Added Corona Byte's EvolutionX core
This commit is contained in:
parent
d516824936
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355
plugins/esf/EvolutionX.Core.sma
Executable file
355
plugins/esf/EvolutionX.Core.sma
Executable file
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/***********************************************
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[ Corona-Bytes.NET ] EvolutionX Core Plugin
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(c) Corona - Bytes .NET coders :: coders@corona-bytes.net
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> 2005 Corona Bytes :: http://www.corona-bytes.net
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***********************************************/
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#include <amxmodx>
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#include <fakemeta>
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#include <engine>
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public plugin_natives ()
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{
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register_library( "EvolutionXCore" );
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// >> [ PowerLevel ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientSPL", "__setClientSPL" );
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register_native( "setClientPL", "__setClientPL" );
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register_native( "getClientPL", "__getClientPL" );
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register_native( "setClientACPL", "__setClientACPL" );
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register_native( "getClientACPL", "__getClientACPL" );
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register_native( "setClientADPL", "__setClientADPL" );
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register_native( "getClientADPL", "__getClientADPL" );
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register_native( "setPLtoADPL", "__setPLtoADPL" );
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// >> [ KineticEnergy ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "getClientKI", "__getClientKI" );
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register_native( "setClientKI", "__setClientKI" );
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// >> [ Health ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientHP", "__setClientHP" );
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register_native( "getClientHP", "__getClientHP" );
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register_native( "setClientMHP", "__setClientMHP" );
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register_native( "getClientMHP", "__getClientMHP" );
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// >> [ Speed ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientSPEED", "__setClientSPEED" );
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register_native( "getClientSPEED", "__getClientSPEED" );
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register_native( "setClientSWOOPSPEED", "__setClientSWOOPSPEED" );
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register_native( "getClientSWOOPSPEED", "__getClientSWOOPSPEED" );
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// >> [ Protect ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientPROTECT", "__setClientPROTECT" );
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register_native( "getClientPROTECT", "__getClientPROTECT" );
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// >> [ Frozen ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientFROZEN", "__setClientFROZEN" );
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register_native( "getClientFROZEN", "__getClientFROZEN" );
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// >> [ GoD ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientGOD", "__setClientGOD" );
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register_native( "getClientGOD", "__getClientGOD" );
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// >> [ Fly ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "getClientFLY", "__getClientFLY" );
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// >> [ Turbo ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientHiddenTurbo", "__setClientHiddenTURBO" );
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register_native( "getClientTURBO", "__getClientTURBO" );
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// >> [ Block ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "getClientBLOCK", "__getClientBLOCK" );
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// >> [ Powerup ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "setClientHiddenPOWERUP", "__setClientHiddenPOWERUP" );
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register_native( "getClientPOWERUP", "__getClientPOWERUP" );
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// >> [ ... ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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register_native( "getClientSWOOPING", "__getClientSWOOPING" );
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register_native( "getClientATKSHOOT", "__getClientATKSHOOT" );
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register_native( "getClientATKCHARGE", "__getClientATKCHARGE" );
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// >> Client in AdvancedMelee
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register_native( "getClientMELEE", "__getClientMELEE" );
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// >> Client is in thrown away
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register_native( "getClientTHROWAWAY", "__getClientTHROWAWAY" );
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// >> Client is in Throw
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register_native( "getClientTHROW", "__getClientTHROW" );
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// >> Client has been thrown into Wall / on Ground
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register_native( "getClientWALLGND","__getClientWALLGND" );
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// >> Client is in freefall like after jumping of ground
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register_native( "getClientINFREEFALL", "__getClientINFREEFALL" );
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// >> Client is in beamjump
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register_native( "getClientBEAMJUMP", "__getClientBEAMJUMP" );
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// [ MISC ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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// kills a player without death or score messages
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register_native( "silentClientKILL", "__skill" );
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}
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public plugin_init ( )
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{
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register_plugin( "<< CORE >>", "3.0", "<< Corona-Bytes.NET >>" );
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}
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// >> [ PowerLevel ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientSPL( )
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{
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set_pdata_int( get_param( 1 ) , 460, get_param( 2 ) );
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set_pdata_int( get_param( 1 ) , 461, get_param( 2 ) );
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}
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public __setClientPL()
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set_pdata_int( get_param( 1 ) , 460, get_param( 2 ) );
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public __getClientPL()
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return get_pdata_int( get_param( 1 ) , 460 );
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public __setClientACPL()
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set_pdata_int( get_param( 1 ) , 463, get_param( 2 ) );
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public __getClientACPL()
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return get_pdata_int( get_param( 1 ), 463 );
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public __setClientADPL()
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set_pdata_int( get_param( 1 ) , 461, get_param( 2 ) );
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public __getClientADPL()
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return get_pdata_int( get_param( 1 ), 461 );
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public __setPLtoADPL()
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{
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set_pdata_int( get_param( 1 ) , 460, get_pdata_int( get_param( 1 ), 461 ));
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return 1;
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}
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// >> [ KineticEnergy ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientKI()
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{
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entity_set_float( get_param( 1 ), EV_FL_fuser4, float( get_param( 2 ) ) );
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}
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public __getClientKI()
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return floatround( entity_get_float( get_param( 1 ), EV_FL_fuser4 ) );
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// >> [ Health ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientHP()
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{
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entity_set_float( get_param( 1 ), EV_FL_health, float( get_param( 2 ) ) );
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message_begin( MSG_ONE, get_user_msgid("Health"), {0,0,0} , get_param( 1 ) );
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write_byte( get_param( 2 ) );
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message_end( );
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}
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public __getClientHP()
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return floatround( entity_get_float( get_param( 1 ), EV_FL_health ) );
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public __setClientMHP( )
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{
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set_pdata_int( get_param( 1 ) , 142, get_param( 2 ) );
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message_begin( MSG_ONE, get_user_msgid( "MaxHealth" ), { 0, 0, 0 }, get_param( 1 ) );
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write_byte( get_param( 2 ) );
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message_end( );
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}
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public __getClientMHP( )
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return get_pdata_int( get_param( 1 ) , 142 );
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// >> [ Speed ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientSPEED()
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set_pdata_int( get_param( 1 ) , 462, get_param( 2 ) );
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public __getClientSPEED()
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return get_pdata_int( get_param( 1 ) , 462 );
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public __setClientSWOOPSPEED()
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{
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entity_set_float( get_param( 1 ), EV_FL_fuser1, float( get_param( 2 ) ) );
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}
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public __getClientSWOOPSPEED()
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return floatround( entity_get_float( get_param( 1 ), EV_FL_fuser1 ) );
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// >> [ Protect ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientPROTECT()
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{
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if ( get_param( 2 ) )
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{
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set_pdata_int( get_param( 1 ) , 301, 1, -89 );
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//entity_set_float( get_param( 1 ), EV_FL_takedamage, 0.0 );
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}
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else
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{
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set_pdata_int( get_param( 1 ) , 301, 0, -89 );
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//entity_set_float( get_param( 1 ), EV_FL_takedamage, 2.0 );
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}
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}
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public __getClientPROTECT()
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return get_pdata_int( get_param( 1 ) , 301 , -89 );
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// >> [ Frozen ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientFROZEN()
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{
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if ( get_param( 2 ) )
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entity_set_int( get_param( 1 ), EV_INT_flags, entity_get_int( get_param( 1 ), EV_INT_flags ) | FL_FROZEN );
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else
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entity_set_int( get_param( 1 ), EV_INT_flags, entity_get_int( get_param( 1 ), EV_INT_flags ) & ~FL_FROZEN );
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}
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public __getClientFROZEN()
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return entity_get_int( get_param( 1 ), EV_INT_flags ) & FL_FROZEN;
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// >> [ GoD ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientGOD()
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{
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if ( get_param( 2 ) )
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entity_set_float( get_param( 1 ), EV_FL_takedamage, 0.0 );
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else
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entity_set_float( get_param( 1 ), EV_FL_takedamage, 2.0 );
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}
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public __getClientGOD()
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{
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if ( entity_get_float( get_param( 1 ), EV_FL_takedamage ) == 0.0 )
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return 1;
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return 0;
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}
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// >> [ Fly ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __getClientFLY()
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return get_pdata_int( get_param( 1 ) , 195 );
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// >> [ Turbo ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientHiddenTURBO()
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{
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set_pdata_int(get_param( 1 ),196,get_param( 2 ));
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return 1;
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}
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public __getClientTURBO()
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return get_pdata_int( get_param( 1 ) , 196 );
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// >> [ Block ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __getClientBLOCK()
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return get_pdata_int( get_param( 1 ) , 198 ); // << -
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// >> [ Powerup ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __setClientHiddenPOWERUP()
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{
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set_pdata_int(get_param( 1 ),199,get_param( 2 ));
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return 1;
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}
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public __getClientPOWERUP( )
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return get_pdata_int( get_param( 1 ) , 199 );
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// >> [ ... ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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public __getClientSWOOPING( )
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return get_pdata_int( get_param( 1 ) , 317 );
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public __getClientATKSHOOT( )
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return get_pdata_int( get_param( 1 ) , 464 ) == 0 ? 1 : 0;
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public __getClientATKCHARGE( )
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return get_pdata_int( get_param( 1 ) , 200 );
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// >> Client in AdvancedMelee
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public __getClientMELEE( )
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return get_pdata_int( get_param( 1 ) , 298 );
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// >> Client is in thrown away
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public __getClientTHROWAWAY( )
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return get_pdata_int( get_param( 1 ) , 230 );
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// >> Client is in Throw
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public __getClientTHROW( )
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return get_pdata_int( get_param( 1 ) , 300 );
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// >> Client has been thrown into Wall / on Ground
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public __getClientWALLGND( )
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return get_pdata_int( get_param( 1 ) , 230 );
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// >> Client is in freefall like after jumping of ground
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public __getClientINFREEFALL( )
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return get_pdata_int( get_param( 1 ) , 27, 4 );
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// >> Client is in beamjump
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public __getClientBEAMJUMP( )
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return entity_get_int( get_param( 1 ), EV_INT_movetype ) == 15;
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// [ MISC ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
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// kills a player without death or score messages
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public __skill( )
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{
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new gmsgDeathMsg = get_user_msgid( "DeathMsg" );
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new gmsgScoreInfo = get_user_msgid( "ScoreInfo" );
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set_msg_block( gmsgDeathMsg, BLOCK_ONCE );
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set_msg_block( gmsgScoreInfo, BLOCK_ONCE );
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set_pdata_int( get_param( 1 ) , 301, 0, -89 );
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entity_set_float( get_param( 1 ), EV_FL_takedamage, 2.0 );
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// hack for the blood in evm
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entity_set_float( get_param( 1 ), EV_FL_health, 1.0 );
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message_begin( MSG_ONE, get_user_msgid("Health"), {0,0,0} , get_param( 1 ) );
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write_byte( 1 );
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message_end( );
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// hack end
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user_kill( get_param( 1 ), 1 );
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entity_set_float( get_param( 1 ), EV_FL_frags, entity_get_float( get_param( 1 ), EV_FL_frags ) );
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return 1;
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}
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@ -1,207 +1,70 @@
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/**
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* (C)2004-2005 AMX Mod X Development Team
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* based on the stocks and information provided by LynX
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* organized and released by BAILOPAN
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* This file is provided as is (no warranties).
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*/
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//Original author notice:
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/* [ ESF stocks ] - made by LynX
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Credits:
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Jinto - for his first ESF stocks which he gave to me, and from which I learned
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how to create stocks. Also, he learned me how to modify ESF
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Without him, this wouldn't be possible.
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*/
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/***********************************************
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#if defined _esf_included
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[ Corona-Bytes.NET ] EvolutionX Core Plugin
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(c) Corona - Bytes .NET coders :: coders@corona-bytes.net
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> 2005 Corona Bytes :: http://www.corona-bytes.net
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***********************************************/
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#if defined __EVOLUTION_CORE__
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#endinput
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#endif
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#define _esf_included
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#define __EVOLUTION_CORE__
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#include <esf_const>
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#pragma library EvolutionXCore
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#pragma library esfmod
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native setClientPL ( Client, PowerLevel );
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native getClientPL ( Client );
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native setClientACPL ( Client, ActualPowerLevel );
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native getClientACPL ( Client );
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native setClientADPL ( Client, AfterDeathPowerLevel );
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native getClientADPL ( Client );
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native setClientSPL ( Client, PowerLevel );
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native setClientPLtoADPL ( Client );
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/**************************
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* Main functions *********
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**************************/
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native setClientKI ( Client, Ki );
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native getClientKI ( Client );
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/* Returns a player's character class. */
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native esf_get_class(player);
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native setClientHP ( Client, Health );
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native getClientHP ( Client );
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native setClientMHP ( Client, MaximumHealth );
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native getClientMHP ( Client );
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/* Sets a player's class (experimental. */
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native esf_set_class(player);
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native setClientSPEED ( Client, Speed );
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native getClientSPEED ( Client );
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native setClientSWOOPSPEED ( Client, SwoopSpeed );
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native getClientSWOOPSPEED ( Client );
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/* Returns a player's ki.*/
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native Float:esf_get_ki(player);
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native setClientPROTECT ( Client, bool:Enable = true );
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native getClientPROTECT ( Client );
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/* Sets a player's ki (min=0, max=1000). */
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native esf_set_ki(player, Float:ki);
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native setClientFROZEN ( Client, bool:Enable = true );
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native getClientFROZEN ( Client );
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/* Gets a player's swooping speed. SWOOP, GRASP! */
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native Float:esf_get_swoopspeed(player);
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native setClientGOD ( Client, bool:Enable = true );
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native getClientGOD ( Client );
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/* Sets a player's swooping speed. */
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native esf_set_swoopspeed(player, Float:speed);
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native getClientFLY ( Client );
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/* Sets a player's health. */
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native esf_set_health(player, health);
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native setClientHiddenTURBO ( Client, bool:Enable = true );
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native getClientTURBO ( Client );
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/* Creates a chargebar (0-100). */
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native esf_set_chargebar(player, charge);
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native getClientBLOCK ( Client );
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/* Returns power level. */
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native esf_get_powerlevel(player);
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native setClientHiddenPOWERUP ( Client, bool:Enable = true );
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native getClientPOWERUP ( Client );
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/* Sets power level. */
|
||||
native esf_set_powerlevel(player, power);
|
||||
|
||||
/* Returns speed. */
|
||||
native esf_get_speed(player);
|
||||
|
||||
/* Sets speed. */
|
||||
native esf_set_speed(player, speed);
|
||||
|
||||
/**************************
|
||||
* Avatar functions *******
|
||||
**************************/
|
||||
|
||||
native esf_set_avatar_model(id, const szModel[]);
|
||||
|
||||
native esf_has_avatar(id);
|
||||
|
||||
native esf_remove_avatar(id);
|
||||
|
||||
native esf_create_avatar(id);
|
||||
|
||||
/**************************
|
||||
* Graphics functions *****
|
||||
**************************/
|
||||
|
||||
/* Starts power-up sequence. */
|
||||
native esf_start_powerup(player, iRed, iGreen, iBlue);
|
||||
|
||||
/* Stops power-up. */
|
||||
native esf_stop_powerup(player);
|
||||
|
||||
/* Creates a generic ESF explosion. */
|
||||
native esf_explosion(origin[3], radius, type = Explosion_White);
|
||||
|
||||
/* use character's TransformFX 1 message */
|
||||
native esf_transformfx_1(id);
|
||||
|
||||
/* use characters TransformFX 2 message */
|
||||
native esf_transformfx_2(id);
|
||||
|
||||
/* stop character's transform */
|
||||
native esf_transformfx_off(id);
|
||||
|
||||
|
||||
/**************************
|
||||
* Animation based stuff **
|
||||
**************************/
|
||||
|
||||
/* Checks if a player is swooping in a certain direction.
|
||||
0 = any direction
|
||||
*/
|
||||
native esf_is_swooping(player, dir = 0);
|
||||
|
||||
/* Checks if player is in prepunch, or if player is being prepunched. */
|
||||
native esf_is_prepunch(player);
|
||||
|
||||
/* Checks whether player is in stance to do a combo/punches. */
|
||||
native esf_in_stance(player);
|
||||
|
||||
/* Checks if a player is stunned. */
|
||||
native esf_is_stunned(player);
|
||||
|
||||
/* Checks if a player is grappling/in an adv. melee struggle. */
|
||||
native esf_is_grappling(player);
|
||||
|
||||
/* Checks if a player is crushed against a wall. */
|
||||
native esf_is_crushed(player);
|
||||
|
||||
/* Checks if a player is in a combo (1 or 2).
|
||||
If the attacked is 1, checks if being attacked by this combo.
|
||||
*/
|
||||
native esf_in_combo(player, combo, attacked = 0);
|
||||
|
||||
/* Checks if a player is advanced meleeing. */
|
||||
native esf_is_advmeleeing(player);
|
||||
|
||||
/* Checks if a player is being advanced meleed. */
|
||||
native esf_is_advmeleed(player);
|
||||
|
||||
/* Checks if a player is in advanced melee. */
|
||||
native esf_in_advmelee(player);
|
||||
|
||||
/* Checks if a player is blocking. */
|
||||
native esf_is_blocking(player);
|
||||
|
||||
/* Checks if a player has kicked someone with basic melee. */
|
||||
native esf_is_kicking(player);
|
||||
|
||||
/* Checks if a player has been kicked in basic melee. */
|
||||
native esf_is_kicked(player);
|
||||
|
||||
/* Checks if a player is recovering from an attack. */
|
||||
native esf_is_recovered(player, recovery);
|
||||
|
||||
/* Checks if a player is flying. */
|
||||
native esf_is_flying(player);
|
||||
|
||||
/* Checks if a player is tumbling. */
|
||||
native esf_is_tumbling(player);
|
||||
|
||||
/* Checks if a player is lying on the ground. */
|
||||
native esf_is_lying(player);
|
||||
|
||||
/* Checks if a player has just died. */
|
||||
native esf_has_died(player);
|
||||
|
||||
/* Checks if a player has a dragonball. */
|
||||
native esf_has_dragonball(player);
|
||||
|
||||
/* Checks if a player just threw a dragonball. */
|
||||
native esf_threw_dragonball(player);
|
||||
|
||||
/* Checks if a player is shooting. */
|
||||
//1 = kiblast, 2 = generic beam
|
||||
native esf_is_shooting(player, mode);
|
||||
|
||||
/* Checks if a player is transforming. */
|
||||
native esf_transforming(player);
|
||||
|
||||
/* Checks if a player's transformation is done. */
|
||||
native esf_transform_done(player);
|
||||
|
||||
/* Checks if a player has been thrown to the ground. */
|
||||
native esf_groundthrown(player);
|
||||
|
||||
/* Gets the state of a player's attack.
|
||||
You must specify the attack, and it will return 0,
|
||||
Charging, Controlling, Shooting, or Shot (see #defines)
|
||||
*/
|
||||
native esf_get_shotstate(player, attack);
|
||||
|
||||
/* Checks if a player has been swung. */
|
||||
native esf_is_swung(player);
|
||||
|
||||
/* Checks if a player has grabbed a wall. */
|
||||
native esf_grabbedwall(player);
|
||||
|
||||
/* Checks if a player has jumped off a wall. */
|
||||
native esf_walljumped(player);
|
||||
|
||||
/* Checks if a player is in water. */
|
||||
native esf_in_water(player);
|
||||
|
||||
/* Checks if a player is powering up. */
|
||||
native esf_is_powering(player);
|
||||
|
||||
/* Checks if a player is idling. */
|
||||
native esf_is_idle(player);
|
||||
|
||||
/* Checks if a player is beam jumping. */
|
||||
native esf_is_beamjumping(player);
|
||||
native getClientSWOOPING ( Client );
|
||||
native getClientATKSHOOT ( Client );
|
||||
native getClientATKCHARGE ( Client );
|
||||
native getClientMELEE ( Client );
|
||||
native getClientTHROWAWAY ( Client );
|
||||
native getClientTHROW ( Client );
|
||||
native getClientWALLGND ( Client );
|
||||
native getClientINFREEFALL ( Client );
|
||||
native getClientBEAMJUMP ( Client );
|
||||
|
||||
// kills a player without score/death msg
|
||||
native silentClientKILL ( Client );
|
Loading…
Reference in New Issue
Block a user