/** * vim: set ts=4 : * ============================================================================= * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved. * ============================================================================= * * This file is part of the SourceMod/SourcePawn SDK. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License, version 3.0, as published by the * Free Software Foundation. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . * * As a special exception, AlliedModders LLC gives you permission to link the * code of this program (as well as its derivative works) to "Half-Life 2," the * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software * by the Valve Corporation. You must obey the GNU General Public License in * all respects for all other code used. Additionally, AlliedModders LLC grants * this exception to all derivative works. AlliedModders LLC defines further * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), * or . * * Version: $Id$ */ #if defined _entity_prop_stocks_included #endinput #endif #define _entity_prop_stocks_included enum { MOVETYPE_NONE = 0, /** never moves */ MOVETYPE_ISOMETRIC, /** For players */ MOVETYPE_WALK, /** Player only - moving on the ground */ MOVETYPE_STEP, /** gravity, special edge handling -- monsters use this */ MOVETYPE_FLY, /** No gravity, but still collides with stuff */ MOVETYPE_FLYGRAVITY, /** flies through the air + is affected by gravity */ MOVETYPE_VPHYSICS, /** uses VPHYSICS for simulation */ MOVETYPE_PUSH, /** no clip to world, push and crush */ MOVETYPE_NOCLIP, /** No gravity, no collisions, still do velocity/avelocity */ MOVETYPE_LADDER, /** Used by players only when going onto a ladder */ MOVETYPE_OBSERVER, /** Observer movement, depends on player's observer mode */ MOVETYPE_CUSTOM, /** Allows the entity to describe its own physics */ }; #define IN_ATTACK (1 << 0) #define IN_JUMP (1 << 1) #define IN_DUCK (1 << 2) #define IN_FORWARD (1 << 3) #define IN_BACK (1 << 4) #define IN_USE (1 << 5) #define IN_CANCEL (1 << 6) #define IN_LEFT (1 << 7) #define IN_RIGHT (1 << 8) #define IN_MOVELEFT (1 << 9) #define IN_MOVERIGHT (1 << 10) #define IN_ATTACK2 (1 << 11) #define IN_RUN (1 << 12) #define IN_RELOAD (1 << 13) #define IN_ALT1 (1 << 14) #define IN_ALT2 (1 << 15) #define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down #define IN_SPEED (1 << 17) // Player is holding the speed key #define IN_WALK (1 << 18) // Player holding walk key #define IN_ZOOM (1 << 19) // Zoom key for HUD zoom #define IN_WEAPON1 (1 << 20) // weapon defines these bits #define IN_WEAPON2 (1 << 21) // weapon defines these bits #define IN_BULLRUSH (1 << 22) #define IN_GRENADE1 (1 << 23) // grenade 1 #define IN_GRENADE2 (1 << 24) // grenade 2 /** * Gets an entity's movetype. * * @param entity Entity index. * @return Movetype, see enum above. * @error Invalid entity index, or lack of mod compliance. */ stock GetEntityMovetype(entity) { new offset = GetEntSendPropOffs(entity, "movetype"); return GetEntData(entity, offset, 1); } /** * Sets an entity's movetype. * * @param entity Entity index. * @param mt Movetype, see enum above. * @noreturn * @error Invalid entity index, or lack of mod compliance. */ stock SetEntityMovetype(entity, mt) { new offset = GetEntSendPropOffs(entity, "movetype"); SetEntData(entity, offset, mt, 1, true); } /** * Sets an entity's color. * * @param entity Entity index * @param r Amount of red (0-255) * @param g Amount of green (0-255) * @param b Amount of blue (0-255) * @param a Amount of alpha (0-255) * @noreturn * @error Invalid entity index, or lack of mod compliance. */ stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255) { new offset = GetEntSendPropOffs(entity, "m_clrRender"); SetEntData(entity, offset, r, 1, true); SetEntData(entity, offset + 1, g, 1, true); SetEntData(entity, offset + 2, b, 1, true); SetEntData(entity, offset + 3, a, 1, true); } /** * Gets an entity's gravity. * * @param entity Entity index. * @return Entity's m_flGravity value. * @error Invalid entity index, or lack of mod compliance. */ stock Float:GetEntityGravity(entity) { return GetEntPropFloat(entity, Prop_Data, "m_flGravity"); } /** * Sets an entity's gravity. * * @param entity Entity index. * @param amount Gravity to set (default = 800). * @noreturn * @error Invalid entity index, or lack of mod compliance. */ stock SetEntityGravity(entity, Float:amount) { SetEntPropFloat(entity, Prop_Data, "m_flGravity", amount); } /** * Sets an entity's health * * @param entity Entity index. * @param amount Health amount. * @noreturn * @error Invalid entity index, or lack of mod compliance. */ stock SetEntityHealth(entity, amount) { SetEntProp(entity, Prop_Send, "m_iHealth", amount); } /** * Get's a users current pressed buttons * * @param client Client index * @return Bitsum of buttons * @error Invalid client index, client not in game, * or lack of mod compliance. */ stock GetClientButtons(client) { return GetEntProp(client, Prop_Data, "m_nButtons"); }