☕ fund my caffeine addiction ☕
A library to get TF2 item data from game memory, intended as a successor to TF2ItemsInfo and TF2IDB. No more parsing the schema file and maintaining your own structure for plugin support.
I got bored one day and thought about rewriting a few of my internal plugins so they didn't depend on external tooling anymore.
There's a semi-guide on porting from existing libraries to this one, as well as a WIP plugin that implements the natives from those libraries.
- Download all the non-source code files in the latest release.
- Copy
tf_econ_data.smxtoaddons/sourcemod/plugins/. - Copy
tf2.econ_data.txttoaddons/sourcemod/gamedata/. - If you're a developer, copy
tf_econ_data.inctoaddons/sourcemod/scripting/include/(or the appropriate path for your compiler toolchain / project).
- Retrieve certain properties of an item given its definition index, including entity class name, level range, and item slot.
- Get lists of definition indices filtered with a user-defined function.
- Translate an entity classname for the appropriate player class (making spawned multiclass weapons work correctly). Technically, this is just handled as a call to the game's function, but it saves you effort from adding / maintaining the
SDKCallboilerplate yourself. - Get a loadout slot name by index or translate slot indices (retrieved from item definitions) to names.
- Read attributes and attribute properties.
- Read quality and rarity names / values.
- Access item equip regions and their equip region overlap masks, so you can determine if two wearable items are overlapping. Also access equip region names / group indices.
- Get lists of valid particle definitions, either as a whole or only for hats / taunts / weapons. (Internally, the game doesn't do anything special for the particles labled
other_particlesandkillstreak_eyeglows.) - Get a list of all valid paintkit proto definition indices.
- Directly get the addresses of any supported definition type, as well as the schema / protobuf schema, in case you want to do something the library doesn't support out of the box.
Note that the abstractions are intentionally low; this plugin doesn't implement higher-level functions in SourcePawn to do things like:
- Check for equipment conflicts based on multiple definition indices.
- Resolve paintkit protodefs to their items to determine paint rarity.
- Provide hardcoded filters on cosmetic particles that are not obtainable from crates (map stamps, pipe smoke).
- Determine which items can be Australium.
Dump the taunt defindices for a given class:
int g_iTauntSlot = -1; public void OnAllPluginsLoaded() { // you could use a hardcoded value of 11 if you want to bet on valve not changing indices g_iTauntSlot = TF2Econ_TranslateLoadoutSlotNameToIndex("taunt"); if (g_iTauntSlot == -1) { SetFailState("Failed to determine index for slot name '%s'", "taunt"); } ArrayList tauntList = TF2Econ_GetItemList(FilterClassTaunts, TFClass_Scout); for (int i = 0; i < tauntList.Length; i++) { int defindex = tauntList.Get(i); PrintToServer("%d", defindex); } delete tauntList; } /** * Returns true if the given item is available for the given playerClass as a taunt. */ public bool FilterClassTaunts(int defindex, TFClassType playerClass) { return TF2Econ_GetItemSlot(defindex, playerClass) == g_iTauntSlot; }