/* DoDFun functions * * (c) 2004-2005, SidLuke * This file is provided as is (no warranties). */ #if defined _dodfun_included #endinput #endif #define _dodfun_included #include #if AMXX_VERSION_NUM >= 175 #pragma reqlib dodfun #if !defined AMXMODX_NOAUTOLOAD #pragma loadlib dodfun #endif #else #pragma library dodfun #endif /* Function is called after grenade throw */ forward grenade_throw(index,greindex,wId); /* Function is called after a rocket is shot */ forward rocket_shoot(index,rocketindex,wId); /* Example: for full stamina use dod_player_stamina(1,STAMINA_SET,100,100) */ /* value is from 0 - 100 */ native dod_set_stamina(index,set=STAMINA_SET,minvalue=0,maxvalue=100); /* Sets fuse for grenades. Valid number is from 0.1-20.0 */ /* types : new or preprimed */ native dod_set_fuse(index,set=FUSE_SET,Float:newFuse=5.0, Type=FT_NEW); /* Sets player class */ native dod_set_user_class(index,classId); /* Sets player team and random class. Don't work for spectators. */ native dod_set_user_team(index,teamId,refresh=1); /* Returns next player class. Usefull is player is using random class */ native dod_get_next_class(index); /* Returns 1 if player choose random class */ native dod_is_randomclass(index); /* Returns player deaths */ native dod_get_pl_deaths(index); /* Sets player deaths. * Note if you opt to refresh the scoreboard, it * will make the player appear as "DEAD" in the scoreboard. */ native dod_set_pl_deaths(index,value,refresh=1); /* Returns player deaths. */ native dod_get_user_kills(index); /* Sets player kills. */ native dod_set_user_kills(index,value,refresh=1); /* Sets player score. */ native dod_set_user_score(index,value,refresh=1); /* Sets new team name for this player */ native dod_set_pl_teamname(index,const szName[]); /* Gets player team name */ native dod_get_pl_teamname(index,szName[],len); /* Returns 1 is player weapon is deployed (bar,mg..) */ native dod_is_deployed(index); /*Sets the ammo of the specified weapon entity id */ native dod_set_user_ammo(index,wid,value); /*Gets the ammo of the specified weapon entity id */ native dod_get_user_ammo(index,wid); /* called after first InitObj */ forward controlpoints_init(); enum CP_VALUE { CP_edict = 1, // read only CP_area, // read only CP_index, // read only CP_owner, CP_default_owner, CP_visible, // reinit after change CP_icon_neutral, // reinit after change CP_icon_allies, // reinit after change CP_icon_axis, // reinit after change CP_origin_x, // reinit after change CP_origin_y, // reinit after change CP_can_touch, CP_pointvalue, CP_points_for_cap, CP_team_points, CP_model_body_neutral, CP_model_body_allies, CP_model_body_axis, // strings CP_name, CP_reset_capsound, CP_allies_capsound, CP_axis_capsound, CP_targetname, CP_model_neutral, CP_model_allies, CP_model_axis, }; /* returns number of objectives */ native objectives_get_num(); /* use this function to update client(s) hud. You need to do this sometimes. Check CP_VALUE comments. if player is 0 , all clients will get this message */ native objectives_reinit( player=0 ); /* use this function to get info about specified control point */ native objective_get_data( index, CP_VALUE:key, szValue[]="", len=0 ); /* use this function to change control point's data */ native objective_set_data( index, CP_VALUE:key , iValue=-1, const szValue[]="" ); enum CA_VALUE { CA_edict = 1, CA_allies_numcap, CA_axis_numcap, CA_timetocap, CA_can_cap, // strings CA_target, CA_sprite, }; /* use this function to get info about specified control point's area */ native area_get_data( index, CA_VALUE:key, szValue[]="", len=0 ); /* use this function to change control point's area data */ native area_set_data( index, CA_VALUE:key , iValue=-1, const szValue[]="" );