attempted merge at 1.77 back into trunk... Oh MY GOD
This commit is contained in:
@ -312,3 +312,11 @@ enum LibType
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LibType_Library,
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LibType_Class
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};
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enum AdminProp
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{
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AdminProp_Auth = 0,
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AdminProp_Password,
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AdminProp_Access,
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AdminProp_Flags
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};
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@ -310,3 +310,19 @@ stock constraint_offset(low, high, seed, offset)
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return 0; // Makes the compiler happy -_-
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}
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/* Returns true if the user has ANY of the provided flags
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* false if they have none
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*/
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stock has_flag(id, const flags[])
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{
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return (get_user_flags(id) & read_flags(flags));
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}
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/* Returns true if the user has ALL of the provided flags
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* false otherwise
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*/
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stock has_all_flags(id, const flags[])
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{
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new FlagsNumber=read_flags(flags);
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return ((get_user_flags(id) & FlagsNumber)==FlagsNumber);
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}
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@ -239,7 +239,7 @@ native user_has_weapon(index,weapon,setweapon=-1);
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/* Returns id of currently carried weapon. Gets also
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* ammount of ammo in clip and backpack. */
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native get_user_weapon(index,&clip,&ammo);
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native get_user_weapon(index,&clip=0,&ammo=0);
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/* Gets ammo and clip from current weapon. */
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native get_user_ammo(index,weapon,&clip,&ammo);
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@ -474,14 +474,18 @@ native get_user_flags(index,id=0);
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native remove_user_flags(index,flags=-1,id=0);
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/* Registers function which will be called from client console.
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* Set FlagManager to 1 to make FlagManager always include this command
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* Set FlagManager to 0 to make FlagManager never include this command
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* Returns the command ID.
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*/
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native register_clcmd(const client_cmd[],const function[],flags=-1, const info[]="");
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native register_clcmd(const client_cmd[],const function[],flags=-1, const info[]="", FlagManager=-1);
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/* Registers function which will be called from any console.
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* Set FlagManager to 1 to make FlagManager always include this command
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* Set FlagManager to 0 to make FlagManager never include this command
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* Returns the command ID.
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*/
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native register_concmd(const cmd[],const function[],flags=-1, const info[]="");
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native register_concmd(const cmd[],const function[],flags=-1, const info[]="", FlagManager=-1);
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/* Registers function which will be called from server console.
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* Returns the command ID.
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@ -609,7 +613,7 @@ native is_plugin_loaded(const name[]);
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* Note: the [...] portion should not be used, and is only for backward compatibility.
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* Use index of -1 to use the calling plugin's ID.
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*/
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native get_plugin(index,filename[],len1,name[],len2,version[],len3,author[],len4,status[],len5,...);
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native get_plugin(index,filename[]="",len1=0,name[]="",len2=0,version[]="",len3=0,author[]="",len4=0,status[]="",len5=0,...);
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/* Returns number of all loaded plugins. */
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native get_pluginsnum();
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@ -826,7 +830,8 @@ native menu_destroy(menu);
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//Gets info about a player's menu. Returns 1 if the player is viewing a menu.
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//menu will be >0 for a valid oldmenu. newmenu will be != -1 for a valid newmenu.
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native player_menu_info(id, &menu, &newmenu);
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//As of 1.77, there is an optional page parameter.
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native player_menu_info(id, &menu, &newmenu, &menupage=0);
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//adds a blank line to a menu.
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//if slot is nonzero (default), the blank line will increase
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@ -1080,6 +1085,7 @@ native set_pcvar_num(pcvar, num);
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native Float:get_pcvar_float(pcvar);
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native set_pcvar_float(pcvar, Float:num);
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native get_pcvar_string(pcvar, string[], maxlen);
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native set_pcvar_string(pcvar, const string[]);
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/**
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* Sets a whole array to a certain value.
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@ -1092,5 +1098,29 @@ native arrayset(array[], value, size);
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*/
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native get_weaponid(const name[]);
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/**
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* Adds an admin to the dynamic admin storage
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* for lookup at a later time
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*/
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native admins_push(const AuthData[], const Password[], Access, Flags);
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/**
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* Gets the number of admins in the dynamic admin
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* storage list
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*/
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native admins_num();
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/**
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* Gets information about a dynamically stored admin
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* Use the enum AdminProp
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* Returns an integer value: AdminProp_Access, AdminProp_Flags
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* Sets the buffer string: AdminProp_Auth, AdminProp_Password
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*/
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native admins_lookup(num, AdminProp:Property, Buffer[]="", BufferSize=0);
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/**
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* Clears the list of dynamically stored admins
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*/
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native admins_flush();
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// Keep this always at the bottom of this file
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#include <message_stocks>
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@ -24,6 +24,27 @@
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#define DODMAX_WEAPONS 46 // 5 slots for custom weapons
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// DoD Weapon Types
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enum
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{
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DODWT_PRIMARY = 0,
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DODWT_SECONDARY,
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DODWT_MELEE,
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DODWT_GRENADE,
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DODWT_OTHER
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};
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// Ammo Channels
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#define AMMO_SMG 1 // thompson, greasegun, sten, mp40
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#define AMMO_ALTRIFLE 2 // carbine, k43, mg34
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#define AMMO_RIFLE 3 // garand, enfield, scoped enfield, k98, scoped k98
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#define AMMO_PISTOL 4 // colt, webley, luger
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#define AMMO_SPRING 5 // springfield
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#define AMMO_HEAVY 6 // bar, bren, stg44, fg42, scoped fg42
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#define AMMO_MG42 7 // mg42
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#define AMMO_30CAL 8 // 30cal
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#define AMMO_GREN 9 // grenades (should be all 3 types)
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#define AMMO_ROCKET 13 // bazooka, piat, panzerschreck
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enum {
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PS_NOPRONE =0,
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PS_PRONE,
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@ -23,6 +23,9 @@
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/* Function is called after grenade throw */
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forward grenade_throw(index,greindex,wId);
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/* Function is called after a rocket is shot */
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forward rocket_shoot(index,rocketindex,wId);
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/* Example: for full stamina use dod_player_stamina(1,STAMINA_SET,100,100) */
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/* value is from 0 - 100 */
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native dod_set_stamina(index,set=STAMINA_SET,minvalue=0,maxvalue=100);
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@ -53,6 +53,44 @@ forward dod_client_changeclass(id, class, oldclass);
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/* This Forward is called when a player spawns */
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forward dod_client_spawn(id);
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/* This will be called whenever a player scopes or unscopes
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value = 1 scope up
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value = 0 scope down */
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forward dod_client_scope(id, value);
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/* This will be called whenever a player drops a weapon
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weapon is weapon dropped or picked up
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value = 1 picked up
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value = 0 dropped */
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forward dod_client_weaponpickup(id, weapon, value);
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/* Called whenever the the player goes to or comes from prone position
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value = 1 going down
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value = 0 getting up */
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forward dod_client_prone(id, value);
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/* This will be called whenever a player switches a weapon */
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forward dod_client_weaponswitch(id, wpnew, wpnold);
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/* Forward for when a grenade explodes and its location */
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forward dod_grenade_explosion(id, pos[3], wpnid);
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/* Forward for when a rocket explodes and its location */
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forward dod_rocket_explosion(id, pos[3], wpnid);
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/* Forward for when a player picks up a object */
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forward dod_client_objectpickup(id, objid, pos[3], value);
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/* Forward for when a users stamina decreases */
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forward dod_client_stamina(id, stamina);
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/* We want to get just the weapon of whichever type that the player is on him
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Use DODWT_* in dodconst.inc for type */
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native dod_weapon_type(id, type);
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/* This native will change the position of a weapon within the users slots and its ammo ammount */
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native dod_set_weaponlist(id, wpnID, slot, dropslot, totalrds);
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/* Sets the model for a player */
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native dod_set_model(id, const model[]);
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@ -102,7 +140,7 @@ native dod_get_map_info( info );
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/* Returns id of currently carried weapon. Gets also
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* ammount of ammo in clip and backpack. */
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native dod_get_user_weapon(index,&clip,&ammo);
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native dod_get_user_weapon(index,&clip=0,&ammo=0);
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/* Returns team score */
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native dod_get_team_score(teamId);
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@ -176,4 +176,38 @@ stock bool:operator!(Float:oper)
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/* forbidden operations */
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forward operator%(Float:oper1, Float:oper2);
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forward operator%(Float:oper1, oper2);
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forward operator%(oper1, Float:oper2);
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forward operator%(oper1, Float:oper2);
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stock Float:floatmin(Float:ValueA, Float:ValueB)
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{
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if (ValueA<=ValueB)
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{
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return ValueA;
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}
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return ValueB;
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}
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stock Float:floatmax(Float:ValueA, Float:ValueB)
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{
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if (ValueA>=ValueB)
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{
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return ValueA;
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}
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return ValueB;
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}
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stock Float:floatclamp(Float:Value, Float:MinValue, Float:MaxValue)
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{
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if (Value<=MinValue)
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{
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return MinValue;
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}
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if (Value>=MaxValue)
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{
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return MaxValue;
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}
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return Value;
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}
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@ -466,3 +466,16 @@
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#define HLW_SNARK 15
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#define HLW_SUIT 31
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#define HLW_ALLWEAPONS (~(1<<HLW_SUIT))
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#define FEV_NOTHOST (1<<0) // Skip local host for event send.
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#define FEV_RELIABLE (1<<1) // Send the event reliably. You must specify the origin and angles
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// for this to work correctly on the server for anything
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// that depends on the event origin/angles. I.e., the origin/angles are not
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// taken from the invoking edict for reliable events.
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#define FEV_GLOBAL (1<<2) // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
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// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
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#define FEV_UPDATE (1<<3) // If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
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#define FEV_HOSTONLY (1<<4) // Only send to entity specified as the invoker
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#define FEV_SERVER (1<<5) // Only send if the event was created on the server.
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#define FEV_CLIENT (1<<6) // Only issue event client side ( from shared code )
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@ -23,15 +23,64 @@
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#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
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#define MSG_SPEC 9 // Sends to all spectator proxies
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/* Message types for message_begin() */
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#define SVC_TEMPENTITY 23
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_ADDANGLE 38 // [vec3] add this angle to the view angle
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#define SVC_NEWUSERMSG 39
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#define SVC_HLTV 50
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/* Hardcoded message types for message_begin()
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* Look in the actual HLSDK for details!
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*/
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#define SVC_NOP 1
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#define SVC_DISCONNECT 2
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#define SVC_EVENT 3
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#define SVC_VERSION 4
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#define SVC_SETVIEW 5
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#define SVC_SOUND 6
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#define SVC_TIME 7
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#define SVC_PRINT 8
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#define SVC_STUFFTEXT 9
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#define SVC_SETANGLE 10
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#define SVC_SERVERINFO 11
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#define SVC_LIGHTSTYLE 12
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#define SVC_UPDATEUSERINFO 13
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#define SVC_DELTADESCRIPTION 14
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#define SVC_CLIENTDATA 15
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#define SVC_STOPSOUND 16
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#define SVC_PINGS 17
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#define SVC_PARTICLE 18
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#define SVC_DAMAGE 19
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#define SVC_SPAWNSTATIC 20
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#define SVC_EVENT_RELIABLE 21
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#define SVC_SPAWNBASELINE 22
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#define SVC_TEMPENTITY 23
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#define SVC_SETPAUSE 24
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#define SVC_SIGNONNUM 25
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#define SVC_CENTERPRINT 26
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#define SVC_KILLEDMONSTER 27
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#define SVC_FOUNDSECRET 28
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#define SVC_SPAWNSTATICSOUND 29
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#define SVC_INTERMISSION 30
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#define SVC_FINALE 31
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#define SVC_CDTRACK 32
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#define SVC_RESTORE 33
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#define SVC_CUTSCENE 34
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#define SVC_WEAPONANIM 35
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#define SVC_DECALNAME 36
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#define SVC_ROOMTYPE 37
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#define SVC_ADDANGLE 38
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#define SVC_NEWUSERMSG 39
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#define SVC_PACKETENTITIES 40
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#define SVC_DELTAPACKETENTITIES 41
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#define SVC_CHOKE 42
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#define SVC_RESOURCELIST 43
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#define SVC_NEWMOVEVARS 44
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#define SVC_RESOURCEREQUEST 45
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#define SVC_CUSTOMIZATION 46
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#define SVC_CROSSHAIRANGLE 47
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#define SVC_SOUNDFADE 48
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#define SVC_FILETXFERFAILED 49
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#define SVC_HLTV 50
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#define SVC_DIRECTOR 51
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#define SVC_VOICEINIT 52
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#define SVC_VOICEDATA 53
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#define SVC_SENDEXTRAINFO 54
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#define SVC_TIMESCALE 55
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/* Message flags for set_msg_block() */
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#define BLOCK_NOT 0
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@ -323,8 +372,6 @@ enum
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// write_coord(position.z)
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// write_short(model index)
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// write_byte(scale / 10)
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// write_byte(size)
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// write_byte(brightness)
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#define TE_BEAMRING 24 // Connect a beam ring to two entities
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// write_byte(TE_BEAMRING)
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@ -364,6 +411,7 @@ enum
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// write_byte(red)
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// write_byte(green)
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// write_byte(blue)
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// write_byte(brightness)
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// write_byte(life in 10's)
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// write_byte(decay rate in 10's)
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@ -649,7 +697,7 @@ enum
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#define TE_PLAYERSPRITES 121 // Sprites emit from a player's bounding box (ONLY use for players!)
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// write_byte(TE_PLAYERSPRITES)
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// write_short(playernum)
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// write_byte(playernum)
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// write_short(sprite modelindex)
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// write_byte(count)
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// write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)
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@ -719,3 +767,35 @@ enum
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// write_byte(life * 10)
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// write_byte(color) this is an index into an array of color vectors in the engine. (0 - )
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// write_byte(length * 10)
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// From hltv.h from the HLSDK, these are used in conjunction with SVC_DIRECTOR
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// sub commands of svc_director:
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#define DRC_CMD_NONE 0 // NULL director command
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#define DRC_CMD_START 1 // start director mode
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#define DRC_CMD_EVENT 2 // informs about director command
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#define DRC_CMD_MODE 3 // switches camera modes
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#define DRC_CMD_CAMERA 4 // sets camera registers
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#define DRC_CMD_TIMESCALE 5 // sets time scale
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#define DRC_CMD_MESSAGE 6 // send HUD centerprint
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#define DRC_CMD_SOUND 7 // plays a particular sound
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#define DRC_CMD_STATUS 8 // status info about broadcast
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#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
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#define DRC_CMD_FADE 10 // send screen fade command
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#define DRC_CMD_SHAKE 11 // send screen shake command
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#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
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#define DRC_CMD_LAST 12
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// HLTV_EVENT event flags
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#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
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#define DRC_FLAG_SIDE (1<<4) //
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#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
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#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
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#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
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#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
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#define DRC_FLAG_FINAL (1<<9) // is a final scene
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#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
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#define MAX_DIRECTOR_CMD_PARAMETERS 4
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#define MAX_DIRECTOR_CMD_STRING 128
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|
@ -133,3 +133,13 @@ native tfc_setweaponammo(index, value);
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* Use the TFC_GOALITEM_* constants to determine the owning team.
|
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*/
|
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native tfc_get_user_goalitem(index, &team);
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/* Returns 1 if the player is a spy and is currently feigning death */
|
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native tfc_is_user_feigning(index);
|
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/* Returns 1 if the two teams are allies, 0 otherwise
|
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* Note: Team must be 1->4
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* Team 0 will always return 0
|
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* Any other team will result in an error
|
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*/
|
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native tfc_is_team_ally(TeamA,TeamB);
|
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|
@ -67,7 +67,7 @@ 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,&clip,&ammo,&mode,&extra );
|
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native ts_getuserwpn( index,&clip=0,&ammo=0,&mode=0,&extra=0 );
|
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native ts_getuserspace( index );
|
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|
||||
native ts_getuserkillflags(killer);
|
||||
|
Reference in New Issue
Block a user