mirror of
https://github.com/alliedmodders/amxmodx.git
synced 2024-12-25 06:15:37 +03:00
updated for mahnsawce's changes
This commit is contained in:
parent
a23712bb19
commit
473699e7c8
@ -140,7 +140,7 @@ native call_think(entity)
|
|||||||
|
|
||||||
/* Mirrors CBaseEntity->TakeDamage() - Forces an entity to take damage.
|
/* Mirrors CBaseEntity->TakeDamage() - Forces an entity to take damage.
|
||||||
Potential for crash. If you have problems with this, I suggest using fakedamage(). */
|
Potential for crash. If you have problems with this, I suggest using fakedamage(). */
|
||||||
native takedamage(idVictim,idInflictor,idAttacker,Float:takedmgdamage,damagetype);
|
native take_damage(idVictim,idInflictor,idAttacker,Float:takedmgdamage,damagetype);
|
||||||
|
|
||||||
/* Is entity valid? */
|
/* Is entity valid? */
|
||||||
native is_valid_ent(iIndex);
|
native is_valid_ent(iIndex);
|
||||||
@ -173,13 +173,13 @@ native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);
|
|||||||
native DispatchSpawn(iIndex);
|
native DispatchSpawn(iIndex);
|
||||||
|
|
||||||
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
|
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
|
||||||
native RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
|
native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
|
||||||
|
|
||||||
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
|
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
|
||||||
native VelocityByAim(iIndex, iVelocity, Float:vRetValue[3]);
|
native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
|
||||||
|
|
||||||
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
|
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
|
||||||
native PointContents(Float:fCheckAt[3]);
|
native point_contents(Float:fCheckAt[3]);
|
||||||
|
|
||||||
/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
|
/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
|
||||||
* and an entity index if an entity is hit. */
|
* and an entity index if an entity is hit. */
|
||||||
@ -273,4 +273,21 @@ forward pfn_use(user, used);
|
|||||||
*/
|
*/
|
||||||
native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
|
native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
|
||||||
|
|
||||||
|
/* Backwards compatible */
|
||||||
|
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
|
||||||
|
stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
|
||||||
|
return radius_damage(fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier)
|
||||||
|
}
|
||||||
|
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
|
||||||
|
stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
|
||||||
|
return velocity_by_aim(iIndex,iVelocity,vRetValue)
|
||||||
|
}
|
||||||
|
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
|
||||||
|
stock PointContents(Float:fCheckAt[3]) {
|
||||||
|
return point_contents(fCheckAt[3]);
|
||||||
|
}
|
||||||
|
|
||||||
|
stock set_size(index, Float:mins[3], Float:maxs[3]) {
|
||||||
|
return entity_set_size(index,mins,maxs)
|
||||||
|
}
|
||||||
#include <engine_stocks>
|
#include <engine_stocks>
|
Loading…
Reference in New Issue
Block a user