BANNED
Join Date: May 2014
Location: Czech Republic
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04-18-2020
, 15:21
[CS:GO] eItems API (CSGOItems replacement) | Ver: 0.10
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#1
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This plugins is replacement for CSGOItems (by SM9)
Basic info:- eItems is an API designed to provide extended information and functionality to the CSGO Item Economy.
- Unlike CSGO_Items, there is no need to change the SlowScriptTimeout setting to higher number.
- Several functions are taken from original CSGOItems (Much thanks to SM9)
- eItems should be working the same as CSGOItems, but Items are pre-parsed by Node.JS.
- Language of texts can be changed in config file.
Required:
REST in Pawn - HTTP client for JSON REST APIs
Supported:- Weapons
- Gloves
- Skins
- Coins
- Music Kits
- Pins
- Stickers
Todo:- Add Crates support
- Add Patches support
- Add Sprayes support
Supported languages: ISO 639-1 Code- en
- cs
- bg
- da
- nl
- fi
- fr
- de
- el
- hu
- it
- ja
- ko
- es
- no
- pl
- pt
- ro
- ru
- zh_hant
- zh_hans
- es
- sv
- th
- tr
- uk
- vi
Change log:
Code:
Version 0.10:
- Added eItems_HasRareInspectByDefIndex native
- Added eItems_HasRareDrawByDefIndex native
- Added eItems_GetRareInspectSequenceByDefIndex native
- Added eItems_GetRareDrawSequenceByDefIndex native
Version 0.9:
- Added language selection in config file
- Equip animation can be re-enabled in GiveWeapon and RespawnWeapon functions
- Added eItems_IsNativeSkinByDefIndex native
Version 0.8:
- Added support for Coins
- Added support for Stickers
- Minor issues fixed
Version 0.7:
- Added support for Music Kits
- Added support for Pins
Version 0.6:
- First release
Natives:
Code:
native int eItems_GetWeaponCount();
native int eItems_GetPaintsCount();
native int eItems_GetGlovesCount();
native int eItems_GetMusicKitsCount();
native int eItems_GetPinsCount();
native int eItems_GetCoinsCount();
native int eItems_GetCoinsSetsCount();
native int eItems_GetStickersCount();
native int eItems_GetStickersSetsCount();
native bool eItems_AreItemsSynced();
native bool eItems_AreItemsSyncing();
native bool eItems_ReSync();
forward void eItems_OnItemsSynced();
forward void eItems_OnWeaponGiven(const int client, const int iWeapon, const char[] szClassName, const int iWeaponDefIndex, const int iSlot, const bool Skinnable, const bool Knife);
/* Weapons */
/* Generic */
native int eItems_GetWeaponNumByDefIndex(int iDefIndex);
native int eItems_GetWeaponNumByClassName(const char[] szClassName);
native int eItems_GetWeaponNumByWeapon(int iWeapon);
native int eItems_GetWeaponDefIndexByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponDefIndexByClassName(const char[] szClassName);
native int eItems_GetWeaponDefIndexByWeapon(int iWeapon);
native bool eItems_IsDefIndexKnife(int iDefIndex);
native int eItems_GetActiveWeaponNum(int client);
native int eItems_GetActiveWeaponDefIndex(int client);
native int eItems_GetActiveWeapon(int client);
native int eItems_GetActiveWeaponClassName(int client, char[] szBuffer, int iLength);
native bool eItems_IsSkinnableDefIndex(int iDefIndex);
native int eItems_FindWeaponByWeaponNum(int client, int iWeaponNum);
native int eItems_FindWeaponByDefIndex(int client, int iDefIndex);
native int eItems_FindWeaponByClassName(int client, const char[] szClassName);
native bool eItems_RefillClipAmmo(int iWeapon);
native bool eItems_RefillReserveAmmo(int iWeapon);
native bool eItems_IsValidWeapon(int iWeapon);
native int eItems_GiveWeapon(int client, const char[] szClassName, int iReserveAmmo = -1, int iClipAmmo = -1, int iSwitchTo = -1, bool bSwitchAnimation = true);
native bool eItems_RemoveKnife(int client);
native bool eItems_RemoveWeapon(int client, int iWeapon);
native int eItems_RespawnWeapon(int client, int iWeapon, bool bSwitchAnimation = true);
native int eItems_RespawnWeaponBySlot(int client, int iWeaponSlot);
native int eItems_RemoveAllWeapons(int client, int iSkipSlot = -1);
native bool eItems_SetWeaponAmmo(int iWeapon, int iReserveAmmo = -1, int iClipAmmo = -1);
native bool eItems_SetAllWeaponsAmmoByClassName(const char[] szClassName, int iReserveAmmo = -1, int iClipAmmo = -1);
native bool eItems_SetAllWeaponsAmmo(int iReserveAmmo = -1, int iClipAmmo = -1);
native bool eItems_SetActiveWeapon(int client, int iWeapon);
native bool eItems_DropWeapon(int client, int iWeapon);
native bool eItems_HasRareInspectByDefIndex(int iWeaponDefIndex);
native bool eItems_HasRareDrawByDefIndex(int iWeaponDefIndex);
native int eItems_GetRareInspectSequenceByDefIndex(int iWeaponDefIndex);
native int eItems_GetRareDrawSequenceByDefIndex(int iWeaponDefIndex);
/* ClassNames */
native bool eItems_GetWeaponClassNameByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength);
native bool eItems_GetWeaponClassNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetWeaponClassNameByWeapon(int iWeapon, char[] szBuffer, int iLength);
/* DisplayNames */
native bool eItems_GetWeaponDisplayNameByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength);
native bool eItems_GetWeaponDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetWeaponDisplayNameByWeapon(int iWeapon, char[] szBuffer, int iLength);
native bool eItems_GetWeaponDisplayNameByClassName(const char[] szClassName, char[] szBuffer, int iLength);
/* ViewModel */
native bool eItems_GetWeaponViewModelByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength);
native bool eItems_GetWeaponViewModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetWeaponViewModelByWeapon(int iWeapon, char[] szBuffer, int iLength);
native bool eItems_GetWeaponViewModelByClassName(const char[] szClassName, char[] szBuffer, int iLength);
/* WorldModel */
native bool eItems_GetWeaponWorldModelByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength);
native bool eItems_GetWeaponWorldModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetWeaponWorldModelByWeapon(int iWeapon, char[] szBuffer, int iLength);
native bool eItems_GetWeaponWorldModelByClassName(const char[] szClassName, char[] szBuffer, int iLength);
/* Slot */
native int eItems_GetWeaponSlotByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponSlotByDefIndex(int iDefIndex);
native int eItems_GetWeaponSlotByWeapon(int iWeapon);
native int eItems_GetWeaponSlotByClassName(const char[] szClassName);
/* Team */
native int eItems_GetWeaponTeamByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponTeamByDefIndex(int iDefIndex);
native int eItems_GetWeaponTeamByWeapon(int iWeapon);
native int eItems_GetWeaponTeamByClassName(const char[] szClassName);
/* Clip Ammo */
native int eItems_GetWeaponClipAmmoByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponClipAmmoByDefIndex(int iDefIndex);
native int eItems_GetWeaponClipAmmoByWeapon(int iWeapon);
native int eItems_GetWeaponClipAmmoByClassName(const char[] szClassName);
/* Reserve Ammo */
native int eItems_GetWeaponReserveAmmoByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponReserveAmmoByDefIndex(int iDefIndex);
native int eItems_GetWeaponReserveAmmoByWeapon(int iWeapon);
native int eItems_GetWeaponReserveAmmoByClassName(const char[] szClassName);
/* Price */
native int eItems_GetWeaponPriceByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponPriceByDefIndex(int iDefIndex);
native int eItems_GetWeaponPriceByWeapon(int iWeapon);
native int eItems_GetWeaponPriceByClassName(const char[] szClassName);
/* Max Player Speed */
native int eItems_GetWeaponMaxPlayerSpeedByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponMaxPlayerSpeedByDefIndex(int iDefIndex);
native int eItems_GetWeaponMaxPlayerSpeedByWeapon(int iWeapon);
native int eItems_GetWeaponMaxPlayerSpeedByClassName(const char[] szClassName);
/* Damage */
native int eItems_GetWeaponDamageByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponDamageByDefIndex(int iDefIndex);
native int eItems_GetWeaponDamageByWeapon(int iWeapon);
native int eItems_GetWeaponDamageByClassName(const char[] szClassName);
/* Full Auto */
native bool eItems_IsWeaponFullAutoByWeaponNum(int iWeaponNum);
native bool eItems_IsWeaponFullAutoByDefIndex(int iDefIndex);
native bool eItems_IsWeaponFullAutoByWeapon(int iWeapon);
native bool eItems_IsWeaponFullAutoByClassName(const char[] szClassName);
/* Spread */
native float eItems_GetWeaponSpreadByWeaponNum(int iWeaponNum);
native float eItems_GetWeaponSpreadByDefIndex(int iDefIndex);
native float eItems_GetWeaponSpreadByWeapon(int iWeapon);
native float eItems_GetWeaponSpreadByClassName(const char[] szClassName);
/* Cycle Time */
native float eItems_GetWeaponCycleTimeByWeaponNum(int iWeaponNum);
native float eItems_GetWeaponCycleTimeByDefIndex(int iDefIndex);
native float eItems_GetWeaponCycleTimeByWeapon(int iWeapon);
native float eItems_GetWeaponCycleTimeByClassName(const char[] szClassName);
/* Stickers Slots */
native int eItems_GetWeaponStickersSlotsByWeaponNum(int iWeaponNum);
native int eItems_GetWeaponStickersSlotsByDefIndex(int iDefIndex);
native int eItems_GetWeaponStickersSlotsByWeapon(int iWeapon);
/* Skins */
native bool eItems_IsSkinNumGloveApplicable(int iSkinNum);
native int eItems_GetSkinNumByDefIndex(int iDefIndex);
native int eItems_GetSkinDefIndexBySkinNum(int iSkinNum);
native bool eItems_GetSkinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetSkinDisplayNameBySkinNum(int iSkinNum, char[] szBuffer, int iLength);
native bool eItems_IsNativeSkin(int iSkinNum, int iItemNum, int iItemType);
native bool eItems_IsNativeSkinByDefIndex(int iSkinDefIndex, int iItemDefIndex, int iItemType);
/* Gloves */
native int eItems_GetGlovesNumByDefIndex(int iDefIndex);
native int eItems_GetGlovesDefIndexByGlovesNum(int iGlovesNum);
native bool eItems_GetGlovesDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetGlovesDisplayNameByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength);
native bool eItems_GetGlovesViewModelByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength);
native bool eItems_GetGlovesViewModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetGlovesWorldModelByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength);
native bool eItems_GetGlovesWorldModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native int eItems_GetGlovesNumBySkinNum(int iSkinNum);
/* MusicKits */
native int eItems_GetMusicKitNumByDefIndex(int iDefIndex);
native int eItems_GetMusicKitDefIndexByMusicKitNum(int iMusicKitNum);
native bool eItems_GetMusicKitDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetMusicKitDisplayNameByMusicKitNum(int iMusicKitNum, char[] szBuffer, int iLength);
/* Pins */
native int eItems_GetPinNumByDefIndex(int iDefIndex);
native int eItems_GetPinDefIndexByPinNum(int iPinNum);
native bool eItems_GetPinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_GetPinDisplayNameByPinNum(int iPinNum, char[] szBuffer, int iLength);
/* Coins */
native int eItems_GetCoinSetIdByCoinSetNum(int iCoinSetNum);
native int eItems_GetCoinSetNumByCoinSetId(int iCoinSetId);
native bool eItems_GetCoinSetDisplayNameByCoinSetId(int iCoinSetId, char[] szBuffer, int iLength);
native bool eItems_GetCoinSetDisplayNameByCoinSetNum(int iCoinSetNum, char[] szBuffer, int iLength);
native int eItems_GetCoinDefIndexByCoinNum(int iCoinNum);
native int eItems_GetCoinNumByDefIndex(int iDefIndex);
native bool eItems_GetCoinDisplayNameByCoinNum(int iCoinNum, char[] szBuffer, int iLength);
native bool eItems_GetCoinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_IsCoinInSet(int iCoinNum, int iCoinSetId);
/* Stickers */
native int eItems_GetStickerSetIdByStickerSetNum(int iStickerSetNum);
native int eItems_GetStickerSetNumByStickerSetId(int iStickerSetId);
native bool eItems_GetStickerSetDisplayNameByStickerSetId(int iStickerSetId, char[] szBuffer, int iLength);
native bool eItems_GetStickerSetDisplayNameByStickerSetNum(int iStickerSetNum, char[] szBuffer, int iLength);
native int eItems_GetStickerDefIndexByStickerNum(int iStickerNum);
native int eItems_GetStickerNumByDefIndex(int iDefIndex);
native bool eItems_GetStickerDisplayNameByStickerNum(int iStickerNum, char[] szBuffer, int iLength);
native bool eItems_GetStickerDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength);
native bool eItems_IsStickerInSet(int iStickerNum, int iStickerSetId);
Forwards:
Code:
forward void eItems_OnItemsSynced();
forward void eItems_OnWeaponGiven(const int client, const int iWeapon, const char[] szClassName, const int iWeaponDefIndex, const int iSlot, const bool Skinnable, const bool Knife);
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Last edited by ESK0; 08-25-2020 at 15:21.
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