--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401834
		
			
				
	
	
		
			172 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2007 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 _entity_prop_stocks_included
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 #endinput
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#endif
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#define _entity_prop_stocks_included
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enum
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{
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	MOVETYPE_NONE = 0,			/** never moves */
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	MOVETYPE_ISOMETRIC,			/** For players */
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	MOVETYPE_WALK,				/** Player only - moving on the ground */
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	MOVETYPE_STEP,				/** gravity, special edge handling -- monsters use this */
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	MOVETYPE_FLY,				/** No gravity, but still collides with stuff */
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	MOVETYPE_FLYGRAVITY,			/** flies through the air + is affected by gravity */
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	MOVETYPE_VPHYSICS,			/** uses VPHYSICS for simulation */
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	MOVETYPE_PUSH,				/** no clip to world, push and crush */
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	MOVETYPE_NOCLIP,			/** No gravity, no collisions, still do velocity/avelocity */
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	MOVETYPE_LADDER,			/** Used by players only when going onto a ladder */
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	MOVETYPE_OBSERVER,			/** Observer movement, depends on player's observer mode */
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	MOVETYPE_CUSTOM,			/** Allows the entity to describe its own physics */
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};
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#define IN_ATTACK		(1 << 0)
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#define IN_JUMP			(1 << 1)
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#define IN_DUCK			(1 << 2)
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#define IN_FORWARD		(1 << 3)
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#define IN_BACK			(1 << 4)
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#define IN_USE			(1 << 5)
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#define IN_CANCEL		(1 << 6)
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#define IN_LEFT			(1 << 7)
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#define IN_RIGHT		(1 << 8)
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#define IN_MOVELEFT		(1 << 9)
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#define IN_MOVERIGHT	(1 << 10)
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#define IN_ATTACK2		(1 << 11)
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#define IN_RUN			(1 << 12)
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#define IN_RELOAD		(1 << 13)
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#define IN_ALT1			(1 << 14)
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#define IN_ALT2			(1 << 15)
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#define IN_SCORE		(1 << 16)   // Used by client.dll for when scoreboard is held down
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#define IN_SPEED		(1 << 17)	// Player is holding the speed key
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#define IN_WALK			(1 << 18)	// Player holding walk key
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#define IN_ZOOM			(1 << 19)	// Zoom key for HUD zoom
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#define IN_WEAPON1		(1 << 20)	// weapon defines these bits
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#define IN_WEAPON2		(1 << 21)	// weapon defines these bits
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#define IN_BULLRUSH		(1 << 22)
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#define IN_GRENADE1		(1 << 23)	// grenade 1
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#define IN_GRENADE2		(1 << 24)	// grenade 2
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/**
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 * Gets an entity's movetype.
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 *
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 * @param index		Entity index
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 * @return		Movetype, see enum above
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 */
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stock GetEntityMovetype(index)
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{
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	new offset = GetEntSendPropOffs(index, "movetype");
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	return GetEntData(index, offset, 1);
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}
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/**
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 * Sets an entity's movetype.
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 *
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 * @param index		Entity index
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 * @param mt		Movetype, see enum above
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 * @noreturn
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 */
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stock SetEntityMovetype(index, mt)
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{
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	new offset = GetEntSendPropOffs(index, "movetype");
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	SetEntData(index, offset, mt, 1, true);
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}
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/**
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 * Sets an entity's color.
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 *
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 * @param index		Entity index
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 * @param r 		Amount of red (0-255)
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 * @param g 		Amount of green (0-255)
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 * @param b 		Amount of blue (0-255)
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 * @param a 		Amount of alpha (0-255)
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 * @noreturn
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 */
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stock SetEntityRenderColor(index, r=255, g=255, b=255, a=255)
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{
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	new offset = GetEntSendPropOffs(index, "m_clrRender");
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	SetEntData(index, offset, r, 1, true);
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	SetEntData(index, offset + 1, g, 1, true);
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	SetEntData(index, offset + 2, b, 1, true);
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	SetEntData(index, offset + 3, a, 1, true);
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}
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/**
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 * Gets an entity's gravity.
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 *
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 * @param index		Entity index
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 * @return		Entity's m_flGravity value
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 */
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stock Float:GetEntityGravity(index)
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{
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	new offset = FindDataMapOffs(index, "m_flGravity");
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	return GetEntDataFloat(index, offset);	
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}
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/**
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 * Sets an entity's gravity.
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 *
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 * @param index		Entity index
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 * @param amount	Gravity to set. Default = 800
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 * @noreturn
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 */
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stock SetEntityGravity(index, Float:amount)
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{
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	new offset = FindDataMapOffs(index, "m_flGravity");
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	SetEntDataFloat(index, offset, amount, true);	
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}
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/**
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 * Sets an entity's health
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 *
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 * @param index		Entity index
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 * @param amount	Health
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 * @noreturn
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 */
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stock SetEntityHealth(index, amount)
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{
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	SetEntProp(client, Prop_Send, "m_iHealth", amount, 4)
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	SetEntProp(client, Prop_Data, "m_iHealth", amount, 4)
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}
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/**
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 * Get's a users current pressed buttons
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 *
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 * @param client	Client index
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 * @return			Bitsum of buttons
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 */
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stock GetClientButtons(client)
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{
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	new offset = FindDataMapOffs(client, "m_nButtons");
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	return GetEntData(client, offset, 4);
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} |