// vim: set ts=4 sw=4 tw=99 noet: // // AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO"). // Copyright (C) The AMX Mod X Development Team. // // This software is licensed under the GNU General Public License, version 3 or higher. // Additional exceptions apply. For full license details, see LICENSE.txt or visit: // https://alliedmods.net/amxmodx-license // // Fun Functions // #if defined _fun_included #endinput #endif #define _fun_included #pragma reqlib fun #if !defined AMXMODX_NOAUTOLOAD #pragma loadlib fun #endif /** * Tells whether receiver hears sender via voice communication. * * @param receiver Receiver * @param sender Sender * * @return 1 if receiver hears the sender, 0 otherwise. * @error If receiver or sender are not connected or not * within the range of 1 to MaxClients */ native get_client_listen(receiver, sender); /** * Sets who can listen who. * * @param receiver Receiver * @param sender Sender * @param listen 1 if receiver should be able to hear sender, 0 if not * * @return 0 if the setting can't be done for some reason * @error If receiver or sender are not connected or not * within the range of 1 to MaxClients. */ native set_client_listen(receiver, sender, listen); /** * Sets player's godmode. * * @param index Client index * @param godmode 1 to enable godmode, 0 to disable * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_godmode(index, godmode = 0); /** * Tells whether a player has godmode on. * * @param index Client index * * @return 1 if player has godmode on, 0 if not * @error If player is not connected or not within the range * of 1 to MaxClients. */ native get_user_godmode(index); /** * Sets player's armor amount. * * @param index Client index * @param armor The armor amount to set * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_armor(index, armor); /** * Sets player's health amount. * * @param index Client index * @param health The health amount to set * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_health(index, health); /** * Moves a player to the given origin. * * @param index Client index * @param origin Origin to move a player to * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_origin(index, const origin[3]); /** * Sets player's rendering mode. * * @note A really useful render modes reference: * https://sites.google.com/site/svenmanor/rendermodes * * @param index Client index * @param fx Rendering effects. One of kRenderFx* constants * @param r The amount of red color (0 to 255) * @param g The amount of green color (0 to 255) * @param b The amount of blue color (0 to 255) * @param render Render mode. One of kRender* constants * @param amount Render amount (0 to 255) * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0); /** * Gets player's rendering mode. * * @note A really useful render modes reference: * https://sites.google.com/site/svenmanor/rendermodes * * @param index Client index * @param fx Variable to store the rendering effect * @param r Variable to store the amount of red color * @param g Variable to store the amount of green color * @param b Variable to store the amount of blue color * @param render Variable to store the render mode * @param amount Variable to store the render amount * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native get_user_rendering(index, &fx = kRenderFxNone, &r = 0, &g = 0, &b = 0, &render = kRenderNormal, &amount = 0); /** * Gives an item to a player. * * @param index Client index * @param item Classname of the item to give. Should start with either * "weapon_", "ammo_", "item_" or "tf_weapon_" * * @return Item entity index. If an invalid item name is * given or the item failed to create, it will return 0. * If the item was removed, it will return -1 * @error If player is not connected or not within the range * of 1 to MaxClients or item creation fails. */ native give_item(index, const item[]); /** * Sets (adds, removes) hit zones for a player. * * @note This actually sets rules of how any player can hit any other. * Example: set_user_hitzones(id, target, 2) - makes @id able to * hit @target only in the head. * * @param index Client index * @param target The target player * @param body A bitsum of the body parts that can/can't be shot: * 1 - generic * 2 - head * 4 - chest * 8 - stomach * 16 - left arm * 32 - right arm * 64 - left leg * 128 - right leg * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_hitzones(index = 0, target = 0, body = 255); /** * Gets the set of hit zone "rules" between @index and @target players. * * @note For the body part bitsum take a look at the set_user_hitzones() native. * * @param index Client index * @param target The target player * * @return The bitsum of @target's body parts @index is able to hit * @error If player is not connected or not within the range * of 1 to MaxClients. */ native get_user_hitzones(index, target); /** * Sets player's maximum movement speed. * * @param index Client index * @param speed The maximum speed player will be able to run at * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_maxspeed(index, Float:speed = -1.0); /** * Gets player's maximum movement speed. * * @param index Client index * * @return Player's maximum movement speed * @error If player is not connected or not within the range * of 1 to MaxClients. */ native Float:get_user_maxspeed(index); /** * Sets player's gravity. * * @param index Client index * @param gravity Gravity value to set, 1.0 being normal gravity (800) * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_gravity(index, Float:gravity = 1.0); /** * Gets player's gravity. * * @param index Client index * * @return Player's gravity value, 1.0 being normal gravity (800) * @error If player is not connected or not within the range * of 1 to MaxClients. */ native Float:get_user_gravity(index); /** * Spawns an entity. * * @param index Entity index * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native spawn(index); /** * Enables or disables player's noclip. * * @param index Client index * @param noclip 1 to enable noclip, 0 to disable * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_noclip(index, noclip = 0); /** * Gets whether a player has noclip enabled or not. * * @param index Client index * * @return 1 if noclip is enabled, 0 if disabled * @error If player is not connected or not within the range * of 1 to MaxClients. */ native get_user_noclip(index); /** * Tells whether a player has silent footsteps enabled. * * @param index Client index * * @return 1 if silent footsteps are enabled, 0 if not * @error If player is not connected or not within the range * of 1 to MaxClients. */ native get_user_footsteps(index); /** * Enables or disables player's silent footsteps. * * @param index Client index * @param set 1 if player should have silent footsteps, 0 otherwise * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_footsteps(id, set = 1); /** * Strips all weapons from a player, including their knife. * * @param index Client index * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native strip_user_weapons(index); /** * Sets player's frags amount. * * @param index Client index * @param frags The amount of frags to set * * @noreturn * @error If player is not connected or not within the range * of 1 to MaxClients. */ native set_user_frags(index, frags);