#if defined _smlib_client_included #endinput #endif #define _smlib_client_included // Defined here beacause needed in teams.inc #define CLIENTFILTER_ALL 0 // No filtering #define CLIENTFILTER_BOTS ( 1 << 1 ) // Fake clients #define CLIENTFILTER_NOBOTS ( 1 << 2 ) // No fake clients #define CLIENTFILTER_AUTHORIZED ( 1 << 3 ) // SteamID validated #define CLIENTFILTER_NOTAUTHORIZED ( 1 << 4 ) // SteamID not validated (yet) #define CLIENTFILTER_ADMINS ( 1 << 5 ) // Generic Admins (or higher) #define CLIENTFILTER_NOADMINS ( 1 << 6 ) // No generic admins // All flags below require ingame checking (optimization) #define CLIENTFILTER_INGAME ( 1 << 7 ) // Ingame #define CLIENTFILTER_INGAMEAUTH ( 1 << 8 ) // Ingame & Authorized #define CLIENTFILTER_NOTINGAME ( 1 << 9 ) // Not ingame (currently connecting) #define CLIENTFILTER_ALIVE ( 1 << 10 ) // Alive #define CLIENTFILTER_DEAD ( 1 << 11 ) // Dead #define CLIENTFILTER_SPECTATORS ( 1 << 12 ) // Spectators #define CLIENTFILTER_NOSPECTATORS ( 1 << 13 ) // No Spectators #define CLIENTFILTER_OBSERVERS ( 1 << 14 ) // Observers #define CLIENTFILTER_NOOBSERVERS ( 1 << 15 ) // No Observers #define CLIENTFILTER_TEAMONE ( 1 << 16 ) // First Team (Terrorists, ...) #define CLIENTFILTER_TEAMTWO ( 1 << 17 ) // Second Team (Counter-Terrorists, ...) #include #include #include #include #include #include #include #include #include #include #include /** * Very useful macro to iterate all clients * matching the specified flags. * * @param 1 Name of the client index variable (will be only valid in the loop). * @param 2 CLIENTFILTER_ flags to check. */ #define LOOP_CLIENTS(%1,%2) for (new %1=Client_GetNext(%2); %1 >= 1 && %1 <= MaxClients; %1=Client_GetNext(%2, ++%1)) /** * Macro for iterating trough all observers of a player. * * @param 1 Client Index for who to get the observers. * @param 2 Name of the observer client index variable (will be only valid in the loop). * @param 3 CLIENTFILTER_ flags to check. */ #define LOOP_OBSERVERS(%1,%2,%3) for (new %2=Client_GetNextObserver(%1, 1, %3); %2 >= 1 && %2 <= MaxClients; %2=Client_GetNextObserver(%1, ++%2, %3)) /** * Very useful macro to iterate all weapons of a client. * * @param 1 Client Index * @param 2 Name of the weapon index variable (will be only valid in the loop). * @param 3 Name of the client's weapon index variable (will be only valid in the loop). */ #define LOOP_CLIENTWEAPONS(%1,%2,%3) for (new %3, %2=Client_GetNextWeapon(%1, %3); %2 != -1; %2=Client_GetNextWeapon(%1, %3)) // Hud Element hiding flags (possibly outdated) #define HIDEHUD_WEAPONSELECTION ( 1<<0 ) // Hide ammo count & weapon selection #define HIDEHUD_FLASHLIGHT ( 1<<1 ) #define HIDEHUD_ALL ( 1<<2 ) #define HIDEHUD_HEALTH ( 1<<3 ) // Hide health & armor / suit battery #define HIDEHUD_PLAYERDEAD ( 1<<4 ) // Hide when local player's dead #define HIDEHUD_NEEDSUIT ( 1<<5 ) // Hide when the local player doesn't have the HEV suit #define HIDEHUD_MISCSTATUS ( 1<<6 ) // Hide miscellaneous status elements (trains, pickup history, death notices, etc) #define HIDEHUD_CHAT ( 1<<7 ) // Hide all communication elements (saytext, voice icon, etc) #define HIDEHUD_CROSSHAIR ( 1<<8 ) // Hide crosshairs #define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 ) // Hide vehicle crosshair #define HIDEHUD_INVEHICLE ( 1<<10 ) #define HIDEHUD_BONUS_PROGRESS ( 1<<11 ) // Hide bonus progress display (for bonus map challenges) /** * Sets the Hide-Hud flags of a client * * @param client Client index. * @param flags Flag to set, use one of the HIDEHUD_ hiding constants * @noreturn */ stock Client_SetHideHud(client, flags) { SetEntProp(client, Prop_Send, "m_iHideHUD", flags); } /** * Checks if the specified index is a player and connected. * * @param entity An entity index. * @param checkConnected Set to false to skip the IsClientConnected check * @return Returns true if the specified entity index is a player connected, false otherwise. */ stock bool:Client_IsValid(client, bool:checkConnected=true) { if (client > 4096) { client = EntRefToEntIndex(client); } if (client < 1 || client > MaxClients) { return false; } if (checkConnected && !IsClientConnected(client)) { return false; } return true; } /** * Checks if the specified index is a player and ingame. * * @param entity An entity index. * @return Returns true if the specified index is a player and ingame, false otherwise. */ stock bool:Client_IsIngame(client) { if (!Client_IsValid(client, false)) { return false; } return IsClientInGame(client); } /** * Checks if the specified index is a player, ingame and authorized. * * @param entity An entity index. * @return Returns true if the specified index is a player, ingame and authed, false otherwise. */ stock bool:Client_IsIngameAuthorized(client) { if (!Client_IsIngame(client)) { return false; } return IsClientAuthorized(client); } #define MAX_STEAMAUTH_LENGTH 21 /** * Finds a player by his SteamID * * @param auth SteamID to search for * @return Client Index or -1 */ stock Client_FindBySteamId(const String:auth[]) { new String:clientAuth[MAX_STEAMAUTH_LENGTH]; for (new client=1; client <= MaxClients; client++) { if (!IsClientAuthorized(client)) { continue; } GetClientAuthId(client, AuthId_Steam2, clientAuth, sizeof(clientAuth)); if (StrEqual(auth, clientAuth)) { return client; } } return -1; } /** * Finds a player by his name. * Only returns the first matching player. * * @param name Name to search for. * @param partOfName Whether to search for the part of a name or compare the full name. * @param caseSensitive If true, comparison is case sensitive. If false (default), comparison is case insensitive. * @return Client Index or -1 */ stock Client_FindByName(const String:name[], bool:partOfName=true, bool:caseSensitive=false) { new String:clientName[MAX_NAME_LENGTH]; for (new client=1; client <= MaxClients; client++) { if (!IsClientAuthorized(client)) { continue; } GetClientName(client, clientName, sizeof(clientName)); if (partOfName) { if (StrContains(clientName, name, caseSensitive) != -1) { return client; } } else if (StrEqual(name, clientName, caseSensitive)) { return client; } } return -1; } // Spectator Movement modes enum Obs_Mode { OBS_MODE_NONE = 0, // not in spectator mode OBS_MODE_DEATHCAM, // special mode for death cam animation OBS_MODE_FREEZECAM, // zooms to a target, and freeze-frames on them OBS_MODE_FIXED, // view from a fixed camera position OBS_MODE_IN_EYE, // follow a player in first person view OBS_MODE_CHASE, // follow a player in third person view OBS_MODE_ROAMING, // free roaming NUM_OBSERVER_MODES }; // Force Camera Restrictions with mp_forcecamera enum Obs_Allow { OBS_ALLOW_ALL = 0, // allow all modes, all targets OBS_ALLOW_TEAM, // allow only own team & first person, no PIP OBS_ALLOW_NONE, // don't allow any spectating after death (fixed & fade to black) OBS_ALLOW_NUM_MODES, }; /** * Gets the client's observer mode (Obs_Mode). * * @param client Client Index. * @return The current observer mode (ObsMode). */ stock Obs_Mode:Client_GetObserverMode(client) { return Obs_Mode:GetEntProp(client, Prop_Send, "m_iObserverMode"); } /** * Sets the client's observer mode. * Use a value of the Obs_Mode enum. * This is a rewrite of CBasePlayer::SetObserverMode(). * * @param client Client Index. * @param mode New Observer mode value (Obs_Mode). * @param updateMoveType Set to true (default) to allow this function updating the movetype, false otherwise. * @noreturn */ stock bool:Client_SetObserverMode(client, Obs_Mode:mode, bool:updateMoveType=true) { if (mode < OBS_MODE_NONE || mode >= NUM_OBSERVER_MODES) { return false; } // check mp_forcecamera settings for dead players if (mode > OBS_MODE_FIXED && GetClientTeam(client) > TEAM_SPECTATOR) { new Handle:mp_forcecamera = FindConVar("mp_forcecamera"); if (mp_forcecamera != INVALID_HANDLE) { switch (GetConVarInt(mp_forcecamera)) { case OBS_ALLOW_TEAM: { mode = OBS_MODE_IN_EYE; } case OBS_ALLOW_NONE: { mode = OBS_MODE_FIXED; // don't allow anything } } } } new Obs_Mode:observerMode = Client_GetObserverMode(client); if (observerMode > OBS_MODE_DEATHCAM) { // remember mode if we were really spectating before Client_SetObserverLastMode(client, observerMode); } SetEntProp(client, Prop_Send, "m_iObserverMode", _:mode); switch (mode) { case OBS_MODE_NONE, OBS_MODE_FIXED, OBS_MODE_DEATHCAM: { Client_SetFOV(client, 0); // Reset FOV if (updateMoveType) { SetEntityMoveType(client, MOVETYPE_NONE); } } case OBS_MODE_CHASE, OBS_MODE_IN_EYE: { // udpate FOV and viewmodels Client_SetViewOffset(client, NULL_VECTOR); if (updateMoveType) { SetEntityMoveType(client, MOVETYPE_OBSERVER); } } case OBS_MODE_ROAMING: { Client_SetFOV(client, 0); // Reset FOV Client_SetViewOffset(client, NULL_VECTOR); if (updateMoveType) { SetEntityMoveType(client, MOVETYPE_OBSERVER); } } } return true; } /** * Gets the client's last oberserver mode * * @param client Client Index. * @return Last Observer mode */ stock Obs_Mode:Client_GetObserverLastMode(client) { return Obs_Mode:GetEntProp(client, Prop_Data, "m_iObserverLastMode"); } /** * Sets the client's last oberserver mode * * @param client Client Index. * @param mode Last Observer mode * @noreturn */ stock Client_SetObserverLastMode(client, Obs_Mode:mode) { SetEntProp(client, Prop_Data, "m_iObserverLastMode", _:mode); } /** * Gets the client's view offset. * This is the position relative to the client itself. * * @param client Client Index. * @param vec Vector Buffer. * @noreturn */ stock Client_GetViewOffset(client, Float:vec[3]) { GetEntPropVector(client, Prop_Data, "m_vecViewOffset", vec); } /** * Sets the client's view offset. * This is the position relative to the client itself. * * @param client Client Index. * @param vec Vector buffer. * @noreturn */ stock Client_SetViewOffset(client, Float:vec[3]) { SetEntPropVector(client, Prop_Data, "m_vecViewOffset", vec); } /** * Gets the client's current observer target entity. * * @param client Client Index. * @return Observed Entity Index. */ stock Client_GetObserverTarget(client) { return GetEntPropEnt(client, Prop_Send, "m_hObserverTarget"); } /** * Sets the client's current observer target entity. * * @param client Client Index. * @param entity Observed Entity Index. * @param resetFOV If to reset the client's field of view. * @noreturn */ stock Client_SetObserverTarget(client, entity, bool:resetFOV=true) { SetEntPropEnt(client, Prop_Send, "m_hObserverTarget", entity); if (resetFOV) { Client_SetFOV(client, 0); } } /** * Gets the client's Field Of View. * * @param client Client Index. * @return Field Of View */ stock Client_GetFOV(client) { return GetEntProp(client, Prop_Send, "m_iFOV"); } /** * Sets the client's Field Of View. * * @param client Client Index. * @param value Field Of View * @noreturn */ stock Client_SetFOV(client, value) { SetEntProp(client, Prop_Send, "m_iFOV", value); } /** * Checks if the client's View Model is drawn for the client. * * @param client Client Index. * @return True if the viewmodel is drawn, false otherwise. */ stock bool:Client_DrawViewModel(client) { return bool:GetEntProp(client, Prop_Send, "m_bDrawViewmodel"); } /** * Sets if to draw the client's view model for the client. * * @param client Client Index. * @param drawViewModel Set to true if to draw, false otherwise. * @noreturn */ stock Client_SetDrawViewModel(client, bool:drawViewModel) { SetEntProp(client, Prop_Send, "m_bDrawViewmodel", drawViewModel); } /** * Puts the specified client into thirdperson or back to firstperson when false * This doesn't work correctly in all games, it works in CS:S and DOD:S and some other games. * Todo: Enhance this * * @param client Client Index. * @param enable If set to true, the client will be put into thirdperson mode, * if false the client will be put in firstperson mode. * @noreturn */ stock Client_SetThirdPersonMode(client, enable=true) { if (enable) { Client_SetObserverTarget(client, 0); Client_SetObserverMode(client, OBS_MODE_DEATHCAM, false); Client_SetDrawViewModel(client, false); Client_SetFOV(client, 120); } else { Client_SetObserverTarget(client, -1); Client_SetObserverMode(client, OBS_MODE_NONE, false); Client_SetDrawViewModel(client, true); Client_SetFOV(client, 90); } } /** * Checks if the client is in thirdperson mode * * @param client Cient Undex * @return true if the client is currently in thirdperson mode, false otherwise */ stock Client_IsInThirdPersonMode(client) { return GetEntProp(client, Prop_Data, "m_iObserverMode"); } #define FFADE_IN 0x0001 // Just here so we don't pass 0 into the function #define FFADE_OUT 0x0002 // Fade out (not in) #define FFADE_MODULATE 0x0004 // Modulate (don't blend) #define FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received #define FFADE_PURGE 0x0010 // Purges all other fades, replacing them with this one /** * Fades a client's screen to a specified color * Your adviced to read the FFADE_ Comments * * @param client Player for which to fade the screen * @param duration duration in seconds the effect stays * @param mode fade mode, see FFADE_ defines * @param holdtime holdtime in seconds * @param r red amount * @param g green amount * @param b blue amount * @param a transparency * @return True on success, false otherwise */ stock bool:Client_ScreenFade(client, duration, mode, holdtime=-1, r=0, g=0, b=0, a=255, bool:reliable=true) { new Handle:userMessage = StartMessageOne("Fade", client, (reliable?USERMSG_RELIABLE:0)); if (userMessage == INVALID_HANDLE) { return false; } if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { new color[4]; color[0] = r; color[1] = g; color[2] = b; color[3] = a; PbSetInt(userMessage, "duration", duration); PbSetInt(userMessage, "hold_time", holdtime); PbSetInt(userMessage, "flags", mode); PbSetColor(userMessage, "clr", color); } else { BfWriteShort(userMessage, duration); // Fade duration BfWriteShort(userMessage, holdtime); // Fade hold time BfWriteShort(userMessage, mode); // What to do BfWriteByte(userMessage, r); // Color R BfWriteByte(userMessage, g); // Color G BfWriteByte(userMessage, b); // Color B BfWriteByte(userMessage, a); // Color Alpha } EndMessage(); return true; } /** * This function retrieves an array that holds all clones of a client by IP check. * Size of CloneList has to be MaxClients at least, or MAX_PLAYERS * * @param client Client index. * @param closelist An array that holds all clones of a client. * @return Returns how many clones a client has. */ stock Client_GetClones(client, cloneList[]) { new x=0; decl String:ip_client[16], String:ip_player[16]; GetClientIP(client, ip_client, sizeof(client)); for (new player=1; player <= MaxClients; player++) { if (IsClientInGame(player)) { GetClientIP(player, ip_player, sizeof(ip_player)); if (StrEqual(ip_client, ip_player, false)) { cloneList[x++] = player; } } } return x; } /* * This function returns true if the client is at a ladder.. * * @param client Client index. * @return Returns true if the client is on a ladder other wise false. */ stock bool:Client_IsOnLadder(client) { new MoveType:movetype = GetEntityMoveType(client); if (movetype == MOVETYPE_LADDER) { return true; } else{ return false; } } enum Water_Level { WATER_LEVEL_NOT_IN_WATER = 0, WATER_LEVEL_FEET_IN_WATER, WATER_LEVEL_WAIST_IN_WATER, WATER_LEVEL_HEAD_IN_WATER }; /* * This function returns how deep a client is in water. * * @param client Client index. * @return Returns 0 if not in water. 1 if feets are in water. 2 if waist is in water. 3 if head is in water. */ stock Water_Level:Client_GetWaterLevel(client) { return Water_Level:GetEntProp(client, Prop_Send, "m_nWaterLevel"); } /* * Returns how much suit sprint power a client has left in percent. * * @param client Client index. * @return returns the actual power left in percent. */ stock Float:Client_GetSuitSprintPower(client) { return GetEntPropFloat(client, Prop_Send, "m_flSuitPower"); } /* * Sets a client suit sprint power in percent. * * @param client Client index. * @param power power (0.0 to 100.0) * @noreturn */ stock Client_SetSuitSprintPower(client, Float:power) { SetEntPropFloat(client, Prop_Send, "m_flSuitPower", power); } /* * Returns the client count put in the server. * * @param inGameOnly If false connecting players are also counted. * @param countBots If true bots will be counted too. * @return Client count in the server. */ stock Client_GetCount(bool:countInGameOnly=true, bool:countFakeClients=true) { new numClients = 0; for (new client=1; client <= MaxClients; client++) { if (!IsClientConnected(client)) { continue; } if (countInGameOnly && !IsClientInGame(client)) { continue; } if (!countFakeClients && IsFakeClient(client)) { continue; } numClients++; } return numClients; } /* * Returns the ping of a client like it is displayed in the scoreboard. * The weird calculation formula is taken from Valve's SDK * hl2sdk\game\server\util.cpp: UTIL_GetPlayerConnectionInfo() * The Scoreboard uses the goldSource corrected Ping, the net_graph doesn't * For Fake Clients 0 is returned. * * @param client Client index * @param goldSource If true, get the ping as displayed in the player's scoreboard, false returns the net_graph variant. * @return Client's fake ping or 0 for fake clients */ stock Client_GetFakePing(client, bool:goldSource=true) { if (IsFakeClient(client)) { return 0; } new ping; new Float:latency = GetClientLatency(client, NetFlow_Outgoing); // in seconds // that should be the correct latency, we assume that cmdrate is higher // then updaterate, what is the case for default settings decl String:cl_cmdrate[4]; GetClientInfo(client, "cl_cmdrate", cl_cmdrate, sizeof(cl_cmdrate)); new Float:tickRate = GetTickInterval(); latency -= (0.5 / StringToInt(cl_cmdrate)) + TICKS_TO_TIME(1.0); // correct latency if (goldSource) { // in GoldSrc we had a different, not fixed tickrate. so we have to adjust // Source pings by half a tick to match the old GoldSrc pings. latency -= tickRate * 0.5; } ping = RoundFloat(latency * 1000.0); // as msecs ping = Math_Clamp(ping, 5, 1000); // set bounds, dont show pings under 5 msecs return ping; } /** * Searches for the closest client in relation to the given client. * * @param client Client index * @return The closest client or -1 */ stock Client_GetClosestToClient(client) { return Edict_GetClosestToEdict(client, true); } /** * Gets the name of the last place (if set by the game) * * @param entity Entity index. * @param buffer String buffer * @param size Size of the String buffer * @noreturn */ stock Client_GetLastPlaceName(client, String:buffer[], size) { GetEntPropString(client, Prop_Send, "m_szLastPlaceName", buffer, size); } /** * Returns the client's Score. * * @param client Client's index. * @return Score. */ stock Client_GetScore(client) { return GetClientFrags(client); } /** * Sets the client's Score. * * @param client Client's index. * @param value Score. * @noreturn */ stock Client_SetScore(client, value) { SetEntProp(client, Prop_Data, "m_iFrags", value); } /** * Returns the client's Death count * * @param client Client's index. * @return Death count */ stock Client_GetDeaths(client) { return GetEntProp(client, Prop_Data, "m_iDeaths"); } /** * Sets the client's Death count. * * @param client Client's index. * @param value Death count * @noreturn */ stock Client_SetDeaths(client, value) { SetEntProp(client, Prop_Data, "m_iDeaths", value); } /** * Returns the client's Armor * * @param client Client's index. * @return Armor value */ stock Client_GetArmor(client) { return GetEntProp(client, Prop_Data, "m_ArmorValue"); } /** * Sets the client's Armor. * * @param client Client's index. * @param value Armor value * @noreturn */ stock Client_SetArmor(client, value) { SetEntProp(client, Prop_Data, "m_ArmorValue", value); } /** * Returns the client's Suitpower * * @param client Client's index. * @return Suitpower */ stock Float:Client_GetSuitPower(client) { return Float:GetEntPropFloat(client, Prop_Data, "m_flSuitPower"); } /** * Sets the client's Suitpower * * @param client Client's index. * @param value Suitpower * @noreturn */ stock Client_SetSuitPower(client, Float:value) { SetEntPropFloat(client, Prop_Data, "m_flSuitPower", value); } // suit usage bits #define bits_SUIT_DEVICE_SPRINT 0x00000001 #define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002 #define bits_SUIT_DEVICE_BREATHER 0x00000004 #define MAX_SUIT_DEVICES 3 /** * Returns the client's active devices (Max MAX_SUIT_DEVICES) * The return is a bitwise value with bits_SUIT_DEVICE_SPRINT, * bits_SUIT_DEVICE_FLASHLIGHT and/or bits_SUIT_DEVICE_BREATHER set. * * @param client Client's index. * @return The active devices (bitwise value) */ stock Client_GetActiveDevices(client) { return GetEntProp(client, Prop_Send, "m_bitsActiveDevices"); } /** * Returns the time when the client is allowed to spray * a decal again. * * @param client Client's index. * @return Next decal time */ stock Float:Client_GetNextDecalTime(client) { return GetEntPropFloat(client, Prop_Data, "m_flNextDecalTime"); } /** * Returns whether the client is allowed to spray a decal or not. * * @param client Client's index. * @return True if he is allowed to spray a decal, false otherwise */ stock bool:Client_CanSprayDecal(client) { return Client_GetNextDecalTime(client) <= GetGameTime(); } /** * Returns the vehicle the client is in, if the client * isn't in a vehicle, -1 is returned. * * @param client Client's index. * @return Vehicle index, -1 if the client isn't in a vehicle. */ stock Client_GetVehicle(client) { new m_hVehicle = GetEntPropEnt(client, Prop_Send, "m_hVehicle"); return m_hVehicle; } /** * Returns whether the client is in a vehicle or not. * * @param client Client's index. * @return True if he is in a vehicle, false otherwise */ stock bool:Client_IsInVehicle(client) { return !(Client_GetVehicle(client) == -1); } /** * Removes all decals for a client * * @param client Client's index. * @noreturn */ stock Client_RemoveAllDecals(client) { ClientCommand(client, "r_cleardecals"); } /** * Let's the client exit the vehicle * * @param vehicle Client index. * @return True on success, false otherwise. */ stock bool:Client_ExitVehicle(client) { new vehicle = Client_GetVehicle(client); if (vehicle == -1) { return false; } return AcceptEntityInput(vehicle, "ExitVehicle"); } /** * Plays a soundfile as if the player is using voicecomm for a single client. * The voiceindicator is shown on the right, as if the players is talking. * Thanks to Peace-Maker for the function. * * @param client For whom to play the sound. * @param emitter Player/Entity the voice stream comes from. * @param soundfile Path to the soundfile relative to the sound folder. * @param length Length in seconds how long the hud "voiceindicator" is shown. * @param pitch The pitch of the audiofile. * @return True on success, false on failure. */ stock bool:Client_RawAudio(client, const emitter, const String:soundfile[], Float:length = 0.0, pitch = 100) { new Handle:message = StartMessageOne("RawAudio", client); if (message == INVALID_HANDLE) { return false; } if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(message, "pitch", pitch); PbSetInt(message, "entidx", emitter); PbSetFloat(message, "duration", length ); PbSetString(message, "voice_filename", soundfile); } else { BfWriteByte(message, pitch); BfWriteByte(message, emitter); BfWriteFloat(message, length); BfWriteString(message, soundfile); } EndMessage(); return true; } /** * Plays a soundfile as if the player is using voicecomm for all players. * The voiceindicator is shown on the right, as if the players is talking. * Thanks to Peace-Maker for the function. * * @param emitter Player/Entity the voice stream comes from. * @param soundfile Path to the soundfile relative to the sound folder. * @param length Length in seconds how long the hud "voiceindicator" is shown. * @param pitch The pitch of the audiofile. * @return True on success, false on failure. */ stock bool:Client_RawAudioToAll(const emitter, const String:soundfile[], Float:length = 0.0, pitch = 100) { new Handle:message = StartMessageAll("RawAudio"); if (message == INVALID_HANDLE) { return false; } if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(message, "pitch", pitch); PbSetInt(message, "entidx", emitter); PbSetFloat(message, "duration", length); PbSetString(message, "voice_filename", soundfile); } else { BfWriteByte(message, pitch); BfWriteByte(message, emitter); BfWriteFloat(message, length); BfWriteString(message, soundfile); } EndMessage(); return true; } /** * Sets an Impulse value for a client (eg: "impulse 100" for flashlight, value would be 100). * See: http://developer.valvesoftware.com/wiki/Impulse * * @param client Client Index * @param value The impulse command value. * @return True on success, false on failure. */ stock Client_Impulse(client, value) { SetEntProp(client, Prop_Data, "m_nImpulse", value); } /** * Gets the offset for a client's weapon list (m_hMyWeapons). * The offset will saved globally for optimization. * * @param client Client Index. * @return Weapon list offset or -1 on failure. */ stock Client_GetWeaponsOffset(client) { static offset = -1; if (offset == -1) { offset = FindDataMapInfo(client, "m_hMyWeapons"); } return offset; } /** * Gets the current/active weapon of a client * * @param client Client Index. * @return Weapon Index or INVALID_ENT_REFERENCE if the client has no active weapon. */ stock Client_GetActiveWeapon(client) { new weapon = GetEntPropEnt(client, Prop_Data, "m_hActiveWeapon"); if (!Entity_IsValid(weapon)) { return INVALID_ENT_REFERENCE; } return weapon; } /** * Gets the classname and entity index of the current/active weapon of a client. * * @param client Client Index. * @param buffer String Buffer to store the weapon's classname. * @param size Max size of String: buffer. * @return Weapon Entity Index on success or INVALID_ENT_REFERENCE otherwise */ stock Client_GetActiveWeaponName(client, String:buffer[], size) { new weapon = Client_GetActiveWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { buffer[0] = '\0'; return INVALID_ENT_REFERENCE; } Entity_GetClassName(weapon, buffer, size); return weapon; } /** * Changes the active/current weapon of a player by Index. * Note: No changing animation will be played ! * * @param client Client Index. * @param weapon Index of a valid weapon. * @noreturn */ stock Client_SetActiveWeapon(client, weapon) { SetEntPropEnt(client, Prop_Data, "m_hActiveWeapon", weapon); ChangeEdictState(client, FindDataMapInfo(client, "m_hActiveWeapon")); } /** * Changes the active weapon the client is holding. * Note: No changing animation will be played ! * * @param client Client Index. * @param className Weapon Classname. * @return True on success, false on failure. */ stock bool:Client_ChangeWeapon(client, const String:className[]) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } Client_SetActiveWeapon(client,weapon); return true; } /** * Changes the active weapon to the last. * If the last active weapon can't be found, the default weapon is taken. * If the default weapon can't be found, the first weapon in the list is taken. * If the first weapon can't be found, INVALID_ENT_REFERENCEE is returned. * * @param client Client Index. * @return Entity Index or, INVALID_ENT_REFERENCE. */ stock Client_ChangeToLastWeapon(client) { new weapon = Client_GetLastActiveWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { weapon = Client_GetDefaultWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { weapon = Client_GetFirstWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { return INVALID_ENT_REFERENCE; } } } Client_SetActiveWeapon(client, weapon); return weapon; } /** * Gets the last active weapon of a client. * * @param client Client Index. * @return Entity Index of the weapon on success, INVALID_ENT_REFERENCE on failure. */ stock Client_GetLastActiveWeapon(client) { new weapon = GetEntPropEnt(client, Prop_Data, "m_hLastWeapon"); if (!Entity_IsValid(weapon)) { return INVALID_ENT_REFERENCE; } return weapon; } /** * Gets the classname of the last active weapon of a client. * * @param client Client Index. * @param buffer Buffer to store the weapon classname. * @param size Max size of String: buffer. * @return True on success, false on failure. */ stock bool:Client_GetLastActiveWeaponName(client, String:buffer[], size) { new weapon = Client_GetLastActiveWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { buffer[0] = '\0'; return false; } Entity_GetClassName(weapon, buffer, size); return true; } /** * Sets the last active weapon of a client. * * @param client Client Index. * @param weapon Entity Index of a weapon. * @noreturn */ stock Client_SetLastActiveWeapon(client, weapon) { SetEntPropEnt(client, Prop_Data, "m_hLastWeapon", weapon); ChangeEdictState(client, FindDataMapInfo(client, "m_hLastWeapon")); } /** * Equips (attaches) a weapon to a client. * * @param client Client Index. * @param weapon Entity Index of the weapon. * @param switchTo If true, the client will switch to that weapon (make it active). * @noreturn */ stock Client_EquipWeapon(client, weapon, bool:switchTo=false) { EquipPlayerWeapon(client, weapon); if (switchTo) { Client_SetActiveWeapon(client, weapon); } } /** * Savly detaches a clients weapon, to remove it as example. * The client will select his last weapon when detached. * * @param client Client Index. * @param weapon Entity Index of the weapon, you'd like to detach. * @return True on success, false otherwise. */ stock bool:Client_DetachWeapon(client, weapon) { if (!RemovePlayerItem(client, weapon)) { return false; } if (Client_GetActiveWeapon(client) == INVALID_ENT_REFERENCE) { Client_ChangeToLastWeapon(client); } return true; } /** * Gives a client a weapon. * * @param client Client Index. * @param className Weapon Classname String. * @param switchTo If set to true, the client will switch the active weapon to the new weapon. * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure. */ stock Client_GiveWeapon(client, const String:className[], bool:switchTo=true) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { weapon = Weapon_CreateForOwner(client, className); if (weapon == INVALID_ENT_REFERENCE) { return INVALID_ENT_REFERENCE; } } Client_EquipWeapon(client, weapon, switchTo); return weapon; } /** * Gives a client a weapon and ammo for that weapon. * * @param client Client Index. * @param className Weapon Classname String. * @param switchTo If set to true, the client will switch the active weapon to the new weapon. * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched. * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched. * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched. * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure. */ stock Client_GiveWeaponAndAmmo(client, const String:className[], bool:switchTo=true, primaryAmmo=-1, secondaryAmmo=-1, primaryClip=-1, secondaryClip=-1) { new weapon = Client_GiveWeapon(client, className, switchTo); if (weapon == INVALID_ENT_REFERENCE) { return INVALID_ENT_REFERENCE; } if (primaryClip != -1) { Weapon_SetPrimaryClip(weapon, primaryClip); } if (secondaryClip != -1) { Weapon_SetSecondaryClip(weapon, secondaryClip); } Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo); return weapon; } /** * Removes a weapon from a client. * * @param client Client Index. * @param className Weapon Classname String. * @param firstOnly If false it loops trough the whole weapon list and deletes all weapons that match the specified classname. * @param clearAmmo If true, the ammo the client carries for that weapon will be set to 0 (primary and secondary). * @return True on success, false otherwise. */ stock bool:Client_RemoveWeapon(client, const String:className[], bool:firstOnly=true, bool:clearAmmo=false) { new offset = Client_GetWeaponsOffset(client) - 4; for (new i=0; i < MAX_WEAPONS; i++) { offset += 4; new weapon = GetEntDataEnt2(client, offset); if (!Weapon_IsValid(weapon)) { continue; } if (!Entity_ClassNameMatches(weapon, className)) { continue; } if (clearAmmo) { Client_SetWeaponPlayerAmmoEx(client, weapon, 0, 0); } if (Client_GetActiveWeapon(client) == weapon) { Client_ChangeToLastWeapon(client); } if (RemovePlayerItem(client, weapon)) { Entity_Kill(weapon); } if (firstOnly) { return true; } } return false; } /** * Removes all weapons of a client. * You can specify a weapon it shouldn't remove and if to * clear the player's ammo for a weapon when it gets removed. * * @param client Client Index. * @param exclude If not empty, this weapon won't be removed from the client. * @param clearAmmo If true, the ammo the player carries for all removed weapons are set to 0 (primary and secondary). * @return Number of removed weapons. */ stock Client_RemoveAllWeapons(client, const String:exclude[]="", bool:clearAmmo=false) { new offset = Client_GetWeaponsOffset(client) - 4; new numWeaponsRemoved = 0; for (new i=0; i < MAX_WEAPONS; i++) { offset += 4; new weapon = GetEntDataEnt2(client, offset); if (!Weapon_IsValid(weapon)) { continue; } if (exclude[0] != '\0' && Entity_ClassNameMatches(weapon, exclude)) { Client_SetActiveWeapon(client, weapon); continue; } if (clearAmmo) { Client_SetWeaponPlayerAmmoEx(client, weapon, 0, 0); } if (RemovePlayerItem(client, weapon)) { Entity_Kill(weapon); } numWeaponsRemoved++; } return numWeaponsRemoved; } /** * Checks if a client has a specific weapon. * * @param client Client Index. * @param className Weapon Classname. * @return True if client has the weapon, otherwise false. */ stock bool:Client_HasWeapon(client, const String:className[]) { new weapon = Client_GetWeapon(client, className); return (weapon != INVALID_ENT_REFERENCE); } /** * Gets the weapon of a client by the weapon's classname. * * @param client Client Index. * @param className Classname of the weapon. * @return Entity index on success or INVALID_ENT_REFERENCE. */ stock Client_GetWeapon(client, const String:className[]) { new offset = Client_GetWeaponsOffset(client) - 4; new weapon = INVALID_ENT_REFERENCE; for (new i=0; i < MAX_WEAPONS; i++) { offset += 4; weapon = GetEntDataEnt2(client, offset); if (!Weapon_IsValid(weapon)) { continue; } if (Entity_ClassNameMatches(weapon, className)) { return weapon; } } return INVALID_ENT_REFERENCE; } /** * Gets the weapon of a client by slot number. * Note: This is incompatible to games that have multiple * weapons in one slot (eg.: hl2dm). * * @param client Client Index. * @param slot Slot Index. * @return Entity index on success or INVALID_ENT_REFERENCE. */ stock Client_GetWeaponBySlot(client, slot) { return GetPlayerWeaponSlot(client, slot); } /** * Gets the clients default weapon (Entity Index). * * @param client Client Index. * @return Entity Index on success, INVALID_ENT_REFERENCE on failure. */ stock Client_GetDefaultWeapon(client) { decl String:weaponName[MAX_WEAPON_STRING]; if (Client_GetDefaultWeaponName(client, weaponName, sizeof(weaponName))) { return INVALID_ENT_REFERENCE; } return Client_GetWeapon(client, weaponName); } /** * Gets the clients default weapon (classname). * This function doesn't work in all games (maybe only works in hl2dm). * It will return an empty string if cl_defaultweapon doesn't exist. * * @param client Client Index. * @param buffer Buffer to store the default weapon's classname. * @param size Max size of string: buffer. * @return True on success, false otherwise. */ stock bool:Client_GetDefaultWeaponName(client, String:buffer[], size) { if (!GetClientInfo(client, "cl_defaultweapon", buffer, size)) { buffer[0] = '\0'; return false; } return true; } /** * Gets the first weapon of the client's weapon list (m_hMyWeapons). * Note: This has nothing to do with weapon slots. * * @param client Client Index. * @return Entity Index of the weapon or INVALID_ENT_REFERENCE. */ stock Client_GetFirstWeapon(client) { new offset = Client_GetWeaponsOffset(client) - 4; for (new i=0; i < MAX_WEAPONS; i++) { offset += 4; new weapon = GetEntDataEnt2(client, offset); if (!Weapon_IsValid(weapon)) { continue; } return weapon; } return INVALID_ENT_REFERENCE; } /** * Gets the number of weapons a client has. * * @param client Client Index. * @return Number of weapons. */ stock Client_GetWeaponCount(client) { new numWeapons = 0; new offset = Client_GetWeaponsOffset(client) - 4; for (new i=0; i < MAX_WEAPONS; i++) { offset += 4; new weapon = GetEntDataEnt2(client, offset); if (!Weapon_IsValid(weapon)) { continue; } numWeapons++; } return numWeapons; } /** * Checks whether the client is currently reloading his active weapon. * * @param client Client Index. * @return True if client is reloading, false otherwise. */ stock bool:Client_IsReloading(client) { new weapon = Client_GetActiveWeapon(client); if (weapon == INVALID_ENT_REFERENCE) { return false; } return Weapon_IsReloading(weapon); } /** * Sets the primary and secondary clip value of a weapon. * * @param client Client Index. * @param classname Classname of a weapon. * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched. * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched. * @return True on success, false on failure. */ stock bool:Client_SetWeaponClipAmmo(client, const String:className[], primaryClip=-1, secondoaryClip=-1) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } if (primaryClip != -1) { Weapon_SetPrimaryClip(weapon, primaryClip); } if (secondoaryClip != -1) { Weapon_SetSecondaryClip(weapon, primaryClip); } return true; } /** * Gets the primary and secondary ammo the player carries for a specific weapon classname. * * @param client Client Index. * @param classname Classname of a weapon. * @param primaryAmmo Primary ammo stock from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock from the client, if -1 the value is untouched. * @return True on success, false on failure. */ stock bool:Client_GetWeaponPlayerAmmo(client, const String:className[], &primaryAmmo=-1, &secondaryAmmo=-1) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } new offset_ammo = FindDataMapInfo(client, "m_iAmmo"); if (primaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4); primaryAmmo = GetEntData(client, offset); } if (secondaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4); secondaryAmmo = GetEntData(client, offset); } return true; } /** * Gets the primary and secondary ammo the player carries for a specific weapon index. * * @param client Client Index. * @param weapon Weapon Entity Index. * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched. * @noreturn */ stock Client_GetWeaponPlayerAmmoEx(client, weapon, &primaryAmmo=-1, &secondaryAmmo=-1) { new offset_ammo = FindDataMapInfo(client, "m_iAmmo"); if (primaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4); primaryAmmo = GetEntData(client, offset); } if (secondaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4); secondaryAmmo = GetEntData(client, offset); } } /** * Sets the primary and secondary ammo the player carries for a specific weapon classname. * * @param client Client Index. * @param classname Weapon Classname String. * @param primaryAmmo Primary ammo stock from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock from the client, if -1 the value is untouched. * @return True on success, false on failure. */ stock bool:Client_SetWeaponPlayerAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo); return true; } /** * Sets the primary and secondary ammo the player carries for a specific weapon index. * * @param client Client Index. * @param weapon Weapon Entity Index. * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched. * @noreturn */ stock Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo=-1, secondaryAmmo=-1) { new offset_ammo = FindDataMapInfo(client, "m_iAmmo"); if (primaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetPrimaryAmmoType(weapon) * 4); SetEntData(client, offset, primaryAmmo, 4, true); } if (secondaryAmmo != -1) { new offset = offset_ammo + (Weapon_GetSecondaryAmmoType(weapon) * 4); SetEntData(client, offset, secondaryAmmo, 4, true); } } /** * Sets the value from primary and secondary ammo stock, of a client. * * @param client Client Index. * @param className Classname of a weapon. * @param primaryAmmo Primary ammo stock value from the client, if -1 the value is untouched. * @param secondaryAmmo Secondary ammo stock value from the client, if -1 the value is untouched. * @param primaryClip Primary ammo value in the weapon clip, if -1 the value is untouched. * @param secondaryClip Secondary ammo value in the weapon clip, if -1 the value is untouched. * @return Entity Index of the given weapon on success, INVALID_ENT_REFERENCE on failure. */ stock Client_SetWeaponAmmo(client, const String:className[], primaryAmmo=-1, secondaryAmmo=-1, primaryClip=-1, secondaryClip=-1) { new weapon = Client_GetWeapon(client, className); if (weapon == INVALID_ENT_REFERENCE) { return false; } if (primaryClip != -1) { Weapon_SetPrimaryClip(weapon, primaryClip); } if (secondaryClip != -1) { Weapon_SetSecondaryClip(weapon, secondaryClip); } Client_SetWeaponPlayerAmmoEx(client, weapon, primaryAmmo, secondaryAmmo); return true; } /** * Gets the next weapon of a client, starting at start. * * @param client Client Index (must be a valid client ingame). * @param index Reference to an index variable, will contain the index of the next weapon to check. * @return Weapon Index or -1 if no more weapons are found. */ stock Client_GetNextWeapon(client, &index = 0) { new offset = Client_GetWeaponsOffset(client) + (index * 4); new weapon; while (index < MAX_WEAPONS) { index++; weapon = GetEntDataEnt2(client, offset); if (Weapon_IsValid(weapon)) { return weapon; } offset += 4; } return -1; } /** * Prints white text to the bottom center of the screen * for one client. Does not work in all games. * Line Breaks can be done with "\n". * * @param client Client Index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @return True on success, false if this usermessage doesn't exist. */ stock bool:Client_PrintHintText(client, const String:format[], any:...) { new Handle:userMessage = StartMessageOne("HintText", client); if (userMessage == INVALID_HANDLE) { return false; } decl String:buffer[254]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 3); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetString(userMessage, "text", buffer); } else { BfWriteByte(userMessage, 1); BfWriteString(userMessage, buffer); } EndMessage(); return true; } /** * Prints white text to the bottom center of the screen * for all clients. Does not work in all games. * Line Breaks can be done with "\n". * * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintHintTextToAll(const String:format[], any:...) { decl String:buffer[254]; for (new client=1; client <= MaxClients; client++) { if (!IsClientInGame(client)) { continue; } SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 2); Client_PrintHintText(client, buffer); } } /** * Prints white text to the right-center side of the screen * for one client. Does not work in all games. * Line Breaks can be done with "\n". * * @param client Client Index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @return True on success, false if this usermessage doesn't exist. */ stock bool:Client_PrintKeyHintText(client, const String:format[], any:...) { new Handle:userMessage = StartMessageOne("KeyHintText", client); if (userMessage == INVALID_HANDLE) { return false; } decl String:buffer[254]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 3); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbAddString(userMessage, "hints", buffer); } else { BfWriteByte(userMessage, 1); BfWriteString(userMessage, buffer); } EndMessage(); return true; } /** * Prints white text to the right-center side of the screen * for all clients. Does not work in all games. * Line Breaks can be done with "\n". * * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintKeyHintTextToAll(const String:format[], any:...) { decl String:buffer[254]; for (new client=1; client <= MaxClients; client++) { if (!IsClientInGame(client)) { continue; } SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 2); Client_PrintKeyHintText(client, buffer); } } /** * Prints a reliable raw chat message to a client in the chat area. * If the client == 0, the message will printed to server console. * * @param client Client Index. * @param message String Message. * @param subject Client Index/Subject (normally used for teamcolors) * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported. * @noreturn */ stock Client_PrintToChatRaw(client, const String:message[], subject=0, bool:isChat=false) { if (client == 0) { decl String:buffer[253]; Color_StripFromChatText(message, buffer, sizeof(buffer)); PrintToServer(buffer); return; } static sayText2_supported = true; static sayText2_checked = false; if (!sayText2_checked) { if (GetUserMessageId("SayText2") == INVALID_MESSAGE_ID) { sayText2_supported = false; } sayText2_checked = true; } new Handle:userMessage = INVALID_HANDLE; if (sayText2_supported) { userMessage = StartMessageOne("SayText2", client, USERMSG_RELIABLE); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(userMessage, "ent_idx", subject); PbSetBool(userMessage, "chat", isChat); PbSetString(userMessage, "msg_name", message); // psychonic: Furthermore, some usermessages with repeated field, // such as the commonly-used SayText2, expected an undocumented // specific number of values added, else the client will crash when receiving. PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); } else { BfWriteByte(userMessage , subject); BfWriteByte(userMessage , isChat); BfWriteString(userMessage , message); } } else { userMessage = StartMessageOne("SayText", client, USERMSG_RELIABLE); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(userMessage, "ent_idx", subject); PbSetString(userMessage, "text", message); PbSetBool(userMessage, "chat", isChat); } else { BfWriteByte(userMessage , subject); BfWriteString(userMessage , message); // For DoD:S nickname coloring BfWriteByte(userMessage , -1); } } EndMessage(); } /** * Prints a reliable chat message to one client in the chat area. * Allows up to 253 Characters (including \0) to be printed. * Supports chat color tags (see: colors.inc). * * @param client Client Index. * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported. * @param format Formatting rules String. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToChat(client, bool:isChat, const String:format[], any:...) { decl String:buffer[512], String:buffer2[253]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 4); new subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2)); Client_PrintToChatRaw(client, buffer2, subject, isChat); Color_ChatClearSubject(); } static printToChat_excludeclient = -1; /** * Exclude a client from the next call to a Client_PrintToChat function. * * @param client Client Index. * @noreturn */ stock Client_PrintToChatExclude(client) { printToChat_excludeclient = client; } /** * Prints a reliable chat message to all clients in the chat area. * Allows up to 253 Characters (including \0) to be printed. * Supports chat color tags (see: colors.inc). * * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported. * @param format Formatting rules String. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToChatAll(bool:isChat, const String:format[], any:...) { decl String:buffer[512], String:buffer2[253]; new subject, language, lastLanguage = -1; for (new client=1; client <= MaxClients; client++) { if (!IsClientInGame(client)) { continue; } if (client == printToChat_excludeclient) { printToChat_excludeclient = -1; continue; } language = GetClientLanguage(client); if (language != lastLanguage) { SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 3); subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2)); lastLanguage = language; } Client_PrintToChatRaw(client, buffer2, subject, isChat); } Color_ChatClearSubject(); } /** * Prints a reliable chat message to the specified clients in the chat area. * Allows up to 253 Characters (including \0) to be print. * Supports chat color tags (see: colors.inc). * * @param clients Client Array. * @param numClients Number of clients in the client array. * @param isChat Tells the game to handle the chat as normal (false) or chat message (true, plays a sound), only works if SayText2 is supported. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToChatEx(clients[], numClients, bool:isChat, const String:format[], any:...) { decl String:buffer[512], String:buffer2[253]; new client, subject, language, lastLanguage = -1; for (new i=0; i < numClients; i++) { client = clients[i]; if (!IsClientInGame(client)) { continue; } if (client == printToChat_excludeclient) { printToChat_excludeclient = -1; continue; } language = GetClientLanguage(client); if (language != lastLanguage) { SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 5); subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2)); lastLanguage = language; } Client_PrintToChatRaw(client, buffer2, subject, isChat); } Color_ChatClearSubject(); } enum ClientHudPrint { ClientHudPrint_Notify = 1, ClientHudPrint_Console, ClientHudPrint_Talk, Client_HudPrint_Center }; /** * Prints a relieable message to the client's console. * Allows up to 254 Characters (including \0) to be print (253 for talk). * Supports chat color tags (see: colors.inc, only available in Left 4 Dead (2) or higher). * Chat colors are stripped automatically if not supported. * * @param clients Client Array. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToConsole(client, const String:format[], any:...) { decl String:buffer[512]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 3); Client_Print(client, ClientHudPrint_Console, buffer); } /** * Prints a relieable message to the client's console. * Allows up to 254 Characters (including \0) to be print. * Supports chat color tags in chat & console (see: colors.inc). * Chat colors are stripped automatically if not supported in the destination. * * @param clients Client Array. * @param destination Destination place (use onf of the ClientHudPrint_) * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_Print(client, ClientHudPrint:destination, const String:format[], any:...) { decl String:buffer[512], String:buffer2[254]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 4); new subject = Color_ParseChatText(buffer, buffer2, sizeof(buffer2)); if (destination == ClientHudPrint_Talk) { Client_PrintToChatRaw(client, buffer2, subject, false); return; } new EngineVersion:engineVersion = GetEngineVersion(); if (client == 0 || destination != ClientHudPrint_Console || (destination == ClientHudPrint_Console && engineVersion != Engine_Left4Dead && engineVersion != Engine_Left4Dead2)) { Color_StripFromChatText(buffer2, buffer2, sizeof(buffer2)); if (client == 0) { PrintToServer(buffer2); return; } } new Handle:userMessage = INVALID_HANDLE; userMessage = StartMessageOne("TextMsg", client, USERMSG_RELIABLE); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(userMessage, "msg_dst", _:destination); PbAddString(userMessage, "params", buffer2); PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); PbAddString(userMessage, "params", ""); } else { BfWriteByte(userMessage , _:destination); BfWriteString(userMessage , buffer2); } EndMessage(); } /** * Replies to a message in a command. * A client index of 0 will use PrintToServer(). * If the command was from the console, Client_PrintToConsole() is used. * If the command was from chat, Client_PrintToChat() is used. * * @param client Client Index. * @param format Formatting rules String. * @param ... Variable number of format parameters. * @noreturn */ stock Client_Reply(client, const String:format[], any:...) { decl String:buffer[255]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 3); if (GetCmdReplySource() == SM_REPLY_TO_CONSOLE) { Client_PrintToConsole(client, buffer); } else { Client_PrintToChat(client, false, buffer); } } #define SHAKE_START 0 // Starts the screen shake for all players within the radius. #define SHAKE_STOP 1 // Stops the screen shake for all players within the radius. #define SHAKE_AMPLITUDE 2 // Modifies the amplitude of an active screen shake for all players within the radius. #define SHAKE_FREQUENCY 3 // Modifies the frequency of an active screen shake for all players within the radius. #define SHAKE_START_RUMBLEONLY 4 // Starts a shake effect that only rumbles the controller, no screen effect. #define SHAKE_START_NORUMBLE 5 // Starts a shake that does NOT rumble the controller. /** * Shakes a client's screen with the specified amptitude, * frequency & duration. * * @param client Client Index. * @param command Shake Mode, use one of the SHAKE_ definitions. * @param amplitude Shake magnitude/amplitude. * @param frequency Shake noise frequency. * @param duration Shake lasts this long. * @return True on success, false otherwise. */ stock bool:Client_Shake(client, command=SHAKE_START, Float:amplitude=50.0, Float:frequency=150.0, Float:duration=3.0) { if (command == SHAKE_STOP) { amplitude = 0.0; } else if (amplitude <= 0.0) { return false; } new Handle:userMessage = StartMessageOne("Shake", client); if (userMessage == INVALID_HANDLE) { return false; } if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetInt(userMessage, "command", command); PbSetFloat(userMessage, "local_amplitude", amplitude); PbSetFloat(userMessage, "frequency", frequency); PbSetFloat(userMessage, "duration", duration); } else { BfWriteByte(userMessage, command); // Shake Command BfWriteFloat(userMessage, amplitude); // shake magnitude/amplitude BfWriteFloat(userMessage, frequency); // shake noise frequency BfWriteFloat(userMessage, duration); // shake lasts this long } EndMessage(); return true; } /** * Checks whether the client is a generic admin. * * @param Client Index. * @return True if the client is a generic admin, false otheriwse. */ stock bool:Client_IsAdmin(client) { new AdminId:adminId = GetUserAdmin(client); if (adminId == INVALID_ADMIN_ID) { return false; } return GetAdminFlag(adminId, Admin_Generic); } /** * Checks whether a client has certain admin flags * * @param Client Index. * @return True if the client has the admin flags, false otherwise. */ stock bool:Client_HasAdminFlags(client, flags=ADMFLAG_GENERIC) { new AdminId:adminId = GetUserAdmin(client); if (adminId == INVALID_ADMIN_ID) { return false; } return bool:(GetAdminFlags(adminId, Access_Effective) & flags); } /** * Returns whether a player is in a specific admin group. * * @param client Client Index. * @param groupName Admin group name to check. * @param caseSensitive True if the group check has to be case sensitive, false otherwise. * @return True if the client is in the admin group, false otherwise. */ stock bool:Client_IsInAdminGroup(client, const String:groupName[], bool:caseSensitive=true) { new AdminId:adminId = GetUserAdmin(client); // Validate id. if (adminId == INVALID_ADMIN_ID) { return false; } // Get number of groups. new count = GetAdminGroupCount(adminId); // Validate number of groups. if (count == 0) { return false; } decl String:groupname[64]; // Loop through each group. for (new i = 0; i < count; i++) { // Get group name. GetAdminGroup(adminId, i, groupname, sizeof(groupname)); // Compare names. if (StrEqual(groupName, groupname, caseSensitive)) { return true; } } // No match. return false; } /** * Checks if the client is currently looking at the wall in front * of him with the given distance as max value. * * @param client Client Index. * @param distance Max Distance as Float value. * @return True if he is looking at a wall, false otherwise. */ stock bool:Client_IsLookingAtWall(client, Float:distance=40.0) { decl Float:posEye[3], Float:posEyeAngles[3]; new bool:isClientLookingAtWall = false; GetClientEyePosition(client, posEye); GetClientEyeAngles(client, posEyeAngles); posEyeAngles[0] = 0.0; new Handle:trace = TR_TraceRayFilterEx(posEye, posEyeAngles, CONTENTS_SOLID, RayType_Infinite, _smlib_TraceEntityFilter); if (TR_DidHit(trace)) { if (TR_GetEntityIndex(trace) > 0) { CloseHandle(trace); return false; } decl Float:posEnd[3]; TR_GetEndPosition(posEnd, trace); if (GetVectorDistance(posEye, posEnd, true) <= (distance * distance)) { isClientLookingAtWall = true; } } CloseHandle(trace); return isClientLookingAtWall; } public bool:_smlib_TraceEntityFilter(entity, contentsMask) { return entity == 0; } /** * Gets a client's class. * Currently supported games are: TF2, Dark Messiah. * Other games maybe work too, but are not tested. * * @param client Client Index. * @return Class Index. */ stock Client_GetClass(client) { if (GetEngineVersion() == Engine_DarkMessiah) { return GetEntProp(client, Prop_Send, "m_iPlayerClass"); } return GetEntProp(client, Prop_Send, "m_iClass"); } /** * Sets a client's class. * Currently supported games are: TF2, Dark Messiah. * Other games maybe work too, but are not tested. * * @param client Client Index. * @param playerClass The class number to set the player to. Depends on game. * @param persistant If true changes the players desired class so the change stays after death (probably TF2 only). * @return Class Index. */ stock Client_SetClass(client, playerClass, bool:persistant=false) { if (GetEngineVersion() == Engine_DarkMessiah) { SetEntProp(client, Prop_Send, "m_iPlayerClass", playerClass); } else { SetEntProp(client, Prop_Send, "m_iClass", playerClass); if (persistant) { SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", playerClass); } } } /** * Returns what buttons are currently pressed by the client. * * @param client Client Index. * @return Buttons as bitflag. */ stock Client_GetButtons(client) { return GetClientButtons(client); } /** * Sets the client buttons. * Note: This will only work OnPreThink (sdkhooks) or OnPlayerRunCmd. * * @param client Client Index. * @param buttons Buttons as bitflag. * @noreturn */ stock Client_SetButtons(client, buttons) { SetEntProp(client, Prop_Data, "m_nButtons", buttons); } /** * Adds buttons to the already pressed buttons. * Note: This will likely only work OnPreThink (sdkhooks) or OnPlayerRunCmd. * * @param client Client Index. * @param buttons Buttons as bitflag. * @noreturn */ stock Client_AddButtons(client, buttons) { new newButtons = Client_GetButtons(client); newButtons |= buttons; Client_SetButtons(client, newButtons); } /** * Removes buttons from the already pressed buttons. * Note: This will only work OnPreThink (sdkhooks) or OnPlayerRunCmd. * * @param client Client Index. * @param buttons Buttons as bitflag. * @noreturn */ stock Client_RemoveButtons(client, buttons) { new newButtons = Client_GetButtons(client); newButtons &= ~buttons; Client_SetButtons(client, newButtons); } /** * Clears all buttons. * Note: This will likely only work OnPreThink (sdkhooks) or OnPlayerRunCmd. * * @param client Client Index. * @noreturn */ stock Client_ClearButtons(client) { Client_SetButtons(client,0); } /** * Returns if the given buttons are pressed by the client or not. * * @param client Client Index. * @param buttons Buttons as bitflag. * @return True if the buttons are pressed otherwise false. */ stock bool:Client_HasButtons(client, buttons) { return bool:(Client_GetButtons(client) & buttons); } /** * Returns only the buttons that have changed since the last call of this. * Example usage: Within OnPlayerRunCmd use this function to call another function only once when a player pressed or released a button. * * @param client Client Index. * @param buttons Buttons as bitflag. * @return */ stock Client_GetChangedButtons(client) { static oldButtons[MAXPLAYERS+1] = {0,...}; new buttons = Client_GetButtons(client); new changedButtons = buttons ^ oldButtons[client]; oldButtons[client] = buttons; return changedButtons; } /** * Sets the client's maxspeed to the given value (in units per second) * * @param Client Client Index * @param maxspeed the maximum speed the client can move * @noreturn */ stock Client_SetMaxSpeed(client, Float:value) { Entity_SetMaxSpeed(client, value); } /** * Shows a screen overlay tp a client. * There can only be one overlay at a time. * If you want to clear the overlay, pass * an empty string to this function. * * @param Client Client Index. * @param path Overlay path (based on the game/materials/ folder) or empty String to not show any overlay. * @noreturn */ stock Client_SetScreenOverlay(client, const String:path[]) { ClientCommand(client, "r_screenoverlay \"%s\"", path); } /** * Shows a screen overlay to all clients. * There can only be one overlay at a time. * If you want to clear the overlay, pass * an empty string to this function. * * @param Client Client Index. * @param path Overlay path (based on the game/materials/ folder) or empty String to not show any overlay. * @noreturn */ stock Client_SetScreenOverlayForAll(const String:path[]) { LOOP_CLIENTS(client, CLIENTFILTER_INGAME | CLIENTFILTER_NOBOTS) { Client_SetScreenOverlay(client, path); } } /** * Mutes a client's voice * * @param Client Client Index. * @noreturn */ stock Client_Mute(client) { SetClientListeningFlags(client, VOICE_MUTED); } /** * UnMutes a client's voice * Code copied from basecomm.sp * * @param Client Client Index. * @noreturn */ stock Client_UnMute(client) { static Handle:cvDeadTalk = INVALID_HANDLE; if (cvDeadTalk == INVALID_HANDLE) { cvDeadTalk = FindConVar("sm_deadtalk"); } if (cvDeadTalk == INVALID_HANDLE) { SetClientListeningFlags(client, VOICE_NORMAL); } else { if (GetConVarInt(cvDeadTalk) == 1 && !IsPlayerAlive(client)) { SetClientListeningFlags(client, VOICE_LISTENALL); } else if (GetConVarInt(cvDeadTalk) == 2 && !IsPlayerAlive(client)) { SetClientListeningFlags(client, VOICE_TEAM); } else { SetClientListeningFlags(client, VOICE_NORMAL); } } } /** * Checks if a client's voice is muted * * @param Client Client Index. * @return True if the client is muted, false otherwise. */ stock bool:Client_IsMuted(client) { return bool:(GetClientListeningFlags(client) & VOICE_MUTED); } /** * Checks if a client matches the specified flag filter. * Use one of the CLIENTFILTER_ constants. * Note that this already checks if the client is ingame or connected * so you don't have to do that yourself. * This function is optimized to make as less native calls as possible :) * * @param Client Client Index. * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @return True if the client if the client matches, false otherwise. */ stock bool:Client_MatchesFilter(client, flags) { new bool:isIngame = false; if (flags >= CLIENTFILTER_INGAME) { isIngame = IsClientInGame(client); if (isIngame) { if (flags & CLIENTFILTER_NOTINGAME) { return false; } } else { return false; } } else if (!IsClientConnected(client)) { return false; } if (!flags) { return true; } if (flags & CLIENTFILTER_INGAMEAUTH) { flags |= CLIENTFILTER_INGAME | CLIENTFILTER_AUTHORIZED; } if (flags & CLIENTFILTER_BOTS && !IsFakeClient(client)) { return false; } if (flags & CLIENTFILTER_NOBOTS && IsFakeClient(client)) { return false; } if (flags & CLIENTFILTER_ADMINS && !Client_IsAdmin(client)) { return false; } if (flags & CLIENTFILTER_NOADMINS && Client_IsAdmin(client)) { return false; } if (flags & CLIENTFILTER_AUTHORIZED && !IsClientAuthorized(client)) { return false; } if (flags & CLIENTFILTER_NOTAUTHORIZED && IsClientAuthorized(client)) { return false; } if (isIngame) { if (flags & CLIENTFILTER_ALIVE && !IsPlayerAlive(client)) { return false; } if (flags & CLIENTFILTER_DEAD && IsPlayerAlive(client)) { return false; } if (flags & CLIENTFILTER_SPECTATORS && GetClientTeam(client) != TEAM_SPECTATOR) { return false; } if (flags & CLIENTFILTER_NOSPECTATORS && GetClientTeam(client) == TEAM_SPECTATOR) { return false; } if (flags & CLIENTFILTER_OBSERVERS && !IsClientObserver(client)) { return false; } if (flags & CLIENTFILTER_NOOBSERVERS && IsClientObserver(client)) { return false; } if (flags & CLIENTFILTER_TEAMONE && GetClientTeam(client) != TEAM_ONE) { return false; } if (flags & CLIENTFILTER_TEAMTWO && GetClientTeam(client) != TEAM_TWO) { return false; } } return true; } /** * Gets all clients matching the specified flags filter. * * @param client Client Array, size should be MaxClients or MAXPLAYERS * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @return The number of clients stored in the array */ stock Client_Get(clients[], flags=CLIENTFILTER_ALL) { new x=0; for (new client = 1; client <= MaxClients; client++) { if (!Client_MatchesFilter(client, flags)) { continue; } clients[x++] = client; } return x; } /** * Gets a random client matching the specified flags filter. * * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @return Client Index or -1 if no client was found */ stock Client_GetRandom(flags=CLIENTFILTER_ALL) { decl clients[MaxClients]; new num = Client_Get(clients, flags); if (num == 0) { return -1; } else if (num == 1) { return clients[0]; } new random = Math_GetRandomInt(0, num-1); return clients[random]; } /** * Gets a client matching certain flags starting at start. * * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @param start Start Index. * @return Client Index or -1 if no client was found */ stock Client_GetNext(flags, start=1) { for (new client=start; client <= MaxClients; client++) { if (Client_MatchesFilter(client, flags)) { return client; } } return -1; } /** * Retrieves the time duration a client played on the current map. * * @param client Client Index. * @return Time in seconds as Float */ stock Float:Client_GetMapTime(client) { new Float:fClientTime = GetClientTime(client); new Float:fGameTime = GetGameTime(); return (fClientTime < fGameTime) ? fClientTime : fGameTime; } /** * Gets client money value (for games like Counter-Strike:Source). * * @param client Client Index. * @return Money value from the client. */ stock Client_GetMoney(client) { return GetEntProp(client, Prop_Send, "m_iAccount"); } /** * Sets client money value (for games like Counter-Strike:Source). * * @param client Client Index. * @param value Money value to set. * @noreturn */ stock Client_SetMoney(client, value) { SetEntProp(client, Prop_Send, "m_iAccount", value); } /** * Gets a client's observers. * * @param client Client Index. * @param observers Array with size of MaxClients or MAXPLAYERS. * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @return Number of observers found. */ stock Client_GetObservers(client, observers[], flags=CLIENTFILTER_ALL) { new count = 0; LOOP_CLIENTS(player, CLIENTFILTER_OBSERVERS | flags) { if (Client_GetObserverTarget(player) == client) { observers[count++] = player; } } return count; } static Float:getPlayersInRadius_distances[MAXPLAYERS+1]; /** * Gets all players near a player in a certain radius and * orders the players by distance (optional). * * @param client Client Index. * @param clients Array with size of MaxClients or MAXPLAYERS. * @param radius radius Float (max distance) * @param orderByDistance Set to true to order the clients by distance, false otherwise. * @return Number of clients found. */ stock Client_GetPlayersInRadius(client, clients[], Float:radius, bool:orderByDistance=true) { decl Float:origin_client[3]; new Float:distance, count=0; Entity_GetAbsOrigin(client, origin_client); LOOP_CLIENTS(player, CLIENTFILTER_INGAME) { if (player == client) { continue; } distance = Entity_GetDistanceOrigin(player, origin_client); if (distance <= radius) { clients[count++] = player; if (orderByDistance) { getPlayersInRadius_distances[player] = distance; } } } if (orderByDistance) { SortCustom1D(clients, count, __smlib_GetPlayersInRadius_Sort); } return count; } public __smlib_GetPlayersInRadius_Sort(player1, player2, const clients[], Handle:hndl) { return FloatCompare(getPlayersInRadius_distances[player1], getPlayersInRadius_distances[player2]); } /** * Gets the next player observing client starting at start. * * @param client Client Index (Observer Target) * @param start Start Index. * @param flags Client Filter Flags (Use the CLIENTFILTER_ constants). * @return Client Index or -1 if no client was found */ stock Client_GetNextObserver(client, start=1, flags=CLIENTFILTER_ALL) { for (new player=start; player <= MaxClients; player++) { if (Client_MatchesFilter(player, CLIENTFILTER_OBSERVERS | flags)) { if (Client_GetObserverTarget(player) == client) { return player; } } } return -1; } /** * Searchs and returns the game's player_manager entity. * This should be called on every map start. * * @return player_manager entity or INVALID_ENT_REFERENCE if not found. */ stock Client_GetPlayerManager() { static player_manager = INVALID_ENT_REFERENCE; if (player_manager != INVALID_ENT_REFERENCE) { if (Entity_IsValid(player_manager)) { return player_manager; } else { player_manager = INVALID_ENT_REFERENCE; } } new maxEntities = GetMaxEntities(); for (new entity=0; entity < maxEntities; entity++) { if (!Entity_IsValid(entity)) { continue; } if (Entity_ClassNameMatches(entity, "player_manager", true)) { player_manager = EntIndexToEntRef(entity); return player_manager; } } return INVALID_ENT_REFERENCE; } /** * Sets the client's ping as displayed in the scoreboards. * Should be called OnGameFrame. * * @param client Client Index * @param start New ping value. * @return True on sucess, false otherwise. */ stock Client_SetPing(client, value) { new player_manager = Client_GetPlayerManager(); static offset = -1; if (offset== -1) { offset = GetEntSendPropOffs(player_manager, "m_iPing", true); if (offset == -1) { return false; } } SetEntData(player_manager, offset + (client * 4), value, 4, true); return true; } static printToTop_excludeclient = -1; /** * Exclude a client from the next call to a Client_PrintToTop function. * * @param client Client Index. * @noreturn */ stock Client_PrintToTopExclude(client) { printToTop_excludeclient = client; } /** * Prints colored text to the top left of the screen * for one client. Does not work in all games. * Line Breaks can't be done. * * @param client Client Index. * @param r Red amount. * @param g Green amount. * @param b Blue amount. * @param a Transparency. * @param duration Duration in seconds the text stays (min 10 - max 200 seconds). * @param text Text to print to. * @return True on success, false if the key value for the dialog couldn't be created or closed. */ stock bool:Client_PrintToTopRaw(client, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:text[]) { //message line max 50 //overline: 39*_ //underline: 44*T new Handle:keyValue = CreateKeyValues("Stuff", "title", text); if (keyValue == INVALID_HANDLE) { return false; } KvSetColor(keyValue, "color", r, g, b, a); KvSetNum(keyValue, "level", 1); KvSetNum(keyValue, "time", RoundToFloor(duration)); CreateDialog(client, keyValue, DialogType_Msg); if (!CloseHandle(keyValue)) { return false; } return true; } /** * Prints colored text to the top left of the screen * for one client. Does not work in all games. * Line Breaks can't be done. * * @param client Client Index. * @param r Red amount. * @param g Green amount. * @param b Blue amount. * @param a Transparency. * @param duration Duration in seconds the text stays (min 10 - max 200 seconds). * @param format Formatting rules. * @param ... Variable number of format parameters. * @return True on success, false if the key value for the dialog couldn't be created or closed. */ stock bool:Client_PrintToTop(client, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...) { new String:buffer[150]; SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 8); return Client_PrintToTopRaw(client, r, g, b, a, duration, buffer); } /** * Prints colored text to the top left of the screen * to all clients. Does not work in all games. * Line Breaks can't be done. * * @param r Red amount. * @param g Green amount. * @param b Blue amount. * @param a Transparency. * @param duration Duration in seconds the text stays (min 10 - max 200 seconds). * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToTopAll(r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...) { decl String:buffer[150]; new language, lastLanguage = -1; for (new client=1; client <= MaxClients; client++) { if (!IsClientInGame(client)) { continue; } if (client == printToTop_excludeclient) { printToTop_excludeclient = -1; continue; } language = GetClientLanguage(client); if (language != lastLanguage) { SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 7); lastLanguage = language; } Client_PrintToTopRaw(client, r, g, b, a, duration, buffer); } } /** * Prints colored text to the top left of the screen * to specified clients. Does not work in all games. * Line Breaks can't be done. * * @param clients Client Array. * @param numClients Number of clients in the clients array. * @param r Red amount. * @param g Green amount. * @param b Blue amount. * @param a Transparency. * @param duration Duration in seconds the text stays (min 10 - max 200 seconds). * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock Client_PrintToTopEx(clients[], numClients, r=255, g=255, b=255, a=255, Float:duration=10.0, const String:format[], any:...) { decl String:buffer[150]; new client, language, lastLanguage = -1; for (new i=0; i < numClients; i++) { client = clients[i]; if (!IsClientInGame(client)) { continue; } if (client == printToTop_excludeclient) { printToTop_excludeclient = -1; continue; } language = GetClientLanguage(client); if (language != lastLanguage) { SetGlobalTransTarget(client); VFormat(buffer, sizeof(buffer), format, 9); lastLanguage = language; } Client_PrintToTopRaw(client, r, g, b, a, duration, buffer); } } /** * Opens the scoreboard for a specific client * * @tested csgo * @param client Client index * @noreturn */ stock Client_ShowScoreboard(client, flags=USERMSG_RELIABLE | USERMSG_BLOCKHOOKS) { new Handle:handle = StartMessageOne("VGUIMenu", client, flags); if (GetFeatureStatus(FeatureType_Native, "GetUserMessageType") == FeatureStatus_Available && GetUserMessageType() == UM_Protobuf) { PbSetString(handle, "name", "scores"); PbSetBool(handle, "show", true); } else { BfWriteString(handle, "scores"); BfWriteByte(handle, 1); // Show BfWriteByte(handle, 0); // subkeys count } EndMessage(); }