cec42bdcae
* Fixed param information * Removed whitespace that prevented the API to generate client_disconnected information * Fixed documentation. * Update lang.inc * Documentation fix (g/s)et_user_hitzones() functions weren't generating properly in the API due to a whitespace in front of the comment blocks. @return for give item() was missing. * Whitespace prevented API documentation from generating * Update lang.inc
307 lines
9.2 KiB
SourcePawn
Executable File
307 lines
9.2 KiB
SourcePawn
Executable File
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Fun Functions
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//
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#if defined _fun_included
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#endinput
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#endif
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#define _fun_included
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#pragma reqlib fun
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib fun
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#endif
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/**
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* Tells whether receiver hears sender via voice communication.
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*
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* @param receiver Receiver
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* @param sender Sender
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*
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* @return 1 if receiver hears the sender, 0 otherwise.
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* @error If receiver or sender are not connected or not
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* within the range of 1 to MaxClients
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*/
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native get_client_listen(receiver, sender);
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/**
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* Sets who can listen who.
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*
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* @param receiver Receiver
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* @param sender Sender
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* @param listen 1 if receiver should be able to hear sender, 0 if not
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*
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* @return 0 if the setting can't be done for some reason
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* @error If receiver or sender are not connected or not
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* within the range of 1 to MaxClients.
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*/
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native set_client_listen(receiver, sender, listen);
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/**
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* Sets player's godmode.
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*
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* @param index Client index
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* @param godmode 1 to enable godmode, 0 to disable
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_godmode(index, godmode = 0);
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/**
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* Tells whether a player has godmode on.
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*
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* @param index Client index
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*
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* @return 1 if player has godmode on, 0 if not
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native get_user_godmode(index);
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/**
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* Sets player's armor amount.
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*
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* @param index Client index
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* @param armor The armor amount to set
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_armor(index, armor);
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/**
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* Sets player's health amount.
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*
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* @param index Client index
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* @param health The health amount to set
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_health(index, health);
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/**
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* Moves a player to the given origin.
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*
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* @param index Client index
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* @param origin Origin to move a player to
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_origin(index, const origin[3]);
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/**
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* Sets player's rendering mode.
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*
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* @note A really useful render modes reference:
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* https://sites.google.com/site/svenmanor/rendermodes
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*
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* @param index Client index
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* @param fx Rendering effects. One of kRenderFx* constants
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* @param r The amount of red color (0 to 255)
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* @param g The amount of green color (0 to 255)
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* @param b The amount of blue color (0 to 255)
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* @param render Render mode. One of kRender* constants
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* @param amount Render amount (0 to 255)
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0);
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/**
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* Gives an item to a player.
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*
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* @param index Client index
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* @param item Classname of the item to give. Should start with either
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* "weapon_", "ammo_", "item_" or "tf_weapon_"
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*
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* @return Item entity index. If an invalid item name is
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* given or the item failed to create, it will return 0.
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* If the item was removed, it will return -1
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* @error If player is not connected or not within the range
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* of 1 to MaxClients or item creation fails.
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*/
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native give_item(index, const item[]);
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/**
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* Sets (adds, removes) hit zones for a player.
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*
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* @note This actually sets rules of how any player can hit any other.
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* Example: set_user_hitzones(id, target, 2) - makes @id able to
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* hit @target only in the head.
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*
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* @param index Client index
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* @param target The target player
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* @param body A bitsum of the body parts that can/can't be shot:
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* 1 - generic
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* 2 - head
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* 4 - chest
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* 8 - stomach
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* 16 - left arm
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* 32 - right arm
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* 64 - left leg
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* 128 - right leg
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_hitzones(index = 0, target = 0, body = 255);
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/**
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* Gets the set of hit zone "rules" between @index and @target players.
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*
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* @note For the body part bitsum take a look at the set_user_hitzones() native.
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*
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* @param index Client index
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* @param target The target player
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*
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* @return The bitsum of @target's body parts @index is able to hit
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native get_user_hitzones(index, target);
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/**
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* Sets player's maximum movement speed.
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*
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* @param index Client index
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* @param speed The maximum speed player will be able to run at
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_maxspeed(index, Float:speed = -1.0);
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/**
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* Gets player's maximum movement speed.
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*
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* @param index Client index
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*
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* @return Player's maximum movement speed
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native Float:get_user_maxspeed(index);
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/**
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* Sets player's gravity.
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*
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* @param index Client index
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* @param gravity Gravity value to set, 1.0 being normal gravity (800)
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_gravity(index, Float:gravity = 1.0);
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/**
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* Gets player's gravity.
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*
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* @param index Client index
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*
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* @return Player's gravity value, 1.0 being normal gravity (800)
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native Float:get_user_gravity(index);
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/**
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* Spawns an entity.
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*
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* @param index Entity index
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native spawn(index);
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/**
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* Enables or disables player's noclip.
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*
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* @param index Client index
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* @param noclip 1 to enable noclip, 0 to disable
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_noclip(index, noclip = 0);
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/**
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* Gets whether a player has noclip enabled or not.
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*
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* @param index Client index
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*
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* @return 1 if noclip is enabled, 0 if disabled
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native get_user_noclip(index);
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/**
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* Tells whether a player has silent footsteps enabled.
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*
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* @param index Client index
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*
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* @return 1 if silent footsteps are enabled, 0 if not
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native get_user_footsteps(index);
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/**
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* Enables or disables player's silent footsteps.
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*
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* @param index Client index
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* @param set 1 if player should have silent footsteps, 0 otherwise
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_footsteps(id, set = 1);
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/**
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* Strips all weapons from a player, including their knife.
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*
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* @param index Client index
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native strip_user_weapons(index);
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/**
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* Sets player's frags amount.
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*
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* @param index Client index
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* @param frags The amount of frags to set
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*
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* @noreturn
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* @error If player is not connected or not within the range
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* of 1 to MaxClients.
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*/
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native set_user_frags(index, frags);
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