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1 : ian 1 /* NS module functions
2 :     * -
3 :     * (c) 2004, Steve Dudenhoeffer
4 :     * This file is provided as is (no warranties).
5 :     */
6 :    
7 :     #if defined NS_INC
8 :     #endinput
9 :     #endif
10 :     #define NS_INC
11 :    
12 :     #if AMXX_VERSION_NUM >= 175
13 :     #pragma reqlib ns
14 :     #if !defined AMXMODX_NOAUTOLOAD
15 :     #pragma loadlib ns
16 :     #endif
17 :     #else
18 :     #pragma library ns
19 :     #endif
20 :    
21 :    
22 :     #include <ns_const>
23 :    
24 :    
25 :     /* Called whenever the client's class is changed. The classes given match get_class() output */
26 :     forward client_changeclass(id,newclass,oldclass);
27 :    
28 :     /* Called whenever the client build's a structure. If type is 1, it's a marine structure, if type is 2, it's alien. */
29 :     forward client_built(idPlayer,idStructure,type,impulse);
30 :    
31 :     /* Returns if the map's combat or not. */
32 :     native ns_is_combat();
33 :    
34 :     /* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 180 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
35 :     native ns_popup(target,const szMsg[180],ah=0);
36 :    
37 :     /* Sets a player model. Omit the second parameter to return to default.
38 :     Note: This does *not* change back on death, team switch, gestations, etc. */
39 :     native ns_set_player_model(id,const szModel[]="");
40 :    
41 :     /* Sets a player's skin. Omit second parameter to return to default.
42 :     Note: This does *not* change back on death, team switch, gestations, etc. */
43 :     native ns_set_player_skin(id,skin=-1);
44 :    
45 :     /* Sets a player's body. Omit second parameter to return to default.
46 :     Note: This does *not* change back on death, team switch, gestations, etc. */
47 :     native ns_set_player_body(id,body=-1);
48 :    
49 :     /* Sets a player's speedchange. Omit the second parameter to return to default */
50 :     native ns_set_speedchange(id,speedchange=0);
51 :    
52 :     /* Returns a player's current speedchange. */
53 :     native ns_get_speedchange(id);
54 :    
55 :     /* Returns a player's max speed before the speed change is factored in. */
56 :     native ns_get_maxspeed(id);
57 :    
58 :     /* Returns whether or not this mask is set from the entity's iuser4 field. Use the "mask" enum for reference. */
59 :     native ns_get_mask(id,mask);
60 :    
61 :     /* Sets or removes the mask from the entity's iuser4 field. Set "value" to 1 to turn the mask on, 0 to turn it off. */
62 :     native ns_set_mask(id,mask,value);
63 :    
64 :     /* Returns built/unbuilt structures.
65 :     If:
66 :     builtOnly is 1 (default):
67 :     Only fully built structures are counted.
68 :     builtOnly is 0:
69 :     Any structure meeting the classname is counted.
70 :    
71 :     Number is 0 (default):
72 :     The total number of matching structures is returned.
73 :     Number is any other value:
74 :     The index of the #th matching structure is returned.
75 :     */
76 :     native ns_get_build(const classname[],builtOnly=1,Number=0);
77 :    
78 :     /* Returns if the player has the weapon or not in their pev->weapons field.
79 :     set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */
80 :     native ns_has_weapon(id,weapon,setweapon=-1);
81 :    
82 :     /* Gets spawn point for specified team (type).
83 :     If:
84 :     Team is equal to 0:
85 :     Ready room spawns are returned.
86 :     Team is greater than 0:
87 :     Spawns for the team are returned.
88 :    
89 :     Number is equal to 0:
90 :     Total number of spawns is returned.
91 :     Number is greater than 0:
92 :     The location of the specified spawn is returned.
93 :     */
94 :     native ns_get_spawn(team,number=0,Float:ret[3]);
95 :    
96 :     /* Returns the class of the player. Look in the classes enum in ns_const.inc for the value's meaning. */
97 :     native ns_get_class(id);
98 :    
99 :     /* Returns a player's percentage of JP fuel */
100 :     native Float:ns_get_jpfuel(id);
101 :    
102 :     /* Sets a player's percentage of JP fuel */
103 :     native ns_set_jpfuel(id,Float:fuel);
104 :    
105 :     /* Returns a player's percentage of adrenaline (alien) */
106 :     native Float:ns_get_energy(id);
107 :    
108 :     /* Sets a player's percentage of adrenaline */
109 :     native ns_set_energy(id,Float:energy);
110 :    
111 :     /* Returns a player's resources. (alien only) */
112 :     native Float:ns_get_res(id);
113 :    
114 :     /* Sets a player's resources. (alien only) */
115 :     native ns_set_res(id,Float:res);
116 :    
117 :     /* Returns a player's experience (combat only) */
118 :     native Float:ns_get_exp(id);
119 :    
120 :     /* Sets a player's experience (combat only) */
121 :     native ns_set_exp(id,Float:exp);
122 :    
123 :     /* Gets a player's point spent value in combat */
124 :     native ns_get_points(id);
125 :    
126 :     /* Sets a player's point spent value in combat */
127 :     native ns_set_points(id,points);
128 :    
129 :     /* Gets a weapon's damage (use the weapon index, not the player) */
130 :     native Float:ns_get_weap_dmg(idWeapon);
131 :    
132 :     /* Sets a weapon's damage (use the weapon index, not the player) */
133 :     native ns_set_weap_dmg(idWeapon,Float:damage);
134 :    
135 :     /* Gets a weapon's range (use the weapon index, not the player) */
136 :     native Float:ns_get_weap_range(idWeapon);
137 :    
138 :     /* Sets a weapon's range (use the weapon index, not the player) */
139 :     native ns_set_weap_range(idWeapon,Float:range);
140 :    
141 :     /* Gets a weapon's clip ammo (use the weapon index, not the player) */
142 :     native ns_get_weap_clip(idWeapon);
143 :    
144 :     /* Sets a weapon's clip ammo (use the weapon index, not the player) */
145 :     native ns_set_weap_clip(idWeapon,clipsize);
146 :    
147 :     /* Gets the player's weapon reserve for the specified type of weapon.
148 :     Look in ns_const.inc for the weapon enum. */
149 :     native ns_get_weap_reserve(id,weapon);
150 :    
151 :     /* Sets the player's weapon reserve for the specified type of weapon.
152 :     Look in ns_const.inc for the weapon enum. */
153 :     native ns_set_weap_reserve(id,weapon,ammo);
154 :    
155 :     /* Gets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
156 :     native ns_get_score(idPlayer);
157 :    
158 :     /* Sets a player's score. Note: score from level is automatically factored into the scoreboard display in combat. */
159 :     native ns_set_score(idPlayer,score);
160 :    
161 :     /* Gets a player's death count. */
162 :     native ns_get_deaths(idPlayer);
163 :    
164 :     /* Sets a player's death count. */
165 :     native ns_set_deaths(idPlayer,numdeaths);
166 :    
167 :     /* Gets the index of the owner of a structure. -1 for no owner. */
168 :     native ns_get_struct_owner(idStructsure);
169 :    
170 :     /* Sets the index of the owner of a structure. -1 for no owner. */
171 :     native ns_set_struct_owner(idStructure,indexOwner);
172 :    
173 :     /* Gets the trait type tied to the hive. Look at the hivetrait enum for the values. */
174 :     native ns_get_hive_trait(idHive);
175 :    
176 :     /* Sets the trait type tied to the hive. Look at the hivetrait enum for the values. */
177 :     native ns_set_hive_trait(idHive,trait);
178 :    
179 :     /* Sets the players field of view, set "_fov" to 0.0 (or omit it) to return to normal. FOV change will persist until disconnect unless reset by a plugin */
180 :     native ns_set_fov(idPlayer,Float:_fov=0.0);
181 :    
182 :     /* Give a player an item. */
183 :     native ns_give_item(id,const _szClassName[]);
184 :    
185 :     /* Returns if a player has the hive ability number, if ability is 0 it will return the number of active hives */
186 :     native ns_get_hive_ability(idPlayer, ability=0);
187 :    
188 :     /* A player's team entvar has changed */
189 :     forward client_changeteam(id,newteam,oldteam);
190 :    
191 :     /* A player's deadflag entvar has changed from >0 to 0 */
192 :     forward client_spawn(id);

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