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add some libs
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commit
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3 changed files with 442 additions and 3 deletions
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@ -75,6 +75,7 @@ public void __pl_l4dh_SetNTVOptional()
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MarkNativeAsOptional("AnimGetActivity");
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MarkNativeAsOptional("AnimGetFromActivity");
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MarkNativeAsOptional("L4D_GetGameModeType");
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MarkNativeAsOptional("L4D_Deafen");
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MarkNativeAsOptional("L4D_Dissolve");
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MarkNativeAsOptional("L4D_OnITExpired");
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@ -300,6 +301,20 @@ public void __pl_l4dh_SetNTVOptional()
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// For the game mode native and forward.
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enum
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{
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GAMEMODE_UNKNOWN = 0,
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GAMEMODE_COOP = 1,
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GAMEMODE_VERSUS = 2,
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GAMEMODE_SURVIVAL = 4,
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GAMEMODE_SCAVENGE = 8
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}
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// ====================================================================================================
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// ACT_* ANIMATION VALUES
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// ====================================================================================================
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@ -5020,6 +5035,15 @@ forward void L4D2_OnWaterMove(int client);
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// ====================================================================================================
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// FORWARDS - Silvers
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// ====================================================================================================
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/**
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* @brief Returns the current game mode type when it changes. 0=Unknown or error. 1=Coop. 2=Survival. 4=Versus. 8=Scavenge (L4D2).
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* @remarks You can use the "GAMEMODE_*" enums provided above to match the mode.
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* @remarks Only triggers when the server starts and after when the game mode changes.
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*
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* @return Current game mode.
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*/
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forward Action L4D_OnGameModeChange(int gamemode);
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/**
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* @brief Called whenever ZombieManager::GetRandomPZSpawnPosition is invoked
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* @remarks Attempts to find a valid position to spawn Special Infected
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@ -5071,6 +5095,14 @@ native bool L4D2_ExecVScriptCode(char[] code);
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// L4D2 only.
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native bool L4D2_GetVScriptOutput(char[] code, char[] buffer, int maxlength);
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/**
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* @brief Returns the current game mode type. 0=Unknown or error. 1=Coop. 2=Survival. 4=Versus. 8=Scavenge (L4D2).
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* @remarks You can use the "GAMEMODE_*" enums provided above to match the mode.
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*
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* @return Current game mode.
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*/
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native int L4D_GetGameModeType();
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/**
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* @brief Deafens a player with a high pitch ringing sound for a few seconds.
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* @remarks Used in the "Prototype Grenades" plugin by Silvers
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@ -6002,7 +6034,7 @@ native float L4D2_ITimerGetElapsedTime(L4D2IntervalTimer timer);
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/*
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* 2020 Update1: Use the "Info Editor" plugin by Silvers to edit the weapon scripts and increase clip size.
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* 2020 Update2: Now works in Left4DHooks. Glitchy animation bug when reloading an already full weapon.
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* Fix plugin coming soon. Maybe full plugin to modify maximum clip size with all fixes handled.
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* 2021 Update3: Fix plugin for modified ammo clips found here: https://forums.alliedmods.net/showthread.php?t=327105
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A note regarding Clipsize: Any nonstandard value will NOT be in effect at weapon pickup, which means the client
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has to reload once to achieve the modified value. To fix this, add a weapon pickup hook in your plugin (eg "player_use")
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@ -6246,7 +6278,6 @@ enum IntervalTimer
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* @return The current number of tanks in play.
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* @error Director address not found.
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*/
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// L4D2 only.
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native int L4D2Direct_GetTankCount();
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/**
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@ -6273,7 +6304,6 @@ native void L4D2Direct_SetPendingMobCount(int count);
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*
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* @return CountdownTimer reference to the timer, or CTimer_Null on lookup failure.
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*/
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// L4D2 only.
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native CountdownTimer L4D2Direct_GetMobSpawnTimer();
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/**
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@ -6734,6 +6764,7 @@ native void L4D2Direct_DoAnimationEvent(int client, int event);
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* @param client Client id whose health bonus is to be returned.
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* @return Int value of the survivors health bonus.
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*/
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// L4D1 only.
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native int L4DDirect_GetSurvivorHealthBonus(int client);
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/**
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@ -6758,6 +6789,7 @@ native void L4DDirect_SetSurvivorHealthBonus(int client, int health, bool recomp
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* @return False on error otherwise true
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* @error SDK call preparation failed
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*/
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// L4D1 only.
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native void L4DDirect_RecomputeTeamScores();
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