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Updated VScript in Mapbase (markdown)
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@ -50,6 +50,7 @@ For more information on VScript itself, [click here](https://developer.valvesoft
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* [CScriptKeyValues](VScript-in-Mapbase#CScriptKeyValues)
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* [CTakeDamageInfo](VScript-in-Mapbase#CTakeDamageInfo)
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* [CGameTrace](VScript-in-Mapbase#CGameTrace)
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* [CFireBulletsInfo](VScript-in-Mapbase#CFireBulletsInfo)
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* [AI_EnemyInfo_t](VScript-in-Mapbase#AI_EnemyInfo_t)
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* [CAI_Expresser](VScript-in-Mapbase#CAI_Expresser)
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* [CFourWheelVehiclePhysics](VScript-in-Mapbase#CFourWheelVehiclePhysics)
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@ -524,6 +525,42 @@ Handle for accessing trace_t info.
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***
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### CFireBulletsInfo
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Handle for accessing FireBulletsInfo_t info.
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| Signature | Description |
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|:------------- | :-----|
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| *int* GetShots()| Gets the number of shots which should be fired. |
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| *void* SetShots(*int* value)| Gets the number of shots which should be fired. |
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| *Vector* GetSource()| Gets the source of the bullets. |
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| *void* SetSource(*Vector* value)| Sets the source of the bullets. |
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| *Vector* GetDirShooting()| Gets the direction of the bullets. |
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| *void* SetDirShooting(*Vector* value)| Sets the direction of the bullets. |
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| *Vector* GetSpread()| Gets the spread of the bullets. |
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| *void* SetSpread(*Vector* value)| Sets the spread of the bullets. |
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| *float* GetDistance()| Gets the distance the bullets should travel. |
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| *void* SetDistance(*float* value)| Sets the distance the bullets should travel. |
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| *int* GetAmmoType()| Gets the ammo type the bullets should use. |
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| *void* SetAmmoType(*int* value)| Sets the ammo type the bullets should use. |
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| *int* GetTracerFreq()| Gets the tracer frequency. |
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| *void* SetTracerFreq(*int* value)| Sets the tracer frequency. |
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| *float* GetDamage()| Gets the damage the bullets should deal. 0 = use ammo type. |
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| *void* SetDamage(*float* value)| Sets the damage the bullets should deal. 0 = use ammo type. |
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| *int* GetPlayerDamage()| Gets the damage the bullets should deal when hitting the player. 0 = use regular damage |
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| *void* SetPlayerDamage(*int* value)| Sets the damage the bullets should deal when hitting the player. 0 = use regular damage |
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| *int* GetFlags()| Gets the flags the bullets should use. |
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| *void* SetFlags(*int* value)| Sets the flags the bullets should use. |
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| *float* GetDamageForceScale()| Gets the scale of the damage force applied by the bullets |
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| *void* SetDamageForceScale(*float* value)| Sets the scale of the damage force applied by the bullets. |
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| *CBaseEntity* GetAttacker()| Gets the entity considered to be the one who fired the bullets. |
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| *void* SetAttacker(*CBaseEntity* value)| Sets the entity considered to be the one who fired the bullets. |
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| *CBaseEntity* GetAdditionalIgnoreEnt()| Gets the optional entity which the bullets should ignore. |
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| *void* SetAdditionalIgnoreEnt(*CBaseEntity* value)| Sets the optional entity which the bullets should ignore. |
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| *bool* GetPrimaryAttack()| Gets whether the bullets came from a primary attack. |
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| *void* SetPrimaryAttack(*bool* value)| Sets whether the bullets came from a primary attack. |
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***
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### AI_EnemyInfo_t
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Accessor for information about an enemy. Typically accessed through `FindEnemyMemory()`.
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