/* Counter-Strike functions * * by the AMX Mod X Development Team * * This file is provided as is (no warranties). */ #if defined _cstrike_included #endinput #endif #define _cstrike_included /* Returns player deaths. */ native cs_get_user_deaths(index); /* Sets player deaths. */ native cs_set_user_deaths(index, newdeaths); /* Returns index of entity (does not have to be a player) which hostage is following. 0 is hostage doesn't follow anything. */ native cs_get_hostage_foll(index); /* Set hostage to follow entity specified in followedindex. Does not have to be a player. If followedindex is 0 the hostage will stop following. */ native cs_set_hostage_foll(index, followedindex = 0); /* Get unique hostage id. */ native cs_get_hostage_id(index); /* Get amount of ammo in backpack on a user for a specific weapon. * Look in amxconst.inc for weapon types: CSW_*. * Weapons on the same line uses the same ammo type: * awm * scout, ak, g3 * para * famas, m4a1, aug, sg550, galil, sg552 * m3, xm * usp, ump, mac * fiveseven, p90 * deagle * p228 * glock, mp5, tmp, elites * flash * he * smoke */ native cs_get_user_bpammo(index, weapon); /* Restock/remove ammo in a user's backpack. */ native cs_set_user_bpammo(index, weapon, amount); /* Returns 1 if user has a defuse kit. */ native cs_get_user_defuse(index); /* If defusekit is 1, the user will have a defuse kit. * You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green. * You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */ native cs_set_user_defuse(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0); /* Is user in buyzone? Returns 1 when true, 0 when false. */ native cs_get_user_buyzone(index); /* Get user model. */ native cs_get_user_model(index, model[], len); /* Set user model. */ native cs_set_user_model(index, const model[]); /* Use to reset model to standard selected model. */ native cs_reset_user_model(index); /* Returns users money. */ native cs_get_user_money(index); /* Gives money to user. If flash is 1, the difference between new and old amount will flash red or green. */ native cs_set_user_money(index, money, flash = 1); /* Does user have night vision goggles? */ native cs_get_user_nvg(index); /* Set nvgoggles to 1 to give night vision goggles to index. Set it to 0 to remove them. */ native cs_set_user_nvg(index, nvgoggles = 1); /* Returns 1 if user has the "skill" to plant bomb, else 0. Normally this would only be true for a terrorist carrying a bomb. */ native cs_get_user_plant(index); /* If plant is 1, a user will be set to be able to plant bomb within the usual bomb target areas if having one. * You should use this if you give a player a weapon_c4, or he won't be able to plant it * without dropping it and picking it up again (only possible for terrorists). * If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */ native cs_set_user_plant(index, plant = 1, showbombicon = 1); /* Get team directly from player's entity. * 1 = terrorist * 2 = counter-terrorist * 3 = spectator */ enum CsTeams { CS_TEAM_T = 1, CS_TEAM_CT = 2, CS_TEAM_SPECTATOR = 3 }; native cs_get_user_team(index); /* Set user team without killing player. * If model is anything other than CS_DONTCHANGE, that will be set as player's model. */ enum CsInternalModel { CS_DONTCHANGE = 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 }; native cs_set_user_team(index, team, model = CS_DONTCHANGE); /* Is user vip? Returns 1 if true, 0 if false. */ native cs_get_user_vip(index); /* If vip = 1, user is set to vip. Note that this is useful to unset vips, so they can change teams properly. * This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */ native cs_set_user_vip(index, vip = 1); /* Returns 1 if specified weapon is in burst mode. */ native cs_get_weapon_burst(index); /* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated. * Only GLOCK and FAMAS can enter/leave burst mode. */ native cs_set_weapon_burst(index, burstmode = 1); /* Returns 1 if weapon is silenced, else 0. */ native cs_get_weapon_silen(index); /* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced. */ native cs_set_weapon_silen(index, silence = 1); /* Returns amount of ammo in weapon's clip. */ native cs_get_weapon_ammo(index); /* Set amount of ammo in weapon's clip. */ native cs_set_weapon_ammo(index, newammo);