Merged ns plugins / include files to trunk.

(ns/unstuck doesn't require engine any more)
This commit is contained in:
Steve Dudenhoeffer 2007-08-02 16:37:57 +00:00
parent c77176a4ce
commit 7038305812
3 changed files with 700 additions and 113 deletions

View File

@ -1,6 +1,7 @@
/* NS module functions
* -
* (c) 2004, Steve Dudenhoeffer
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/
@ -19,40 +20,118 @@
#endif
#include <ns_const>
/* Called whenever the client's class is changed. The classes given match get_class() output */
forward client_changeclass(id,newclass,oldclass);
/**
* Called whenever the client's class is changed.
*
* @param id The index of the player who changed.
* @param newclass The class the client changed to. Check the class enum in ns_const.inc.
* @param oldclass The class the client changed from. Check the class enum in ns_const.inc.
* @noreturn
*/
forward client_changeclass(id, newclass, oldclass);
/* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
forward client_built(idPlayer,idStructure,type,impulse);
/**
* Called whenever the client builds a structyure.
*
* @param idPlayer The player index who triggered the building.
* @param idStructure The structure index that was created.
* @param type The type of structure that was built (1 for marine, 2 for alien).
* @param impulse The impulse command that was issued to build this structure.
* @noreturn
*/
forward client_built(idPlayer, idStructure, type, impulse);
/* Returns if the map's combat or not. */
/**
* Tell whether or not the map is combat.
*
* @return 1 if combat, 0 otherwise.
*/
native ns_is_combat();
/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 180 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
native ns_popup(target,const szMsg[180],ah=0);
/**
* Returns the gameplay type for the currently active map.
* Refer to ns_const.inc's NSGameplay enum for details.
*
* @note The earliest this is guaranteed to be accurate is during plugin_init(). It needs
* the info_gameplay entity to be properly set within the map, or it will return "Unknown",
* or "Cantfind".
*
* @return Return the gameplay mode, as accurate as the module can tell.
*/
native NSGameplay:ns_get_gameplay();
/* Sets a player model. Omit the second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_model(id,const szModel[]="");
/**
* Send an NS-style popup message.
*
* @param target The client to receive the message. Set to 0 to send to everybody.
* @param szMsg The message to send, 180 characters max.
* @param ah Whether to only display the message on clients who have the cvar "cl_autohelp" set to 1.
* @noreturn
*/
native ns_popup(target, const szMsg[180], ah=0)
/* Sets a player's skin. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_skin(id,skin=-1);
/**
* Sets a player model. Omit the second parameter to return to default
*
* @note The model does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param szModel The model to change to.
* @noreturn
*/
native ns_set_player_model(id, const szModel[]="");
/* Sets a player's body. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_body(id,body=-1);
/**
* Sets a player skin. Omit the second parameter to return to default
*
* @note The skin does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param skin The skin number to change to.
* @noreturn
*/
native ns_set_player_skin(id, skin=-1);
/* Sets a player's speedchange. Omit the second parameter to return to default */
native ns_set_speedchange(id,speedchange=0);
/**
* Sets a player body. Omit the second parameter to return to default
*
* @note The body does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param body The body number to change to.
* @noreturn
*/
native ns_set_player_body(id, body=-1);
/* Returns a player's current speedchange. */
/**
* Set this to modify the player's speed by a certain amount.
*
* @note The speed does not revert on death, teamswitch, gestation, etc.
*
* @param id The player id to change.
* @param speedchange The speed to modify the player speed by. Set to 0 to revert to default speed.
* @noreturn
*/
native ns_set_speedchange(id, speedchange=0);
/**
* Returns a client's current speed modifier.
*
* @param id The client id to check.
* @return The module's current speed modifier for the client.
*/
native ns_get_speedchange(id);
/* Returns a player's max speed before the speed change is factored in. */
/**
* Returns a client's maxspeed before the speed change modifier is factored in.
*
* @param id The client id to check.
* @return The maxspeed for the client.
*/
native ns_get_maxspeed(id);
/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
@ -96,67 +175,280 @@ native ns_get_spawn(team,number=0,Float:ret[3]);
/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
native ns_get_class(id);
/* Returns a player's percentage of JP fuel */
/**
* Gets the player's jetpack fuel reserve.
*
* @param id The player to get fuel from.
* @return The amount of fuel in the player's reserve. (0.0 through 100.0)
*/
native Float:ns_get_jpfuel(id);
/* Sets a player's percentage of JP fuel */
native ns_set_jpfuel(id,Float:fuel);
/**
* Sets the player's jetpack fuel reserve.
*
* @param id The player to set fuel.
* @param fuel The amount of fuel to set, as a percentage (0.0 through 100.0)
* @noreturn
*/
native ns_set_jpfuel(id, Float:fuel);
/* Returns a player's percentage of adrenaline (alien) */
/**
* Adds to the player's jetpack fuel reserve.
*
* @param id The player to add fuel to.
* @param amount The amount of fuel to add, as a percentage (0.0 through 100.0)
* @return The new amount of fuel in the player's reserve. (0.0 through 100.0)
*/
native Float:ns_add_jpfuel(id, Float:amount);
/**
* Gets the player's energy percentage.
*
* @param id The player to get the energy from.
* @return The amount of energy the player has (0.0 through 100.0)
*/
native Float:ns_get_energy(id);
/* Sets a player's percentage of adrenaline */
native ns_set_energy(id,Float:energy);
/**
* Sets the player's energy percentage.
*
* @param id The player to set the energy on.
* @param energy The amount of energy to set (0.0 through 100.0)
* @noreturn
*/
native ns_set_energy(id, Float:energy);
/* Returns a player's resources. (alien only) */
/**
* Adds to the player's energy percentage.
*
* @param id The player to add the energy to.
* @param amount The amount of energy to add to the player.
* @return The new amount of energy the player has (0.0 through 100.0)
*/
native Float:ns_add_energy(id, Float:amount);
/**
* Returns a player's resources.
*
* @note This is only for alien players.
* @param id The id of the player to check.
* @return Amount of resources this player has.
*/
native Float:ns_get_res(id);
/* Sets a player's resources. (alien only) */
native ns_set_res(id,Float:res);
/**
* Sets a player's resources.
*
* @note This is only for alien players.
* @param id The id of the player to set.
* @param res Amount of resources to set on this player.
* @noreturn
*/
native ns_set_res(id, Float:res);
/* Returns a player's experience (combat only) */
/**
* Adds an amount of resources to the player.
*
* @note This is only for alien players.
* @param id The id of the player to add resources to.
* @param amount The amount to add to the player.
* @return The new amount of resources the player has.
*/
native Float:ns_add_res(id, Float:amount);
/**
* Returns the team's resources.
*
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @return The amount of resources in this team's resource pool.
*/
native Float:ns_get_teamres(Team);
/**
* Sets the team's resources in the resource pool.
*
* @note If this is used on an alien team, the resources will be
* distributed between all of the players who need resources.
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
* 2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @param value The amount to set the resources to set to.
* @noreturn
*/
native ns_set_teamres(Team, Float:value);
/**
* Adds to the team's resources in the resource pool.
*
* @note If this is used on an alien team, the resources will be
* distributed between all of the players who need resources.
* @param Team 1 for teama, 2 for teamb. (eg: in MvA maps, 1 is marines,
* 2 is aliens. In mvm, 1 is marine1, 2 is marine2)
* @param value The amount to set the resources to add to the pool
* @return The new amount of resources in the resource pool.
*/
native Float:ns_add_teamres(Team,Float:value);
/**
* Returns the player's experience.
*
* @note Combat only.
* @param id The player to get experience value from.
* @return The amount of experience this player has.
*/
native Float:ns_get_exp(id);
/* Sets a player's experience (combat only) */
/**
* Sets the player's experience.
*
* @note Combat only.
* @param id The player to set experience value on.
* @param exp The amount of experience this player will have.
* @noreturn
*/
native ns_set_exp(id,Float:exp);
/* Gets a player's point spent value in combat */
/**
* Adds to the player's experience.
*
* @note Combat only.
* @param id The player to add experience value to.
* @param value The amount of experience this player will receive.
* @return The new amount of experience this player has.
*/
native Float:ns_add_exp(id, Float:value);
/**
* Gets the player's points spent count in combat.
*
* @param id The player to check.
* @return The amount of points this player has spent.
*/
native ns_get_points(id);
/* Sets a player's point spent value in combat */
native ns_set_points(id,points);
/**
* Sets the player's points spent count in combat.
*
* @param id The player to set this on.
* @param points The amount to set this to.
* @noreturn
*/
native ns_set_points(id, points);
/* Gets a weapon's damage (use the weapon index, not the player) */
/**
* Adds to the player's points spent count in combat.
*
* @param id The player to add this to.
* @param value The value to add to the points spent.
* @return The new value of the points spent variable.
*/
native ns_add_points(id,points);
/**
* Gets the damage for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to check.
* @return The damage this weapon does.
*/
native Float:ns_get_weap_dmg(idWeapon);
/* Sets a weapon's damage (use the weapon index, not the player) */
native ns_set_weap_dmg(idWeapon,Float:damage);
/**
* Sets the damage for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to set.
* @param damage The damage to make this weapon cause.
* @noreturn
*/
native ns_set_weap_dmg(idWeapon, Float:damage);
/* Gets a weapon's range (use the weapon index, not the player) */
/**
* Gets the maximum range for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to check.
* @return The maximum range this weapon has.
*/
native Float:ns_get_weap_range(idWeapon);
/* Sets a weapon's range (use the weapon index, not the player) */
native ns_set_weap_range(idWeapon,Float:range);
/**
* Sets the maximum range for this weapon.
*
* @note Use weapon index, not player index!
* @param idWeapon The entity index of the weapon to set.
* @param range The maximum range this weapon will have.
* @noreturn
*/
native ns_set_weap_range(idWeapon, Float:range);
/* Gets a weapon's clip ammo (use the weapon index, not the player) */
/**
* Gets the weapon's clip ammo.
*
* @note Use weapon index, not player index!
* @param idWeapon The weapon to get the clip ammo from.
* @return The amount of ammunition in the weapon's clip.
*/
native ns_get_weap_clip(idWeapon);
/* Sets a weapon's clip ammo (use the weapon index, not the player) */
native ns_set_weap_clip(idWeapon,clipsize);
/**
* Sets the weapon's ammo in the clip.
*
* @note Use weapon index, not player index!
* @param idWeapon The weapon to set the clip ammo on.
* @param clipsize The amount of ammunition to set in the weapon's clip.
* @noreturn
*/
native ns_set_weap_clip(idWeapon, clipsize);
/* Gets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
/**
* Gets the player's weapon reserve (backpack ammo) for the specified
* type of weapon.
*
* @note Use player index, not weapon index!
* @param id The player id to check ammo count on.
* @param weapon The weapon type to check ammo count for.
* @return The ammunition count in the player's reserve.
*/
native ns_get_weap_reserve(id,weapon);
/* Sets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
/**
* Sets the player's weapon reserve (backpack ammo) for the specified
* type of weapon.
*
* @note Use player index, not weapon index!
* @param id The player id to set ammo count on.
* @param weapon The weapon type to set ammo count for.
* @param ammo The ammunition count to set.
* @noreturn
*/
native ns_set_weap_reserve(id,weapon,ammo);
/* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
/**
* Gets the player's score.
*
* @note The score from level is automatically factored into the scoreboard in combat.
* @param idPlayer The player to get the score for.
* @return The player's score.
*/
native ns_get_score(idPlayer);
/* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
native ns_set_score(idPlayer,score);
/**
* Sets the player's score.
*
* @note The score from level is automatically factored into the scoreboard in combat.
* @param idPlayer The player to get the score for.
* @param score What to set the player's score as.
* @noreturn
*/
native ns_set_score(idPlayer, score);
/* Adds to a player's score
* Returns the new score on success
*/
native ns_add_score(idPlayer,score);
/* Gets a player's death count. */
native ns_get_deaths(idPlayer);
@ -164,6 +456,11 @@ native ns_get_deaths(idPlayer);
/* Sets a player's death count. */
native ns_set_deaths(idPlayer,numdeaths);
/* Adds to a player's death count
* Returns the new death count on success
*/
native ns_add_deaths(idPlayer,numdeaths);
/* Gets the index of the owner of a structure. -1 for no owner. */
native ns_get_struct_owner(idStructsure);
@ -179,14 +476,251 @@ native ns_set_hive_trait(idHive,trait);
/* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */
native ns_set_fov(idPlayer,Float:_fov=0.0);
/* Give a player an item. */
native ns_give_item(id,const _szClassName[]);
/**
* Give the player an item.
*
* @param id The player to give the item to.
* @param class The map-classname of the entity to give to the player.
* @noreturn
*/
native ns_give_item(id, const class[]);
/* Returns if a player has the hive ability number, if ability is 0 it will return the number of active hives */
/**
* Returns 1 if a player has the hive ability number.
* If ability is 0, it will return the number of active hives.
*
* @param idPlayer The player index to look up.
* @param ability The ability number to check, set to 0 to get number of active hives.
* @return If ability is != 0, returns 1 or 0 depending on if the client has the ability.
* If ability is 0, returns the number of active hives.
*/
native ns_get_hive_ability(idPlayer, ability=0);
/* A player's team entvar has changed */
forward client_changeteam(id,newteam,oldteam);
/**
* Triggered whenever a client's pev->team changes.
*
* @param id The id of the client.
* @param newteam The team number of the new team.
* @param oldteam The team number of the old team.
* @noreturn
*/
forward client_changeteam(id, newteam, oldteam);
/* A player's deadflag entvar has changed from >0 to 0 */
/**
* Triggered whenever a client's pev->deadflag changes from >0 to 0.
*
* @param id The id of the client.
* @noreturn
*/
forward client_spawn(id);
/**
* Calls NS's private damage routine on the victim entity.
*
* @deprecated
* @note This is provided for backwards compatibility with peachy's module.
* It is suggested to use hamsandwich for this action instead.
*
* @param IDVictim The victim that is taking the damage.
* @param IDInflictor The entity that is causing the damage (weapon, etc).
* @param IDAttacker The attacker who is triggering the damage (person shooting).
* @param Damage The amount of damage being done.
* @param DamageType The damage type being done (bitmask).
*/
native ns_takedamage(IDVictim, IDInflictor, IDAttacker, Float:Damage, DamageType);
/**
* Attempts to unstick a player.
*
* @param id Player to unstick.
* @param StartDistance Distance to start from the player to check for a new location.
* @param MaxAttempts How many attempts to try to find a new spot before giving up.
* @return 1 on success, 0 on cannot find a place to move player to,
* -1 on invalid state (stunned/webbed), -2 on invalid class (comm/egg)
* -3 if the player is dead or a spectator, -4 on invalid player,
* -5 if the player is not connected.
*/
native ns_unstick_player(id, StartDistance=32, MaxAttempts=128);
/**
* Whether or not there is a game in progress.
*
* @return true if a game is in progress, false otherwise.
*/
native bool:ns_round_in_progress();
/**
* Called at the approximate time that a round is started.
*
* @noreturn
*/
forward round_start();
/**
* Called immediately when a round ends
*
* @param roundtime The length of the round in seconds.
* @noreturn
*/
forward round_end(Float:roundtime);
forward map_reset(isload);
native ns_get_weapon(idPlayer,weaponid,&weapontype=0);
/* Returns the location name of the provided x/y position
* (z origin is ignored; can't have location over location)
* -
* Note that as of NS 3.2 beta 2, on the following maps
* the returned string should be passed through ns_lookup_title
* to be human readable:
* ns_bast, ns_hera, ns_nothing, ns_tanith,
* ns_nancy, ns_caged, ns_eclipse, ns_veil
*
* Passing the 5th parameter as non zero will auto look up
* the title if it exists.
*/
native ns_get_locationname(Float:x, Float:y, name[], len, titlelookup=0);
/* Looks up a key from titles.txt
* Returns -1 if the key is not found
* Otherwise it returns the length of the output
*/
native ns_lookup_title(const KeyName[], Output[], length);
/* Forces the structure to fully build
* Removes the ghost state from marine structures.
* Do not use this on hives! It wont work.
*/
native ns_build_structure(idStructure);
/* Forces the structure to begin recycling
* Passing an index other than a marine structure will
* have undefined results!
* -
* Note: This calls a private NS function!
* Be careful when using this!
*/
native ns_recycle(idStructure);
/* Forces the weldable to trigger
* Passing an index other than a weldable
* will have undefined results!
* -
* NS renames func_weldable to avhweldable
* at map load.
* -
* Note: This calls a private NS function!
* Be careful when using this!
*/
native ns_finish_weldable(idWeldable);
/* Gets the total time needed to weld this
* func_weldable shut.
* Note: NS renames "func_weldable"s to "avhweldable"s
* at run time!
*/
native Float:ns_get_weld_time(idWeldable);
/* Sets the total time needed to weld this
* func_weldable shut.
*/
native ns_set_weld_time(idWeldable,Float:value);
/* Adds to the weldable's time required to open.
* Returns the new required time on success.
* Note this native clamps the low value to 0.
*/
native Float:ns_add_weld_time(idWeldable,Float:value);
/* Gets the total time this func_weldable
* has been welded.
*/
native Float:ns_get_weld_done(idWeldable);
/* Sets the total time this func_weldable
* has been welded.
*/
native ns_set_weld_done(idWeldable,Float:value);
/* Adds to the total time this func_weldable
* has been welded. Returns the new value.
* Note this native clamps the low value to 0.0
*/
native Float:ns_add_weld_done(idWeldable,Float:value);
/* Gets/sets/adds to the energy pool of this observatory. */
native Float:ns_get_obs_energy(idObs);
native ns_set_obs_energy(idObs,Float:value);
native Float:ns_add_obs_energy(idObs,Float:value);
/**
* Particle system natives
* -
* The particle system emulates a map-based custom particle system.
* Familiarity with the keyvalues from the map-based particle systems
* is recommended! You will be lost otherwise!
* -
* prsearle's NSPEdit is also recommended for designing the systems:
* http://homepage.ntlworld.com/pr.searle/NSPSEdit/NSPSEdit.html
*/
/* Creates a handle to the a particle system to configure
* -
* Note! this is not a particle system you can pass to
* ns_fire_ps()!
*/
native RawPS:ns_create_ps();
/* Sets the name of the particle system.
* -
* This is used for things like ns_get_ps_id()
* and through calling another particle system
* through the "ps_to_gen" field
*/
native ns_set_ps_name(RawPS:system, const name[]);
/* Sets the sprite to use for the particle system
* -
* You do NOT have to precache the sprite, BUT
* the sprite must obviously be on the client to
* display.
*/
native ns_set_ps_sprite(RawPS:system, const sprite[]);
/* Finalizes the particle system. Do not configure it after this.
* A usable particle system handle is returned.
*/
native Particle:ns_spawn_ps(RawPS:system);
/* Draws a particle system at the given origin (and angles)
* Flags are the FEV_* defines from hlsdk_const.inc
* Only use handles returned by ns_spawn_ps or ns_get_ps_id here!
*/
native ns_fire_ps(Particle:system,const Float:origin[3],const Float:angles[3]={0.0,0.0,0.0}, flags=0);
/* Looks up a particle system by name
* Returns a usable particle system handle.
*/
native Particle:ns_get_ps_id(const Name[]);
/* The following are the parameters for configuring the
* particle system. Look through the fgd and NSPSEdit
* for details!
*/
native ns_set_ps_genrate(RawPS:system, genrate);
native ns_set_ps_genshape(RawPS:system, NSPS_GenShape:genshape);
native ns_set_ps_genshape_params(RawPS:system, const params[]);
native ns_set_ps_spriteframes(RawPS:system, spriteframes);
native ns_set_ps_numparticles(RawPS:system, numparticles);
native ns_set_ps_size(RawPS:system, Float:size);
native ns_set_ps_vel_params(RawPS:system, const params[]);
native ns_set_ps_vel_shape(RawPS:system, NSPS_VelShape:shape);
native ns_set_ps_sys_life(RawPS:system, Float:lifetime);
native ns_set_ps_particle_life(RawPS:system, Float:lifetime);
native ns_set_ps_rendermode(RawPS:system, NSPS_RenderMode:rendermode);
native ns_set_ps_to_gen(RawPS:system, const name[]);
native ns_set_ps_anim_speed(RawPS:system, speed);
native ns_set_ps_spawn_flags(RawPS:system, NSPS_Flags:flags);
native ns_set_ps_base_color(RawPS:system, const colors[]);
native ns_set_ps_scale(RawPS:system, Float:scale);
native ns_set_ps_max_alpha(RawPS:system, Float:maxalpha);

View File

@ -1,6 +1,8 @@
/* NS module constants
* -
* (c) 2004, Steve Dudenhoeffer
*
* by the AMX Mod X Development Team
* Most definitions graciously provided by Flayra
*
* This file is provided as is (no warranties).
*/
@ -10,6 +12,20 @@
#endif
#define NS_CONST_INC
enum NSGameplay
{
NSGame_CantTell, /**< It is too soon to tell (can't find avhgameplay
entity or it doesn't have private data) */
NSGame_MarineVAlien, /**< Marine vs Aliens (standard) gameplay */
NSGame_MarineVMarine, /**< Marine vs Marine */
NSGame_AlienVAlien, /**< Alien vs Alien */
NSGame_Unknown, /**< Can find the gameplay entity, but can't
determine gameplay type. */
}
// entity pev->iuser4 fields
enum {
MASK_NONE = 0,
@ -123,3 +139,56 @@ enum {
HIVETRAIT_SC = 93,
HIVETRAIT_MC = 94
}
enum NSPS_VelShape
{
NSPS_VS_POINT = 1,
NSPS_VS_BOX,
NSPS_VS_SPHERE,
NSPS_VS_BLOB
}
/* Genshape used in ns_set_ps_genshape
* NOTE: The following are in the ns.ps file but
* are not listed in the .fgd file. Use
* at your own risk!
* Line, Triangle, Plane, Cylinder,
* Cone, Disc, Rectangle and None
*/
enum NSPS_GenShape
{
NSPS_GS_POINT = 0,
NSPS_GS_LINE,
NSPS_GS_TRIANGLE,
NSPS_GS_PLANE,
NSPS_GS_BOX,
NSPS_GS_CYLINDER,
NSPS_GS_CONE,
NSPS_GS_BLOB,
NSPS_GS_DISC,
NSPS_GS_RECTANGLE,
NSPS_GS_NONE
}
enum NSPS_RenderMode
{
NSPS_R_NORMAL = 0,
NSPS_R_TRANSCOLOR,
NSPS_R_TRANSTEXTURE,
NSPS_R_GLOW,
NSPS_R_TRANSALPHA,
NSPS_R_ADDITIVE
}
enum NSPS_Flags
{
NSPS_FL_START_ON = 1,
NSPS_FL_PARTICLE_DENSITY = 2,
NSPS_FL_FADE_IN = 4,
NSPS_FL_FADE_OUT = 8,
NSPS_FL_USE_GRAVITY = 16,
NSPS_FL_USE_TRI = 32,
NSPS_FL_CONSTRAIN_PITCH = 128,
NSPS_FL_COLLIDE = 256,
NSPS_FL_HI_DETAIL = 512,
NSPS_FL_FACE_UP = 1024
}

View File

@ -32,7 +32,6 @@
*/
#include <amxmodx>
#include <engine>
#include <ns>
#define START_DISTANCE 32 // The first search distance for finding a free location in the map
@ -41,68 +40,53 @@
new Float:g_lastcmdtime[33]
public plugin_init() {
new amx_unstuck_frequency;
public plugin_init()
{
register_plugin("UnStuck",AMXX_VERSION_STR,"AMXX Dev Team")
register_cvar("amx_unstuck_frequency", "4.0")
amx_unstuck_frequency=register_cvar("amx_unstuck_frequency", "4.0")
register_clcmd("say_team /stuck", "unStuck")
register_clcmd("say /stuck", "unStuck")
register_clcmd("say_team /unstuck", "unStuck")
register_clcmd("say /unstuck", "unStuck")
}
public unStuck(id) {
new Float:minfrequency = get_cvar_float("amx_unstuck_frequency")
public unStuck(id)
{
new Float:minfrequency = get_pcvar_float(amx_unstuck_frequency);
new Float:elapsedcmdtime = get_gametime() - g_lastcmdtime[id]
if ( elapsedcmdtime < minfrequency ) {
if ( elapsedcmdtime < minfrequency )
{
client_print(id, print_chat, "[AMXX] You must wait %.1f seconds before trying to free yourself", minfrequency - elapsedcmdtime)
return PLUGIN_HANDLED
}
g_lastcmdtime[id] = get_gametime()
if (ns_get_mask(id, BLOCKED_MASKS)) {
client_print(id, print_chat, "[AMXX] You cannot free yourself while evolving, stunned or webbed")
return PLUGIN_CONTINUE
new val;
// 1=success,0=no valid spot,-1=invalid state,-2=invalid class
if ((val=ns_unstick_player(id,START_DISTANCE,MAX_ATTEMPTS))!=1)
{
switch(val)
{
case 0:
{
client_print(id, print_chat, "[AMXX] Couldn't find a free spot to move you too.");
}
new Float:origin[3], Float:new_origin[3], hullsize, distance
hullsize = getHullSize(id)
if (!hullsize) {
return PLUGIN_CONTINUE
case -1:
{
client_print(id, print_chat, "[AMXX] You cannot free yourself while stunned or webbed.");
}
entity_get_vector(id, EV_VEC_origin, origin)
distance = START_DISTANCE
while( distance < 1000 ) { // 1000 is just incase, should never get anywhere near that
for (new i = 0; i < MAX_ATTEMPTS; ++i) {
new_origin[0] = random_float(origin[0]-distance,origin[0]+distance)
new_origin[1] = random_float(origin[1]-distance,origin[1]+distance)
new_origin[2] = random_float(origin[2]-distance,origin[2]+distance)
if ( trace_hull(new_origin, hullsize, id) == 0 ) {
entity_set_origin(id, new_origin)
return PLUGIN_CONTINUE
case -2:
{
client_print(id, print_chat, "[AMXX] You cannot free yourself as a commander or while evolving.");
}
case -3:
{
client_print(id, print_chat, "[AMXX] You cannot free yourself as a spectator or from the ready room.");
}
}
distance += START_DISTANCE
}
client_print(id, print_chat, "[AMXX] Couldn't find a free spot to move you too.")
return PLUGIN_CONTINUE
}
getHullSize(id) {
switch (ns_get_class(id)) {
case 1,2,3:
return HULL_HEAD
case 4,6,7,8:
return (entity_get_int(id, EV_INT_flags) & FL_DUCKING) ? HULL_HEAD : HULL_HUMAN
case 5:
return (entity_get_int(id, EV_INT_flags) & FL_DUCKING) ? HULL_HUMAN : HULL_LARGE
default: {
client_print(id, print_chat, "[AMXX] You cannot free yourself at this time.")
return false
}
}
return false
return PLUGIN_CONTINUE;
}