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smrpg.inc
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#if defined _smrpg_included
#endinput
#endif
#define _smrpg_included
/**
* Check if SM:RPG is enabled.
*
* @return True, if enabled, false otherwise.
*/
native bool SMRPG_IsEnabled();
/**
* Check if bots should not get any effects from the rpg plugin.
*
* @return True, if bots should be ignored, false otherwise.
*/
native bool SMRPG_IgnoreBots();
/**
* Is the server in Free-For-All mode?
* Ignore teamchecks.
*
* @return True, if teammates are enemies, false otherwise.
*/
native bool SMRPG_IsFFAEnabled();
/**
* Called when SM:RPG is enabled or disabled. (smrpg_enable)
*
* @param bEnabled True, if SM:RPG is now enabled, false if it's now disabled.
*/
forward void SMRPG_OnEnableStatusChanged(bool bEnabled);
#include <smrpg/smrpg_clients>
#include <smrpg/smrpg_upgrades>
#include <smrpg/smrpg_topmenu>
#include <smrpg/smrpg_settings>
#include <smrpg/smrpg_database>
// See if we're building using the compile.sh script.
#tryinclude <smrpg/smrpg_autoversion>
#if !defined SMRPG_VERSION
#define SMRPG_VERSION "1.0-custom"
#endif
public SharedPlugin __pl_smrpg =
{
name = "smrpg",
file = "smrpg.smx",
#if defined REQUIRE_PLUGIN
required = 1
#else
required = 0
#endif
};
#if !defined REQUIRE_PLUGIN
public void __pl_smrpg_SetNTVOptional()
{
// smrpg
MarkNativeAsOptional("SMRPG_IsEnabled");
MarkNativeAsOptional("SMRPG_IgnoreBots");
MarkNativeAsOptional("SMRPG_IsFFAEnabled");
// smrpg_clients
MarkNativeAsOptional("SMRPG_GetClientLevel");
MarkNativeAsOptional("SMRPG_SetClientLevel");
MarkNativeAsOptional("SMRPG_GetClientCredits");
MarkNativeAsOptional("SMRPG_SetClientCredits");
MarkNativeAsOptional("SMRPG_GetClientExperience");
MarkNativeAsOptional("SMRPG_SetClientExperience");
MarkNativeAsOptional("SMRPG_GetClientRank");
MarkNativeAsOptional("SMRPG_GetRankCount");
MarkNativeAsOptional("SMRPG_GetTop10Players");
MarkNativeAsOptional("SMRPG_ResetClientStats");
MarkNativeAsOptional("SMRPG_GetClientLastResetTime");
MarkNativeAsOptional("SMRPG_GetClientLastSeenTime");
MarkNativeAsOptional("SMRPG_IsClientAFK");
MarkNativeAsOptional("SMRPG_IsClientSpawnProtected");
MarkNativeAsOptional("SMRPG_AddClientExperience");
MarkNativeAsOptional("SMRPG_LevelToExperience");
MarkNativeAsOptional("SMRPG_GetWeaponExperience");
// smrpg_database
MarkNativeAsOptional("SMRPG_ResetAllPlayers");
MarkNativeAsOptional("SMRPG_FlushDatabase");
MarkNativeAsOptional("SMRPG_CheckDatabaseConnection");
// smrpg_clients
MarkNativeAsOptional("SMRPG_RegisterUpgradeType");
MarkNativeAsOptional("SMRPG_UnregisterUpgradeType");
MarkNativeAsOptional("SMRPG_CreateUpgradeConVar");
MarkNativeAsOptional("SMRPG_SetUpgradeBuySellCallback");
MarkNativeAsOptional("SMRPG_SetUpgradeActiveQueryCallback");
MarkNativeAsOptional("SMRPG_SetUpgradeTranslationCallback");
MarkNativeAsOptional("SMRPG_SetUpgradeResetCallback");
MarkNativeAsOptional("SMRPG_SetUpgradeDefaultCosmeticEffect");
MarkNativeAsOptional("SMRPG_ClientWantsCosmetics");
MarkNativeAsOptional("SMRPG_RunUpgradeEffect");
MarkNativeAsOptional("SMRPG_UpgradeExists");
MarkNativeAsOptional("SMRPG_GetUpgradeInfo");
MarkNativeAsOptional("SMRPG_ResetUpgradeEffectOnClient");
MarkNativeAsOptional("SMRPG_IsUpgradeActiveOnClient");
MarkNativeAsOptional("SMRPG_CheckUpgradeAccess");
MarkNativeAsOptional("SMRPG_GetClientUpgradeLevel");
MarkNativeAsOptional("SMRPG_GetClientPurchasedUpgradeLevel");
MarkNativeAsOptional("SMRPG_SetClientSelectedUpgradeLevel");
MarkNativeAsOptional("SMRPG_ClientBuyUpgrade");
MarkNativeAsOptional("SMRPG_ClientSellUpgrade");
// smrpg_topmenu
MarkNativeAsOptional("SMRPG_GetTopMenu");
// smrpg_settings
MarkNativeAsOptional("SMRPG_GetSetting");
MarkNativeAsOptional("SMRPG_SetSetting");
}
#endif