Shortened all natives that had longer names than old compiler limit of 19 characters.

This commit is contained in:
Johnny Bergström 2004-03-22 07:23:47 +00:00
parent 2b366a354c
commit 66a1f11387
2 changed files with 25 additions and 25 deletions

View File

@ -1191,29 +1191,29 @@ AMX_NATIVE_INFO cstrike_Exports[] = {
{"cs_get_user_deaths", cs_get_user_deaths}, {"cs_get_user_deaths", cs_get_user_deaths},
{"cs_set_user_deaths", cs_set_user_deaths}, {"cs_set_user_deaths", cs_set_user_deaths},
{"cs_get_hostage_id", cs_get_hostage_id}, {"cs_get_hostage_id", cs_get_hostage_id},
{"cs_get_weapon_silenced", cs_get_weapon_silenced}, {"cs_get_weapon_silen", cs_get_weapon_silenced},
{"cs_set_weapon_silenced", cs_set_weapon_silenced}, {"cs_set_weapon_silen", cs_set_weapon_silenced},
{"cs_get_weapon_burstmode", cs_get_weapon_burstmode}, {"cs_get_weapon_burst", cs_get_weapon_burstmode},
{"cs_set_weapon_burstmode", cs_set_weapon_burstmode}, {"cs_set_weapon_burst", cs_set_weapon_burstmode},
{"cs_get_user_vip", cs_get_user_vip}, {"cs_get_user_vip", cs_get_user_vip},
{"cs_set_user_vip", cs_set_user_vip}, {"cs_set_user_vip", cs_set_user_vip},
{"cs_get_user_team", cs_get_user_team}, {"cs_get_user_team", cs_get_user_team},
{"cs_set_user_team", cs_set_user_team}, {"cs_set_user_team", cs_set_user_team},
{"cs_get_user_inside_buyzone", cs_get_user_inside_buyzone}, {"cs_get_user_buyzone", cs_get_user_inside_buyzone},
{"cs_get_user_plant", cs_get_user_plant}, {"cs_get_user_plant", cs_get_user_plant},
{"cs_set_user_plant", cs_set_user_plant}, {"cs_set_user_plant", cs_set_user_plant},
{"cs_get_user_defusekit", cs_get_user_defusekit}, {"cs_get_user_defuse", cs_get_user_defusekit},
{"cs_set_user_defusekit", cs_set_user_defusekit}, {"cs_set_user_defuse", cs_set_user_defusekit},
{"cs_get_user_backpackammo", cs_get_user_backpackammo}, {"cs_get_user_bpammo", cs_get_user_backpackammo},
{"cs_set_user_backpackammo", cs_set_user_backpackammo}, {"cs_set_user_bpammo", cs_set_user_backpackammo},
{"cs_get_user_nvg", cs_get_user_nvg}, {"cs_get_user_nvg", cs_get_user_nvg},
{"cs_set_user_nvg", cs_set_user_nvg}, {"cs_set_user_nvg", cs_set_user_nvg},
{"cs_get_hostage_follow", cs_get_hostage_follow}, {"cs_get_hostage_foll", cs_get_hostage_follow},
{"cs_set_hostage_follow", cs_set_hostage_follow}, {"cs_set_hostage_foll", cs_set_hostage_follow},
{"cs_get_user_model", cs_get_user_model}, {"cs_get_user_model", cs_get_user_model},
{"cs_set_user_model", cs_set_user_model}, {"cs_set_user_model", cs_set_user_model},
{"cs_reset_user_model", cs_reset_user_model}, {"cs_reset_user_model", cs_reset_user_model},
//------------------- <-- max 19 characters!
{NULL, NULL} {NULL, NULL}
}; };

View File

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