// 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 // // Counter-Strike Functions // #if defined _cstrike_const_included #endinput #endif #define _cstrike_const_included /** * @section Team and team model constants, used by cs_[get|set]_user_team(). */ /** * Internal Counter-Strike model id constants. * * @note Model ids starting with CZ_ are only valid in Condition Zero. */ enum CsInternalModel { CS_DONTCHANGE = 0, CS_UNASSIGNED = 0, CS_CT_URBAN = 1, CS_T_TERROR = 2, CS_T_LEET = 3, CS_T_ARCTIC = 4, CS_CT_GSG9 = 5, CS_CT_GIGN = 6, CS_CT_SAS = 7, CS_T_GUERILLA = 8, CS_CT_VIP = 9, CZ_T_MILITIA = 10, CZ_CT_SPETSNAZ = 11, }; /** * Counter-Strike team id constants. */ enum CsTeams { CS_TEAM_UNASSIGNED = 0, CS_TEAM_T = 1, CS_TEAM_CT = 2, CS_TEAM_SPECTATOR = 3, }; /** * @endsection */ /** * Counter-Strike armor types for use with cs_[get|set]_user_armor(). */ enum CsArmorType { CS_ARMOR_NONE = 0, // no armor CS_ARMOR_KEVLAR = 1, // body vest only CS_ARMOR_VESTHELM = 2, // vest and helmet }; /** * Map zone flags returned by cs_get_user_mapzones(). */ #define CS_MAPZONE_BUY (1<<0) // Buyzone #define CS_MAPZONE_BOMBTARGET (1<<1) // Bomb target zone #define CS_MAPZONE_HOSTAGE_RESCUE (1<<2) // Hostage rescue zone #define CS_MAPZONE_ESCAPE (1<<3) // Terrorist escape zone #define CS_MAPZONE_VIP_SAFETY (1<<4) // VIP escape zone /** * Constants used for cs_[get|set]_user_zoom(). */ enum { CS_RESET_ZOOM = 0, // Reset any zoom blocking (mode has no effect) CS_SET_NO_ZOOM, // Disable any sort of zoom CS_SET_FIRST_ZOOM, // Set first zoom level (AWP style) CS_SET_SECOND_ZOOM, // Set second zoom level (AWP style) CS_SET_AUGSG552_ZOOM, // Set AUG/SG552 zoom style }; /** * Constants used for the CS_OnBuy() and CS_OnBuyAttempt() forwards. * * @note While these mostly overlap with the CSW_* constants the CSI_* constants * contain custom AMXX values that do not correspond to any real value in * the game. The CSI_* constants should therefore be used for consistency. */ #define CSI_NONE CSW_NONE #define CSI_P228 CSW_P228 #define CSI_SCOUT CSW_SCOUT #define CSI_HEGRENADE CSW_HEGRENADE #define CSI_XM1014 CSW_XM1014 #define CSI_C4 CSW_C4 #define CSI_MAC10 CSW_MAC10 #define CSI_AUG CSW_AUG #define CSI_SMOKEGRENADE CSW_SMOKEGRENADE #define CSI_ELITE CSW_ELITE #define CSI_FIVESEVEN CSW_FIVESEVEN #define CSI_UMP45 CSW_UMP45 #define CSI_SG550 CSW_SG550 #define CSI_GALIL CSW_GALIL #define CSI_FAMAS CSW_FAMAS #define CSI_USP CSW_USP #define CSI_GLOCK18 CSW_GLOCK18 #define CSI_AWP CSW_AWP #define CSI_MP5NAVY CSW_MP5NAVY #define CSI_M249 CSW_M249 #define CSI_M3 CSW_M3 #define CSI_M4A1 CSW_M4A1 #define CSI_TMP CSW_TMP #define CSI_G3SG1 CSW_G3SG1 #define CSI_FLASHBANG CSW_FLASHBANG #define CSI_DEAGLE CSW_DEAGLE #define CSI_SG552 CSW_SG552 #define CSI_AK47 CSW_AK47 #define CSI_KNIFE CSW_KNIFE #define CSI_P90 CSW_P90 #define CSI_SHIELDGUN CSW_SHIELDGUN // The real CS value, use CSI_SHELD instead. #define CSI_VEST CSW_VEST // Custom #define CSI_VESTHELM CSW_VESTHELM // Custom #define CSI_DEFUSER 33 // Custom #define CSI_NVGS 34 // Custom #define CSI_SHIELD 35 // Custom - The value passed by the forward, more convenient for plugins. #define CSI_PRIAMMO 36 // Custom #define CSI_SECAMMO 37 // Custom #define CSI_MAX_COUNT 38 #define CSI_LAST_WEAPON CSW_LAST_WEAPON #define CSI_ALL_WEAPONS CSW_ALL_WEAPONS #define CSI_ALL_PISTOLS CSW_ALL_PISTOLS #define CSI_ALL_SHOTGUNS CSW_ALL_SHOTGUNS #define CSI_ALL_SMGS CSW_ALL_SMGS #define CSI_ALL_RIFLES CSW_ALL_RIFLES #define CSI_ALL_SNIPERRIFLES CSW_ALL_SNIPERRIFLES #define CSI_ALL_MACHINEGUNS CSW_ALL_MACHINEGUNS #define CSI_ALL_GRENADES CSW_ALL_GRENADES #define CSI_ALL_ARMORS CSW_ALL_ARMORS #define CSI_ALL_GUNS CSW_ALL_GUNS /** * Player's movements constants. */ #define CS_PLAYER_FATAL_FALL_SPEED 1100.0 #define CS_PLAYER_MAX_SAFE_FALL_SPEED 500.0 #define CS_DAMAGE_FOR_FALL_SPEED 100.0 / (CS_PLAYER_FATAL_FALL_SPEED - CS_PLAYER_MAX_SAFE_FALL_SPEED) #define CS_PLAYER_MIN_BOUNCE_SPEED 350 #define CS_PLAYER_FALL_PUNCH_THRESHHOLD 250.0 /** * Hint message flags for use with m_flDisplayHistory. */ #define CS_HINT_ROUND_STARTED (1<<1) #define CS_HINT_HOSTAGE_SEEN_FAR (1<<2) #define CS_HINT_HOSTAGE_SEEN_NEAR (1<<3) #define CS_HINT_HOSTAGE_USED (1<<4) #define CS_HINT_HOSTAGE_INJURED (1<<5) #define CS_HINT_HOSTAGE_KILLED (1<<6) #define CS_HINT_FRIEND_SEEN (1<<7) #define CS_HINT_ENEMY_SEEN (1<<8) #define CS_HINT_FRIEND_INJURED (1<<9) #define CS_HINT_FRIEND_KILLED (1<<10) #define CS_HINT_ENEMY_KILLED (1<<11) #define CS_HINT_BOMB_RETRIEVED (1<<12) #define CS_HINT_AMMO_EXHAUSTED (1<<15) #define CS_HINT_IN_TARGET_ZONE (1<<16) #define CS_HINT_IN_RESCUE_ZONE (1<<17) #define CS_HINT_IN_ESCAPE_ZONE (1<<18) #define CS_HINT_IN_VIPSAFETY_ZONE (1<<19) #define CS_HINT_NIGHTVISION (1<<20) #define CS_HINT_HOSTAGE_CTMOVE (1<<21) #define CS_HINT_SPEC_DUCK (1<<22) /** * Constants for use with m_iIgnoreGlobalChat (ignoremsg client's command) */ #define CS_IGNOREMSG_NONE 0 #define CS_IGNOREMSG_ENEMY 1 #define CS_IGNOREMSG_TEAM 2 /** * Player's gait animation constants. */ enum CsPlayerAnim { CS_PLAYER_IDLE = 0, CS_PLAYER_WALK = 1, CS_PLAYER_JUMP = 2, CS_PLAYER_SUPERJUMP = 3, CS_PLAYER_DIE = 4, CS_PLAYER_ATTACK1 = 5, CS_PLAYER_ATTACK2 = 6, CS_PLAYER_FLINCH = 7, CS_PLAYER_LARGE_FLINCH = 8, CS_PLAYER_RELOAD = 9, CS_PLAYER_HOLDBOMB = 10, }; /** * Player's menu states for use with m_iMenu. */ enum CsMenu { CS_Menu_OFF = 0, CS_Menu_ChooseTeam = 1, CS_Menu_IGChooseTeam = 2, CS_Menu_ChooseAppearance = 3, CS_Menu_Buy = 4, CS_Menu_BuyPistol = 5, CS_Menu_BuyRifle = 6, CS_Menu_BuyMachineGun = 7, CS_Menu_BuyShotgun = 8, CS_Menu_BuySubMachineGun = 9, CS_Menu_BuyItem = 10, CS_Menu_Radio1 = 11, CS_Menu_Radio2 = 12, CS_Menu_Radio3 = 13, CS_Menu_ClientBuy = 14, }; /** * Player's join states for use with m_iJointState. */ enum CsJoinState { CS_STATE_JOINED = 0, CS_STATE_SHOW_LTEXT = 1, CS_STATE_READING_LTEXT = 2, CS_STATE_SHOW_TEAM_SELECT = 3, CS_STATE_PICKING_TEAM = 4, CS_STATE_GET_INTO_GAME = 5, }; /** * Player's throw direction on killed for use with m_iThrowDirection. */ enum CsThrowDirection { CS_THROW_NONE = 0, CS_THROW_FORWARD = 1, CS_THROW_BACKWARD = 2, CS_THROW_HITVEL = 3, CS_THROW_BOMB = 4, CS_THROW_GRENADE = 5, CS_THROW_HITVEL_MINUS_AIRVEL = 6, }; /** * @section Player's status bar constants. */ /** * Constants associated with mp_playerid server cvar. */ #define CS_PLAYERID_EVERYONE 0 #define CS_PLAYERID_TEAMONLY 1 #define CS_PLAYERID_OFF 2 /** * Maximum range a status bar can be displayed. */ #define CS_MAX_ID_RANGE 2048 #define CS_MAX_SPECTATOR_ID_RANGE 8192 /** * Maximum buffer length of a status bar message. */ #define CS_SBAR_STRING_SIZE 128 /** * Constants associated to CS_SBAR_ID_TARGETTYPE. */ #define CS_SBAR_TARGETTYPE_TEAMMATE 1 #define CS_SBAR_TARGETTYPE_ENEMY 2 #define CS_SBAR_TARGETTYPE_HOSTAGE 3 /** * Status bar states. */ enum CsStatusBar { CS_SBAR_ID_TARGETTYPE = 1, CS_SBAR_ID_TARGETNAME = 2, CS_SBAR_ID_TARGETHEALTH = 3, }; /** * @endsection */ /** * Weapon slot types. */ #define CS_WEAPONSLOT_PRIMARY 1 #define CS_WEAPONSLOT_SECONDARY 2 #define CS_WEAPONSLOT_KNIFE 3 #define CS_WEAPONSLOT_GRENADE 4 #define CS_WEAPONSLOT_C4 5 /** * Weapon class types. */ enum CsWeaponClassType { CS_WEAPONCLASS_NONE = 0, CS_WEAPONCLASS_KNIFE = 1, CS_WEAPONCLASS_PISTOL = 2, CS_WEAPONCLASS_GRENADE = 3, CS_WEAPONCLASS_SUBMACHINEGUN = 4, CS_WEAPONCLASS_SHOTGUN = 5, CS_WEAPONCLASS_MACHINEGUN = 6, CS_WEAPONCLASS_RIFLE = 7, CS_WEAPONCLASS_SNIPERRIFLE = 8, }; /** * Weapon autobuy class types. */ enum CsAutoBuyClassType { CS_AUTOBUYCLASS_PRIMARY = (1<<0), CS_AUTOBUYCLASS_SECONDARY = (1<<1), CS_AUTOBUYCLASS_AMMO = (1<<2), CS_AUTOBUYCLASS_ARMOR = (1<<3), CS_AUTOBUYCLASS_DEFUSER = (1<<4), CS_AUTOBUYCLASS_PISTOL = (1<<5), CS_AUTOBUYCLASS_SMG = (1<<6), CS_AUTOBUYCLASS_RIFLE = (1<<7), CS_AUTOBUYCLASS_SNIPERRIFLE = (1<<8), CS_AUTOBUYCLASS_SHOTGUN = (1<<9), CS_AUTOBUYCLASS_MACHINEGUN = (1<<10), CS_AUTOBUYCLASS_GRENADE = (1<<11), CS_AUTOBUYCLASS_NIGHTVISION = (1<<12), CS_AUTOBUYCLASS_SHIELD = (1<<13), }; /** * Ammo types. */ enum CsAmmoType { CS_AMMO_BUCKSHOT = 0, CS_AMMO_9MM = 1, CS_AMMO_556NATO = 2, CS_AMMO_556NATOBOX = 3, CS_AMMO_762NATO = 4, CS_AMMO_45ACP = 5, CS_AMMO_50AE = 6, CS_AMMO_338MAGNUM = 7, CS_AMMO_57MM = 8, CS_AMMO_357SIG = 9, }; enum CsWeaponInfo { CS_WEAPONINFO_COST = 0, CS_WEAPONINFO_CLIP_COST = 1, CS_WEAPONINFO_BUY_CLIP_SIZE = 2, CS_WEAPONINFO_GUN_CLIP_SIZE = 3, CS_WEAPONINFO_MAX_ROUNDS = 4, CS_WEAPONINFO_AMMO_TYPE = 5, };