/* NS module functions * - * (c) 2004, Steve Dudenhoeffer * This file is provided as is (no warranties). */ #if defined NS_INC #endinput #endif #define NS_INC #pragma library ns #include /* 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]); /* 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 the index of the owner of a structure. -1 for no owner. */ native ns_get_struct_owner(idStructsure); /* Sets the index of the owner of a structure. -1 for no owner. */ native ns_set_struct_owner(idStructure,indexOwner); /* 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); /* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */ native ns_set_fov(idPlayer,Float:_fov=0.0); /* Give a player an item. */ native ns_give_item(id,const _szClassName[]); /* A player's team entvar has changed */ forward client_changeteam(id,newteam,oldteam); /* A player's deadflag entvar has changed from >0 to 0 */ forward client_spawn(id);