--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%402091
		
			
				
	
	
		
			327 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			327 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _tf2_stocks_included
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 #endinput
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#endif
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#define _tf2_stocks_included
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#include <tf2>
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#include <sdktools>
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enum TFResourceType
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{
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	TFResource_Ping,
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	TFResource_Score,
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	TFResource_Deaths,
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	TFResource_TotalScore, 
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	TFResource_Captures,
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	TFResource_Defenses,
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	TFResource_Dominations,
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	TFResource_Revenge,
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	TFResource_BuildingsDestroyed, 
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	TFResource_Headshots,
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	TFResource_Backstabs,
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	TFResource_HealPoints,
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	TFResource_Invulns,
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	TFResource_Teleports,
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	TFResource_ResupplyPoints,
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	TFResource_KillAssists,
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	TFResource_MaxHealth,
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	TFResource_PlayerClass
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};
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static const String:TFResourceNames[TFResourceType][] =
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{
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	"m_iPing",
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	"m_iScore",
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	"m_iDeaths",
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	"m_iTotalScore",
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	"m_iCaptures",
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	"m_iDefenses",
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	"m_iDominations",
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	"m_iRevenge",
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	"m_iBuildingsDestroyed",
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	"m_iHeadshots",
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	"m_iBackstabs",
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	"m_iHealPoints",
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	"m_iInvulns",
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	"m_iTeleports",
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	"m_iResupplyPoints",
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	"m_iKillAssists",
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	"m_iMaxHealth",
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	"m_iPlayerClass"
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};
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/**
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 * Get's a Clients current class.
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 *
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 * @param client		Player's index.
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 * @param class			TFClassType to change to.
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 * @noreturn
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 * @error				Invalid client index.
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 */
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stock TFClassType:TF2_GetPlayerClass(client)
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{
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	return TFClassType:GetEntProp(client, Prop_Send, "m_iClass");
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}
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/**
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 * Set's a Clients class.
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 *
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 * Note: If setting player class in a player spawn hook weapons should be set to false.
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 *
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 * @param client		Player's index.
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 * @param class			TFClassType class symbol.
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 * @param weapons		If true, changes the players weapon set to that of the new class.
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 * @param persistant	If true changes the players desired class so the change stays after death.
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 * @noreturn
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 * @error				Invalid client index.
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 */
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stock TF2_SetPlayerClass(client, TFClassType:class, bool:weapons=true, bool:persistant=true)
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{
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	SetEntProp(client, Prop_Send, "m_iClass", _:class);
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	if (persistant)
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	{
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		SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", _:class);
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	}
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	if (weapons && IsPlayerAlive(client))
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	{
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		TF2_RemoveAllWeapons(client);
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		TF2_EquipPlayerClassWeapons(client, class);
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	}
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}
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/**
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 * Retrieves client data from the resource entity
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 *
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 * @param client		Player's index.
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 * @param type			ResourceType constant
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 * @return				Value or -1 on failure.
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 * @error				Invalid client index, client not in game or failed to find resource entity.
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 */
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stock TF2_GetPlayerResourceData(client, TFResourceType:type)
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{
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	if (!IsClientConnected(client))
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	{
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		return -1;	
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	}
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	new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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	if (offset < 1)
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	{
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		return -1;	
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	}
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	new entity = TF2_GetResourceEntity();
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	if (entity == -1)
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	{
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		return -1;
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	}
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	return GetEntData(entity, offset + (client*4));
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}
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/**
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 * Sets client data in the resource entity
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 *
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 * Note: The game overwrites these values every frame, so changing them will have very little effect.
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 *
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 * @param client		Player's index.
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 * @param type			ResourceType constant
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 * @param value			Value to set.
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 * @return				Value or -1 on failure.
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 * @error				Invalid client index, client not in game or failed to find resource entity.
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 */
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stock bool:TF2_SetPlayerResourceData(client, TFResourceType:type, any:value)
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{
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	if (!IsClientConnected(client))
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	{
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		return false;	
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	}
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	new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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	if (offset < 1)
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	{
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		return false;	
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	}
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	new entity = TF2_GetResourceEntity();
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	if (entity == -1)
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	{
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		return false;	
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	}
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	SetEntData(entity, offset + (client*4), value);
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	return true;	
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}
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/**
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 * Removes all weapons from a client's weapon slot
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 *
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 * @param client		Player's index.
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 * @param slot			Slot index (0-5)
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 * @noreturn
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 * @error				Invalid client, invalid slot or lack of mod support
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 */
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stock TF2_RemoveWeaponSlot(client, slot)
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{
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	new weaponIndex;
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	while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
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	{
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		RemovePlayerItem(client, weaponIndex);
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		RemoveEdict(weaponIndex);
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	}
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}
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/**
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 * Removes all weapons from a client
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 *
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 * @param client		Player's index.
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 * @noreturn
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 */
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stock TF2_RemoveAllWeapons(client)
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{
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	for (new i = 0; i <= 5; i++)
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	{
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		TF2_RemoveWeaponSlot(client, i);
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	}
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}
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/**
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 * Gives a named weapon to a client
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 *
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 * @param client		Player's index.
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 * @param weapon		Weapon name
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 * @return				False if weapon could not be created, true on success
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 * @error				Invalid client index or lack of mod support
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 */
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stock bool:TF2_GivePlayerWeapon(client, const String:weapon[])
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{
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	new weaponIndex = GivePlayerItem(client, weapon);
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	if (weaponIndex == -1)
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	{
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		return false;	
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	}
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	EquipPlayerWeapon(client, weaponIndex);
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	return true;
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}
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/**
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 * Equips a client with a class's weapons. This does not remove existing weapons.
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 *
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 * Note: 	Some class specific items such tf_weapon_pda_engineer_build are only given 
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 *			if the client is the correct class.
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 *
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 * @param client		Player's index.
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 * @param class			TFClasssType class symbol.
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 * @noreturn
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 */
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stock TF2_EquipPlayerClassWeapons(client, TFClassType:class)
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{
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	switch(class)
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	{
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		case TFClass_Scout:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_scattergun");
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			TF2_GivePlayerWeapon(client, "tf_weapon_pistol_scout");
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			TF2_GivePlayerWeapon(client, "tf_weapon_bat");
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		}
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		case TFClass_Sniper:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_sniperrifle");
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			TF2_GivePlayerWeapon(client, "tf_weapon_smg");
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			TF2_GivePlayerWeapon(client, "tf_weapon_club");
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		}
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		case TFClass_Soldier:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_rocketlauncher");
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			TF2_GivePlayerWeapon(client, "tf_weapon_shotgun_soldier");
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			TF2_GivePlayerWeapon(client, "tf_weapon_shovel");
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		}
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		case TFClass_DemoMan:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_pipebomblauncher");
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			TF2_GivePlayerWeapon(client, "tf_weapon_grenadelauncher");
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			TF2_GivePlayerWeapon(client, "tf_weapon_bottle");
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		}
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		case TFClass_Medic:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_syringegun_medic");
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			TF2_GivePlayerWeapon(client, "tf_weapon_medigun");
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			TF2_GivePlayerWeapon(client, "tf_weapon_bonesaw");
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		}
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		case TFClass_Heavy:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_minigun");
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			TF2_GivePlayerWeapon(client, "tf_weapon_shotgun_hwg");
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			TF2_GivePlayerWeapon(client, "tf_weapon_fists");
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		}
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		case TFClass_Pyro:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_flamethrower");
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			TF2_GivePlayerWeapon(client, "tf_weapon_shotgun_pyro");
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			TF2_GivePlayerWeapon(client, "tf_weapon_fireaxe");
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		}
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		case TFClass_Spy:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_revolver");
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			TF2_GivePlayerWeapon(client, "tf_weapon_knife");
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			if (TF2_GetPlayerClass(client) != TFClass_Spy)
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				return;
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			TF2_GivePlayerWeapon(client, "tf_weapon_pda_spy");
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		}
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		case TFClass_Engineer:
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		{
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			TF2_GivePlayerWeapon(client, "tf_weapon_shotgun_primary");
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			TF2_GivePlayerWeapon(client, "tf_weapon_pistol");
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			TF2_GivePlayerWeapon(client, "tf_weapon_wrench");
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			if (TF2_GetPlayerClass(client) != TFClass_Engineer)
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				return;
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			TF2_GivePlayerWeapon(client, "tf_weapon_pda_engineer_build");
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			TF2_GivePlayerWeapon(client, "tf_weapon_pda_engineer_destroy");
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		}
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	}
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} |