#if defined __healthnade_included
#endinput
#endif
#define __healthnade_included
#define HN_NULLENT -1
#define MAX_PROP_STRING_LEN 128
// Blow radius for throwed nade
#define var_HealthNade_Radius var_fuser1
// Healing amount for throwed nade
#define var_HealthNade_ThrowHealingAmount var_fuser2
// Healing amount for drunk nade
#define var_HealthNade_DrinkHealingAmount var_fuser3
// Prop types for HealthNade_GetProp() forward
enum _:HnPropertiesEnum {
HnProp_DrinkHealingAmount,
HnProp_ThrowHealingAmount,
HnProp_ExplodeRadius
}
// ET_STOP, return > 0 to block internal spawnequip
forward HealthNade_CanEquip(const id);
// ET_STOP, you must return > 0 if you write new prop
// For iPropType see HnPropertiesEnum
// int/float values stored in PropValue, strings/arrays stored in PropString
forward HealthNade_GetProp(const id, const iPropType, &any:PropValue, PropString[MAX_PROP_STRING_LEN]);
/**
* Give health nade with specified parameters to specified player.
*
* @param id Player`s index.
* @param count Count of health grenades to give
* @param maximum Maximum number of health grenades player can have at once
*
* @return HealthNade item index or HN_NULLENT if operation fails.
*/
native HealthNade_GiveNade(const id, count = 1, maximum = 1);
/**
* Checks if the player has HealthNade.
*
* @param id Player`s index.
*
* @return True if the player has a HealthNade, false otherwise.
*/
native bool:HealthNade_HasNade(const id);