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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
- *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
- */
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