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Updated VScript in Mapbase (markdown)
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@ -110,6 +110,8 @@ The base class all equippable weapons derive from.
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|:------------- | :-----|
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|:------------- | :-----|
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| *int* Clip1()| Get the weapon's current primary ammo. |
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| *int* Clip1()| Get the weapon's current primary ammo. |
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| *int* Clip2()| Get the weapon's current secondary ammo. |
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| *int* Clip2()| Get the weapon's current secondary ammo. |
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| *void* SetClip1()| Set the weapon's current primary ammo. |
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| *void* SetClip2()| Set the weapon's current secondary ammo. |
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| *int* GetMaxClip1()| Get the weapon's maximum primary ammo. |
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| *int* GetMaxClip1()| Get the weapon's maximum primary ammo. |
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| *int* GetMaxClip2()| Get the weapon's maximum secondary ammo. |
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| *int* GetMaxClip2()| Get the weapon's maximum secondary ammo. |
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| *int* GetDefaultClip1()| Get the weapon's default primary ammo. |
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| *int* GetDefaultClip1()| Get the weapon's default primary ammo. |
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@ -331,6 +333,17 @@ Root class of all server-side entities.
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| *bool* IsEntVisible(handle *target*)| Check if the specified entity can be visible to this entity. |
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| *bool* IsEntVisible(handle *target*)| Check if the specified entity can be visible to this entity. |
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| *bool* IsVisibleWithMask(Vector *target*, int *traceMask*)| Check if the specified position can be visible to this entity with a specific trace mask. |
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| *bool* IsVisibleWithMask(Vector *target*, int *traceMask*)| Check if the specified position can be visible to this entity with a specific trace mask. |
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| *int* Classify()| Get Class_T class ID |
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| *int* Classify()| Get Class_T class ID |
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| *int* GetSpawnFlags()| Get spawnflags |
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| *void* AddSpawnFlags()| Add spawnflag(s) |
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| *void* RemoveSpawnFlags()| Remove spawnflag(s) |
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| *void* ClearSpawnFlags()| Clear spawnflag(s) |
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| *bool* HasSpawnFlags()| Check if the entity has specific spawnflag(s) ticked |
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| *int* GetEffects()| Get effects |
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| *void* AddEffects()| Add effect(s) |
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| *void* RemoveEffects()| Remove effect(s) |
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| *void* ClearEffects()| Clear effect(s) |
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| *void* SetEffects()| Set effect(s) |
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| *void* IsEffectActive()| Check if an effect is active |
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***
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***
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