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[CS:GO] eItems API (CSGOItems replacement) | Ver: 0.10


  
 
 
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Author
ESK0
BANNED
Join Date: May 2014
Location: Czech Republic
Plugin ID:
7047
Plugin Version:
Plugin Category:
General Purpose
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Unapprover:
    Reason for Unapproving:
    No source code / plugin, GitHub links are broken, fix it and use the Report Post button for a new review.
    Old 04-18-2020 , 15:21   [CS:GO] eItems API (CSGOItems replacement) | Ver: 0.10
    Reply With Quote #1


    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.
    ESK0 is offline
     



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