#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 };
This documentation was generated automatically using pawn-docgen written by xPaw for AlliedMods.