/** * vim: set ts=4 : * ============================================================================= * SourceMod (C)2004-2008 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 . * * 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 . * * Version: $Id$ */ #if defined _tf2_included #endinput #endif #define _tf2_included #define TF_STUNFLAG_SLOWDOWN (1 << 0) /**< activates slowdown modifier */ #define TF_STUNFLAG_BONKSTUCK (1 << 1) /**< bonk sound, stuck */ #define TF_STUNFLAG_LIMITMOVEMENT (1 << 2) /**< disable forward/backward movement */ #define TF_STUNFLAG_CHEERSOUND (1 << 3) /**< cheering sound */ #define TF_STUNFLAG_NOSOUNDOREFFECT (1 << 5) /**< no sound or particle */ #define TF_STUNFLAG_THIRDPERSON (1 << 6) /**< panic animation */ #define TF_STUNFLAG_GHOSTEFFECT (1 << 7) /**< ghost particles */ #define TF_STUNFLAG_SOUND (1 << 8) /**< sound */ #define TF_STUNFLAGS_LOSERSTATE TF_STUNFLAG_SLOWDOWN|TF_STUNFLAG_NOSOUNDOREFFECT|TF_STUNFLAG_THIRDPERSON #define TF_STUNFLAGS_GHOSTSCARE TF_STUNFLAG_GHOSTEFFECT|TF_STUNFLAG_THIRDPERSON #define TF_STUNFLAGS_SMALLBONK TF_STUNFLAG_THIRDPERSON|TF_STUNFLAG_SLOWDOWN #define TF_STUNFLAGS_NORMALBONK TF_STUNFLAG_BONKSTUCK #define TF_STUNFLAGS_BIGBONK TF_STUNFLAG_CHEERSOUND|TF_STUNFLAG_BONKSTUCK enum TFClassType { TFClass_Unknown = 0, TFClass_Scout, TFClass_Sniper, TFClass_Soldier, TFClass_DemoMan, TFClass_Medic, TFClass_Heavy, TFClass_Pyro, TFClass_Spy, TFClass_Engineer }; enum TFTeam { TFTeam_Unassigned = 0, TFTeam_Spectator = 1, TFTeam_Red = 2, TFTeam_Blue = 3 }; enum TFCond { TFCond_Slowed = 0, //0: Revving Minigun, Sniper Rifle. Gives zoomed/revved pose TFCond_Zoomed, //1: Sniper Rifle zooming TFCond_Disguising, //2: Disguise smoke TFCond_Disguised, //3: Disguise TFCond_Cloaked, //4: Cloak effect TFCond_Ubercharged, //5: Invulnerability, removed when being healed or by another Uber effect TFCond_TeleportedGlow, //6: Teleport trail effect TFCond_Taunting, //7: Used for taunting, can remove to stop taunting TFCond_UberchargeFading, //8: Invulnerability expiration effect TFCond_Unknown1, //9 TFCond_CloakFlicker = 9, //9: Cloak flickering effect TFCond_Teleporting, //10: Used for teleporting, does nothing applying TFCond_Kritzkrieged, //11: Crit boost, removed when being healed or another Uber effect TFCond_Unknown2, //12 TFCond_TmpDamageBonus = 12, //12: Temporary damage buff, something along with attribute 19 TFCond_DeadRingered, //13: Dead Ringer damage resistance, gives TFCond_Cloaked TFCond_Bonked, //14: Bonk! Atomic Punch effect TFCond_Dazed, //15: Slow effect, can remove to remove stun effects TFCond_Buffed, //16: Buff Banner mini-crits, icon, and glow TFCond_Charging, //17: Forced forward, charge effect TFCond_DemoBuff, //18: Eyelander eye glow TFCond_CritCola, //19: Mini-crit effect TFCond_InHealRadius, //20: Ring effect, rings disappear after a taunt ends TFCond_Healing, //21: Used for healing, does nothing applying TFCond_OnFire, //22: Ignite sound and vocals, can remove to remove afterburn TFCond_Overhealed, //23: Used for overheal, does nothing applying TFCond_Jarated, //24: Jarate effect TFCond_Bleeding, //25: Bleed effect TFCond_DefenseBuffed, //26: Battalion's Backup's defense, icon, and glow TFCond_Milked, //27: Mad Milk effect TFCond_MegaHeal, //28: Quick-Fix Ubercharge's knockback/stun immunity and visual effect TFCond_RegenBuffed, //29: Concheror's speed boost, heal on hit, icon, and glow TFCond_MarkedForDeath, //30: Fan o' War marked-for-death effect TFCond_NoHealingDamageBuff, //31: Mini-crits, blocks healing, glow, no weapon mini-crit effects TFCond_SpeedBuffAlly, //32: Disciplinary Action speed boost TFCond_HalloweenCritCandy, //33: Halloween pumpkin crit-boost TFCond_CritCanteen, //34: Crit-boost and doubles Sentry Gun fire-rate TFCond_CritDemoCharge, //35: Crit glow, adds TFCond_Charging when charge meter is below 75% TFCond_CritHype, //36: Soda Popper multi-jump effect TFCond_CritOnFirstBlood, //37: Arena first blood crit-boost TFCond_CritOnWin, //38: End-of-round crit-boost (May not remove correctly?) TFCond_CritOnFlagCapture, //39: Intelligence capture crit-boost TFCond_CritOnKill, //40: Crit-boost from crit-on-kill weapons TFCond_RestrictToMelee, //41: Prevents switching once melee is out TFCond_DefenseBuffNoCritBlock, //42: MvM Bomb Carrier defense buff (TFCond_DefenseBuffed without crit resistance) TFCond_Reprogrammed, //43: No longer functions TFCond_CritMmmph, //44: Phlogistinator crit-boost TFCond_DefenseBuffMmmph, //45: Old Phlogistinator defense buff TFCond_FocusBuff, //46: Hitman's Heatmaker no-unscope and faster Sniper charge TFCond_DisguiseRemoved, //47: Enforcer damage bonus removed TFCond_MarkedForDeathSilent, //48: Marked-for-death without sound effect TFCond_DisguisedAsDispenser, //49: Dispenser disguise when crouching, max movement speed, sentries ignore player TFCond_Sapped, //50: Sapper sparkle effect in MvM TFCond_UberchargedHidden, //51: Out-of-bounds robot invulnerability effect TFCond_UberchargedCanteen, //52: Invulnerability effect and Sentry Gun damage resistance TFCond_HalloweenBombHead, //53: Bomb head effect (does not explode) TFCond_HalloweenThriller, //54: Forced Thriller taunting TFCond_RadiusHealOnDamage, //55: Radius healing, adds TFCond_InHealRadius, TFCond_Healing. Removed when a taunt ends, but this condition stays but does nothing TFCond_CritOnDamage, //56: Miscellaneous crit-boost TFCond_UberchargedOnTakeDamage, //57: Miscellaneous invulnerability TFCond_UberBulletResist, //58: Vaccinator Uber bullet resistance TFCond_UberBlastResist, //59: Vaccinator Uber blast resistance TFCond_UberFireResist, //60: Vaccinator Uber fire resistance TFCond_SmallBulletResist, //61: Vaccinator healing bullet resistance TFCond_SmallBlastResist, //62: Vaccinator healing blast resistance TFCond_SmallFireResist, //63: Vaccinator healing fire resistance TFCond_Stealthed, //64: Cloaked until next attack TFCond_MedigunDebuff, //65: Unknown TFCond_StealthedUserBuffFade, //66: Cloaked, will appear for a few seconds on attack and cloak again TFCond_BulletImmune, //67: Full bullet immunity TFCond_BlastImmune, //68: Full blast immunity TFCond_FireImmune, //69: Full fire immunity TFCond_PreventDeath, //70: Survive to 1 health, then the condition is removed TFCond_MVMBotRadiowave, //71: Stuns bots and applies radio effect TFCond_HalloweenSpeedBoost, //72: Speed boost, non-melee fire rate and reload, infinite air jumps TFCond_HalloweenQuickHeal, //73: Healing effect, adds TFCond_Healing along with TFCond_MegaHeal temporarily TFCond_HalloweenGiant, //74: Double size, x10 max health increase, ammo regeneration, and forced thirdperson TFCond_HalloweenTiny, //75: Half size and increased head size TFCond_HalloweenInHell, //76: Applies TFCond_HalloweenGhostMode when the player dies TFCond_HalloweenGhostMode, //77: Becomes a ghost unable to attack but can fly TFCond_MiniCritOnKill, //78: Mini-crits effect TFCond_DodgeChance, //79 TFCond_ObscuredSmoke = 79, //79: 75% chance to dodge an attack TFCond_Parachute, //80: Parachute effect, removed when touching the ground TFCond_BlastJumping, //81: Player is blast jumping TFCond_HalloweenKart, //82: Player forced into a Halloween kart TFCond_HalloweenKartDash, //83: Forced forward if in TFCond_HalloweenKart, zoom in effect, and dash animations TFCond_BalloonHead, //84: Big head and lowered gravity TFCond_MeleeOnly, //85: Forced melee, along with TFCond_SpeedBuffAlly and TFCond_HalloweenTiny TFCond_SwimmingCurse, //86: Swim in the air with Jarate overlay TFCond_HalloweenKartNoTurn, //87 TFCond_FreezeInput = 87, //87: Prevents player from using controls TFCond_HalloweenKartCage, //88: Puts a cage around the player if in TFCond_HalloweenKart, otherwise crashes TFCond_HasRune, //89: Has a powerup TFCond_RuneStrength, //90: Double damage and no damage falloff TFCond_RuneHaste, //91: Double fire rate, reload speed, clip and ammo size, and 30% faster movement speed TFCond_RuneRegen, //92: Regen ammo, health, and metal TFCond_RuneResist, //93: Takes 1/2 damage and critical immunity TFCond_RuneVampire, //94: Takes 3/4 damage, gain health on damage, and 40% increase in max health TFCond_RuneWarlock, //95: Attacker takes damage and knockback on hitting the player and 50% increase in max health TFCond_RunePrecision, //96: Less bullet spread, no damage falloff, 250% faster projectiles, and double damage, faster charge, and faster re-zoom for Sniper Rifles TFCond_RuneAgility, //97: Increased movement speed, grappling hook speed, jump height, and instant weapon switch TFCond_GrapplingHook, //98: Used when a player fires their grappling hook, no effect applying or removing TFCond_GrapplingHookSafeFall, //99: Used when a player is pulled by their grappling hook, no effect applying or removing TFCond_GrapplingHookLatched, //100: Used when a player latches onto a wall, no effect applying or removing TFCond_GrapplingHookBleeding, //101: Used when a player is hit by attacker's grappling hook TFCond_AfterburnImmune, //102: Deadringer afterburn immunity TFCond_RuneKnockout, //103: Melee and grappling hook only, increased max health, knockback immunity, x4 more damage against buildings, and knockbacks a powerup off a victim on hit TFCond_RuneImbalance, //104: Prevents gaining a crit-boost or Uber powerups TFCond_CritRuneTemp, //105: Crit-boost effect TFCond_PasstimeInterception, //106: Used when a player intercepts the Jack/Ball TFCond_SwimmingNoEffects, //107: Swimming in the air without animations or overlay TFCond_EyeaductUnderworld, //108: Refills max health, short Uber, escaped the underworld message on removal TFCond_KingRune, //109: Increased max health and applies TFCond_KingAura TFCond_PlagueRune, //110: Radius health kit stealing, increased max health, TFCond_Plague on touching a victim TFCond_SupernovaRune, //111: Charge meter passively increasing, when charged activiated causes radius Bonk stun TFCond_Plague, //112: Plague sound effect and message, blocks King powerup health regen TFCond_KingAura, //113: Increased fire rate, reload speed, and health regen to players in a radius TFCond_SpawnOutline, //114: Outline and health meter of teammates (and disguised spies) TFCond_KnockedIntoAir, //115: Used when a player is airblasted TFCond_CompetitiveWinner, //116: Unknown TFCond_CompetitiveLoser, //117: Unknown TFCond_NoTaunting_DEPRECATED, //118 TFCond_HealingDebuff = 118, //118: Healing debuff from Medics and dispensers TFCond_PasstimePenaltyDebuff, //119: Marked-for-death effect TFCond_GrappledToPlayer, //120: Prevents taunting and some Grappling Hook actions TFCond_GrappledByPlayer, //121: Unknown TFCond_ParachuteDeployed, //122: Parachute deployed, prevents reopening it TFCond_Gas, //123: Gas Passer effect TFCond_BurningPyro, //124: Dragon's Fury afterburn on Pyros TFCond_RocketPack, //125: Thermal Thruster launched effects, prevents reusing TFCond_LostFooting, //126: Less ground friction TFCond_AirCurrent, //127: Reduced air control and friction TFCond_HalloweenHellHeal, // 128: Used when a player gets teleported to hell TFCond_PowerupModeDominant, // 129: Reduces effects of certain powerups TFCond_ImmuneToPushback // 130: Player is immune to pushback effects }; const float TFCondDuration_Infinite = -1.0; enum TFHoliday { TFHoliday_Invalid = -1 }; public const TFHoliday TFHoliday_Birthday; public const TFHoliday TFHoliday_Halloween; public const TFHoliday TFHoliday_Christmas; public const TFHoliday TFHoliday_EndOfTheLine; public const TFHoliday TFHoliday_CommunityUpdate; public const TFHoliday TFHoliday_ValentinesDay; public const TFHoliday TFHoliday_MeetThePyro; public const TFHoliday TFHoliday_FullMoon; public const TFHoliday TFHoliday_HalloweenOrFullMoon; public const TFHoliday TFHoliday_HalloweenOrFullMoonOrValentines; public const TFHoliday TFHoliday_AprilFools; public const TFHoliday TFHoliday_Soldier; enum TFObjectType { TFObject_CartDispenser = 0, TFObject_Dispenser = 0, TFObject_Teleporter = 1, TFObject_Sentry = 2, TFObject_Sapper = 3 }; enum TFObjectMode { TFObjectMode_None = 0, TFObjectMode_Entrance = 0, TFObjectMode_Exit = 1 }; /** * Sets a client on fire. * * @note Fire duration is capped to 10 seconds. * * @param client Player's index. * @param attacker Attacker's index. * @param duration Duration of fire (in seconds). * @error Invalid client index, client not in game, or no mod support. */ native void TF2_IgnitePlayer(int client, int attacker, float duration=10.0); /** * Respawns a client * * @param client Player's index. * @error Invalid client index, client not in game, or no mod support. */ native void TF2_RespawnPlayer(int client); /** * Regenerates a client's health and ammunition * * @param client Player's index. * @error Invalid client index, client not in game, or no mod support. */ native void TF2_RegeneratePlayer(int client); /** * Adds a condition to a player * * @param client Player's index. * @param condition Integer identifier of condition to apply. * @param duration Duration of condition (does not apply to all conditions). * Pass TFCondDuration_Infinite to apply until manually removed. * @param inflictor Condition inflictor's index (0 for no inflictor). * @error Invalid client index, client not in game, or no mod support. */ native void TF2_AddCondition(int client, TFCond condition, float duration=TFCondDuration_Infinite, int inflictor=0); /** * Removes a condition from a player * * @param client Player's index. * @param condition Integer identifier of condition to remove. * @error Invalid client index, client not in game, or no mod support. */ native void TF2_RemoveCondition(int client, TFCond condition); /** * Enables/disables PowerPlay mode on a player. * * @param client Player's index. * @param enabled Whether to enable or disable PowerPlay on player. * @error Invalid client index, client not in game, or no mod support. */ native void TF2_SetPlayerPowerPlay(int client, bool enabled); /** * Disguises a client to the given model and team. Only has an effect on spies. * * Note: This only starts the disguise process and a delay occurs before the spy is fully disguised * * @param client Player's index. * @param team Team to disguise the player as (only TFTeam_Red and TFTeam_Blue have an effect) * @param classType TFClassType class to disguise the player as * @param target Specific target player to disguise as (0 for any) * @error Invalid client index, client not in game, or no mod support. */ native void TF2_DisguisePlayer(int client, TFTeam team, TFClassType classType, int target=0); /** * Removes the current disguise from a client. Only has an effect on spies. * * @param client Player's index. * @error Invalid client index, client not in game, or no mod support. */ native void TF2_RemovePlayerDisguise(int client); /** * Stuns a client * * @param client Player's index. * @param duration Duration of stun. * @param slowdown Slowdown percent (as decimal, 0.00-1.00) * Ignored if TF_STUNFLAG_SLOWDOWN is not set. * @param stunflags Stun flags. * @param attacker Attacker's index (0 is allowed for world). */ native void TF2_StunPlayer(int client, float duration, float slowdown=0.0, int stunflags, int attacker=0); /** * Induces the bleed effect on a client * * @param client Player's index. * @param attacker Attacker's index. * @param duration Duration of bleeding (in seconds). */ native void TF2_MakeBleed(int client, int attacker, float duration); /** * Retrieves the entity index of the CPlayerResource entity * * @return The current resource entity index. * @deprecated Use GetPlayerResourceEntity instead */ #pragma deprecated Use GetPlayerResourceEntity instead native int TF2_GetResourceEntity(); /** * Finds the TFClassType for a given class name. * * @param classname A classname string such as "sniper" or "demoman" * @return A TFClassType constant. */ native TFClassType TF2_GetClass(const char[] classname); /** * Called on weapon fire to decide if the current shot should be critical. * Return Plugin_Continue to let the original calculation or return a higher * action to override the decision with the value of 'result' * * @note Since critical shots are also calculated client side any changes made with * this will not show for the shooter. Projectile weapons such as the rocketlauncher * and demoman weapons will show a critical bullet but no critical sound effect. * Bullet hits should appear as expected. * * @param client Client Index. * @param weapon Weapon entity Index. * @param weaponname Classname of the weapon. * @param result Buffer param for the result of the decision. */ forward Action TF2_CalcIsAttackCritical(int client, int weapon, char[] weaponname, bool &result); /** * @deprecated No longer called. Use TF2_OnIsHolidayActive. */ #pragma deprecated No longer called. Use TF2_OnIsHolidayActive. forward Action TF2_OnGetHoliday(TFHoliday &holiday); /** * Called at various times when the game checks to see if the given holiday is active. * Return Plugin_Continue to let the original calculation or return a higher * action to override the decision with the value of 'result' * * @param holiday Holiday being checked. * @param result Buffer param for the result of the decision. * @return Plugin_Continue for original calculation, higher value to use 'result'. */ forward Action TF2_OnIsHolidayActive(TFHoliday holiday, bool &result); /** * Returns whether or not a holiday is active * * @param holiday Holiday being checked. * @return Boolean of whether or not the holiday is active. */ native bool TF2_IsHolidayActive(TFHoliday holiday); /** * Returns whether or not a client (Player) is in a duel. * * @param client Client Index. * @return Boolean of whether or not the client/player is dueling. */ native bool TF2_IsPlayerInDuel(int client); /** * Removes an econ wearable (hat, misc, etc) from a player. * This also deletes the wearable entity. * * @param client Client index. * @param wearable Index of the wearable entity. * @error Invalid client index, client not in game, invalid wearable entity, or no mod support. */ native void TF2_RemoveWearable(int client, int wearable); /** * Called after a condition is added to a player * * @param client Index of the client to which the condition is being added. * @param condition Condition that is being added. */ forward void TF2_OnConditionAdded(int client, TFCond condition); /** * Called after a condition is removed from a player * * @param client Index of the client to which the condition is being removed. * @param condition Condition that is being removed. */ forward void TF2_OnConditionRemoved(int client, TFCond condition); /** * Called when the server enters the Waiting for Players round state */ forward void TF2_OnWaitingForPlayersStart(); /** * Called when the server exits the Waiting for Players round state */ forward void TF2_OnWaitingForPlayersEnd(); /** * Called when a player attempts to use a teleporter to decide if the player should be allowed to teleport. * Return Plugin_Continue to let the original calculation or return a higher * action to override the decision with the value of 'result' * * @param client Client index. * @param teleporter Teleporter entity index. * @param result Buffer param for the result of the decision. * This is prepopulated with the game's original decision to let a player teleport. * @return Plugin_Continue for original calculation, higher value to use 'result'. */ forward Action TF2_OnPlayerTeleport(int client, int teleporter, bool &result); /** * Do not edit below this line! */ public Extension __ext_tf2 = { name = "TF2 Tools", file = "game.tf2.ext", autoload = 0, #if defined REQUIRE_EXTENSIONS required = 1, #else required = 0, #endif }; #if !defined REQUIRE_EXTENSIONS public void __ext_tf2_SetNTVOptional() { MarkNativeAsOptional("TF2_IgnitePlayer"); MarkNativeAsOptional("TF2_RespawnPlayer"); MarkNativeAsOptional("TF2_RegeneratePlayer"); MarkNativeAsOptional("TF2_AddCondition"); MarkNativeAsOptional("TF2_RemoveCondition"); MarkNativeAsOptional("TF2_SetPlayerPowerPlay"); MarkNativeAsOptional("TF2_DisguisePlayer"); MarkNativeAsOptional("TF2_RemovePlayerDisguise"); MarkNativeAsOptional("TF2_StunPlayer"); MarkNativeAsOptional("TF2_MakeBleed"); MarkNativeAsOptional("TF2_GetResourceEntity"); MarkNativeAsOptional("TF2_GetClass"); MarkNativeAsOptional("TF2_IsPlayerInDuel"); MarkNativeAsOptional("TF2_IsHolidayActive"); MarkNativeAsOptional("TF2_RemoveWearable"); } #endif