Removed old include files (now located in plugins/include)
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/* NS module functions
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* -
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* (c) 2004, Steve Dudenhoeffer
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* This file is provided as is (no warranties).
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*/
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#if defined NS_INC
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#endinput
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#endif
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#define NS_INC
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#include <ns_const>
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/* Called whenever the client's class is changed. The classes given match get_class() output */
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forward client_changeclass(id,newclass,oldclass);
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/* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
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forward client_built(idPlayer,idStructure,type,impulse);
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/* Returns if the map's combat or not. */
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native ns_is_combat();
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/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 188 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
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native ns_popup(target,szMsg[180],ah=0)
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/* Sets a player model. Omit the second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_model(id,szModel[]="");
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/* Sets a player's skin. Omit second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_skin(id,skin=-1);
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/* Sets a player's body. Omit second parameter to return to default.
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Note: This does *not* change back on death, team switch, gestations, etc. */
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native ns_set_player_body(id,body=-1);
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/* Sets a player's speedchange. Omit the second parameter to return to default */
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native ns_set_speedchange(id,speedchange=0);
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/* Returns a player's current speedchange. */
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native ns_get_speedchange(id);
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/* Returns a player's max speed before the speed change is factored in. */
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native ns_get_maxspeed(id);
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/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
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native ns_get_mask(id,mask);
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/* Sets or removes the mask from the entity's iuser4 field. Set "value" to 1 to turn the mask on, 0 to turn it off. */
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native ns_set_mask(id,mask,value);
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/* Returns built/unbuilt structures.
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If:
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builtOnly is 1 (default):
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Only fully built structures are counted.
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builtOnly is 0:
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Any structure meeting the classname is counted.
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Number is 0 (default):
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The total number of matching structures is returned.
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Number is any other value:
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The index of the #th matching structure is returned.
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*/
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native ns_get_build(classname[],builtOnly=1,Number=0);
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/* Returns if the player has the weapon or not in their pev->weapons field.
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set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
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native ns_has_weapon(id,NSWeapon:weapon,setweapon=-1);
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/* Gets spawn point for specified team (type).
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If:
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Team is equal to 0:
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Ready room spawns are returned.
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Team is greater than 0:
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Spawns for the team are returned.
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Number is equal to 0:
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Total number of spawns is returned.
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Number is greater than 0:
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The location of the specified spawn is returned.
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*/
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native ns_get_spawn(team,number=0,Float:ret[3]);
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/* Configures display of the custom menus. This display is _very_ similar to set_hudmessage() */
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native ns_set_menu(id,r=NSMENU_R,g=NSMENU_G,b=NSMENU_B,Float:x=NSMENU_X,Float:y=NSMENU_Y, effects=0, Float:fadeintime=0.0, Float:fadeouttime=0.0,channel1=NSMENU_CHAN1,channel2=NSMENU_CHAN2);
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/* Displays a custom menu. It will execute command(id,keys) when the menu is pressed. */
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native ns_show_menu(id,szCommand[],szText[],keys,time);
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/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
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native ns_get_class(id);
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/* Returns a player's percentage of JP fuel */
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native Float:ns_get_jpfuel(id);
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/* Sets a player's percentage of JP fuel */
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native ns_set_jpfuel(id,Float:fuel);
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/* Returns a player's percentage of adrenaline (alien) */
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native Float:ns_get_energy(id);
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/* Sets a player's percentage of adrenaline */
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native ns_set_energy(id,Float:energy);
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/* Returns a player's resources. (alien only) */
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native Float:ns_get_res(id);
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/* Sets a player's resources. (alien only) */
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native ns_set_res(id,Float:res);
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/* Returns a player's experience (combat only) */
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native Float:ns_get_exp(id);
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/* Sets a player's experience (combat only) */
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native ns_set_exp(id,Float:exp);
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/* Gets a player's point spent value in combat */
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native ns_get_points(id);
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/* Sets a player's point spent value in combat */
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native ns_set_points(id,points);
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/* Gets a weapon's damage (use the weapon index, not the player) */
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native Float:ns_get_weap_dmg(idWeapon);
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/* Sets a weapon's damage (use the weapon index, not the player) */
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native ns_set_weap_dmg(idWeapon,Float:damage);
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/* Gets a weapon's range (use the weapon index, not the player) */
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native Float:ns_get_weap_range(idWeapon);
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/* Sets a weapon's range (use the weapon index, not the player) */
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native ns_set_weap_range(idWeapon,Float:range);
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/* Gets a weapon's clip ammo (use the weapon index, not the player) */
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native ns_get_weap_clip(idWeapon);
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/* Sets a weapon's clip ammo (use the weapon index, not the player) */
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native ns_set_weap_clip(idWeapon,clipsize);
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/* Gets the player's weapon reserve for the specified type of weapon.
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Look in ns_const.inc for the weapon enum. */
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native ns_get_weap_reserve(id,weapon);
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/* Sets the player's weapon reserve for the specified type of weapon.
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Look in ns_const.inc for the weapon enum. */
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native ns_set_weap_reserve(id,weapon,ammo);
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/* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
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native ns_get_score(idPlayer);
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/* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
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native ns_set_score(idPlayer,score);
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/* Gets a player's death count. */
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native ns_get_deaths(idPlayer);
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/* Sets a player's death count. */
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native ns_set_deaths(idPlayer,numdeaths);
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/* Gets a player's icon value (from the scoreboard) is a bitmask. Use enum "icons" for values. Returns -1 for unauthed */
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native ns_get_icon(idPlayer);
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/* Sets a player's icon value. */
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native ns_set_icon(idPlayer,iconvalue);
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/* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
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native ns_get_hive_trait(idHive);
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/* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
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native ns_set_hive_trait(idHive,trait);
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native ns_set_fov(idPlayer,Float:_fov=0.0);
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@ -1,139 +0,0 @@
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/* NS module constants
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* -
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* (c) 2004, Steve Dudenhoeffer
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* This file is provided as is (no warranties).
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*/
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#if defined NS_CONST_INC
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#endinput
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#endif
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#define NS_CONST_INC
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// These values are customizable (for the custom menus)
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// If your menu uses the default menu scheme, then it will use this.
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#define NSMENU_X 0.2
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#define NSMENU_Y 0.1
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#define NSMENU_R 255
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#define NSMENU_G 200
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#define NSMENU_B 100
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#define NSMENU_CHAN1 2
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#define NSMENU_CHAN2 3
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enum masks
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{
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MASK_NONE = 0,
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MASK_SIGHTED = 1,
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MASK_DETECTED = 2,
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MASK_BUILDABLE = 4,
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MASK_BASEBUILD0 = 8, // Base build slot #0
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MASK_WEAPONS1 = 8, // Marine weapons 1
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MASK_CARAPACE = 8, // Alien carapace
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MASK_WEAPONS2 = 16, // Marines weapons 2
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MASK_REGENERATION = 16, // Alien regeneration
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MASK_BASEBUILD1 = 16, // Base build slot #1
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MASK_WEAPONS3 = 32, // Marine weapons 3
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MASK_REDEMPTION = 32, // Alien redemption
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MASK_BASEBUILD2 = 32, // Base build slot #2
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MASK_ARMOR1 = 64, // Marine armor 1
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MASK_CELERITY = 64, // Alien celerity
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MASK_BASEBUILD3 = 64, // Base build slot #3
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MASK_ARMOR2 = 128, // Marine armor 2
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MASK_ADRENALINE = 128, // Alien adrenaline
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MASK_BASEBUILD4 = 128, // Base build slot #4
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MASK_ARMOR3 = 256, // Marine armor 3
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MASK_SILENCE = 256, // Alien silence
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MASK_BASEBUILD5 = 256, // Base build slot #5
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MASK_JETPACK = 512, // Marine jetpacks
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MASK_CLOAKING = 512, // Alien cloaking
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MASK_BASEBUILD6 = 512, // Base build slot #6
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MASK_FOCUS = 1024, // Alien focus
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MASK_MOTION = 1024, // Marine motion tracking
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MASK_BASEBUILD7 = 1024, // Base build slot #7
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MASK_SCENTOFFEAR = 2048, // Alien scent of fear
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MASK_DEFENSE2 = 4096, // Defense level 2
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MASK_DEFENSE3 = 8192, // Defense level 3
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MASK_ELECTRICITY = 8192, // Electricy
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MASK_MOVEMENT2 = 16384, // Movement level 2,
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MASK_MOVEMENT3 = 32768, // Movement level 3
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MASK_HEAVYARMOR = 32768, // Marine heavy armor
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MASK_SENSORY2 = 65536, // Sensory level 2
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MASK_SENSORY3 = 131072, // Sensory level 3
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MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
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MASK_WALLSTICKING = 524288, // Flag for wall-sticking
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MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
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MASK_UMBRA = 2097152, // In umbra
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MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
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MASK_RECYCLING = 8388608, // Building is recycling
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MASK_TOPDOWN = 16777216, // Commander view
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MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
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MASK_ENSNARED = 67108864, // Webbed
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MASK_ALIEN_EMBRYO = 268435456, // Gestating
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MASK_SELECTABLE = 536870912, // ???
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MASK_PARASITED = 1073741824, // Parasite flag
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MASK_SENSORY_NEARBY = 2147483648 // Sensory chamber in range
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}
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enum classes
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{
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CLASS_UNKNOWN = 0,
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CLASS_SKULK,
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CLASS_GORGE,
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CLASS_LERK,
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CLASS_FADE,
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CLASS_ONOS,
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CLASS_MARINE,
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CLASS_JETPACK,
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CLASS_HEAVY,
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CLASS_COMMANDER,
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CLASS_GESTATE,
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CLASS_DEAD,
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CLASS_NOTEAM
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}
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enum weapons
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{
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WEAPON_NONE = 0,
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WEAPON_CLAWS,
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WEAPON_SPIT,
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WEAPON_SPORES,
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WEAPON_SPIKE,
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WEAPON_BITE,
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WEAPON_BITE2,
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WEAPON_SWIPE,
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WEAPON_WEBSPINNER,
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WEAPON_METABOLIZE,
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WEAPON_PARASITE,
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WEAPON_BLINK,
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WEAPON_DIVINEWIND,
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WEAPON_KNIFE,
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WEAPON_PISTOL,
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WEAPON_LMG,
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WEAPON_SHOTGUN,
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WEAPON_HMG,
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WEAPON_WELDER,
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WEAPON_MINE,
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WEAPON_GRENADE_GUN,
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WEAPON_LEAP,
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WEAPON_CHARGE,
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WEAPON_UMBRA,
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WEAPON_PRIMALSCREAM,
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WEAPON_BILEBOMB,
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WEAPON_ACIDROCKET,
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WEAPON_HEALINGSPRAY,
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WEAPON_GRENADE,
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WEAPON_STOMP,
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WEAPON_DEVOUR,
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WEAPON_MAX
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}
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enum hivetraits
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{
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HIVETRAIT_NONE = 0,
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HIVETRAIT_DC = 92,
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HIVETRAIT_SC = 93,
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HIVETRAIT_MC = 94
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}
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