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sigerman
Senior Member
Join Date: Aug 2013
Location: Argentina, Bs.As.
Old 04-16-2021 , 10:52   Re: [req] HLTV in TTT
Reply With Quote #5

Thanks!

ttt_const.inc
PHP Code:
#if defined _ttt_const_included
  #endinput
#endif
#define _ttt_const_included

#if AMXX_VERSION_NUM < 183
    #include "ttt_colorchat"
    #define client_print_color ttt_client_print
    #define print_team_default NORMAL
    #define print_team_grey GREY
    #define print_team_red RED
    #define print_team_blue BLUE
    #define print_team_green GREEN

    
stock HamHook:RegisterHamPlayer(Ham:function, const Callback[], Post=0)
        return 
RegisterHam(function, "player"CallbackPost);

    
#if defined _fakemeta_included
        #define write_coord_f(%0) engfunc(EngFunc_WriteCoord, %0)
        
stock message_begin_f(destmsg_type, const Float:origin[3] = {0.0,0.0,0.0}, player=0)
            
engfunc(EngFunc_MessageBegindestmsg_typeoriginplayer);
    
#endif
#endif

#define TTT_VERSION            "2.5.3"
#define TTT_VERSION_INT        253
#define TTT_AUTHOR            "GuskiS"
#define TTT_TAG                "^3[^4TTT^3]^1"

#define TTT_DEADBODY        "ttt_dead_body"
#define TTT_HPSTATION        "ttt_hp_station"
#define TTT_DEATHSTATION    "ttt_death_station"
#define TTT_C4_SUB            "ttt_c4_subent"

#define TTT_ITEMLENGHT        64 // Max length of items name.
#define TTT_FILELENGHT        64 // Max length of files name.
#define TTT_MAXSHOP            25 // Max items in shop.
#define TTT_MAXBACKPACK        20 // Max items in backpack.
#define TTT_SETTINGSFILE    "ttt_mod.ini"
#define TTT_CONFIGFILE        "ttt_mod.cfg"
#define TTT_ADMINACCESS        ADMIN_BAN

#pragma semicolon 1

stock const g_iTeamColors[][] =
{
    {
02550},
    {
255500},
    {
050255},
    {
02550},
    {
02550},
    {
000}
};

enum _:PLAYER_STATS
{
    
STATS_GWK,            // Game winning kills
    
STATS_KILLS_I,        // Kills as Innocent // Right ones
    
STATS_KILLS_D,        // Kills as Detective
    
STATS_KILLS_T,        // Kills as Traitor
    
STATS_RDM,            // Team kills
    
STATS_INN,            // Times innocent
    
STATS_DET,            // Times detective
    
STATS_TRA,            // Times traitor
    
STATS_BOMBP,        // Bomb planted
    
STATS_BOMBE,        // Bomb exploded
    
STATS_BOMBD,        // Bomb defused
    
STATS_POINTS        // Total points
}

enum _:LOG_MESSAGES(<<= 1)
{
    
LOG_DEFAULT 1,
    
LOG_ERROR,
    
LOG_GAMETYPE,
    
LOG_ITEM,
    
LOG_KILL,
    
LOG_DAMAGE,
    
LOG_MISC
}

enum _:BODY_DATA
{
    
BODY_TIME,        // DNA active time
    
BODY_KILLER,    // ID who killed
    
BODY_TRACER,    // ID who is tracing killer
    
BODY_ACTIVE,    // Is actually tracing happening
    
BODY_ENTID,        // Bodies entid
    
BODY_CALLD,        // Does this body calls Detective to inspect it?
    
BODY_EXPLODED    // It exploded :(
}

enum _:SETUP_DATA
{
    
SETUP_ITEMID,        // Item ID obviously
    
SETUP_ITEMENT,        // Set up items entid
    
SETUP_ITEMTIME,        // Time for DNA, I think
    
SETUP_ITEMOWNER,    // Items owner ID
    
SETUP_ITEMTRACER,    // Tracers ID
    
SETUP_ITEMACTIVE,    // Is tracing active
    
SETUP_ITEMNAME[TTT_ITEMLENGHT]    // Items name
}

enum _:PLAYER_DATA
{
    
PD_KILLEDBY,        // Killers ID
    
PD_KILLEDWEAP,        // Weapons ID
    
PD_KILLEDTIME,        // Some time, get_roundtime I guess
    
PD_KILLEDSTATE,        // Killed state
    
PD_KILLEDDEATHS,    // Players death count
    
PD_KILLCOUNT,        // Players kill count
    
PD_IDENTIFIED,        // Is he identified?
    
PD_KARMA,            // Players karma, the one used in damge calculations
    
PD_KARMATEMP,        // Temporary karma, the one actually being changed all the time
    
PD_CREDITS,            // Players credits
    
PD_C4EXPLODED,        // Did he explode C4 :O
    
PD_SCOREBOARD,        // Holds info about scoreboard (1 means cant change)
    
PD_PLAYERSTATE,        // Why the fuck is this last one? ;o
    
PD_KILLEDBYITEM,    // If killed by item, stores that item ID
    
PD_HOLDINGITEM,        // Is holding any item?
    
PD_ITEMSTATE,        // If is holding item, what state this item has?
    
PD_HIDENAME,        // Should his name be hidden?
    
PD_OTHERNAME,        // Player ID to steal name from.
    
PD_FAKESTATE,        // Fakes player state.
    
PD_LOYALTY,            // Player loyalty.
    
PD_ITEM_SHARING        // Share item with PLAYERID.
}

enum _:PLAYER_CLASS
{
    
PC_NONE,
    
PC_TRAITOR,
    
PC_DETECTIVE,
    
PC_INNOCENT,
    
PC_DEAD,
    
PC_SPECIAL
}

enum _:GAME_MODE
{
    
GAME_UNSET,
    
GAME_OFF,
    
GAME_PREPARING,
    
GAME_RESTARTING,
    
GAME_STARTED,
    
GAME_ENDED
}

enum _:GLOBAL_INFO
{
    
GI_GAMEMODE
}

enum _:PLAYER_DEATHS(+= 1)
{
    
DEATHS_SUICIDE 3000,
    
DEATHS_GENERIC,
    
DEATHS_SLASH,
    
DEATHS_BURN,
    
DEATHS_FREEZE,
    
DEATHS_FALL,
    
DEATHS_BLAST,
    
DEATHS_SHOCK,
    
DEATHS_DROWN,
    
DEATHS_NERVEGAS,
    
DEATHS_POISON,
    
DEATHS_RADIATION,
    
DEATHS_ACID
}

enum _:TTT_WARNINGS
{
    
WARN_SPECIAL,
    
WARN_INNOCENT,
    
WARN_CONTINUED,
    
WARN_BANNED,
    
WARN_PUNISH,
    
WARN_BADAIM
}

enum _:BOMB_STATUS
{
    
BS_PLANTED,
    
BS_DEFUSED,
    
BS_FAILED,
    
BS_BOMBED
}

enum _:PLAYER_LOYALTY
{
    
PL_NONE,
    
PL_PROVABLE,
    
PL_SUSPICIOUS,
    
PL_AVOIDABLE,
    
PL_TRAITOROUS

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