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Shortened all natives that had longer names than old compiler limit of 19 characters.
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@ -1191,29 +1191,29 @@ AMX_NATIVE_INFO cstrike_Exports[] = {
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{"cs_get_user_deaths", cs_get_user_deaths},
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{"cs_set_user_deaths", cs_set_user_deaths},
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{"cs_get_hostage_id", cs_get_hostage_id},
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{"cs_get_weapon_silenced", cs_get_weapon_silenced},
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{"cs_set_weapon_silenced", cs_set_weapon_silenced},
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{"cs_get_weapon_burstmode", cs_get_weapon_burstmode},
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{"cs_set_weapon_burstmode", cs_set_weapon_burstmode},
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{"cs_get_weapon_silen", cs_get_weapon_silenced},
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{"cs_set_weapon_silen", cs_set_weapon_silenced},
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{"cs_get_weapon_burst", cs_get_weapon_burstmode},
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{"cs_set_weapon_burst", cs_set_weapon_burstmode},
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{"cs_get_user_vip", cs_get_user_vip},
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{"cs_set_user_vip", cs_set_user_vip},
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{"cs_get_user_team", cs_get_user_team},
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{"cs_set_user_team", cs_set_user_team},
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{"cs_get_user_inside_buyzone", cs_get_user_inside_buyzone},
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{"cs_get_user_buyzone", cs_get_user_inside_buyzone},
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{"cs_get_user_plant", cs_get_user_plant},
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{"cs_set_user_plant", cs_set_user_plant},
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{"cs_get_user_defusekit", cs_get_user_defusekit},
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{"cs_set_user_defusekit", cs_set_user_defusekit},
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{"cs_get_user_backpackammo", cs_get_user_backpackammo},
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{"cs_set_user_backpackammo", cs_set_user_backpackammo},
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{"cs_get_user_nvg", cs_get_user_nvg},
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{"cs_set_user_nvg", cs_set_user_nvg},
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{"cs_get_hostage_follow", cs_get_hostage_follow},
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{"cs_set_hostage_follow", cs_set_hostage_follow},
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{"cs_get_user_defuse", cs_get_user_defusekit},
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{"cs_set_user_defuse", cs_set_user_defusekit},
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{"cs_get_user_bpammo", cs_get_user_backpackammo},
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{"cs_set_user_bpammo", cs_set_user_backpackammo},
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{"cs_get_user_nvg", cs_get_user_nvg},
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{"cs_set_user_nvg", cs_set_user_nvg},
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{"cs_get_hostage_foll", cs_get_hostage_follow},
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{"cs_set_hostage_foll", cs_set_hostage_follow},
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{"cs_get_user_model", cs_get_user_model},
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{"cs_set_user_model", cs_set_user_model},
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{"cs_reset_user_model", cs_reset_user_model},
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//------------------- <-- max 19 characters!
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{NULL, NULL}
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};
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@ -17,10 +17,10 @@ native cs_get_user_deaths(index);
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native cs_set_user_deaths(index, newdeaths);
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/* Returns index of entity (does not have to be a player) which hostage is following. 0 is hostage doesn't follow anything. */
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native cs_get_hostage_follow(index);
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native cs_get_hostage_foll(index);
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/* Set hostage to follow entity specified in followedindex. Does not have to be a player. If followedindex is 0 the hostage will stop following. */
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native cs_set_hostage_follow(index, followedindex = 0);
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native cs_set_hostage_foll(index, followedindex = 0);
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/* Get unique hostage id. */
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native cs_get_hostage_id(index);
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@ -41,21 +41,21 @@ native cs_get_hostage_id(index);
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* flash
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* he
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* smoke */
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native cs_get_user_backpackammo(index, weapon);
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native cs_get_user_bpammo(index, weapon);
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/* Restock/remove ammo in a user's backpack. */
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native cs_set_user_backpackammo(index, weapon, amount);
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native cs_set_user_bpammo(index, weapon, amount);
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/* Returns 1 if user has a defuse kit. */
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native cs_get_user_defusekit(index);
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native cs_get_user_defuse(index);
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/* If defusekit is 1, the user will have a defuse kit.
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* You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green.
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* You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */
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native cs_set_user_defusekit(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
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native cs_set_user_defuse(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
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/* Is user in buyzone? Returns 1 when true, 0 when false. */
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native cs_get_user_inside_buyzone(index);
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native cs_get_user_buyzone(index);
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/* Get user model. */
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native cs_get_user_model(index, model[], len);
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@ -104,14 +104,14 @@ native cs_get_user_vip(index);
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native cs_set_user_vip(index, vip = 1);
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/* Returns 1 if specified weapon is in burst mode. */
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native cs_get_weapon_burstmode(index);
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native cs_get_weapon_burst(index);
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/* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated.
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* Only GLOCK and FAMAS can enter/leave burst mode. */
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native cs_set_weapon_burstmode(index, burstmode = 1);
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native cs_set_weapon_burst(index, burstmode = 1);
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/* Returns 1 if weapon is silenced, else 0. */
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native cs_get_weapon_silenced(index);
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native cs_get_weapon_silen(index);
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/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced. */
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native cs_set_weapon_silenced(index, silence = 1);
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native cs_set_weapon_silen(index, silence = 1);
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