Removed old include files (now located in plugins/include)

This commit is contained in:
Steve Dudenhoeffer 2004-08-24 21:06:45 +00:00
parent 8d714dd84e
commit fb8a883eec
2 changed files with 0 additions and 315 deletions

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/* NS module functions
* -
* (c) 2004, Steve Dudenhoeffer
* This file is provided as is (no warranties).
*/
#if defined NS_INC
#endinput
#endif
#define NS_INC
#include <ns_const>
/* Called whenever the client's class is changed. The classes given match get_class() output */
forward client_changeclass(id,newclass,oldclass);
/* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
forward client_built(idPlayer,idStructure,type,impulse);
/* Returns if the map's combat or not. */
native ns_is_combat();
/* 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. */
native ns_popup(target,szMsg[180],ah=0)
/* Sets a player model. Omit the second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_model(id,szModel[]="");
/* Sets a player's skin. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_skin(id,skin=-1);
/* Sets a player's body. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_body(id,body=-1);
/* Sets a player's speedchange. Omit the second parameter to return to default */
native ns_set_speedchange(id,speedchange=0);
/* Returns a player's current speedchange. */
native ns_get_speedchange(id);
/* Returns a player's max speed before the speed change is factored in. */
native ns_get_maxspeed(id);
/* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
native ns_get_mask(id,mask);
/* 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. */
native ns_set_mask(id,mask,value);
/* Returns built/unbuilt structures.
If:
builtOnly is 1 (default):
Only fully built structures are counted.
builtOnly is 0:
Any structure meeting the classname is counted.
Number is 0 (default):
The total number of matching structures is returned.
Number is any other value:
The index of the #th matching structure is returned.
*/
native ns_get_build(classname[],builtOnly=1,Number=0);
/* Returns if the player has the weapon or not in their pev->weapons field.
set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
native ns_has_weapon(id,NSWeapon:weapon,setweapon=-1);
/* Gets spawn point for specified team (type).
If:
Team is equal to 0:
Ready room spawns are returned.
Team is greater than 0:
Spawns for the team are returned.
Number is equal to 0:
Total number of spawns is returned.
Number is greater than 0:
The location of the specified spawn is returned.
*/
native ns_get_spawn(team,number=0,Float:ret[3]);
/* Configures display of the custom menus. This display is _very_ similar to set_hudmessage() */
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);
/* Displays a custom menu. It will execute command(id,keys) when the menu is pressed. */
native ns_show_menu(id,szCommand[],szText[],keys,time);
/* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
native ns_get_class(id);
/* Returns a player's percentage of JP fuel */
native Float:ns_get_jpfuel(id);
/* Sets a player's percentage of JP fuel */
native ns_set_jpfuel(id,Float:fuel);
/* Returns a player's percentage of adrenaline (alien) */
native Float:ns_get_energy(id);
/* Sets a player's percentage of adrenaline */
native ns_set_energy(id,Float:energy);
/* Returns a player's resources. (alien only) */
native Float:ns_get_res(id);
/* Sets a player's resources. (alien only) */
native ns_set_res(id,Float:res);
/* Returns a player's experience (combat only) */
native Float:ns_get_exp(id);
/* Sets a player's experience (combat only) */
native ns_set_exp(id,Float:exp);
/* Gets a player's point spent value in combat */
native ns_get_points(id);
/* Sets a player's point spent value in combat */
native ns_set_points(id,points);
/* Gets a weapon's damage (use the weapon index, not the player) */
native Float:ns_get_weap_dmg(idWeapon);
/* Sets a weapon's damage (use the weapon index, not the player) */
native ns_set_weap_dmg(idWeapon,Float:damage);
/* Gets a weapon's range (use the weapon index, not the player) */
native Float:ns_get_weap_range(idWeapon);
/* Sets a weapon's range (use the weapon index, not the player) */
native ns_set_weap_range(idWeapon,Float:range);
/* Gets a weapon's clip ammo (use the weapon index, not the player) */
native ns_get_weap_clip(idWeapon);
/* Sets a weapon's clip ammo (use the weapon index, not the player) */
native ns_set_weap_clip(idWeapon,clipsize);
/* Gets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
native ns_get_weap_reserve(id,weapon);
/* Sets the player's weapon reserve for the specified type of weapon.
Look in ns_const.inc for the weapon enum. */
native ns_set_weap_reserve(id,weapon,ammo);
/* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
native ns_get_score(idPlayer);
/* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
native ns_set_score(idPlayer,score);
/* Gets a player's death count. */
native ns_get_deaths(idPlayer);
/* Sets a player's death count. */
native ns_set_deaths(idPlayer,numdeaths);
/* Gets a player's icon value (from the scoreboard) is a bitmask. Use enum "icons" for values. Returns -1 for unauthed */
native ns_get_icon(idPlayer);
/* Sets a player's icon value. */
native ns_set_icon(idPlayer,iconvalue);
/* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_get_hive_trait(idHive);
/* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
native ns_set_hive_trait(idHive,trait);
native ns_set_fov(idPlayer,Float:_fov=0.0);

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/* NS module constants
* -
* (c) 2004, Steve Dudenhoeffer
* This file is provided as is (no warranties).
*/
#if defined NS_CONST_INC
#endinput
#endif
#define NS_CONST_INC
// These values are customizable (for the custom menus)
// If your menu uses the default menu scheme, then it will use this.
#define NSMENU_X 0.2
#define NSMENU_Y 0.1
#define NSMENU_R 255
#define NSMENU_G 200
#define NSMENU_B 100
#define NSMENU_CHAN1 2
#define NSMENU_CHAN2 3
enum masks
{
MASK_NONE = 0,
MASK_SIGHTED = 1,
MASK_DETECTED = 2,
MASK_BUILDABLE = 4,
MASK_BASEBUILD0 = 8, // Base build slot #0
MASK_WEAPONS1 = 8, // Marine weapons 1
MASK_CARAPACE = 8, // Alien carapace
MASK_WEAPONS2 = 16, // Marines weapons 2
MASK_REGENERATION = 16, // Alien regeneration
MASK_BASEBUILD1 = 16, // Base build slot #1
MASK_WEAPONS3 = 32, // Marine weapons 3
MASK_REDEMPTION = 32, // Alien redemption
MASK_BASEBUILD2 = 32, // Base build slot #2
MASK_ARMOR1 = 64, // Marine armor 1
MASK_CELERITY = 64, // Alien celerity
MASK_BASEBUILD3 = 64, // Base build slot #3
MASK_ARMOR2 = 128, // Marine armor 2
MASK_ADRENALINE = 128, // Alien adrenaline
MASK_BASEBUILD4 = 128, // Base build slot #4
MASK_ARMOR3 = 256, // Marine armor 3
MASK_SILENCE = 256, // Alien silence
MASK_BASEBUILD5 = 256, // Base build slot #5
MASK_JETPACK = 512, // Marine jetpacks
MASK_CLOAKING = 512, // Alien cloaking
MASK_BASEBUILD6 = 512, // Base build slot #6
MASK_FOCUS = 1024, // Alien focus
MASK_MOTION = 1024, // Marine motion tracking
MASK_BASEBUILD7 = 1024, // Base build slot #7
MASK_SCENTOFFEAR = 2048, // Alien scent of fear
MASK_DEFENSE2 = 4096, // Defense level 2
MASK_DEFENSE3 = 8192, // Defense level 3
MASK_ELECTRICITY = 8192, // Electricy
MASK_MOVEMENT2 = 16384, // Movement level 2,
MASK_MOVEMENT3 = 32768, // Movement level 3
MASK_HEAVYARMOR = 32768, // Marine heavy armor
MASK_SENSORY2 = 65536, // Sensory level 2
MASK_SENSORY3 = 131072, // Sensory level 3
MASK_ALIEN_MOVEMENT = 262144, // Onos is charging
MASK_WALLSTICKING = 524288, // Flag for wall-sticking
MASK_PRIMALSCREAM = 1048576, // Alien is in range of active primal scream
MASK_UMBRA = 2097152, // In umbra
MASK_DIGESTING = 4194304, // When set on a visible player, player is digesting. When set on invisible player, player is being digested
MASK_RECYCLING = 8388608, // Building is recycling
MASK_TOPDOWN = 16777216, // Commander view
MASK_PLAYER_STUNNED = 33554432, // Player has been stunned by stomp
MASK_ENSNARED = 67108864, // Webbed
MASK_ALIEN_EMBRYO = 268435456, // Gestating
MASK_SELECTABLE = 536870912, // ???
MASK_PARASITED = 1073741824, // Parasite flag
MASK_SENSORY_NEARBY = 2147483648 // Sensory chamber in range
}
enum classes
{
CLASS_UNKNOWN = 0,
CLASS_SKULK,
CLASS_GORGE,
CLASS_LERK,
CLASS_FADE,
CLASS_ONOS,
CLASS_MARINE,
CLASS_JETPACK,
CLASS_HEAVY,
CLASS_COMMANDER,
CLASS_GESTATE,
CLASS_DEAD,
CLASS_NOTEAM
}
enum weapons
{
WEAPON_NONE = 0,
WEAPON_CLAWS,
WEAPON_SPIT,
WEAPON_SPORES,
WEAPON_SPIKE,
WEAPON_BITE,
WEAPON_BITE2,
WEAPON_SWIPE,
WEAPON_WEBSPINNER,
WEAPON_METABOLIZE,
WEAPON_PARASITE,
WEAPON_BLINK,
WEAPON_DIVINEWIND,
WEAPON_KNIFE,
WEAPON_PISTOL,
WEAPON_LMG,
WEAPON_SHOTGUN,
WEAPON_HMG,
WEAPON_WELDER,
WEAPON_MINE,
WEAPON_GRENADE_GUN,
WEAPON_LEAP,
WEAPON_CHARGE,
WEAPON_UMBRA,
WEAPON_PRIMALSCREAM,
WEAPON_BILEBOMB,
WEAPON_ACIDROCKET,
WEAPON_HEALINGSPRAY,
WEAPON_GRENADE,
WEAPON_STOMP,
WEAPON_DEVOUR,
WEAPON_MAX
}
enum hivetraits
{
HIVETRAIT_NONE = 0,
HIVETRAIT_DC = 92,
HIVETRAIT_SC = 93,
HIVETRAIT_MC = 94
}