/
cs_core.inc
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/
cs_core.inc
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#if defined _cs_core_included
#endinput
#endif
#define _cs_core_included
#if AMXX_VERSION_NUM >= 175
#pragma reqlib cs_core
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib cs_core
#endif
#else
#pragma library cs_core
#endif
/****************************************************
* CS Core *
*****************************************************/
/**
* Return whether a player is a terrorist
* param id - ID of client
*/
native cs_is_terrorist(id);
/**
* Return whether a player is the last terrorist
* param id - ID of client
*/
native cs_is_last_terrorist(id);
/**
* Return whether a player is the last counter-terrorist
* param id - ID of client
*/
native cs_is_last_counter(id);
/**
* Returns number of alive terrorists
* param iType - 0; Show all || 1; Alive players || 2; Not-alive players
*/
native cs_get_terrorist_count(iType);
/**
* Return number of alive counter-terrorists
* param iType - 0; Show all || 1; Alive players || 2; Not-alive players
*/
native cs_get_counter_count(iType);
/**
* This is called during a player spawn
* param id - ID of client
*/
forward cs_fw_spawn_post(id);
/**
* This is called when a player becomes the last terrorists
* param id - ID of client
*/
forward cs_fw_last_terrorist(id);
/**
* This is called when a player becomes the last counter-terrorists
* param id - ID of client
*/
forward cs_fw_last_counter(id);
/**
* This is called when a player has drew the first blood
* param victim - ID of client
* param attacker - ID of client
*/
forward cs_fw_first_blood(victim, attacker);
/****************************************************
* CS Reward *
*****************************************************/
/*
* This is to give health rewards.
* param id - ID of client
* param Float:fHP - the values of health given
* param iType - if you set it to 0, it will reset your health
*/
native cs_health_reward(id, Float:fHP, iType);
/*
* This is to give armor rewards.
* param id - ID of client
* param Float:fAP - the values of armor given
* param iType - if you set it to 0, it will reset your armor
*/
native cs_armor_reward(id, Float:fAP, iType);
/*
* This is to give money rewards.
* param id - ID of client
* param iMoney - the values of money given
* param iType - if you set it to 0, it will reset your money
*/
native cs_money_reward(id, iMoney, iType);
/*
* This is to give invisible rewards.
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iInvi - the values of visibility
* param iType - if you set it to 0, it will give permanent reward
* param Float:fInviT - the durations of the reward
*/
native cs_invisible_reward(id, iValue, iInvi, iType, Float:fInviT);
/*
* This is to give noclip rewards.
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iType - if you set it to 0, it will give permanent noclip
* param Float:fNoclipT - the durations of the reward
*/
native cs_noclip_reward(id, iValue, iType, Float:fNoclipT);
/*
* This is to enable unstuc2 feature
* param id - ID of client
*/
native cs_istrap(id);
/*
* This is to give grenade rewards.
* param id - ID of client
* param iGrenade - the values of grenades given
* param iType - 0; HE grenade || 1; Flashbang || 2; Smo2e grenade || 3:; All grenades
*/
native cs_grenade_reward(id, iGrenade, iType);
/*
* This is to give weapon rewards.
* param id - ID of client
* param const szName[] - the name of weapon given
*/
native cs_weapon_reward(id, const szName[]);
/*
* This is to give headshot rewards.
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iType - if you set it to 0, it will give permanent headshot
* param Float:fHeadshotT - the durations of the reward
*/
native cs_headshot_reward(id, iValue, iType, Float:fHeadshotT);
/*
* This is to give godmode rewards.
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iType - if you set it to 0, it will give permanent godmode
* param Float:fGodmodeT - the durations of the reward
*/
native cs_godmode_reward(id, iValue, iType, Float:fGodmodeT);
/*
* This is to give glow rewards.
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param const g_iColor[] - is color of glow
* param iType - if you set it to 0, it will give permanent glow
* param Float:fGlowT - the durations of the reward
*/
native cs_glow_reward(id, iValue, const g_iColor[], iType, Float:fGlowT);
/*
* This is to give aura rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param const g_iColor[] - is color of aura
* param iType - if you set it to 0, it will give permanent aura
* param Float:fAuraT - the durations of the reward
*/
native cs_aura_reward(id, iValue, const g_iColor[], iType, Float:fAuraT);
/*
* This is to give speed boost rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param g_iAddSpeed - the values of speed boost
* param iType - if you set it to 0, it will give permanent speed boost
* param Float:fSpeedT - the durations of the reward
*/
native cs_speed_reward(id, iValue, g_iAddSpeed, iType, Float:fSpeedT);
/*
* This is to give multi-jump rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param g_iAddJump - the values of multi-jump
* param iType - if you set it to 0, it will give permanent multi-jump
* param Float:fJumpT - the durations of the reward
*/
native cs_jump_reward(id, iValue, g_iAddJump, iType, Float:fJumpT);
/*
* This is to give unlimited bullet rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward || 1; Unlimited clip ammo || 2; Unlimited BP ammo
* param iType - if you set it to 0, it will give permanent unlimited bullet
* param Float:fUnlimitT - the durations of the reward
*/
native cs_unlimited_reward(id, iValue, iType, Float:fUnlimitT);
/*
* This is to give no-recoil rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iType - if you set it to 0, it will give permanent no-recoil
* param Float:fRecoilT - the durations of the reward
*/
native cs_norecoil_reward(id, iValue, iType, Float:fRecoilT);
/*
* This is to give line drawing rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param const g_iColor[] - is color of line
* param g_iFindLine - allow you to configure the finding. 0; All alive players || 1; Nearest player
* param iType - if you set it to 0, it will give permanent line drawing
* param Float:fLineT - the durations of the reward
*/
native cs_line_reward(id, iValue, const g_iColor[], g_iFindLine, iType, Float:fLineT);
/*
* This is to give ring indicator rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param const g_iColor[] - is color of ring
* param g_iFindRing - allow you to configure the color. 0; All alive players || 1; Nearest player
* param iType - if you set it to 0, it will give permanent ring indicator
* param Float:fRingT - the durations of the reward
*/
native cs_ring_reward(id, iValue, const g_iColor[], g_iFindRing, iType, Float:fRingT);
/*
* This is to give trail rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param const g_iColor[] - is color of trail
* param iType - if you set it to 0, it will give permanent trail
* param Float:fTrailT - the durations of the reward
*/
native cs_trail_reward(id, iValue, const g_iColor[], iType, Float:fTrailT);
/*
* This is to give gravity rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param g_iAddLow - the values of custom gravity
* param iType - if you set it to 0, it will give permanent custom gravity
* param Float:fLowT - the durations of the reward
*/
native cs_gravity_reward(id, iValue, Float:g_iAddLow, iType, Float:fLowT);
/*
* This is to give wall rewards
* param id - ID of client
* param iValue - if you set it to 0, it will restore the reward
* param iType - if you set it to 0, it will give permanent wall ability
* param Float:fWallT - the durations of the reward
*/
native cs_wall_reward(id, iValue, iType, Float:fWallT);
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
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*/