/* AMX Mod X functions * * by the AMX Mod X Development Team * originally developed by OLO * * This file is provided as is (no warranties). */ #if defined _amxmodx_included #endinput #endif #define _amxmodx_included #include #include #include #include #include #include #include #include #include #include #include #include #include #include /* Function is called just after server activation. * Good place for configuration loading, commands and cvars registration. */ forward plugin_init(); /* Called when the plugin is paused. */ forward plugin_pause(); /* Called when the plugin is unpaused. */ forward plugin_unpause(); /* Called when the mod tries to change the map. */ forward server_changelevel(map[]); /* Function is called when all plugin_init from plugins * were called, so all commmands and cvars should be already registered. */ forward plugin_cfg(); /* Function called before plugin unloading (server deactivation) */ forward plugin_end(); /* Called on log message. */ forward plugin_log(); /* Use here model_precache() and sound_precache() functions. */ forward plugin_precache(); /* Whenever player info is changed, this function is called. */ forward client_infochanged(id); /* Called on client connection. */ forward client_connect(id); /* Called when client gets valid STEAM id (usually * between client_connect() and client_putinserver()). */ forward client_authorized(id); /* Called when client is disconnecting from server. */ forward client_disconnect(id); /* Called when client is sending command. */ forward client_command(id); /* Called when client is entering to a game. */ forward client_putinserver(id); /* Sets informations about plugin. Returns the plugin id of the calling plugin. */ native register_plugin(const plugin_name[],const version[],const author[]); /* Precache model. Can be used only in plugin_precache() function.*/ native precache_model(const name[]); /* Precache sound. Can be used only in plugin_precache() function.*/ native precache_sound(const name[]); /* Precaches any file. */ native precache_generic(const szFile[]); /* Sets info for player. */ native set_user_info(index,const info[],const value[]); /* Gets info from player. */ native get_user_info(index,const info[],output[],len); /* Sets info for server. */ native set_localinfo(const info[],const value[]); /* Gets info from server. */ native get_localinfo(const info[],output[],len); /* Shows text in MOTD window. When there is no header, the MOTD title * will be the name of server. If message is filename, then a contents * of this file will be displayed as MOTD. */ native show_motd(player,const message[],const header[]=""); /* Sends message to player. Set index to 0 to send text globaly. */ native client_print(index,type,const message[],any:...); /** * Sends colored message to player. Set index to 0 to send text globally. * This works only under Counter-Strike 1.6 and Counter-Strike: Condition Zero. * * The available colors identifiers are : * green ^4 ; use location color from this point forward * red/blue/grey ^3 ; use team color from this point forward * red/blue/grey ^2 ; use team color up to the end of the player name. This only works at the start of the string, and precludes using the other control characters. * normal ^1 ; use normal color from this point forward * * The team color is defined either with a sender's index, or a specific team color using print_team_* constants (print_team_blue, print_team_red, print_team_grey). * A message must start with a default color. * * An example would be: client_print_color(id, print_team_red, "^4This is green ^3this is red, ^1this is your default chat text color"); * Another with index : client_print_color(id, idOther, "^4This is green ^3this idOther's team color, ^1this is your default chat text color"); * In multilingual file : KEY = ^1This is normal color, ^4this is green, ^1normal again ^3and now team color. * * @param index This is the player index (1 to maxplayer) you want to send the message, use 0 to send to all players. * @param sender This is the player index you want to use the team color, see print_team_* constants if you want to force a color. * @param fmt Format string in which patterns gonna be replaced with argument list. * * @return 1 if the message has been sent, * 0 if the index specified is a not connected player, * or if a global message has not been sent because there are no humans players. */ native client_print_color(index, sender, const message[], any:...); /* Sends message to player by engine. Set index to 0 to send text globaly. */ native engclient_print(player,type,const message[],any:...); /* Sends message to console. */ native console_print(id,const message[],any:...); /* Sends command to console. */ native console_cmd(id,const cmd[],any:...); /* Registers event on which a given function will be called * Flags: * "a" - global event. * "b" - specified to client (human player and bot). * "c" - send only once when repeated to other players. * "d" - call if is send to dead player. * "e" - to alive. * "f" - to human player only ("b" flag must be set). * "g" - to bot only ("b" flag must be set). * NOTE: Due to a long-standing bug that would break compatibility with old plugins, * the client id should be checked for alive/dead state if you use d or e. * Examples for conditions: * "2=c4" - 2nd parameter of message must be sting "c4". * "3>10" - 3rd parameter must be greater then 10. * "3!4" - 3rd must be different from 4. * "2&Buy" - 2nd parameter of message must contain "Buy" substring. * "2!Buy" - 2nd parameter of message can't contain "Buy" substring. */ native register_event(const event[],const function[],const flags[],const cond[]="", ... ); /* Registers log event on which the given function will be called * Examples for conditions: * "0=World triggered" "1=Game_Commencing" * "1=say" * "3=Terrorists_Win" * "1=entered the game" * "0=Server cvar" */ native register_logevent(const function[], argsnum, ... ); /** * Sets format for hudmessage. * Note - as of AMX Mod X 1.61, setting the channel to -1 * will automatically choose the next available HUD channel for a player. * Note - if you plan to make a permanent message, don't forget to specify a channel (1-4) * to avoid flickering effect due to auto-channeling. */ native set_hudmessage(red=200, green=100, blue=0, Float:x=-1.0, Float:y=0.35, effects=0, Float:fxtime=6.0, Float:holdtime=12.0, Float:fadeintime=0.1, Float:fadeouttime=0.2,channel=-1); /* Displays HUD message to given player. */ native show_hudmessage(index,const message[],any:...); /** * Sets the Director HUD parameters for drawing text. * * These parameters are stored globally, although nothing other than this function and set_hudmessage modify them. * You must call this function before drawing text. If you are drawing text to multiple clients, you can set the * parameters once, since they won't be modified. However, as soon as you pass control back to other plugins, * you must reset the parameters next time you draw. * * @param red The red color value. * @param green The green color value. * @param blue The blue color value. * @param x The x coordinate (abscissa). From 0,0 to 1.0. -1.0 is the center. * @param y The y coordinate (ordinate). From 0,0 to 1.0. - 1.0 is the center. * @param effects The effect value. 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room). * @param fxtime The duration of chosen effect (may not apply to all effects). * @param holdtime The Number of seconds to hold the text. * @param fadeintime The number of seconds to spend fading in. * @param fadeoutime The number of seconds to spend fading out. */ native set_dhudmessage(red=200, green=100, blue=0, Float:x=-1.0, Float:y=0.35, effects=0, Float:fxtime=6.0, Float:holdtime=12.0, Float:fadeintime=0.1, Float:fadeouttime=0.2); /** * Shows a Director HUD message to a client. Usually such message has a bigger letter size. * Ideally used to show static/persistent message. * * Unlike classic HUD message which is channel-based, Director HUD message is stack-based. Don't expect same behavior. * You can have up to 8 messages displatying at once. If you try more, the first will be overwritten, then second, etc. * Each message is limited to 128 characters. This will be automatically truncated by the native. * Due to its way for working, there is no native to clear a specific message. * * @param index THe client index to send the message to. Use 0 to send to all connected clients. * @param message The message text or formatting rules. * @param ... The message formatting parameters. * @return On success, the formatted message length. Otherwise 0. */ native show_dhudmessage(index, const message[], any:...); /* Displays menu. Keys have bit values (key 1 is (1<<0), key 5 is (1<<4) etc.). */ native show_menu(index,keys,const menu[], time = -1, const title[] = ""); /* Gets value from client messages. * When you are asking for string the array and length is needed (read_data(2,name,len)). * Integer is returned by function (new me = read_data(3)). * Float is set in second parameter (read_data(3,value)). */ native read_data(value, any:... ); /* Returns number of values in client message. */ native read_datanum(); /* Returns message id of client message */ native read_datatype(); /* Gets log message. Can be called only in plugin_log() forward function. */ native read_logdata(output[],len); /* Returns number of log arguments. * Can be called only in plugin_log() forward function. */ native read_logargc(); /* Gets log argument indexed from 0. * Can be called only in plugin_log() forward function. */ native read_logargv(id,output[],len); /* Parse log data about user ( "Butcher<5>" etc. ). */ native parse_loguser(const text[], name[], nlen, &userid = -2, authid[] = "", alen = 0, team[]="", tlen=0); /* Prints message to server console. * You may use text formating (f.e. server_print("%-32s %.2f!","hello",7.345)) */ native server_print(const message[], any:...); /* Returns 1 or 0. */ native is_map_valid(const mapname[]); /* Returns 1 or 0. */ native is_user_bot(index); /* Returns 1 or 0. */ native is_user_hltv(index); /* Returns 1 or 0. */ native is_user_connected(index); /* Returns 1 or 0. */ native is_user_connecting(index); /* Returns 1 or 0. */ native is_user_alive(index); /* Returns 1 or 0. */ native is_dedicated_server(); /* Returns 1 or 0. */ native is_linux_server(); /* Returns 1 or 0. */ native is_jit_enabled(); /* Returns AMXX's version string of the current gameserver */ native get_amxx_verstring(buffer[], length); /* If player is not attacked function returns 0, in other * case returns index of attacking player. On second and third * parameter you may get info about weapon and body hit place. * As of 1.75, get_user_attacker can return a non-player index if the player was attacked by a non-player entity. */ native get_user_attacker(index,...); /* If player doesn't hit at anything function returns 0.0, * in other case the distance between hit point and player is returned. * If player is aiming at another player then the id and part of body are set. */ native Float:get_user_aiming(index,&id,&body,dist=9999); /* Returns player frags. */ native get_user_frags(index); /* Returns player armor. */ native get_user_armor(index); /* Returns player deaths. */ native get_user_deaths(index); /* Returns player health. */ native get_user_health(index); /* Returns index. */ native get_user_index(const name[]); /* Returns ip. */ native get_user_ip(index,ip[],len, without_port = 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. */ native user_has_weapon(index,weapon,setweapon=-1); /* Returns id of currently carried weapon. Gets also * ammount of ammo in clip and backpack. */ native get_user_weapon(index,&clip=0,&ammo=0); /* Gets ammo and clip from current weapon. */ native get_user_ammo(index,weapon,&clip,&ammo); /* Converts numbers from range 0 - 999 to words. */ native num_to_word(num,output[],len); /* Returns team id. When length is greater then 0 * then a name of team is set. */ native get_user_team(index, team[]="", len = 0); /* Returns player playing time in seconds. * If flag is set then result is without connection time. */ native get_user_time(index, flag = 0); /* Gets ping and loss at current time. */ native get_user_ping(index, &ping, &loss); /* Gets origin from player. * Modes: * 0 - current position. * 1 - position from eyes (weapon aiming). * 2 - end position from player position. * 3 - end position from eyes (hit point for weapon). * 4 - position of last bullet hit (only CS). */ native get_user_origin(index, origin[3], mode = 0); /* Returns all carried weapons as bit sum. Gets * also theirs indexes. * Note that num is incremental - if you pass 0, you get * 32 weapons towards the total. Afterwards, num will * will contain the number of weapons retrieved. * However, subsequent calls to get_user_weapons() will * return the next batch of weapons, in case the mod * supports more than 32 weapons. * This means to call get_user_weapons() on the same * inputs twice, you must reset num to 0 to get the * original output again. */ native get_user_weapons(index,weapons[32],&num); /* Returns weapon name. */ native get_weaponname(id,weapon[],len); /* Returns player name. */ native get_user_name(index,name[],len); /* Gets player authid. */ native get_user_authid(index, authid[] ,len); /* Returns player userid. */ native get_user_userid(index); /* Slaps player with given power. */ native user_slap(index,power,rnddir=1); /* Kills player. When flag is set to 1 then death won't decrase frags. */ native user_kill(index,flag=0); /* Logs something into the current amx logfile * Parameters: * string[] - format string * ... - optional parameters * Return value: * always 0 */ native log_amx(const string[], any:...); /* Sends message to standard HL logs. */ native log_message(const message[],any:...); /* Sends log message to specified file. */ native log_to_file(const file[],const message[],any:...); /* Returns number of players put in server. * If flag is set then also connecting are counted. */ native get_playersnum(flag=0); /* Sets indexes of players. * Flags: * "a" - don't collect dead players. * "b" - don't collect alive players. * "c" - skip bots. * "d" - skip real players. * "e" - match with team. * "f" - match with part of name. * "g" - ignore case sensitivity. * "h" - skip HLTV. * Example: Get all alive CTs: get_players(players,num,"ae","CT") */ native get_players(players[MAX_PLAYERS], &num ,const flags[]="", const team[]=""); /* Gets argument from command. */ native read_argv(id,output[],len); /* Gets line of all arguments. */ native read_args(output[],len); /* Returns number of arguments (+ one as command). */ native read_argc(); /* Converts string to sum of bits. * Example: "abcd" is a sum of 1, 2, 4 and 8. */ native read_flags(const flags[]); /* Converts sum of bits to string. * Example: 3 will return "ab". */ native get_flags(flags,output[],len); /* Find player. * Flags: * "a" - with given name. * "b" - with given part of name. * "c" - with given authid. * "d" - with given ip. * "e" - with given team name. * "f" - don't look in dead players. * "g" - don't look in alive players. * "h" - skip bots. * "i" - skip real players. * "j" - return index of last found player. * "k" - with given userid. * "l" - ignore case sensitivity. */ native find_player(const flags[], ... ); /* Removes quotes from sentence. */ native remove_quotes(text[]); /* Executes command on player. */ native client_cmd(index,const command[],any:...); /** * This is an emulation of a client command (commands aren't send to client!). * It allows to execute some commands on players and bots. * Function is excellent for forcing to do an action related to a game (not settings!). * The command must stand alone but in arguments you can use spaces. * * @param index Index of the client, use 0 to send to all clients. * @param command The client command to execute on. * @param arg1 Optionnal. The command arguments. * @param arg2 Optionnal. The command arguments. * @noreturn */ native engclient_cmd(index,const command[],const arg1[]="",const arg2[]=""); /** * This is an emulation of a client command (commands aren't send to client!). * It allows to execute some commands on players and bots. * Function is excellent for forcing to do an action related to a game (not settings!). * The command must stand alone but in arguments you can use spaces. * * @note This is similar to engclient_cmd with the difference all plugins hooking * the command will be notified as well. * * @param index Index of the client, use 0 to send to all clients. * @param command The client command to execute on. * @param arg1 Optionnal. The command arguments. * @param arg2 Optionnal. The command arguments. * @noreturn */ native amxclient_cmd(index, const command[], const arg1[] = "", const arg2[] = ""); /* Executes command on a server console. */ native server_cmd(const command[],any:...); /* Sets a cvar to given value. */ native set_cvar_string(const cvar[],const value[]); /* If a cvar exists returns 1, in other case 0 */ native cvar_exists(const cvar[]); /* Removes a cvar flags (not allowed for amx_version, * fun_version and sv_cheats cvars). */ native remove_cvar_flags(const cvar[],flags = -1); /* Sets a cvar flags (not allowed for amx_version, * fun_version and sv_cheats cvars). */ native set_cvar_flags(const cvar[],flags); /* Returns a cvar flags. */ native get_cvar_flags(const cvar[]); /* Sets a cvar to given float. */ native set_cvar_float(const cvar[],Float:value); /* Gets a cvar float. */ native Float:get_cvar_float(const cvarname[]); /* Gets a cvar integer value. */ native get_cvar_num(const cvarname[]); /* Sets a cvar with integer value. */ native set_cvar_num(const cvarname[],value); /* Reads a cvar value. */ native get_cvar_string(const cvarname[],output[],iLen); /* Returns a name of currently played map. */ native get_mapname(name[],len); /* Returns time remaining on map in seconds. */ native get_timeleft(); /* Returns a game time. */ native Float:get_gametime(); /* Returns maxplayers setting. */ native get_maxplayers(); /* Returns a name of currently played mod. */ native get_modname(name[],len); /* Returns time in given format. The most popular is: "%m/%d/%Y - %H:%M:%S". */ native get_time(const format[],output[],len); /* Returns time in given format. The most popular is: "%m/%d/%Y - %H:%M:%S". * Last parameter sets time to format. */ native format_time(output[],len, const format[],time = -1); /* Returns system time in seconds elapsed since 00:00:00 on January 1, 1970. * Offset is given in seconds.*/ native get_systime(offset = 0); /* Returns time in input and additionaly fills missing information * with current time and date. If time is different than -1 then parsed * time is added to given time. * Example: * parset_time( "10:32:54 04/02/2003", "%H:%M:%S %m:%d:%Y" ) * For more information see strptime(...) function from C libraries. */ native parse_time(const input[],const format[], time = -1); /* Calls function on specified time. * Flags: * "a" - repeat. * "b" - loop task. * "c" - do task on time after a map timeleft. * "d" - do task on time before a map timelimit. */ native set_task(Float:time,const function[],id = 0,const parameter[]="",len = 0,const flags[]="", repeat = 0); /* Removes all tasks with given id. If outside var is * set then a task can be removed also when * was set in another plugin. */ native remove_task(id = 0, outside = 0); /* Changes the time of a task */ native change_task(id = 0, Float:newTime=1.0, outside = 0); /* Returns 1 if task under given id exists. */ native task_exists(id = 0, outside = 0); /* Sets the users flags with the assignment by bitwise OR operator. */ native set_user_flags(index,flags=-1,id=0); /* Gets flags from player. Set index to 0 if you want to read flags from server. */ native get_user_flags(index,id=0); /* Removes flags for player. */ native remove_user_flags(index,flags=-1,id=0); /* Registers function which will be called from client console. * Set FlagManager to 1 to make FlagManager always include this command * Set FlagManager to 0 to make FlagManager never include this command * Returns the command ID. */ native register_clcmd(const client_cmd[],const function[],flags=-1, const info[]="", FlagManager=-1); /* Registers function which will be called from any console. * Set FlagManager to 1 to make FlagManager always include this command * Set FlagManager to 0 to make FlagManager never include this command * Returns the command ID. */ native register_concmd(const cmd[],const function[],flags=-1, const info[]="", FlagManager=-1); /* Registers function which will be called from server console. * Returns the command ID. */ native register_srvcmd(const server_cmd[],const function[],flags=-1, const info[]=""); /* Gets info about client command. */ native get_clcmd(index, command[], len1, &flags, info[], len2, flag); /* Returns number of registered client commands. */ native get_clcmdsnum(flag); /* Gets info about server command. */ native get_srvcmd(index,server_cmd[],len1,&flags, info[],len2, flag); /* Returns number of registered server commands. */ native get_srvcmdsnum(flag); /* Gets info about console command. If id is set to 0, then function returns only server cmds, if positive then returns only client cmds. in other case returns all console commands. */ native get_concmd(index,cmd[],len1,&flags, info[],len2, flag, id = -1); /* Gets the parent plugin id of a console command. */ native get_concmd_plid(cid, flag_mask, id_type); /* Returns number of registered console commands. */ native get_concmdsnum(flag,id = -1); /* Returns the number of plugin-registered cvars. */ native get_plugins_cvarsnum(); /* Returns information about a plugin-registered cvar. */ native get_plugins_cvar(num, name[], namelen, &flags=0, &plugin_id=0, &pcvar_handle=0); /* Gets unique id of menu. Outside set to 1 allows * to catch menus outside a plugin where register_menuid is called. */ native register_menuid(const menu[], outside=0 ); /* Calls function when player uses specified menu and proper keys. */ native register_menucmd(menuid,keys, const function[] ); /* Gets what menu the player is watching and what keys for menu he have. * When there is no menu the index is 0. If the id is negative then the menu * is VGUI in other case the id is from register_menuid() function. */ native get_user_menu(index,&id,&keys); /* Forces server to execute sent server command at current time. * Very useful for map changes, setting cvars and other activities. */ native server_exec(); /* Emits sound. Sample must be precached. */ native emit_sound(index, channel, const sample[], Float:vol, Float:att,flags, pitch); /* Registers new cvar for HL engine. * Returns the cvar pointer for get/set_pcvar functions. */ native register_cvar(const name[],const string[],flags = 0,Float:fvalue = 0.0); /* Generates random floating point number from a to b. */ native Float:random_float(Float:a,Float:b); /* Generates random integer from a to b. */ native random_num(a,b); /* Returns id of client message. * Example: get_user_msgid("TextMsg"). */ native get_user_msgid(const name[]); /* Gets name of client message index. Return value is number of * characters copied into name. Returns 0 on invalid msgid. */ native get_user_msgname(msgid, name[], len); /* Checks if public variable with given name exists in loaded plugins. */ native xvar_exists( const name[] ); /* Returns an unique id for public variable specified by name. If such * variable doesn't exist then returned value is -1. */ native get_xvar_id( const name[] ); /* Returns an integer value of a public variable. Id is a value * returned by get_xvar_id(...) native. */ native get_xvar_num( id ); /* Returns a float value of a public variable. Id is a value * returned by get_xvar_id(...) native. */ native Float:get_xvar_float( id ); /* Sets a value of a public variable. Id is a value * returned by get_xvar_id(...) native. */ native set_xvar_num( id, value = 0 ); /* Sets a float value of a public variable. Id is a value * returned by get_xvar_id(...) native. */ native set_xvar_float( id, Float:value = 0.0 ); /* Checks whether a module is loaded. If it is not, the return value is -1, otherwise * the return value is the module id. The function is case insensitive. */ native is_module_loaded(const name[]); /* Gets info about a module. * Parameters: * id - the id of the module * name[] - The name of the module will be stored here * nameLen - maximal length of the name * author[] - the author will be stored here * authorLen - maximal length of the author * version[] - the version of the module will be stored here * versionLen - maximal length of the version * status - the status of the module will be stored here * Return value: * id - success * -1 - module not found */ native get_module(id, name[], nameLen, author[], authorLen, version[], versionLen, &status); /* Returns number of currently registered modules */ native get_modulesnum(); /** * Checks whether a plugin is loaded by the given registered name (such as "Admin Base"), or, optionally * the given filename ("admin.amxx"). * * @param name Either the plugin name to lookup, or the plugin filename to lookup. * @param usefilename Set to true if you want to search for the plugin by the filename, false to search * by the plugin's registered name. * * @return Plugin ID of the matching plugin on a successful search, -1 on a failed search. * * @note Prior to 1.8, this function would only search for plugins registered names, not * the filename. * * @note The plugin registered name search is a case insensitive search, however, the plugin * filename search is case sensitive. */ native is_plugin_loaded(const name[], bool:usefilename=false); /* Gets info about plugin by given index. * Function returns -1 if plugin doesn't exist with given index. * Note: the [...] portion should not be used, and is only for backward compatibility. * Use index of -1 to use the calling plugin's ID. */ native get_plugin(index,filename[]="",len1=0,name[]="",len2=0,version[]="",len3=0,author[]="",len4=0,status[]="",len5=0,...); /* Returns number of all loaded plugins. */ native get_pluginsnum(); /* Pauses function or plugin so it won't be executed. * In most cases param1 is name of function and * param2 name of plugin (all depends on flags). * Flags: * "a" - pause whole plugin. * "c" - look outside the plugin (by given plugin name). * "d" - set "stopped" status when pausing whole plugin. * In this status plugin is unpauseable. * Example: pause("ac","myplugin.amxx") * * Note: There used to be the b and e flags as well, * which have been deprecated and are no longer used. */ native pause(const flag[], const param1[]="",const param2[]=""); /* Unpauses function or plugin. * Flags: * "a" - unpause whole plugin. * "c" - look outside the plugin (by given plugin name). */ native unpause(const flag[], const param1[]="",const param2[]=""); /* Call a function in this / an another plugin by name. * Parameters: * plugin - plugin filename; if "", the caller plugin is used. * If specified, it has to be the exact filename (for example stats.amxx) * func - function name * Return value: * 1 - Success * 0 - Runtime error * -1 - Plugin not found * -2 - Function not found */ native callfunc_begin(const func[], const plugin[]=""); /* Call a function in this / an another plugin by id. * Parameters: * plugin - plugin id; the id you would pass to get_plugin * If < 0, the current plugin is taken * func - function id * Return value: * 1 - Success * -1 - Plugin not found * -2 - Function not executable */ native callfunc_begin_i(func, plugin = -1); /* Get a function id (for callfunc_begin_i) To get the plugin id, use the find_plugin stock */ native get_func_id(const funcName[], pluginId = -1); /* Push a parameter (integer, string, float) * Note that none of these values are const. * Anything pushed by intrf, floatrf, array, or str * can be modified by the called function. */ native callfunc_push_int(value); native callfunc_push_float(Float: value); native callfunc_push_intrf(&value); native callfunc_push_floatrf(& Float: value); /* If copyback is 1 (default), any changes are copied back. * Note that this will defy the 'const' specifier for push_str(), * which is only kept for special backwards compatibility. */ native callfunc_push_str(const VALUE[], bool:copyback=true); native callfunc_push_array(const VALUE[], array_size, bool:copyback=true); /* Make the actual call. * Return value of the function called. */ native callfunc_end(); /* Called on inconsistent file. You can put any text * into reason to change an original message. */ forward inconsistent_file(id,const filename[], reason[64] ); /* Forces the client and server to be running with the same * version of the specified file ( e.g., a player model ). */ native force_unmodified(force_type, const mins[3] , const maxs[3], const filename[]); /* Calculates the md5 keysum of a string */ native md5(const szString[], md5buffer[34]); /* Calculates the md5 keysum of a file */ native md5_file(const file[], md5buffer[34]); /* Returns the internal flags set on the plugin's state * If hdr is 1, it will return the pcode flags rather than state flags. * * Use a plid of -1 to get the flags for the calling plugin. */ native plugin_flags(hdr=0, plid=-1); /** * @deprecated * Do not use! */ forward plugin_modules(); native require_module(const module[]); native is_amd64_server(); /* Returns plugin id searched by file/name. Returns INVALID_PLUGIN_ID on failure. */ native find_plugin_byfile(const filename[], ignoreCase=1); /* This is called before plugin_init and allows you to register natives. */ forward plugin_natives(); /* Registers a NATIVE. When a plugin uses your native (you should distribute a .inc), * the handler will be called with two parameters: the calling plugin id, and the * number of parameters. * If you set style=1, the method of parameter passing is a tad more efficient. * Instead of "id, numParams", you label the native exactly as how the parameters * should, in theory, be sent. Then for each byreference parameter, you call * param_convert(num). This is theoretically more efficient but quite hacky. * The method was discovered by dJeyL, props to him! */ native register_native(const name[], const handler[], style=0); /* Registers a library. To mark a library as required, place the following * in your include file: * #pragma reqlib * #if !defined AMXMODX_NOAUTOLOAD * #pragma loadlib * #endif */ native register_library(const library[]); /* Logs an error in your native, and breaks into the debugger. * Acts as if the calling plugin had the error. */ native log_error(error, const fmt[], any:...); // More Dynamic Native System Stuff // Each of these natives affects one of the parameters sent to your native. // Parameters go from 1 to n, just like in modules, and it is important to // remember two things: The parameters are actually coming from another plugin // (and just like modules, you must use these special natives). // two: you CANNOT call your native from inside your native. This is very bad. //This function should only be called if you registered with style=1 //You only need to use it on by-reference parameters. native param_convert(num); // Gets a string from the calling plugin native get_string(param, dest[], maxlen); // Sets a string in the calling plugin native set_string(param, dest[], maxlen); // Gets a normal int or float parameter native get_param(param); native Float:get_param_f(param); // Gets/Sets a float or int parameter by reference native get_param_byref(param); native Float:get_float_byref(param); native set_param_byref(param, value); native set_float_byref(param, Float:value); // Copies an array either from the calling plugin to you // Or copies an array from you to the calling plugin native get_array(param, dest[], size); native get_array_f(param, Float:dest[], size); native set_array(param, const source[], size); native set_array_f(param, const Float:source[], size); // Dispatches a client cvar query // id: Player id // cvar: cvar name // resultFunc: public handler function // paramLen + params: optional array parameter // resultFunc looks like: // public callbackCvarValue(id, const cvar[], const value[]) // or if you use the optional parameter: // public callbackCvarValue(id, const cvar[], const value[], const param[]) native query_client_cvar(id, const cvar[], const resultFunc[], paramlen=0, const params[] = ""); /** * Allows you to trap error messages that occur in your plugin. * You can use this to override the debug messages that occur when your plugin * causes some sort of runtime error. Your handler will be called in this style: * * public error_filter(error_code, bool:debugging, message[]) * error_code is the AMX_ERR code. debugging is whether or not the plugin is in debug mode. * message[] is any message that was sent along with the error. * Return PLUGIN_CONTINUE to let the error pass through the filter. * Return PLUGIN_HANDLED to block the error from displaying. */ native set_error_filter(const handler[]); /** * Gets a trace handle for the item at the top of the traced call stack. * Returns 0 if no debugging information is available. */ native dbg_trace_begin(); /** * Gets the next item in a traced call stack. Returns 0 if no more traces exist. */ native dbg_trace_next(trace); /** * Gets the call stack info for a trace. */ native dbg_trace_info(trace, &line, function[], maxLength1, file[], maxLength2); /** * Gets the formatted error string, which looks like "Run time error X: (description)" */ native dbg_fmt_error(buffer[], maxLength); /** * The following two natives are useful for creating cross-mod plugins * where instead of #define flags to compile separate versions, you can * filter out the natives and modules depending on the current mod. * Examples of this usage are in plmenu.sma, which filters out the cstrike module. */ /** * Sets a native filter. This must be first set in plugin_natives(), but future calls will * simply set a new filter. * This filter will allow your plugin to load even if its modules aren't loaded. For example, * if Fun isn't loaded and you use set_user_frags, your plugin will still load. However, if you * attempt to call this native, your filter will intercept it with these parameters: * * public function native_filter(const native[], index, trap) * native - name of native * index - index of native * trap - 0 if native couldn't be found, 1 if native use was attempted * * If you return PLUGIN_HANDLED, no error is thrown. If you return PLUGIN_CONTINUE, * your plugin will have a run-time-error. To print your own error, or change the default, * you can return PLUGIN_HANDLED or return PLUGIN_CONTINUE and use set_error_filter. * If you return PLUGIN_CONTINUE when trap is 0, the plugin will ABORT AND FAIL TO LOAD! * When trap is 0, it is unsafe to use natives that modify the server or use other plugins. */ native set_native_filter(const handler[]); /** * This function sets a module/library filter. It will let you intercept the automatic requirement * of a module and return PLUGIN_CONTINUE to fail load or PLUGIN_HANDLED to imply that load * can continue even without the module. * * This is the most unforgiving of the filter functions. You can ONLY call it during plugin_natives, * and any error that occurs is not filtered -- instead your plugin will fail to load as if you * returned PLUGIN_CONTINUE. * * Your handler will be called with this prototype: * * public module_filter(const library[], LibType:type); * library - library or class name of the module that is required * libtype - The type of requirement being checked (library/module or class). * * * set_module_filter() returns 0 on success (unlike most natives). */ native set_module_filter(const handler[]); /** * Aborts execution of the current callback. Your script will throw a run time error. * You can also specify an optional message. * You should NOT call this function inside: * - Error or module filters (native filters are safe if trap is 1) * - plugin_natives() * Note that the plugin's filename is prepending to your message: * [myplugin.amxx] MESSAGE */ native abort(error, const fmt[]="", any:...); /** * Checks if a specific module is loaded. This is the exact same method AMX Mod X * uses to see if a module is required by a plugin. For example: * module_exists("cstrike") * module_exists("dbi") */ native module_exists(const logtag[]); /** * Checks if a library/class is loaded. This is the newer version of module_exists. */ native LibraryExists(const library[], LibType:type); /** * Returns the next valid hudchannel for a user, from 1-4. */ native next_hudchannel(player); /** * Creates a HUD Synchronization Object. Create one of these * for each section of the screen that contains overlapping HUD messages. * For example, if you use both sides of the screen to display three messages * that can potentially overlap, each side counts as a synchronizable area. * You can then use ShowSyncHudMsg() to correctly synchronize displaying the * HUD message with any other messages potentially in its class. Note that this * does not yet do anything like reserve screen area, its sole purpose is to be * able to wipe an old message on an auto-channel and ensure that it will not * clear a message from another plugin. * The parameters are kept blank for future use. */ native CreateHudSyncObj(num=0, ...); /** * Displays a synchronized HUD message. This will check that your * HUD object has its previous display on the screen cleared before * it proceeds to write another. It will only do this in the case * of that channel not having been cleared already. * Target can be 0 for all players or 1-get_maxplayers(). * You must use set_hudmessage, although the channel parameter is * entirely ignored. */ native ShowSyncHudMsg(target, syncObj, const fmt[], any:...); /** * Clears the display on a HudSync Object. This is essentially the same * thing as: ShowSyncHudMsg(x, y, ""), except doing that would send * out two messages and use up another channel. This re-uses the last * channel and clears it at the same time. * Note: for this you do not have to use set_hudmessage(). * Note: target can be 0 for all players. */ native ClearSyncHud(target, syncObj); //no native int3(); //Sets your plugin to a failed/error state. //If you use this, your plugin will cease operating. //This is a good idea to fatally, but gracefully, handle errors. //You can set a failed error message. native set_fail_state(const fmt[], any:...); //Returns the reference address of the variable passed in. //This address is local to the plugin, and not a full CPU address //pass the variable as the first parameter native get_var_addr(any:...); //Returns the value of an address. This dereferences something returned by // get_var_addr(). Attempting to pass in a value beyond stack or heap limits // will result in AMX_ERR_MEMACCESS. native get_addr_val(addr); //Sets the value of an address. same as above, essentially native set_addr_val(addr, val); /** * Creates a multi-plugin forward. * Stop type must be one of the ET_ values in amxconst.inc * results will be > 0 for success */ native CreateMultiForward(const name[], stop_type, ...); /** * Creates a multi-forward plugin that can filter between old/new plugins. * Old plugins are used by the AMX Mod backwards compatibility layer. * Stop type must be one of the ET_ values in amxconst.inc * Forward type must be one of the FORWARD_ values in amxconst.inc. */ native CreateMultiForwardEx(const name[], stop_type, forward_type, ...); /** * Creates a forward for one plugin. * Results will be > 0 for success. * id should be an id such as returned by find_plugin_byfile. * Unlike get_plugin(), negative numbers will not work. */ native CreateOneForward(plugin_id, const name[], ...); /** * prepares an array. use this and pass the result into * ExecuteForward() instead of the array itself. */ native PrepareArray(const array[], size, copyback=0); /** * executes a forward. returns result in ret. * returns 1 for success, 0 for failure. */ native ExecuteForward(forward_handle, &ret, any:...); /** * Destroys/deallocates any type of forward */ native DestroyForward(forward_handle); /* CVAR Pointer natives. Use these for * more optimized CVAR usage. * register_cvar() returns a pointer you can use. */ /** * Get a cvar pointer. Returns 0 if not found. */ native get_cvar_pointer(const cvar[]); native get_pcvar_flags(pcvar); native set_pcvar_flags(pcvar, flags); native get_pcvar_num(pcvar); native set_pcvar_num(pcvar, num); native Float:get_pcvar_float(pcvar); native set_pcvar_float(pcvar, Float:num); native get_pcvar_string(pcvar, string[], maxlen); native set_pcvar_string(pcvar, const string[]); /** * Sets a whole array to a certain value. */ native arrayset(array[], value, size); /** * Returns the weapon id, otherwise 0 when no id found. * The weapon name is case sensitive, and has the weapon_* form. */ native get_weaponid(const name[]); /** * Adds an admin to the dynamic admin storage * for lookup at a later time */ native admins_push(const AuthData[], const Password[], Access, Flags); /** * Gets the number of admins in the dynamic admin * storage list */ native admins_num(); /** * Gets information about a dynamically stored admin * Use the enum AdminProp * Returns an integer value: AdminProp_Access, AdminProp_Flags * Sets the buffer string: AdminProp_Auth, AdminProp_Password */ native admins_lookup(num, AdminProp:Property, Buffer[]="", BufferSize=0); /** * Clears the list of dynamically stored admins */ native admins_flush(); /** * Searches whether a map contains at least one entity with the provided class name. * * @param classname The entity classname to check. * * @return Returns true if an entity is found, otherwise false. */ native bool:has_map_ent_class(const classname[]); // Keep this always at the bottom of this file #include