#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", Callback, Post); #if defined _fakemeta_included #define write_coord_f(%0) engfunc(EngFunc_WriteCoord, %0) stock message_begin_f(dest, msg_type, const Float:origin[3] = {0.0,0.0,0.0}, player=0) engfunc(EngFunc_MessageBegin, dest, msg_type, origin, player); #endif #endif #define TTT_VERSION "2.5.2" #define TTT_VERSION_INT 252 #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[][] = { {0, 255, 0}, {255, 50, 0}, {0, 50, 255}, {0, 255, 0}, {0, 255, 0}, {0, 0, 0} }; 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 }