shavit-credits/scripting/include/shavit/bhopstats-timerified.inc
2023-03-22 07:10:32 +01:00

196 lines
5.2 KiB
SourcePawn

/*
* Bunnyhop Statistics API - Include file
* by: shavit
*
* Originally from Bunnyhop Statistics API (https://github.com/shavitush/bhopstats)
* but edited to be part of shavit's Timer (https://github.com/shavitush/bhoptimer)
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#if defined _shavit_bhopstats_included
#endinput
#endif
#define _shavit_bhopstats_included
/**
* Called when the jump key is pressed.
*
* @param client Client index.
* @param onground True if the jump key will do anything for the player when tapped.
* @param perfect Was the jump perfectly timed?
* @noreturn
*/
forward void Shavit_Bhopstats_OnJumpPressed(int client, bool onground, bool perfect);
/**
* Called when the jump key is released.
*
* @param client Client index.
* @param onground True if the jump key will do anything for the player when tapped.
* @noreturn
*/
forward void Shavit_Bhopstats_OnJumpReleased(int client, bool onground);
/**
* Called when the player touches the ground.
*
* @param client Client index.
* @noreturn
*/
forward void Shavit_Bhopstats_OnTouchGround(int client);
/**
* Called when the player leaves the ground, by either jumping or falling from somewhere.
* AKA the HookEventless better version of player_jump.
* The `jumped` variable is true if the ground was left by tapping the jump key, or false if the player fell from somewhere.
* `ladder` is true if the player left the 'ground' from a ladder.
*
* @param client Client index.
* @param jumped Did the client leave the ground by jumping?
* @param ladder Did the client leave the ground by leaving a ladder, aka ladderstrafing?
* @noreturn
*/
forward void Shavit_Bhopstats_OnLeaveGround(int client, bool jumped, bool ladder);
/**
* Retrieves the amount of separate +jump inputs since the player left the ground.
*
* @param client Client index.
* @return Amount of +jump inputs since the left the ground, or 0 if the player is on ground.
*/
native int Shavit_Bhopstats_GetScrollCount(int client);
/**
* Checks if the player is on ground, or if the jump key will function as in actually triggering a jump or altering velocity.
* The result will be true if the player is on a ladder or in water, as jumping will be functional.
*
* @param client Client index.
* @return Boolean value of 'is the player on ground?'
*/
native bool Shavit_Bhopstats_IsOnGround(int client);
/**
* Checks if the player is holding his jump key.
*
* @param client Client index.
* @return Boolean value of 'is the player holding the jump key?''
*/
native bool Shavit_Bhopstats_IsHoldingJump(int client);
/**
* Gets a percentage of perfectly timed bunnyhops.
* Resets at player connection or the Shavit_Bhopstats_ResetPerfectJumps native for it is called.
*
* @param client Client index.
* @return Perfect jump percentage. Results are from 0.0 to 100.0.
*/
native float Shavit_Bhopstats_GetPerfectJumps(int client);
/**
* Resets the perfect jumps percentage of a player back to 0.0.
*
* @param client Client index.
* @noreturn
*/
native void Shavit_Bhopstats_ResetPerfectJumps(int client);
methodmap Shavit_BunnyhopStats __nullable__
{
public Shavit_BunnyhopStats(int client)
{
return view_as<Shavit_BunnyhopStats>(client);
}
property int index
{
public get()
{
return view_as<int>(this);
}
}
property int ScrollCount
{
public get()
{
return Shavit_Bhopstats_GetScrollCount(this.index);
}
}
property bool OnGround
{
public get()
{
return Shavit_Bhopstats_IsOnGround(this.index);
}
}
property bool HoldingJump
{
public get()
{
return Shavit_Bhopstats_IsHoldingJump(this.index);
}
}
property float PerfectJumps
{
public get()
{
return Shavit_Bhopstats_GetPerfectJumps(this.index);
}
}
public void ResetPrefects()
{
Shavit_Bhopstats_ResetPerfectJumps(this.index);
}
public static int GetScrollCount(int client)
{
return Shavit_Bhopstats_GetScrollCount(client);
}
public static bool IsOnGround(int client)
{
return Shavit_Bhopstats_IsOnGround(client);
}
public static bool IsHoldingJump(int client)
{
return Shavit_Bhopstats_IsHoldingJump(client);
}
public static float GetPerfectJumps(int client)
{
return Shavit_Bhopstats_GetPerfectJumps(client);
}
public static void ResetPrefectJumps(int client)
{
Shavit_Bhopstats_ResetPerfectJumps(client);
}
}
#if !defined REQUIRE_PLUGIN
public void __pl_shavit_bhopstats_SetNTVOptional()
{
MarkNativeAsOptional("Shavit_Bhopstats_GetScrollCount");
MarkNativeAsOptional("Shavit_Bhopstats_IsOnGround");
MarkNativeAsOptional("Shavit_Bhopstats_IsHoldingJump");
MarkNativeAsOptional("Shavit_Bhopstats_GetPerfectJumps");
MarkNativeAsOptional("Shavit_Bhopstats_ResetPerfectJumps");
}
#endif