934fb9741a
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401840
178 lines
5.8 KiB
PHP
178 lines
5.8 KiB
PHP
/**
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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 entity Entity index.
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* @return Movetype, see enum above.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock GetEntityMovetype(entity)
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{
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new offset = GetEntSendPropOffs(entity, "movetype");
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return GetEntData(entity, 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 entity Entity index.
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* @param mt Movetype, see enum above.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityMovetype(entity, mt)
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{
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new offset = GetEntSendPropOffs(entity, "movetype");
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SetEntData(entity, 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 entity 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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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityRenderColor(entity, r=255, g=255, b=255, a=255)
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{
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new offset = GetEntSendPropOffs(entity, "m_clrRender");
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SetEntData(entity, offset, r, 1, true);
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SetEntData(entity, offset + 1, g, 1, true);
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SetEntData(entity, offset + 2, b, 1, true);
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SetEntData(entity, 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 entity Entity index.
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* @return Entity's m_flGravity value.
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock Float:GetEntityGravity(entity)
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{
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return GetEntPropFloat(entity, Prop_Data, "m_flGravity");
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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 entity Entity index.
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* @param amount Gravity to set (default = 800).
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityGravity(entity, Float:amount)
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{
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SetEntPropFloat(entity, Prop_Data, "m_flGravity", amount);
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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 entity Entity index.
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* @param amount Health amount.
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* @noreturn
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* @error Invalid entity index, or lack of mod compliance.
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*/
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stock SetEntityHealth(entity, amount)
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{
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SetEntProp(entity, Prop_Send, "m_iHealth", amount);
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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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* @error Invalid client index, client not in game,
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* or lack of mod compliance.
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*/
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stock GetClientButtons(client)
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{
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return GetEntProp(client, Prop_Data, "m_nButtons");
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}
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