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Added new native: rg_fire_buckshots
(#204)
* Added new native: `rg_fire_buckshots` * Fix typo * Update CSEntity.h Co-authored-by: Sergey Shorokhov <wopox1337@ya.ru>
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@ -342,6 +342,23 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
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*/
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
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/*
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* Fires buckshots from entity.
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
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* @param shots The number of shots
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Shooting direction
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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*
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* @noreturn
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*/
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native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage);
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/*
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* Fires bullets from player's weapon.
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*
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@ -40,8 +40,46 @@ public:
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virtual ~CCSEntity() {}
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virtual void FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker) = 0;
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virtual void FireBuckshots(ULONG cShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iTracerFreq, int iDamage, entvars_t *pevAttacker) = 0;
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virtual Vector FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand) = 0;
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#if defined(_MSC_VER)
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#pragma region reserve_vfuncs_Region
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#endif
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virtual void func_reserve1() {};
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virtual void func_reserve2() {};
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virtual void func_reserve3() {};
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virtual void func_reserve4() {};
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virtual void func_reserve5() {};
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virtual void func_reserve6() {};
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virtual void func_reserve7() {};
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virtual void func_reserve8() {};
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virtual void func_reserve9() {};
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virtual void func_reserve10() {};
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virtual void func_reserve11() {};
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virtual void func_reserve12() {};
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virtual void func_reserve13() {};
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virtual void func_reserve14() {};
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virtual void func_reserve15() {};
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virtual void func_reserve16() {};
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virtual void func_reserve17() {};
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virtual void func_reserve18() {};
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virtual void func_reserve19() {};
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virtual void func_reserve20() {};
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virtual void func_reserve21() {};
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virtual void func_reserve22() {};
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virtual void func_reserve23() {};
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virtual void func_reserve24() {};
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virtual void func_reserve25() {};
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virtual void func_reserve26() {};
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virtual void func_reserve27() {};
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virtual void func_reserve28() {};
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virtual void func_reserve29() {};
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virtual void func_reserve30() {};
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#if defined(_MSC_VER)
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#pragma endregion
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#endif
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public:
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CBaseEntity *m_pContainingEntity;
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};
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@ -74,4 +112,4 @@ public:
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};
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#define CSENTITY_API_INTERFACE_VERSION "CSENTITY_API_INTERFACE_VERSION001"
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#define CSENTITY_API_INTERFACE_VERSION "CSENTITY_API_INTERFACE_VERSION002"
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@ -28,6 +28,10 @@ public:
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{
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return m_value;
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}
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operator ULONG() const
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{
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return ULONG(m_value);
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}
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operator size_t() const
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{
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return size_t(m_value);
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@ -325,6 +325,48 @@ cell AMX_NATIVE_CALL rg_fire_bullets(AMX *amx, cell *params)
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return TRUE;
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}
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/*
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* Fires buckshots from entity.
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
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* @param shots The number of shots
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Shooting direction
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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*
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* @noreturn
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*
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* native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage);
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*/
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cell AMX_NATIVE_CALL rg_fire_buckshots(AMX *amx, cell *params)
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{
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enum args_e { arg_count, arg_inflictor, arg_attacker, arg_shots, arg_vecSrc, arg_dir, arg_spread, arg_dist, arg_tracefrq, arg_dmg };
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CHECK_ISENTITY(arg_inflictor);
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CHECK_ISENTITY(arg_attacker);
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CAmxArgs args(amx, params);
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CBaseEntity *pInflictor = args[arg_inflictor];
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pInflictor->m_pEntity->FireBuckshots
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(
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args[arg_shots],
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args[arg_vecSrc],
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args[arg_dir],
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args[arg_spread],
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args[arg_dist],
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args[arg_tracefrq],
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args[arg_dmg],
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args[arg_attacker]
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);
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return TRUE;
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}
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/*
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* Fires bullets from player's weapon.
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*
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@ -2441,6 +2483,7 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
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{ "rg_multidmg_add", rg_multidmg_add },
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{ "rg_fire_bullets", rg_fire_bullets },
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{ "rg_fire_buckshots", rg_fire_buckshots },
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{ "rg_fire_bullets3", rg_fire_bullets3 },
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{ "rg_round_end", rg_round_end },
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