns weapon logname. */
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native xmod_get_wpnlogname(wpnindex,name[],len);
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/* Returns weapons array size */
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native xmod_get_maxweapons();
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/* Returns stats array size ex. 8 in TS , 9 in DoD */
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stock xmod_get_stats_size() return 8;
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/* Returns 1 if true */
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native xmod_is_custom_wpn(wpnindex);
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/* Function is called just before a kung foo attack is done,
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* damage and time length may be altered with natives.
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* Return PLUGIN_HANDLED to stop attack. */
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forward Melee_Attack(id,Float:time,Float:damage);
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// Returns when someone stunts, after they do it.
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forward client_stunt(id,stunttype);
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/* Function is called when powerups are ran,
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* Returns value of powerup. Use TSPWUP_*'s
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* to find exactly which one it is. */
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forward client_powerup(id,powerup);
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/* weapon logname to weapon name convertion */
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native ts_wpnlogtoname(logname[],name[],len);
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/* weapon logname to weapon index convertion */
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native ts_wpnlogtoid(logname[]);
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native Float:ts_getusertime( index );
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native ts_setusertime( index, Float:time );
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native ts_getusercash( index );
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native ts_setusercash( index, money );
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native ts_getuserslots( index );
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native ts_setuserslots( index, slots );
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native ts_getuserstate( index );
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native ts_getuserwpn( index,&ammo,&clip,&mode,&extra );
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native ts_getuserspace( index );
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native ts_getuserkillflags(killer);
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native ts_getkillingstreak( index );
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native ts_getuserlastfrag( index );
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native ts_giveweapon( index,weapon,clips,extra );
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native ts_getuserpwup( index );
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stock ts_has_slowmo(id) return (ts_getuserpwup(id) &TSPWUP_SLOWMO);
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stock ts_has_infammo(id) return (ts_getuserpwup(id) &TSPWUP_INFAMMO);
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stock ts_has_slowpause(id) return (ts_getuserpwup(id) &TSPWUP_SLOWPAUSE);
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stock ts_has_dfirerate(id) return (ts_getuserpwup(id) &TSPWUP_DFIRERATE);
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stock ts_has_grenade(id) return (ts_getuserpwup(id) &TSPWUP_GRENADE);
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stock ts_has_health(id) return (ts_getuserpwup(id) &TSPWUP_HEALTH);
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stock ts_has_armor(id) return (ts_getuserpwup(id) &TSPWUP_ARMOR);
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/* Function will create pwup entity and return its index (pwupent) */
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native ts_createpwup( pwup );
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native ts_givepwup( index,pwupent );
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native ts_setpddata( knifeoffset );
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// Alters a fu attack. Use with fu forward
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native ts_set_fuattack(id,Float:time,Float:damage)
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// Changes board message
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native ts_set_message(id,message)
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// Gets the message board message
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native ts_get_message(id)
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stock ts_is_normal(id)
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{
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new msg = ts_get_message(id)
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if( (msg > 11) || (msg > 6 && msg < 10) ) return 1;
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return 0;
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}
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stock ts_is_waiting(id) return (ts_get_message(id) == TSMSG_WAITING)
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stock ts_is_dead(id) return (ts_get_message(id) == TSMSG_DEAD)
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stock ts_is_killer(id) return (ts_get_message(id) == TSMSG_KILLER)
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stock ts_is_demolition(id) return (ts_get_message(id) == TSMSG_DEMOLITION)
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stock ts_is_specialist(id) return (ts_get_message(id) == TSMSG_SPECIALIST)
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stock ts_is_unstoppable(id) return (ts_get_message(id) == TSMSG_UNSTOPPABLE)
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stock ts_is_theone(id) return (ts_get_message(id) == TSMSG_THEONE)
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// Return one on true, 0 on false
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native ts_has_superjump(id)
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native ts_has_fupowerup(id)
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native ts_is_in_slowmo(id)
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// Get and set consecutive frags
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native ts_get_cons_frags(id)
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native ts_set_cons_frags(id,num)
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// Set to see cool bullet trails. Only id will see them.
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native ts_set_bullettrail(id,yesorno)
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// Sets fake versions of slow mo and slow pause. Use ts_set_speed for more options.
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native ts_set_fakeslowmo(id,Float:time)
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native ts_set_fakeslowpause(id,Float:time)
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/* Sets speed artificially. 1.0 is default, Go into fractions and decimals for slower
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* and put in higher numbers for higher speeds. Aura is how far things around you are effected
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* Time is the time until it wears off. 0.0 for speed will freeze people. Do not use negatives. */
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native ts_set_speed(id,Float:speed,Float:auradist,Float:time)
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/* Sets physics speed artificially. Things like sparks and sounds will be effected.
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* Any negative number will render all physics paused. */
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native ts_set_physics_speed(id,Float:speed)
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// Returns 0 if no powerup is running. Returns the powerup type otherwise.
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native ts_is_running_powerup(id)
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// Highly experimental command which overrides powerup types.
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// Use if a powerup is already running, or if a powerup is not running.
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// Safe to use in powerup forward.
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native ts_force_run_powerup(id,PWUP_TYPE)
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/* TSXMod Stats functions
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*
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* (c) 2004, SidLuke
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* This file is provided as is (no warranties).
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*/
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#if defined _tsstats_included
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#endinput
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#endif
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#define _tsstats_included
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/* Gets stats from given weapon index. If wpnindex is 0
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* then the stats are from all weapons. If weapon has not been used function
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* returns 0 in other case 1. Fields in stats are:
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* 0 - kills
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* 1 - deaths
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* 2 - headshots
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* 3 - teamkilling
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* 4 - shots
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* 5 - hits
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* 6 - damage
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* For body hits fields see amxconst.inc. */
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native get_user_wstats(index,wpnindex,stats[8],bodyhits[8]);
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/* Gets round stats from given weapon index.*/
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native get_user_wrstats(index,wpnindex,stats[8],bodyhits[8]);
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/* Gets life (from spawn to spawn) stats from given weapon index.*/
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native get_user_wlstats(index,wpnindex,stats[8],bodyhits[8]);
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/* Gets overall stats which are stored in file on server
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* and updated on every respawn or user disconnect.
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* Function returns the position in stats by diff. kills to deaths. */
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native get_user_stats(index,stats[8],bodyhits[8]);
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/* Gets round stats of player. */
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native get_user_rstats(index,stats[8],bodyhits[8]);
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/* Gets stats with which user have killed/hurt his victim. If victim is 0
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* then stats are from all victims. If victim has not been hurt, function
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* returns 0 in other case 1. User stats are reset on his respawn. */
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native get_user_vstats(index,victim,stats[8],bodyhits[8],wpnname[]="",len=0);
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/* Gets stats with which user have been killed/hurt. If killer is 0
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* then stats are from all attacks. If killer has not hurt user, function
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* returns 0 in other case 1. User stats are reset on his respawn. */
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native get_user_astats(index,wpnindex,stats[8],bodyhits[8],wpnname[]="",len=0);
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/* Resets life, weapon, victims and attackers user stats. */
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native reset_user_wstats(index);
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/* Gets overall stats which stored in stats.dat file in amx folder
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* and updated on every mapchange or user disconnect.
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* Function returns next index of stats entry or 0 if no more exists. */
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native get_stats(index,stats[8],bodyhits[8],name[],len);
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/* Returns number of all entries in stats. */
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native get_statsnum();
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@ -1,45 +0,0 @@
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/* TSXMod functions
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*
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* (c) 2004, SidLuke
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* This file is provided as is (no warranties).
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*/
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#if defined _tsx_included
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#endinput
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#endif
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#define _tsx_included
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#include <tsstats>
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#include <tsfun>
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#pragma library tsx
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/************* Shared Natives Start ********************************/
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/* Forward types */
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enum {
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XMF_DAMAGE = 0,
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XMF_DEATH,
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}
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/* Use this function to register forwards */
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native register_statsfwd( ftype );
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/* Function is called after player to player attacks ,
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* if players were damaged by teammate TA is set to 1 */
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forward client_damage(attacker,victim,damage,wpnindex,hitplace,TA);
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/* Function is called after player death ,
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* if player was killed by teammate TK is set to 1 */
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forward client_death(killer,victim,wpnindex,hitplace,TK);
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/* Custom Weapon Support */
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/* function will return index of new weapon */
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native custom_weapon_add( wpnname[],melee = 0,logname[]="" );
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/* Function will pass damage done by this custom weapon to stats module and other plugins */
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native custom_weapon_dmg( weapon, att, vic, damage, hitplace=0 );
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/* Function will pass info about custom weapon shot to stats module */
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native custom_weapon_shot( weapon,index ); // weapon id , player id
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/************* Shared Natives End ********************************/
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Reference in New Issue
Block a user