From e91cd0862e15779fa6aac8a3a3097ddb1e04b0be Mon Sep 17 00:00:00 2001 From: David Anderson Date: Sun, 10 Jul 2005 00:47:56 +0000 Subject: [PATCH] Added include files for new ESFMod module --- plugins/include/esf.inc | 183 ++++++++++++++++++++++++++++++++++ plugins/include/esf_const.inc | 71 +++++++++++++ 2 files changed, 254 insertions(+) create mode 100755 plugins/include/esf.inc create mode 100755 plugins/include/esf_const.inc diff --git a/plugins/include/esf.inc b/plugins/include/esf.inc new file mode 100755 index 00000000..32aafa60 --- /dev/null +++ b/plugins/include/esf.inc @@ -0,0 +1,183 @@ +/** + * (C)2004-2005 AMX Mod X Development Team + * based on the stocks and information provided by LynX + * organized and released by BAILOPAN + * This file is provided as is (no warranties). + */ + +//Original author notice: +/* [ ESF stocks ] - made by LynX + Credits: + Jinto - for his first ESF stocks which he gave to me, and from which I learned + how to create stocks. Also, he learned me how to modify ESF + Without him, this wouldn't be possible. +*/ + +#if defined _esf_included + #endinput +#endif +#define _esf_included + +#include + +/************************** + * Main functions ********* + **************************/ + +/* Returns a player's character class. */ +native esf_get_class(player); + +/* Sets a player's class (experimental. */ +native esf_set_class(player); + +/* Returns a player's ki.*/ +native Float:esf_get_ki(player); + +/* Sets a player's ki (min=0, max=1000). */ +native esf_set_ki(player, Float:ki); + +/* Gets a player's swooping speed. SWOOP, GRASP! */ +native Float:esf_get_swoopspeed(player); + +/* Sets a player's swooping speed. */ +native esf_set_swoopspeed(player, Float:speed); + +/* Sets a player's health. */ +native esf_set_health(player, health); + +/* Creates a chargebar (0-100). */ +native esf_set_chargebar(player, charge); + +/* Returns power level. */ +native esf_get_powerlevel(player); + +/* Sets power level. */ +native esf_set_powerlevel(player, power); + +/* Returns speed. */ +native esf_get_speed(player); + +/* Sets speed. */ +native esf_set_speed(player, speed); + +/************************** + * 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); + +/************************** + * 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); + diff --git a/plugins/include/esf_const.inc b/plugins/include/esf_const.inc new file mode 100755 index 00000000..91b8191d --- /dev/null +++ b/plugins/include/esf_const.inc @@ -0,0 +1,71 @@ +/** + * (C)2004-2005 AMX Mod X Development Team + * based on the stocks and information provided by LynX + * organized and released by BAILOPAN + * This file is provided as is (no warranties). + */ + +#if defined _esfconst_included + #endinput +#endif +#define _esfconst_included + +enum +{ + Character_Buu = 1, + Character_Goku = 2, + Character_Gohan = 3, //my favorite :) + Character_Krillin = 4, + Character_Frieza = 5, + Character_Piccolo = 6, + Character_Trunks = 7, + Character_Vegeta = 8, + Character_Cell = 9, +}; + +enum +{ + Explosion_Blue = 0, + Explosion_Green, + Explosion_Orange, + Explosion_Purple, + Explosion_Yellow, + Explosion_Red, + Explosion_White, + Explosions_Total, +}; + +enum +{ + Attack_Kamehameha=1, + Attack_SpiritBomb, + Attack_GalletGun, + Attack_FinalFlash, + Attack_Renzoku, + Attack_Kametorpedo, + Attack_GenericBeam, + Attack_Throw, +}; + +enum +{ + Direction_Left=1, + Direction_Right, + Direction_Up, + Direction_Down, + Direction_Forward, + Direction_Backward, +}; + +enum +{ + Recovery_Kicked=1, + Recovery_Tumbled, + Recovery_Lying, + Recovery_Thrown, +}; + +#define ESF_CHARGING 1 +#define ESF_CONTROLLING 2 +#define ESF_SHOOTING 3 +#define ESF_SHOT 4