Constants | cstrike_const | AMX X Documentation

Инклуды

    1. Стоки
    1. Нативы
    2. Форварды
    1. Нативы
    2. Стоки
    1. Нативы
    2. Стоки
    1. Нативы
    1. Нативы
    2. Стоки
    1. Нативы
    1. Нативы
    2. Форварды
    3. Стоки
    1. Нативы
    2. Форварды
    1. Нативы
    1. Нативы
    1. Нативы
    2. Стоки
    1. Нативы
    2. Форварды
    1. Нативы
    1. Нативы
    2. Форварды
    1. Нативы
    2. Форварды
    1. Стоки
    1. Нативы
    1. Нативы
    2. Стоки
    1. Стоки
    1. Стоки
    1. Нативы
    1. Нативы
    2. Форварды
    3. Стоки
    1. Нативы
    1. Нативы
    1. Нативы
    1. Нативы
    2. Стоки
    1. Нативы
    1. Нативы
    1. Стоки
    1. Нативы
    1. Нативы
    1. Нативы
    2. Форварды
    1. Нативы
    1. Нативы
    1. Нативы
    2. Форварды
    1. Нативы
    1. Нативы
    1. Нативы
    1. Нативы
    1. Нативы
    2. Форварды
    1. Нативы
    2. Стоки
    1. Нативы
    1. Нативы
    1. Нативы
    2. Стоки
    1. Нативы
    2. Стоки
    1. Стоки
    1. Нативы
    1. Нативы
    1. Нативы
    1. Нативы
    2. Форварды
    3. Стоки
    1. Стоки
    1. Нативы
    2. Форварды
    3. Стоки
    1. Нативы
    1. Нативы
    2. Форварды
    3. Стоки
    1. Нативы
    1. Нативы
    2. Стоки
    1. Стоки
#define CSW_NONE            0
#define CSW_P228            1
#define CSW_GLOCK           2  // Unused by game, See CSW_GLOCK18.
#define CSW_SCOUT           3
#define CSW_HEGRENADE       4
#define CSW_XM1014          5
#define CSW_C4              6
#define CSW_MAC10           7
#define CSW_AUG             8
#define CSW_SMOKEGRENADE    9
#define CSW_ELITE           10
#define CSW_FIVESEVEN       11
#define CSW_UMP45           12
#define CSW_SG550           13
#define CSW_GALI            14
#define CSW_GALIL           14
#define CSW_FAMAS           15
#define CSW_USP             16
#define CSW_GLOCK18         17
#define CSW_AWP             18
#define CSW_MP5NAVY         19
#define CSW_M249            20
#define CSW_M3              21
#define CSW_M4A1            22
#define CSW_TMP             23
#define CSW_G3SG1           24
#define CSW_FLASHBANG       25
#define CSW_DEAGLE          26
#define CSW_SG552           27
#define CSW_AK47            28
#define CSW_KNIFE           29
#define CSW_P90             30
#define CSW_VEST            31  // Custom
#define CSW_VESTHELM        32  // Custom
#define CSW_SHIELDGUN       99
#define CSW_LAST_WEAPON     CSW_P90

const CSW_ALL_WEAPONS      = (~(1<<CSW_VEST));
const CSW_ALL_PISTOLS      = (1<<CSW_P228  | 1<<CSW_ELITE | 1<<CSW_FIVESEVEN | 1<<CSW_USP | 1<<CSW_GLOCK18 | 1<<CSW_DEAGLE);
const CSW_ALL_SHOTGUNS     = (1<<CSW_M3    | 1<<CSW_XM1014);
const CSW_ALL_SMGS         = (1<<CSW_MAC10 | 1<<CSW_UMP45 | 1<<CSW_MP5NAVY | 1<<CSW_TMP  | 1<<CSW_P90);
const CSW_ALL_RIFLES       = (1<<CSW_AUG   | 1<<CSW_GALIL | 1<<CSW_FAMAS   | 1<<CSW_M4A1 | 1<<CSW_AK47 | 1<<CSW_SG552);
const CSW_ALL_SNIPERRIFLES = (1<<CSW_SCOUT | 1<<CSW_AWP   | 1<<CSW_G3SG1   | 1<<CSW_SG550);
const CSW_ALL_MACHINEGUNS  = (1<<CSW_M249);
const CSW_ALL_GRENADES     = (1<<CSW_HEGRENADE | 1<<CSW_SMOKEGRENADE | 1<<CSW_FLASHBANG);
const CSW_ALL_ARMORS       = (1<<CSW_VEST | 1<<CSW_VESTHELM);
const CSW_ALL_GUNS         = (CSW_ALL_PISTOLS | CSW_ALL_SHOTGUNS | CSW_ALL_SMGS | CSW_ALL_RIFLES | CSW_ALL_SNIPERRIFLES | CSW_ALL_MACHINEGUNS);
Model ids starting with CZ_ are only valid in Condition Zero.
enum CsInternalModel
{
    CS_NORESET     = -1,
    CS_DONTCHANGE  = 0,
    CS_UNASSIGNED  = 0,
    CS_CT_URBAN    = 1,
    CS_T_TERROR    = 2,
    CS_T_LEET      = 3,
    CS_T_ARCTIC    = 4,
    CS_CT_GSG9     = 5,
    CS_CT_GIGN     = 6,
    CS_CT_SAS      = 7,
    CS_T_GUERILLA  = 8,
    CS_CT_VIP      = 9,
    CZ_T_MILITIA   = 10,
    CZ_CT_SPETSNAZ = 11,
};
enum CsTeams
{
    CS_TEAM_UNASSIGNED = 0,
    CS_TEAM_T          = 1,
    CS_TEAM_CT         = 2,
    CS_TEAM_SPECTATOR  = 3,
};
enum CsArmorType
{
    CS_ARMOR_NONE     = 0,  // no armor
    CS_ARMOR_KEVLAR   = 1,  // body vest only
    CS_ARMOR_VESTHELM = 2,  // vest and helmet
};
#define CS_MAPZONE_BUY              (1<<0) // Buyzone
#define CS_MAPZONE_BOMBTARGET       (1<<1) // Bomb target zone
#define CS_MAPZONE_HOSTAGE_RESCUE   (1<<2) // Hostage rescue zone
#define CS_MAPZONE_ESCAPE           (1<<3) // Terrorist escape zone
#define CS_MAPZONE_VIP_SAFETY       (1<<4) // VIP escape zone
enum
{
    CS_RESET_ZOOM = 0,      // Reset any zoom blocking (mode has no effect)
    CS_SET_NO_ZOOM,         // Disable any sort of zoom
    CS_SET_FIRST_ZOOM,      // Set first zoom level (AWP style)
    CS_SET_SECOND_ZOOM,     // Set second zoom level (AWP style)
    CS_SET_AUGSG552_ZOOM,   // Set AUG/SG552 zoom style
};
While these mostly overlap with the CSW_* constants the CSI_* constants contain custom AMXX values that do not correspond to any real value in the game. The CSI_* constants should therefore be used for consistency.
#define CSI_NONE                CSW_NONE
#define CSI_P228                CSW_P228
#define CSI_GLOCK               CSW_GLOCK  // Unused by game, See CSI_GLOCK18.
#define CSI_SCOUT               CSW_SCOUT
#define CSI_HEGRENADE           CSW_HEGRENADE
#define CSI_XM1014              CSW_XM1014
#define CSI_C4                  CSW_C4
#define CSI_MAC10               CSW_MAC10
#define CSI_AUG                 CSW_AUG
#define CSI_SMOKEGRENADE        CSW_SMOKEGRENADE
#define CSI_ELITE               CSW_ELITE
#define CSI_FIVESEVEN           CSW_FIVESEVEN
#define CSI_UMP45               CSW_UMP45
#define CSI_SG550               CSW_SG550
#define CSI_GALIL               CSW_GALIL
#define CSI_FAMAS               CSW_FAMAS
#define CSI_USP                 CSW_USP
#define CSI_GLOCK18             CSW_GLOCK18
#define CSI_AWP                 CSW_AWP
#define CSI_MP5NAVY             CSW_MP5NAVY
#define CSI_M249                CSW_M249
#define CSI_M3                  CSW_M3
#define CSI_M4A1                CSW_M4A1
#define CSI_TMP                 CSW_TMP
#define CSI_G3SG1               CSW_G3SG1
#define CSI_FLASHBANG           CSW_FLASHBANG
#define CSI_DEAGLE              CSW_DEAGLE
#define CSI_SG552               CSW_SG552
#define CSI_AK47                CSW_AK47
#define CSI_KNIFE               CSW_KNIFE
#define CSI_P90                 CSW_P90
#define CSI_SHIELDGUN           CSW_SHIELDGUN   // The real CS value, use CSI_SHELD instead.
#define CSI_VEST                CSW_VEST        // Custom
#define CSI_VESTHELM            CSW_VESTHELM    // Custom
#define CSI_DEFUSER             33              // Custom
#define CSI_NVGS                34              // Custom
#define CSI_SHIELD              35              // Custom - The value passed by the forward, more convenient for plugins.
#define CSI_PRIAMMO             36              // Custom
#define CSI_SECAMMO             37              // Custom
#define CSI_MAX_COUNT           38
#define CSI_LAST_WEAPON         CSW_LAST_WEAPON

#define CSI_ALL_WEAPONS         CSW_ALL_WEAPONS
#define CSI_ALL_PISTOLS         CSW_ALL_PISTOLS
#define CSI_ALL_SHOTGUNS        CSW_ALL_SHOTGUNS
#define CSI_ALL_SMGS            CSW_ALL_SMGS
#define CSI_ALL_RIFLES          CSW_ALL_RIFLES
#define CSI_ALL_SNIPERRIFLES    CSW_ALL_SNIPERRIFLES
#define CSI_ALL_MACHINEGUNS     CSW_ALL_MACHINEGUNS
#define CSI_ALL_GRENADES        CSW_ALL_GRENADES
#define CSI_ALL_ARMORS          CSW_ALL_ARMORS
#define CSI_ALL_GUNS            CSW_ALL_GUNS
#define CS_PLAYER_FATAL_FALL_SPEED       1100.0
#define CS_PLAYER_MAX_SAFE_FALL_SPEED    500.0
#define CS_DAMAGE_FOR_FALL_SPEED         100.0 / (CS_PLAYER_FATAL_FALL_SPEED - CS_PLAYER_MAX_SAFE_FALL_SPEED)
#define CS_PLAYER_MIN_BOUNCE_SPEED       350
#define CS_PLAYER_FALL_PUNCH_THRESHHOLD  250.0
#define CS_HINT_ROUND_STARTED     (1<<1)
#define CS_HINT_HOSTAGE_SEEN_FAR  (1<<2)
#define CS_HINT_HOSTAGE_SEEN_NEAR (1<<3)
#define CS_HINT_HOSTAGE_USED      (1<<4)
#define CS_HINT_HOSTAGE_INJURED   (1<<5)
#define CS_HINT_HOSTAGE_KILLED    (1<<6)
#define CS_HINT_FRIEND_SEEN       (1<<7)
#define CS_HINT_ENEMY_SEEN        (1<<8)
#define CS_HINT_FRIEND_INJURED    (1<<9)
#define CS_HINT_FRIEND_KILLED     (1<<10)
#define CS_HINT_ENEMY_KILLED      (1<<11)
#define CS_HINT_BOMB_RETRIEVED    (1<<12)
#define CS_HINT_AMMO_EXHAUSTED    (1<<15)
#define CS_HINT_IN_TARGET_ZONE    (1<<16)
#define CS_HINT_IN_RESCUE_ZONE    (1<<17)
#define CS_HINT_IN_ESCAPE_ZONE    (1<<18)
#define CS_HINT_IN_VIPSAFETY_ZONE (1<<19)
#define CS_HINT_NIGHTVISION       (1<<20)
#define CS_HINT_HOSTAGE_CTMOVE    (1<<21)
#define CS_HINT_SPEC_DUCK         (1<<22)
#define CS_IGNOREMSG_NONE  0
#define CS_IGNOREMSG_ENEMY 1
#define CS_IGNOREMSG_TEAM  2
enum CsPlayerAnim
{
    CS_PLAYER_IDLE          = 0,
    CS_PLAYER_WALK          = 1,
    CS_PLAYER_JUMP          = 2,
    CS_PLAYER_SUPERJUMP     = 3,
    CS_PLAYER_DIE           = 4,
    CS_PLAYER_ATTACK1       = 5,
    CS_PLAYER_ATTACK2       = 6,
    CS_PLAYER_FLINCH        = 7,
    CS_PLAYER_LARGE_FLINCH  = 8,
    CS_PLAYER_RELOAD        = 9,
    CS_PLAYER_HOLDBOMB      = 10,
};
enum CsMenu
{
    CS_Menu_OFF              = 0,
    CS_Menu_ChooseTeam       = 1,
    CS_Menu_IGChooseTeam     = 2,
    CS_Menu_ChooseAppearance = 3,
    CS_Menu_Buy              = 4,
    CS_Menu_BuyPistol        = 5,
    CS_Menu_BuyRifle         = 6,
    CS_Menu_BuyMachineGun    = 7,
    CS_Menu_BuyShotgun       = 8,
    CS_Menu_BuySubMachineGun = 9,
    CS_Menu_BuyItem          = 10,
    CS_Menu_Radio1           = 11,
    CS_Menu_Radio2           = 12,
    CS_Menu_Radio3           = 13,
    CS_Menu_ClientBuy        = 14,
};
enum CsJoinState
{
    CS_STATE_JOINED           = 0,
    CS_STATE_SHOW_LTEXT       = 1,
    CS_STATE_READING_LTEXT    = 2,
    CS_STATE_SHOW_TEAM_SELECT = 3,
    CS_STATE_PICKING_TEAM     = 4,
    CS_STATE_GET_INTO_GAME    = 5,
};
enum CsThrowDirection
{
    CS_THROW_NONE                = 0,
    CS_THROW_FORWARD             = 1,
    CS_THROW_BACKWARD            = 2,
    CS_THROW_HITVEL              = 3,
    CS_THROW_BOMB                = 4,
    CS_THROW_GRENADE             = 5,
    CS_THROW_HITVEL_MINUS_AIRVEL = 6,
};
#define CS_PLAYERID_EVERYONE 0
#define CS_PLAYERID_TEAMONLY 1
#define CS_PLAYERID_OFF      2
#define CS_MAX_ID_RANGE             2048
#define CS_MAX_SPECTATOR_ID_RANGE   8192
#define CS_SBAR_STRING_SIZE         128
#define CS_SBAR_TARGETTYPE_TEAMMATE 1
#define CS_SBAR_TARGETTYPE_ENEMY    2
#define CS_SBAR_TARGETTYPE_HOSTAGE  3
enum CsStatusBar
{
    CS_SBAR_ID_TARGETTYPE   = 1,
    CS_SBAR_ID_TARGETNAME   = 2,
    CS_SBAR_ID_TARGETHEALTH = 3,
};
#define CS_WEAPONSLOT_PRIMARY    1
#define CS_WEAPONSLOT_SECONDARY  2
#define CS_WEAPONSLOT_KNIFE      3
#define CS_WEAPONSLOT_GRENADE    4
#define CS_WEAPONSLOT_C4         5
enum CsWeaponClassType
{
    CS_WEAPONCLASS_NONE          = 0,
    CS_WEAPONCLASS_KNIFE         = 1,
    CS_WEAPONCLASS_PISTOL        = 2,
    CS_WEAPONCLASS_GRENADE       = 3,
    CS_WEAPONCLASS_SUBMACHINEGUN = 4,
    CS_WEAPONCLASS_SHOTGUN       = 5,
    CS_WEAPONCLASS_MACHINEGUN    = 6,
    CS_WEAPONCLASS_RIFLE         = 7,
    CS_WEAPONCLASS_SNIPERRIFLE   = 8,
};
enum CsAutoBuyClassType
{
    CS_AUTOBUYCLASS_PRIMARY     = (1<<0),
    CS_AUTOBUYCLASS_SECONDARY   = (1<<1),
    CS_AUTOBUYCLASS_AMMO        = (1<<2),
    CS_AUTOBUYCLASS_ARMOR       = (1<<3),
    CS_AUTOBUYCLASS_DEFUSER     = (1<<4),
    CS_AUTOBUYCLASS_PISTOL      = (1<<5),
    CS_AUTOBUYCLASS_SMG         = (1<<6),
    CS_AUTOBUYCLASS_RIFLE       = (1<<7),
    CS_AUTOBUYCLASS_SNIPERRIFLE = (1<<8),
    CS_AUTOBUYCLASS_SHOTGUN     = (1<<9),
    CS_AUTOBUYCLASS_MACHINEGUN  = (1<<10),
    CS_AUTOBUYCLASS_GRENADE     = (1<<11),
    CS_AUTOBUYCLASS_NIGHTVISION = (1<<12),
    CS_AUTOBUYCLASS_SHIELD      = (1<<13),
};
enum CsAmmoType
{
    CS_AMMO_BUCKSHOT   = 0,
    CS_AMMO_9MM        = 1,
    CS_AMMO_556NATO    = 2,
    CS_AMMO_556NATOBOX = 3,
    CS_AMMO_762NATO    = 4,
    CS_AMMO_45ACP      = 5,
    CS_AMMO_50AE       = 6,
    CS_AMMO_338MAGNUM  = 7,
    CS_AMMO_57MM       = 8,
    CS_AMMO_357SIG     = 9,
};
enum CsWeaponInfo
{
    CS_WEAPONINFO_COST          = 0,
    CS_WEAPONINFO_CLIP_COST     = 1,
    CS_WEAPONINFO_BUY_CLIP_SIZE = 2,
    CS_WEAPONINFO_GUN_CLIP_SIZE = 3,
    CS_WEAPONINFO_MAX_ROUNDS    = 4,
    CS_WEAPONINFO_AMMO_TYPE     = 5,
};
enum CsWeaponCostType
{
    CS_AK47_PRICE      = 2500,
    CS_AWP_PRICE       = 4750,
    CS_DEAGLE_PRICE    = 650,
    CS_G3SG1_PRICE     = 5000,
    CS_SG550_PRICE     = 4200,
    CS_GLOCK18_PRICE   = 400,
    CS_M249_PRICE      = 5750,
    CS_M3_PRICE        = 1700,
    CS_M4A1_PRICE      = 3100,
    CS_AUG_PRICE       = 3500,
    CS_MP5NAVY_PRICE   = 1500,
    CS_P228_PRICE      = 600,
    CS_P90_PRICE       = 2350,
    CS_UMP45_PRICE     = 1700,
    CS_MAC10_PRICE     = 1400,
    CS_SCOUT_PRICE     = 2750,
    CS_SG552_PRICE     = 3500,
    CS_TMP_PRICE       = 1250,
    CS_USP_PRICE       = 500,
    CS_ELITE_PRICE     = 800,
    CS_FIVESEVEN_PRICE = 750,
    CS_XM1014_PRICE    = 3000,
    CS_GALIL_PRICE     = 2000,
    CS_FAMAS_PRICE     = 2250,
    CS_SHIELDGUN_PRICE = 2200
};
enum CsItemCostType
{
    CS_ASSAULTSUIT_PRICE  = 1000,
    CS_FLASHBANG_PRICE    = 200,
    CS_HEGRENADE_PRICE    = 300,
    CS_SMOKEGRENADE_PRICE = 300,
    CS_KEVLAR_PRICE       = 650,
    CS_HELMET_PRICE       = 350,
    CS_NVG_PRICE          = 1250,
    CS_DEFUSEKIT_PRICE    = 200
};
enum CsAmmoCostType
{
    CS_AMMO_338MAG_PRICE   = 125,
    CS_AMMO_357SIG_PRICE   = 50,
    CS_AMMO_45ACP_PRICE    = 25,
    CS_AMMO_50AE_PRICE     = 40,
    CS_AMMO_556NATO_PRICE  = 60,
    CS_AMMO_57MM_PRICE     = 50,
    CS_AMMO_762NATO_PRICE  = 80,
    CS_AMMO_9MM_PRICE      = 20,
    CS_AMMO_BUCKSHOT_PRICE = 65
};
Сверху Снизу