9d0c2ea4d8
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401274
163 lines
4.8 KiB
SourcePawn
163 lines
4.8 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. This file may only be used
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* or modified under the Terms and Conditions of its License Agreement, which is found
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* in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins
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* may change at any time. To view the latest information, see:
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* 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 _sdktools_functions_included
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#endinput
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#endif
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#define _sdktools_functions_included
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/**
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* Removes a player's item.
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*
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* @param client Client index.
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* @param item CBaseCombatWeapon entity index.
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* @return True on success, false otherwise.
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* @error Invalid client or entity, lack of mod support, or client not in
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* game.
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*/
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native bool:RemovePlayerItem(client, item);
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/**
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* Gives a named item to a player.
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*
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* @param client Client index.
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* @param item Item classname (such as weapon_ak47).
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* @param iSubType Unknown.
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* @return Entity index on success, or -1 on failure.
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* @error Invalid client or client not in game, or lack of mod support.
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*/
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native GivePlayerItem(client, const String:item[], iSubType=0);
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/**
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* Returns the weapon in a player's slot.
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*
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* @param client Client index.
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* @param slot Slot index (mod specific).
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* @return Entity index on success, -1 if no weapon existed.
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* @error Invalid client or client not in game, or lack of mod support.
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*/
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native GetPlayerWeaponSlot(client, slot);
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/**
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* Ignites an entity on fire.
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*
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* @param entity Entity index.
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* @param time Number of seconds to set on fire.
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* @param npc True to only affect NPCs.
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* @param size Unknown.
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* @param level Unknown.
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* @noreturn
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* @error Invalid entity or client not in game, or lack of mod support.
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*/
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native IgniteEntity(entity, Float:time, bool:npc=false, Float:size=0.0, bool:level=false);
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/**
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* Extinguishes a player that is on fire.
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*
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* @param entity Entity index.
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* @noreturn
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* @error Invalid entity or client not in game, or lack of mod support.
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*/
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native ExtinguishEntity(client);
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/**
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* Teleports an entity.
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*
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* @param entity Client index.
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* @param origin New origin, or NULL_VECTOR for no change.
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* @param angles New angles, or NULL_VECTOR for no change.
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* @param velocity New velocity, or NULL_VECTOR for no change.
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* @noreturn
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* @error Invalid entity or client not in game, or lack of mod support.
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*/
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native TeleportEntity(entity, const Float:origin[3], const Float:angles[3], const Float:velocity[3]);
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/**
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* Forces a player to commit suicide.
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*
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* @param client Client index.
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* @noreturn
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* @error Invalid client or client not in game, or lack of mod support.
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*/
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native ForcePlayerSuicide(client);
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/**
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* Slaps a player in a random direction.
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*
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* @param client Client index.
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* @param health Health to subtract.
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* @param sound False to disable the sound effects.
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* @noreturn
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* @error Invalid client or client not in game, or lack of mod support.
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*/
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native SlapPlayer(client, health=5, bool:sound=true);
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/**
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* Searches for an entity by classname.
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*
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* @param startEnt The entity index to begin searching from.
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* Use -1 to start from the first entity.
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* @param classname Classname of the entity to find.
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* @return Entity index >= 0 if found, -1 otherwise.
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* @error Lack of mod support.
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*/
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native FindEntityByClassname(startEnt, const String:classname[]);
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/**
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* Returns the client's eye angles.
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*
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* @param client Player's index.
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* @param ang Destination vector to store the client's eye angles.
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* @noreturn
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native GetClientEyeAngles(client, Float:ang[3]);
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/**
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* Returns if the client is alive or dead.
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*
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* @param client Player's index.
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* @return True if the client is alive, false otherwise.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native bool:IsPlayerAlive(client);
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/**
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* @deprecated
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*/
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#pragma deprecated Use IgniteEntity() instead
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stock IgnitePlayer(client, Float:time, bool:npc=false, Float:size=0.0, bool:level=false)
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{
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return IgniteEntity(client, time, npc, size, level);
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}
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/**
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* @deprecated
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*/
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#pragma deprecated Use ExtinguishEntity() instead
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stock ExtinguishClient(client)
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{
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return ExtinguishEntity(client);
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}
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/**
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* @deprecated
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*/
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#pragma deprecated Use TeleportEntity() instead
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stock TeleportPlayer(client, const Float:origin[3], const Float:angles[3], const Float:velocity[3])
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{
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return TeleportEntity(client, origin, angles, velocity);
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}
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