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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>
This commit is contained in:
FEDERICOMB 2021-09-02 14:57:09 -03:00 committed by GitHub
parent e966296b5f
commit 1aaddea738
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4 changed files with 103 additions and 1 deletions

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@ -342,6 +342,23 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
*/
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);
/*
* Fires buckshots from entity.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
* @param shots The number of shots
* @param vecSrc The source position of the barrel
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @noreturn
*/
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);
/*
* Fires bullets from player's weapon.
*

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@ -40,8 +40,46 @@ public:
virtual ~CCSEntity() {}
virtual void FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker) = 0;
virtual void FireBuckshots(ULONG cShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iTracerFreq, int iDamage, entvars_t *pevAttacker) = 0;
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;
#if defined(_MSC_VER)
#pragma region reserve_vfuncs_Region
#endif
virtual void func_reserve1() {};
virtual void func_reserve2() {};
virtual void func_reserve3() {};
virtual void func_reserve4() {};
virtual void func_reserve5() {};
virtual void func_reserve6() {};
virtual void func_reserve7() {};
virtual void func_reserve8() {};
virtual void func_reserve9() {};
virtual void func_reserve10() {};
virtual void func_reserve11() {};
virtual void func_reserve12() {};
virtual void func_reserve13() {};
virtual void func_reserve14() {};
virtual void func_reserve15() {};
virtual void func_reserve16() {};
virtual void func_reserve17() {};
virtual void func_reserve18() {};
virtual void func_reserve19() {};
virtual void func_reserve20() {};
virtual void func_reserve21() {};
virtual void func_reserve22() {};
virtual void func_reserve23() {};
virtual void func_reserve24() {};
virtual void func_reserve25() {};
virtual void func_reserve26() {};
virtual void func_reserve27() {};
virtual void func_reserve28() {};
virtual void func_reserve29() {};
virtual void func_reserve30() {};
#if defined(_MSC_VER)
#pragma endregion
#endif
public:
CBaseEntity *m_pContainingEntity;
};
@ -74,4 +112,4 @@ public:
};
#define CSENTITY_API_INTERFACE_VERSION "CSENTITY_API_INTERFACE_VERSION001"
#define CSENTITY_API_INTERFACE_VERSION "CSENTITY_API_INTERFACE_VERSION002"

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@ -28,6 +28,10 @@ public:
{
return m_value;
}
operator ULONG() const
{
return ULONG(m_value);
}
operator size_t() const
{
return size_t(m_value);

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@ -325,6 +325,48 @@ cell AMX_NATIVE_CALL rg_fire_bullets(AMX *amx, cell *params)
return TRUE;
}
/*
* Fires buckshots from entity.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
* @param shots The number of shots
* @param vecSrc The source position of the barrel
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @noreturn
*
* 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);
*/
cell AMX_NATIVE_CALL rg_fire_buckshots(AMX *amx, cell *params)
{
enum args_e { arg_count, arg_inflictor, arg_attacker, arg_shots, arg_vecSrc, arg_dir, arg_spread, arg_dist, arg_tracefrq, arg_dmg };
CHECK_ISENTITY(arg_inflictor);
CHECK_ISENTITY(arg_attacker);
CAmxArgs args(amx, params);
CBaseEntity *pInflictor = args[arg_inflictor];
pInflictor->m_pEntity->FireBuckshots
(
args[arg_shots],
args[arg_vecSrc],
args[arg_dir],
args[arg_spread],
args[arg_dist],
args[arg_tracefrq],
args[arg_dmg],
args[arg_attacker]
);
return TRUE;
}
/*
* Fires bullets from player's weapon.
*
@ -2441,6 +2483,7 @@ AMX_NATIVE_INFO Misc_Natives_RG[] =
{ "rg_multidmg_add", rg_multidmg_add },
{ "rg_fire_bullets", rg_fire_bullets },
{ "rg_fire_buckshots", rg_fire_buckshots },
{ "rg_fire_bullets3", rg_fire_bullets3 },
{ "rg_round_end", rg_round_end },