sourcemod/plugins/include/entity_prop_stocks.inc
David Anderson 934fb9741a commited a new version of this file. suffice to say the massive inconsistencies and clear compiling bugs in this was disappointing
--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401840
2008-01-06 01:35:24 +00:00

178 lines
5.8 KiB
PHP

/**
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* 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");
}