/* TSFUN * * (c) 2005-2006, AMX Mod X Dev Team * This file is provided as is (no warranties). */ #if defined _tsxfun_included #endinput #endif #define _tsxfun_included #include #include /************* Shared Natives Start ********************************/ /* Forward types */ enum { XMF_DAMAGE = 0, XMF_DEATH, } #pragma library tsfun /************* Shared Natives End ********************************/ /* Function is called just before a kung foo attack is done, * damage and time length may be altered with natives. * Return PLUGIN_HANDLED to stop attack. * UNAVAILABLE IN 1.70 */ forward Melee_Attack(id,Float:time,Float:damage,UNAVAILABLE); // Returns when someone stunts, after they do it. //UNAVAILABLE IN 1.70 forward client_stunt(id,stunttype,UNAVAILABLE); /* Function is called when powerups are ran, * Returns value of powerup. Use TSPWUP_*'s * to find exactly which one it is. * UNAVAILABLE IN 1.70 */ forward client_powerup(id,powerup,UNAVAILABLE); /* weapon logname to weapon name convertion */ native ts_wpnlogtoname(logname[],name[],len); /* weapon logname to weapon index convertion */ native ts_wpnlogtoid(logname[]); //UNAVAILABLE IN 1.70 //native Float:ts_getusertime( index ); //! //native ts_setusertime( index, Float:time ); //! native ts_getusercash( index ); native ts_setusercash( index, money ); native ts_getuserslots( index ); native ts_setuserslots( index, slots ); native ts_getuserstate( index ) native ts_getuserwpn( index,&ammo,&clip,&mode,&extra ); native ts_getuserspace( index ); native ts_getuserkillflags(killer); native ts_getkillingstreak( index ); native ts_getuserlastfrag( index ); native ts_giveweapon( index,weapon,clips,extra ); native ts_getuserpwup( index ); stock ts_has_slowmo(id) return (ts_getuserpwup(id) &TSPWUP_SLOWMO); stock ts_has_infammo(id) return (ts_getuserpwup(id) &TSPWUP_INFAMMO); stock ts_has_slowpause(id) return (ts_getuserpwup(id) &TSPWUP_SLOWPAUSE); stock ts_has_dfirerate(id) return (ts_getuserpwup(id) &TSPWUP_DFIRERATE); stock ts_has_grenade(id) return (ts_getuserpwup(id) &TSPWUP_GRENADE); stock ts_has_health(id) return (ts_getuserpwup(id) &TSPWUP_HEALTH); stock ts_has_armor(id) return (ts_getuserpwup(id) &TSPWUP_ARMOR); /* Function will create pwup entity and return its index (pwupent) */ native ts_createpwup( pwup ); native ts_givepwup( index,pwupent ); native ts_setpddata( knifeoffset ); // Alters a fu attack. Use with fu forward // UNAVAILABLE IN 1.70 // native ts_set_fuattack(id,Float:time,Float:damage); //! // Changes board message native ts_set_message(id,message) // Gets the message board message native ts_get_message(id) stock ts_is_normal(id) { new msg = ts_get_message(id) if( (msg > 11) || (msg > 6 && msg < 10) ) return 1; return 0; } stock ts_is_waiting(id) return (ts_get_message(id) == TSMSG_WAITING) stock ts_is_dead(id) return (ts_get_message(id) == TSMSG_DEAD) stock ts_is_killer(id) return (ts_get_message(id) == TSMSG_KILLER) stock ts_is_demolition(id) return (ts_get_message(id) == TSMSG_DEMOLITION) stock ts_is_specialist(id) return (ts_get_message(id) == TSMSG_SPECIALIST) stock ts_is_unstoppable(id) return (ts_get_message(id) == TSMSG_UNSTOPPABLE) stock ts_is_theone(id) return (ts_get_message(id) == TSMSG_THEONE) // Return one on true, 0 on false // UNAVAILABLE IN 1.70 native ts_has_superjump(id); //! native ts_has_fupowerup(id); //! native ts_is_in_slowmo(id) // Get and set consecutive frags //UNAVAILABLE IN 1.70 //native ts_get_cons_frags(id); //native ts_set_cons_frags(id,num); // Set to see cool bullet trails. Only id will see them. native ts_set_bullettrail(id,yesorno); // Sets fake versions of slow mo and slow pause. Use ts_set_speed for more options. native ts_set_fakeslowmo(id,Float:time) native ts_set_fakeslowpause(id,Float:time) /* Sets speed artificially. 1.0 is default, Go into fractions and decimals for slower * and put in higher numbers for higher speeds. Aura is how far things around you are effected * Time is the time until it wears off. 0.0 for speed will freeze people. Do not use negatives. */ native ts_set_speed(id,Float:speed,Float:auradist,Float:time) /* Sets physics speed artificially. Things like sparks and sounds will be effected. * Any negative number will render all physics paused. */ native ts_set_physics_speed(id,Float:speed) // Returns 0 if no powerup is running. Returns the powerup type otherwise. native ts_is_running_powerup(id) // Highly experimental command which overrides powerup types. // Use if a powerup is already running, or if a powerup is not running. // Safe to use in powerup forward. native ts_force_run_powerup(id,PWUP_TYPE)