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mirror of https://github.com/rehlds/reapi.git synced 2025-01-16 00:28:17 +03:00

Grammar and spelling corrections in comments (#74)

* Fixed spelling.

* Grammar and spelling corrections in comments.

* Missed 's' letter.
This commit is contained in:
OciXCrom 2017-05-02 21:39:35 +02:00 committed by theAsmodai
parent 8623af0647
commit 3788581874
7 changed files with 303 additions and 303 deletions

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@ -199,17 +199,17 @@
#define DMG_GRENADE (1<<24) // Counter-Strike only - Hit by HE grenade
#define DMG_TIMEBASED (~(0x3fff)) // Mask for time-based damage
// these are the damage types that are allowed to gib corpses
// These are the damage types that are allowed to gib corpses
#define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB)
// these are the damage types that have client hud art
// These are the damage types that have client hud art
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
// when calling KILLED(), a value that governs gib behavior is expected to be
// When calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0 // gib if entity was overkilled
#define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite )
#define GIB_NORMAL 0 // Gib if entity was overkilled
#define GIB_NEVER 1 // Never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2 // Always gib ( Houndeye Shock, Barnacle Bite )
// Player physics flags bits
// CBasePlayer::m_afPhysicsFlags
@ -217,9 +217,9 @@
#define PFLAG_ONSWING (1<<0)
#define PFLAG_ONTRAIN (1<<1)
#define PFLAG_ONBARNACLE (1<<2)
#define PFLAG_DUCKING (1<<3) // In the process of ducking, but totally squatted yet
#define PFLAG_DUCKING (1<<3) // In the process of ducking, but not totally squatted yet
#define PFLAG_USING (1<<4) // Using a continuous entity
#define PFLAG_OBSERVER (1<<5) // player is locked in stationary cam mode. Spectators can move, observers can't.
#define PFLAG_OBSERVER (1<<5) // Player is locked in stationary cam mode. Spectators can move, observers can't.
/**
* @section get_entvar(entity, var_spawnflags) values
@ -288,7 +288,7 @@
#define SF_DOOR_NO_AUTO_RETURN 32
#define SF_DOOR_ROTATE_Z 64
#define SF_DOOR_ROTATE_X 128
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's use button
#define SF_DOOR_USE_ONLY 256 // Door must be opened by player's USE button
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
#define SF_DOOR_SILENT 0x80000000
@ -612,12 +612,12 @@
* save/restore and level transitions.
*/
#define FCAP_CUSTOMSAVE 0x00000001
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
#define FCAP_ACROSS_TRANSITION 0x00000002 // Should transfer between transitions
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
#define FCAP_IMPULSE_USE 0x00000008 // Can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000010 // Can be used by the player
#define FCAP_ONOFF_USE 0x00000020 // Can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
@ -633,9 +633,9 @@
// CBasePlayer::m_iIgnoreGlobalChat
enum
{
IGNOREMSG_NONE, // nothing to do
IGNOREMSG_ENEMY, // to ignore any chat messages from the enemy.
IGNOREMSG_TEAM // same as IGNOREMSG_ENEMY but ignore teammates
IGNOREMSG_NONE, // Nothing to do
IGNOREMSG_ENEMY, // To ignore any chat messages from the enemy
IGNOREMSG_TEAM // Same as IGNOREMSG_ENEMY but ignore teammates
}
enum HitBoxGroup
@ -653,12 +653,12 @@ enum HitBoxGroup
enum ArmorType
{
ARMOR_NONE, // no armor
ARMOR_KEVLAR, // body vest only
ARMOR_VESTHELM, // vest and helmet
ARMOR_NONE, // No armor
ARMOR_KEVLAR, // Body vest only
ARMOR_VESTHELM, // Vest and helmet
};
// for CArmoury::m_Armoury_iItem
// For CArmoury::m_Armoury_iItem
enum ArmouryItemPack
{
ARMOURY_MP5NAVY,
@ -779,7 +779,7 @@ enum WeaponIdType
WEAPON_SHIELDGUN = 99
};
// for member CBaseMonster::m_rgbTimeBasedDamage
// For member CBaseMonster::m_rgbTimeBasedDamage
enum TimeBasedDamage
{
ITDB_PRALYZE,
@ -905,13 +905,13 @@ enum WinStatus
WINSTATUS_DRAW,
};
// bypass warning: 200 on amxmodx 1.8.2
// Bypass warning: 200 on amxmodx 1.8.2
#if AMXX_VERSION_NUM < 183
#define ROUND_ESCAPING_TERRORISTS_NEUTRALIZED ROUND_ESCAPING_TERRORISTS_NEUTR
#define RR_ESCAPING_TERRORISTS_NEUTRALIZED RR_ESCAPING_TERRORISTS_NEUTR
#endif
// used for EndRoundMessage() logged messages
// Used for EndRoundMessage() logged messages
enum ScenarioEventEndRound
{
ROUND_NONE,
@ -1019,7 +1019,7 @@ enum shieldgun_e
SHIELDGUN_DOWN,
};
// flags for CUnifiedSignals m_signals
// Flags for CUnifiedSignals m_signals
enum SignalState
{
SIGNAL_BUY = (1<<0),
@ -1089,12 +1089,12 @@ enum RewardRules
enum ItemRestType
{
ITEM_TYPE_BUYING, // when a player buying items
ITEM_TYPE_TOUCHED, // when the player touches with a weaponbox or armoury_entity
ITEM_TYPE_EQUIPPED // when a entity game_player_equip gives item to player or default item's on player spawn
ITEM_TYPE_BUYING, // When a player is buying items
ITEM_TYPE_TOUCHED, // When the player touches a weaponbox or armoury_entity
ITEM_TYPE_EQUIPPED // When an entity game_player_equip gives item to player or default items on player spawn
};
// constant items
// Constant items
enum ItemID
{
ITEM_NONE = -1,

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@ -41,7 +41,7 @@ enum members_tables_e
mt_armoury
};
// is like FNullEnt
// Is like FNullEnt
#define is_nullent(%0) (%0 != 0 && is_entity(%0) == false)
#define MAX_REGION_RANGE 1024
@ -53,16 +53,16 @@ enum members_tables_e
#include <reapi_engine> // NOTE: only for ReHLDS
#include <reapi_gamedll> // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS)
#include <reapi_addons> // NOTE: 3-rd party addons
#include <reapi_addons> // NOTE: 3rd party addons
#include <reapi_version>
// hookchain return type
enum
{
HC_CONTINUE = 0, // plugin didn't take any action
HC_SUPERCEDE, // skip real function, use my return value
HC_BREAK // skip all forwards and real function, use my return value
// @note Warning: Be very careful using this type of return will skip calls for all following AMXX the plugins.
HC_CONTINUE = 0, // Plugin didn't take any action
HC_SUPERCEDE, // Skip real function, use my return value
HC_BREAK // Skip all forwards and real function, use my return value
// @note Warning: Be very careful, using this type of return will skip calls for all following AMXX plugins
};
// hookchain types
@ -81,13 +81,13 @@ enum HookChain
};
/*
* Hook API function that are available into enum
* Look at the enum's for parameter lists.
* Hook API function that are available into enum.
* Look at the enums for parameter lists.
*
* @param function The function to hook.
* @param callback The forward to call.
* @param post Whether or not to forward this in post.
* @return Returns a handle to the hook. Use EnableHookChain/DisableHookChain to toggle the forward on or off.
* @param function The function to hook
* @param callback The forward to call
* @param post Whether or not to forward this in post
* @return Returns a hook handle. Use EnableHookChain/DisableHookChain to toggle the forward on or off
*
*/
native HookChain:RegisterHookChain({EngineFunc, GamedllFunc, GamedllFunc_CBaseAnimating, GamedllFunc_CBasePlayer, GamedllFunc_CSGameRules}:function_id, const callback[], post = 0);
@ -96,7 +96,7 @@ native HookChain:RegisterHookChain({EngineFunc, GamedllFunc, GamedllFunc_CBaseAn
* Stops a hook from triggering.
* Use the return value from RegisterHookChain as the parameter here!
*
* @param hook The hook to stop.
* @param hook The hook to stop
*
*/
native bool:DisableHookChain(HookChain:hook);
@ -105,8 +105,8 @@ native bool:DisableHookChain(HookChain:hook);
* Starts a hook back up.
* Use the return value from RegisterHookChain as the parameter here!
*
* @param hook The hook to re-enable.
* @return Returns if the function is successful executed true otherwise false
* @param hook The hook to re-enable
* @return Returns true if the function is successfully executed, otherwise false
*
*/
native bool:EnableHookChain(HookChain:hook);
@ -114,8 +114,8 @@ native bool:EnableHookChain(HookChain:hook);
/*
* Sets the return value of a hookchain.
*
* @param type To specify the type ATYPE_*, look at the enum AType
* @param value The value to set the return to.
* @param type To specify the ATYPE_* parameter, look at the enum AType
* @param value The value to set the return to
*
*/
native SetHookChainReturn(AType:type, any:...);
@ -124,9 +124,9 @@ native SetHookChainReturn(AType:type, any:...);
* Gets the return value of the current hookchain.
* This has no effect in pre hookchain.
*
* @param type To specify the type ATYPE_*, look at the enum AType
* @param type To specify the ATYPE_* parameter, look at the enum AType
* @param [maxlen] Max length of string (optional)
* @return If an integer or boolean or one byte or float, array or everything else is passed via 1rd argument and more
* @return If an integer or boolean or one byte or float, array or everything else is passed via 1st argument and more
*
*/
native any:GetHookChainReturn(AType:type, any:...);
@ -138,13 +138,13 @@ native any:GetHookChainReturn(AType:type, any:...);
* @param number Number of argument
* @param value New value
* @param [maxlen] Max length of string (optional)
* @return Returns if the function is successful executed true otherwise false
* @return Returns true if the function is successfully executed, otherwise false
*
*/
native SetHookChainArg(number, AType:type, any:...);
/*
* Compares the entity to specified a classname.
* Compares the entity to a specified classname.
* @note This native also checks the validity of an entity.
*
* @return true/false
@ -153,7 +153,7 @@ native SetHookChainArg(number, AType:type, any:...);
native bool:FClassnameIs(const entityIndex, const className[]);
/*
* Check if the entity is valid
* Check if the entity is valid.
*
* @return true/false
*
@ -161,7 +161,7 @@ native bool:FClassnameIs(const entityIndex, const className[]);
native bool:is_entity(const entityIndex);
/*
* Check if the rehlds is available
* Check if ReHLDS is available.
*
* @return true/false
*
@ -169,7 +169,7 @@ native bool:is_entity(const entityIndex);
native bool:is_rehlds();
/*
* Check if the regamedll is available
* Check if ReGameDLL is available.
*
* @return true/false
*
@ -177,7 +177,7 @@ native bool:is_rehlds();
native bool:is_regamedll();
/*
* Check if the reunion is available
* Check if Reunion is available.
*
* @return true/false
*
@ -185,7 +185,7 @@ native bool:is_regamedll();
native bool:has_reunion();
/*
* Check if the vtc is available
* Check if VTC is available.
*
* @return true/false
*
@ -193,8 +193,8 @@ native bool:has_reunion();
native bool:has_vtc();
/*
* This is the callback from the module that gives major/minor versions for verifying compatibility reapi API versions
* If will be amxx plugin a failure, then you do need to upgrade to the latest version of the module reapi or do update files included for amxx plugins
* This is the callback from the module that gives major/minor versions for verifying compatibility for ReAPI versions.
* If an AMXX plugin gets a failure, then you do need to upgrade to the latest version of the ReAPI module or update the files included for AMXX plugins.
* Do not modify this!
*/
public __reapi_version_check(const majorVersion, const minorVersion)

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@ -20,7 +20,7 @@ enum client_auth_type
};
/*
* Checks whether the player is talking at this moment
* Checks whether the player is talking at the moment.
*
* @param index Client index
* @return true if client is speaking, false otherwise
@ -29,7 +29,7 @@ enum client_auth_type
native bool:VTC_IsClientSpeaking(const index);
/*
* Mutes this player
* Mutes the player.
*
* @param index Client index
* @noreturn
@ -37,7 +37,7 @@ native bool:VTC_IsClientSpeaking(const index);
native VTC_MuteClient(const index);
/*
* Unmutes this player
* Unmutes the player.
*
* @param index Client index
* @noreturn
@ -45,7 +45,7 @@ native VTC_MuteClient(const index);
native VTC_UnmuteClient(const index);
/*
* Checks whether the player is muted at this moment
* Checks whether the player is muted at the moment.
*
* @param index Client index
* @return true if client is muted, false otherwise
@ -54,10 +54,10 @@ native VTC_UnmuteClient(const index);
native bool:VTC_IsClientMuted(const index);
/*
* To play the audio file via the voice stream.
* Play the audio file via the voice stream.
*
* @param receiver Receiver index
* @param soundFilePath The path to the sound file.
* @param soundFilePath The path to the sound file
*
* @note Usage example:
* VTC_PlaySound(id, "sound/ambience/Opera.wav");
@ -68,7 +68,7 @@ native bool:VTC_IsClientMuted(const index);
native VTC_PlaySound(const receiver, const soundFilePath[]);
/*
* Called when player started talking
* Called when the player started talking.
*
* @param index Client index
* @noreturn
@ -76,7 +76,7 @@ native VTC_PlaySound(const receiver, const soundFilePath[]);
forward VTC_OnClientStartSpeak(const index);
/*
* Called when player stopped talking
* Called when the player stopped talking.
*
* @param index Client index
* @noreturn
@ -84,23 +84,23 @@ forward VTC_OnClientStartSpeak(const index);
forward VTC_OnClientStopSpeak(const index);
/*
* Get client protocol
* Gets client protocol.
*
* @param index Client index
* @return client protocol
* @return Client protocol
*/
native REU_GetProtocol(const index);
/*
* Get client auth type
* Gets client auth type.
*
* @param index Client index
* @return client auth type
* @return Client auth type
*/
native client_auth_type:REU_GetAuthtype(const index);
/*
* Check if client running RevEmu with limited user rights
* Check if the client is running RevEmu with limited user rights.
*
* @param index Client index
* @return 1/0

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@ -31,9 +31,9 @@ native set_ucmd(const ucmd, const UCmd:var, any:...);
native any:get_ucmd(const ucmd, const UCmd:var, any:...);
/*
* Set name of the map
* Sets the name of the map.
*
* @param mapname Change the name of the map.
* @param mapname New map name.
*
* @noreturn
*
@ -41,12 +41,12 @@ native any:get_ucmd(const ucmd, const UCmd:var, any:...);
native rh_set_mapname(const mapname[]);
/*
* Get name of the map
* Gets the name of the map.
*
* @param output Buffer to copy mapname to
* @param output Buffer to copy map name to
* @param len Maximum buffer size
* @param type MNT_SET return the name of the current map
* MNT_TRUE return true the name of the current map independently of the set via rh_set_mapname
* @param type MNT_SET will return the name of the current map
* MNT_TRUE will return the original map name independant of the name set with via rh_set_mapname
*
* @noreturn
*
@ -54,7 +54,7 @@ native rh_set_mapname(const mapname[]);
native rh_get_mapname(output[], len, MapNameType:type = MNT_SET);
/*
* Reset to true map name
* Reverts back the original map name.
*
* @noreturn
*
@ -65,23 +65,23 @@ native rh_reset_mapname();
* Emits a sound from an entity from the engine.
*
* @param entity Entity index or use 0 to emit from worldspawn at the specified position
* @param recipient Recipient index or use 0 to heard for all clients
* @param recipient Recipient index or use 0 to make all clients hear it
* @param channel Channel to emit from
* @param sample Sound file to emit
* @param vol Volume in percent
* @param vol Volume in percents
* @param attn Sound attenuation
* @param flags Emit flags
* @param pitch Sound pitch
* @param emitFlags Additional Emit2 flags, look at the defines like SND_EMIT2_*
* @param origin Specify origin and only on "param" entity worldspawn that is 0
*
* @return true if successfully sounds are emitted, false otherwise
* @return true if the emission was successfull, false otherwise
*
*/
native bool:rh_emit_sound2(const entity, const recipient, const channel, const sample[], Float:vol = VOL_NORM, Float:attn = ATTN_NORM, const flags = 0, const pitch = PITCH_NORM, emitFlags = 0, const Float:origin[3] = {0.0,0.0,0.0});
/*
* Forces an userinfo update
* Forces an userinfo update.
*
* @param playerEntIndex Player entity index (starts from 1)
*

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@ -4,16 +4,16 @@
#define _reapi_engine_const_included
// for natives rh_get_mapname
// For native rh_get_mapname
enum MapNameType
{
MNT_TRUE, // return true the name of the current map independently of the set via rh_set_mapname
MNT_TRUE, // return the original map name independant of the name set with via rh_set_mapname
MNT_SET // return the name of the current map
};
// rh_emit_sound2 flags
#define SND_EMIT2_NOPAS (1<<0) // never to do check PAS
#define SND_EMIT2_INVOKER (1<<1) // do not send to the client invoker
#define SND_EMIT2_NOPAS (1<<0) // Never to check PAS
#define SND_EMIT2_INVOKER (1<<1) // Do not send to the client invoker
enum EngineFunc
{
@ -93,7 +93,7 @@ enum EntVars
var_basevelocity,
/*
* Description: Base velocity that was passed in to server physics so client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
* Description: Base velocity that was passed in to server physics so client can predict conveyors correctly. Server zeroes it, so we need to it store here, too.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -109,7 +109,7 @@ enum EntVars
var_movedir,
/*
* Description: Model angles
* Description: Angles model.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -117,7 +117,7 @@ enum EntVars
var_angles,
/*
* Description: angle velocity (degrees per second)
* Description: Angle velocity (degrees per second).
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -125,7 +125,7 @@ enum EntVars
var_avelocity,
/*
* Description: auto-decaying view angle adjustment
* Description: Auto-decaying view angle adjustment.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -133,7 +133,7 @@ enum EntVars
var_punchangle,
/*
* Description: Viewing angle (player only)
* Description: View angle (player only).
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -229,7 +229,7 @@ enum EntVars
var_model,
/*
* Description: player's viewmodel
* Description: Player's viewmodel.
* Member type: string_t
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, const source[]);
@ -237,7 +237,7 @@ enum EntVars
var_viewmodel,
/*
* Description: what other players see
* Description: The model that other players see.
* Member type: string_t
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, const source[]);
@ -245,7 +245,7 @@ enum EntVars
var_weaponmodel,
/*
* Description: BB min translated to world coord
* Description: BB min translated to world coord.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -253,7 +253,7 @@ enum EntVars
var_absmin,
/*
* Description: BB max translated to world coord
* Description: BB max translated to world coord.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -261,7 +261,7 @@ enum EntVars
var_absmax,
/*
* Description: local BB min
* Description: Local BB min.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -269,7 +269,7 @@ enum EntVars
var_mins,
/*
* Description: local BB max
* Description: Local BB max.
* Member type: class Vector
* Get params: get_entvar(index, EntVars:var, Float:output[3]);
* Set params: set_entvar(index, EntVars:var, Float:dest[3]);
@ -317,7 +317,7 @@ enum EntVars
var_solid,
/*
* Description: -
* Description: Skin selection for studio models.
* Member type: int
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -325,7 +325,7 @@ enum EntVars
var_skin,
/*
* Description: -
* Description: Sub-model selection for studio models.
* Member type: int
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -333,7 +333,7 @@ enum EntVars
var_body,
/*
* Description: sub-model selection for studiomodels
* Description: -
* Member type: int
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -341,7 +341,7 @@ enum EntVars
var_effects,
/*
* Description: % of "normal" gravity
* Description: % of "normal" gravity.
* Member type: float
* Get params: Float:get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, Float:value);
@ -349,7 +349,7 @@ enum EntVars
var_gravity,
/*
* Description: inverse elasticity of MOVETYPE_BOUNCE
* Description: Inverse elasticity of MOVETYPE_BOUNCE
* Member type: float
* Get params: Float:get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, Float:value);
@ -365,7 +365,7 @@ enum EntVars
var_light_level,
/*
* Description: animation sequence
* Description: Animation sequence.
* Member type: int
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -373,7 +373,7 @@ enum EntVars
var_sequence,
/*
* Description: movement animation sequence for player (0 for none)
* Description: Movement animation sequence for player (0 for none)
* Member type: int
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -389,7 +389,7 @@ enum EntVars
var_frame,
/*
* Description: world time when frame was set
* Description: World time when frame was set.
* Member type: float
* Get params: Float:get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, Float:value);
@ -397,7 +397,7 @@ enum EntVars
var_animtime,
/*
* Description: animation playback rate (-8x to 8x)
* Description: Animation playback rate (-8x to 8x)
* Member type: float
* Get params: Float:get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, Float:value);
@ -405,7 +405,7 @@ enum EntVars
var_framerate,
/*
* Description: bone controller setting (0..255)
* Description: Bone controller setting (0..255)
* Member type: byte [4]
* Get params: get_entvar(index, EntVars:var, element);
* Set params: set_entvar(index, EntVars:var, value, element);
@ -413,7 +413,7 @@ enum EntVars
var_controller,
/*
* Description: blending amount between sub-sequences (0..255)
* Description: Blending amount between sub-sequences (0..255)
* Member type: byte [2]
* Get params: get_entvar(index, EntVars:var, element);
* Set params: set_entvar(index, EntVars:var, value, element);
@ -421,7 +421,7 @@ enum EntVars
var_blending,
/*
* Description: sprite rendering scale (0..255)
* Description: Sprite rendering scale (0..255)
* Member type: float
* Get params: Float:get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, Float:value);
@ -525,7 +525,7 @@ enum EntVars
var_impulse,
/*
* Description: Entity pointer when linked into a linked list
* Description: Entity pointer when linked into a linked list.
* Member type: struct edict_s *
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);
@ -549,7 +549,7 @@ enum EntVars
var_enemy,
/*
* Description: entity pointer when MOVETYPE_FOLLOW
* Description: Entity pointer when MOVETYPE_FOLLOW
* Member type: struct edict_s *
* Get params: get_entvar(index, EntVars:var);
* Set params: set_entvar(index, EntVars:var, value);

View File

@ -7,29 +7,29 @@
#include <reapi_gamedll_const>
/*
* Sets a value to an CSGameRules_Members members
* Sets a value to CSGameRules_Members members.
*
* @param member The specified member, look at the enum's with name CSGameRules_Members
* @param member The specified member, look at the enums with name CSGameRules_Members
*
* @return 1 on success.
*/
native set_member_game(CSGameRules_Members:member, any:...);
/*
* Returns a value from an CSGameRules_Members members
* Returns a value from CSGameRules_Members members
*
* @param member The specified member, look at the enum's with name CSGameRules_Members
* @param member The specified member, look at the enums with name CSGameRules_Members
*
* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified member
* @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified member
*
*/
native any:get_member_game(CSGameRules_Members:member, any:...);
/*
* Sets a value to an entity's member
* Sets a value to an entity's member.
*
* @param index Entity index
* @param member The specified member, look at the enum's with name *_Members
* @param member The specified member, look at the enums with name *_Members
*
* @return 1 on success.
*/
@ -38,76 +38,76 @@ native set_member(const index, {CBaseEntity_Members, CBaseAnimating_Members, CBa
CWeaponBox_Members, CArmoury_Members}:member, any:...);
/*
* Returns a value from an entity's member
* Returns a value from an entity's member.
*
* @param index Entity index
* @param member The specified member, look at the enum's with name *_Members
* @param member The specified member, look at the enums with name *_Members
*
* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified member
* @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified member
*/
native any:get_member(const index, {CBaseEntity_Members, CBaseAnimating_Members, CBaseMonster_Members,
CBasePlayer_Members, CCSPlayer_Members, CBasePlayerItem_Members, CBasePlayerWeapon_Members,
CWeaponBox_Members, CArmoury_Members}:member, any:...);
/*
* Sets a playermove vars
* Sets playermove var.
*
* @param var The specified playermove, look at the enum's PlayerMove
* @param var The specified playermove, look at the enum PlayerMove
*
* @return 1 on success.
*/
native set_pmove(const PlayerMove:var, any:...);
/*
* Returns a playermove vars
* Returns a playermove var.
*
* @param var The specified playermove var, look at the enum's PlayerMove
* @param var The specified playermove var, look at the enums PlayerMove
*
* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
* @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar
*/
native any:get_pmove(const PlayerMove:var, any:...);
/*
* Sets a movevars value to an playermove
* Sets a movevar value to a playermove.
*
* @param var The specified mvar, look at the enum's MoveVars
* @param var The specified mvar, look at the enum MoveVars
*
* @return 1 on success.
*/
native set_movevar(const MoveVars:var, any:...);
/*
* Returns a movevars value from an playermove
* Returns a movevar value from a playermove.
*
* @param var The specified mvar, look at the enum's MoveVars
* @param var The specified mvar, look at the enum MoveVars
*
* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
* @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar
*/
native any:get_movevar(const MoveVars:var, any:...);
/*
* Sets a pmtrace vars
* Sets a pmtrace var.
*
* @param var The specified mvar, look at the enum's PMTrace
* @param var The specified mvar, look at the enum PMTrace
*
* @return 1 on success.
*/
native set_pmtrace(const tracehandle, const PMTrace:var, any:...);
/*
* Returns a pmtrace vars
* Returns a pmtrace var
*
* @param var The specified mvar, look at the enum's PMTrace
* @param var The specified mvar, look at the enum PMTrace
*
* @return If an integer or boolean or one byte, array or everything else is passed via 3rd argument and more, look at argument list for specified mvar
* @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar
*/
native any:get_pmtrace(const tracehandle, const PMTrace:var, any:...);
/*
* Assign the number of the player animations.
* Assign the number of the player's animation.
*
* @param index Client index
* @param playerAnim Specific the number animation
* @param playerAnim Specific animation number
*
* @noreturn
*/
@ -118,25 +118,25 @@ native rg_set_animation(const index, PLAYER_ANIM:playerAnim);
*
* @param index Client index
* @param amount The amount of money
* @param bTrackChange If the bTrackChange is 1, the amount of money added will also be displayed.
* @param bTrackChange If bTrackChange is 1, the amount of money added will also be displayed.
*
* @noreturn
*/
native rg_add_account(const index, amount, AccountSet:typeSet = AS_ADD, const bool:bTrackChange = true);
/*
* Gives item to player
* Gives the player an item.
*
* @param index Client index
* @param pszName Classname item
* @param type Look at the enum's with name GiveType
* @param pszName Item classname
* @param type Look at the enums with name GiveType
*
* @return Index of entity if successfully, -1 otherwise
* @return Index of entity if successfull, -1 otherwise
*/
native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND);
/*
* Give the player default items
* Give the default items to a player.
*
* @param index Client index
*
@ -145,24 +145,24 @@ native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND);
native rg_give_default_items(const index);
/*
* Give the player shield
* Gives the player a shield
*
* @param index Client index
* @param bDeploy to get shield from holster
* @param bDeploy To deploy the shield
*
* @noreturn
*/
native rg_give_shield(const index, const bool:bDeploy = true);
/*
* Inflicts in a radius from the source position.
* Inflicts damage in a radius from the source position.
*
* @param vecSrc The source position
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
* @param flDamage The amount of damage
* @param flRadius Radius damage
* @param iClassIgnore To specify classes that are immune to damage.
* @param flRadius Damage radius
* @param iClassIgnore To specify classes that are immune to damage
* @param bitsDamageType Damage type DMG_*
*
* @noreturn
@ -170,27 +170,27 @@ native rg_give_shield(const index, const bool:bDeploy = true);
native rg_dmg_radius(Float:vecSrc[3], const inflictor, const attacker, const Float:flDamage, const Float:flRadius, const iClassIgnore, const bitsDamageType);
/*
* Resets the global multi damage accumulator
* Resets the global multi damage accumulator.
*
* @noreturn
*/
native rg_multidmg_clear();
/*
* Inflicts contents of global multi damage register on victim
* Inflicts contents of global multi damage registered on victim.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
*
* @noreturn
*/
native rg_multidmg_apply(const inflictor, const attacker);
/*
* Adds damage the accumulator
* Adds damage to the accumulator.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param victim A victim that takes damage
* @param victim The victim that takes damage
* @param flDamage The amount of damage
* @param bitsDamageType Damage type DMG_*
*
@ -199,17 +199,17 @@ native rg_multidmg_apply(const inflictor, const attacker);
native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, const bitsDamageType);
/*
* Fire bullets from entity
* Fires bullets from entity.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner)
* @param shots The number of shots
* @param vecSrc The source position of the barrel
* @param vecDirShooting Direction shooting
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
* @param iTracerFreq Tracer frequancy
* @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @noreturn
@ -217,29 +217,29 @@ 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);
/*
* Fire bullets from player's weapon
* Fires bullets from player's weapon.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
* @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner)
* @param vecSrc The source position of the barrel
* @param vecDirShooting Direction shooting
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iPenetration The number of penetration
* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
* @param iPenetration The amount of penetration
* @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc
* @param iDamage Damage amount
* @param flRangeModifier Damage range modifier
* @param bPistol Pistol shot
* @param shared_rand Use player's random seed, get circular gaussian spread
*
* @return Float:[3] The result spread
* @return Float:[3] The spread result
*/
native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
/*
* Complete the round
* Forces the round to end.
*
* @param tmDelay Delay before the onset of a new round.
* @param tmDelay Delay before the onset of a new round
* @param st Which team won
* @param event The event is the end of the round
* @param message The message on round end
@ -250,11 +250,11 @@ native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[
native rg_round_end(const Float:tmDelay, const WinStatus:st, const ScenarioEventEndRound:event = ROUND_NONE, const message[] = "default", const sentence[] = "default");
/*
* Update current scores
* Updates current scores.
*
* @param iCtsWins The amount of wins to won
* @param iTsWins The amount of wins to won
* @param bAdd Adds the score to the current amount wins.
* @param iCtsWins The amount of wins for counter-terrorists
* @param iTsWins The amount of wins for terrorists
* @param bAdd Adds the score to the current amount
*
* @noreturn
*/
@ -264,8 +264,8 @@ native rg_update_teamscores(const iCtsWins = 0, const iTsWins = 0, const bool:bA
* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
*
* @param classname Entity classname
* @param useHashTable Use this only for known game entities.
* NOTE: Do not use this if you use a custom classname.
* @param useHashTable Use this only for known game entities
* NOTE: Do not use this if you use a custom classname
*
* @return Index of the created entity or 0 otherwise
*
@ -277,8 +277,8 @@ native rg_create_entity(const classname[], const bool:useHashTable = false);
*
* @param start_index Entity index to start searching from. -1 to start from the first entity
* @param classname Classname to search for
* @param useHashTable Use this only for known game entities.
* NOTE: Do not use this if you use a custom classname.
* @param useHashTable Use this only for known game entities
* NOTE: Do not use this if you use a custom classname
*
* @return Entity index > 0 if found, 0 otherwise
*
@ -297,57 +297,57 @@ native rg_find_ent_by_class(start_index, const classname[], const bool:useHashTa
native rg_find_ent_by_owner(&start_index, const classname[], owner);
/*
* Find the weapon by name in the player's inventory.
* Finds the weapon by name in the player's inventory.
*
* @param index Client index
* @param weapon Weapon name
*
* @return Entity-index of weapon, 0 otherwise
* @return Weapon's entity index, 0 otherwise
*
*/
native rg_find_weapon_bpack_by_name(const index, const weapon[]);
/*
* Check if the player already have this item.
* Checks if the player has the item.
*
* @param index Client index
* @param item Item name
*
* @return 1 if successfully, 0 otherwise
* @return true if he does, false otherwise
*
*/
native bool:rg_has_item_by_name(const index, const item[]);
/*
* Returns some information about a weapon.
* Returns specific information about the weapon.
*
* @param weapon name or id Weapon id, see WEAPON_* constants WeaponIdType or weapon_* name
* @param weapon name or id Weapon id, see WEAPON_* constants, WeaponIdType or weapon_* name
* @param WpnInfo:type Info type, see WI_* constants
*
* @return Weapon information value
* @error If weapon_id and type are out of bound, an error will be thrown.
* @return Weapon information
* @error If weapon_id or type are out of bounds, an error will be thrown
*
*/
native any:rg_get_weapon_info(any:...);
/*
* Sets specific values of weapons info.
* Sets specific weapon info values.
*
* @param weapon_id Weapon id, see WEAPON_* constants
* @param type Info type, see WI_* constants
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_set_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...);
/*
* Remove all the player's stuff by specific slot.
* Remove all the player's stuff in a specific slot.
*
* @param index Client index
* @param slot Specific slot for remove of each item.
* @param slot The slot that will be emptied
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_remove_items_by_slot(const index, const InventorySlotType:slot);
@ -358,50 +358,50 @@ native rg_remove_items_by_slot(const index, const InventorySlotType:slot);
* @param index Client index
* @param slot Specific slot for remove of each item.
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_drop_items_by_slot(const index, const InventorySlotType:slot);
/*
* Remove all the player's stuff.
* Remove all of the player's items.
*
* @param index Client index
* @param removeSuit Remove suit
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_remove_all_items(const index, const bool:removeSuit = false);
/*
* Drop specifed the player's item by classname.
* Forces the player to drop the specified item classname.
*
* @param index Client index
* @param item_name Classname of item
* @param item_name Item classname
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_drop_item(const index, const item_name[]);
/*
* Execute a client command on the gamedll side.
* Executes a client command on the gamedll side.
*
* @param index Client index
* @param command Client command to execute on
* @param command Client command to execute
* @param arg Optional command arguments
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_internal_cmd(const index, const cmd[], const arg[] = "");
/*
* Remove specifed the player's item by classname
* Removes the specified item classname from the player
*
* @param index Client index
* @param item_name Classname of item
* @param item_name Item classname
*
* @return 1 if found and remove, 0 otherwise
*
@ -409,7 +409,7 @@ native rg_internal_cmd(const index, const cmd[], const arg[] = "");
native rg_remove_item(const index, const item_name[]);
/*
* Returns amount of ammo in the client's backpack for a specific weapon.
* Returns the amount of ammo in the client's backpack for a specific weapon.
*
* @param index Client index
* @param weapon Weapon id
@ -420,7 +420,7 @@ native rg_remove_item(const index, const item_name[]);
native rg_get_user_bpammo(const index, WeaponIdType:weapon);
/*
* Sets amount of ammo in the client's backpack for a specific weapon.
* Sets the amount of ammo in the client's backpack for a specific weapon.
*
* @param index Client index
* @param weapon Weapon id
@ -437,7 +437,7 @@ native rg_set_user_bpammo(const index, WeaponIdType:weapon, amount);
* @param index Client index
* @param defusekit If nonzero the client will have a defusekit, otherwise it will be removed
* @param color Color RGB
* @param icon HUD sprite to use as icon
* @param icon HUD sprite to use as an icon
* @param flash If nonzero the icon will flash red
*
* @noreturn
@ -451,17 +451,17 @@ native rg_give_defusekit(const index, const bool:bDefusekit = true, const Float:
* @param index Client index
* @param armortype Variable to store armor type in
*
* @return Amount of armor, 0 if client has no armor
* @return Amount of armor, 0 if the client has no armor
*
*/
native rg_get_user_armor(const index, &ArmorType:armortype);
/*
* Sets the client's armor value the type of armor.
* Sets the client's armor value and the type of armor.
*
* @param index Client index
* @param armorvalue Amount of armor to set
* @param armortype Armor type
* @param armortype Armor type to set
*
* @noreturn
*
@ -469,17 +469,17 @@ native rg_get_user_armor(const index, &ArmorType:armortype);
native rg_set_user_armor(const index, armorvalue, ArmorType:armortype);
/*
* Sets the client's team without killing the player, and sets the client model.
* @note To obtain of TeamName use the following:
* Sets the client's team without killing the player and sets the client's model.
* @note To obtain a TeamName use the following:
* new TeamName:team = get_member(id, m_iTeam);
*
* @param index Client index
* @param team Team id
* @param model Internal model, use MODEL_AUTO for a random appearance or if MODEL_UNASSIGNED not update it.
* @param model Internal model, use MODEL_AUTO for a random appearance or MODEL_UNASSIGNED to not update it
*
* @param send_teaminfo If true, a TeamInfo message will be sent
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, const bool:send_teaminfo = true);
@ -491,61 +491,61 @@ native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MO
* @param model Model name
* @param update_index If true, the modelindex is updated as well
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_model(const index, const model[], const bool:update_index = false);
/*
* Reset model user
* Resets the client's model.
*
* @param index Client index
* @param update_index If true, the modelindex is reseted as well
* @param update_index If true, the modelindex is reset as well
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_reset_user_model(const index, const bool:update_index = false);
/*
* Enable/Disable footsteps of the player.
* Enable/Disable player's footsteps.
*
* @param index Client index
* @param silent To enable silent footsteps of player's
* @param silent To enable silent footsteps
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_footsteps(const index, bool:silent = false);
/*
* Get the current state footsteps of the player.
* Get the current footsteps state of the player.
*
* @param index Client index
*
* @return 1 if have silent footsteps, 0 otherwise
* @return 1 if the player has silent footsteps, 0 otherwise
*
*/
native rg_get_user_footsteps(const index);
/*
* Transfer C4 to player
* Transfers C4 from one player to another.
*
* @param index Client index
* @param receiver Receiver index, if 0 so will transfer a random to player
* @param receiver Receiver index, if 0 it will transfer to a random player
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_transfer_c4(const index, const receiver = 0);
/*
* Instant reload weapons
* Instantly reload client's weapons.
*
* @param index Client index
* @param weapon Weapon entity-index, if 0 then all the weapons
* @param weapon Weapon entity-index, if 0 then all weapons will be reloaded
*
* @return 1 if successfully, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_instant_reload_weapons(const index, const weapon = 0);
@ -553,8 +553,8 @@ native rg_instant_reload_weapons(const index, const weapon = 0);
/*
* Sets the amount of reward in the game account for all players.
*
* @param rules_index Look at the enum's with name RewardRules
* @param amount The amount money
* @param rules_index Look at the enum with name RewardRules
* @param amount The money amount
*
* @noreturn
*
@ -562,36 +562,36 @@ native rg_instant_reload_weapons(const index, const weapon = 0);
native rg_set_account_rules(const RewardRules:rules_index, const amount);
/*
* Get the amount of reward from account
* Gets the specified reward rule's money amount.
*
* @param rules_index Look at the enum's with name RewardRules
* @param rules_index Look at the enum with name RewardRules
*
* @return The amount of reward from account
* @return The amount of reward
*
*/
native rg_get_account_rules(const RewardRules:rules_index);
/*
* If the bomb is planted
* Checks if the bomb is planted.
*
* @return true if bomb is planted, false otherwise
* @return true if the bomb is planted, false otherwise
*
*/
native bool:rg_is_bomb_planted();
/*
* Join team
* Forces a player to join a team.
*
* @param index Client index
* @param team Team id
*
* @return 1 if successfully joined the team, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_join_team(const index, const TeamName:team);
/*
* Instantly balances the team.
* Instantly balances the teams.
*
* @noreturn
*
@ -599,7 +599,7 @@ native rg_join_team(const index, const TeamName:team);
native rg_balance_teams();
/*
* To swap players, without reset frags/deaths and the amount wins.
* Swaps players' teams without reseting frags, deaths and wins.
*
* @noreturn
*
@ -607,8 +607,8 @@ native rg_balance_teams();
native rg_swap_all_players();
/*
* Instantly switches to the opposite team for one player.
* @note Switch from CT to TERRORIST also opposite.
* Instantly switches the player to his opposite team.
* @note Switch from CT to TERRORIST is also opposite.
*
* @param index Client index
*
@ -618,18 +618,18 @@ native rg_swap_all_players();
native rg_switch_team(const index);
/*
* Switch to specific weapon
* Forces the player to switch to a specific weapon.
*
* @param index Client index
* @param weapon Weapon entity-index
*
* @return 1 if successfully switched, 0 otherwise
* @return 1 on success, 0 otherwise
*
*/
native rg_switch_weapon(const index, const weapon);
/*
* To get which team has a high priority to join.
* Gets which team has a higher join priority.
*
* @return Returns the Team Name
*
@ -637,28 +637,28 @@ native rg_switch_weapon(const index, const weapon);
native TeamName:rg_get_join_team_priority();
/*
* Can this player take damage from this attacker?
* Checks whether the player can take damage from the attacker.
*
* @param index Client index
* @param attacker Attacker index
*
* @return true if can take a damage, false otherwise
* @return true if he can take damage, false otherwise
*
*/
native bool:rg_is_player_can_takedamage(const index, const attacker);
/*
* To get WeaponIdType from weaponbox
* Gets WeaponIdType from weaponbox
*
* @param entity Weaponbox entity
*
* @return return enum's of WeaponIdType
* @return return enum of WeaponIdType
*
*/
native WeaponIdType:rg_get_weaponbox_id(const entity);
/*
* Respawn on round for players/bots
* Respawn on round for players/bots.
*
* @param index Client index
*
@ -668,7 +668,7 @@ native WeaponIdType:rg_get_weaponbox_id(const entity);
native rg_round_respawn(const index);
/*
* Reset player maxspeed
* Resets player's maxspeed.
*
* @param index Client index
*
@ -678,12 +678,12 @@ native rg_round_respawn(const index);
native rg_reset_maxspeed(const index);
/*
* Draws a HUD progress bar which is fills from 0% to 100% for the time duration seconds.
* NOTE: Set Duration to 0 to hide the bar.
* Draws a HUD progress bar which fills from 0% to 100% for the time duration in seconds.
* NOTE: Set the duration to 0 to hide the bar.
*
* @param index Client index
* @param time Duration
* @param observer Send for everyone observer player
* @param observer Send for everyone who is observing the player
*
* @noreturn
*
@ -696,7 +696,7 @@ native rg_send_bartime(const index, const duration, const bool:observer = true);
* @param index Client index
* @param time Duration
* @param startPercent Start percent
* @param observer Send for everyone observer player
* @param observer Send for everyone who is observing the player
*
* @noreturn
*
@ -704,7 +704,7 @@ native rg_send_bartime(const index, const duration, const bool:observer = true);
native rg_send_bartime2(const index, const duration, const startPercent, const bool:observer = true);
/*
* Sends the message SendAudio - plays the specified audio
* Sends the SendAudio message - plays the specified audio.
*
* @param index Receiver index or use 0 for everyone
* @param sample Sound file to play

View File

@ -4,7 +4,7 @@
#define _reapi_gamedll_const_included
// Returns 1, if round ended by expired time
// Returns 1 if round ended by expired time
// NOTE: Use this for hookchain RG_RoundEnd with the parameter ScenarioEventEndRound:event
#define HadRoundExpired(event) (1<<_:event) & (1<<_:ROUND_TARGET_SAVED) | (1<<_:ROUND_HOSTAGE_NOT_RESCUED) | (1<<_:ROUND_TERRORISTS_NOT_ESCAPED) | (1<<_:ROUND_VIP_NOT_ESCAPED)
@ -35,8 +35,8 @@ enum UnifiedSignals
enum AccountSet
{
AS_SET, // sets the value of the account
AS_ADD // adds a value to the account
AS_SET, // Setts the value of the account
AS_ADD // Adds a value to the account
};
// Weapon info types for use with rg_get_weapon_info()
@ -115,12 +115,12 @@ enum WpnInfo
WI_NAME
};
// use with rg_give_item
// Use with rg_give_item
enum GiveType
{
GT_APPEND, // just give item
GT_REPLACE, // to remove all weapons from the slot
GT_DROP_AND_REPLACE // drop all weapons on the ground
GT_APPEND, // Just give item
GT_REPLACE, // Give the item and remove all other weapons from the slot
GT_DROP_AND_REPLACE // Give the item and drop all other weapons from the slot
};
enum MenuChooseTeam
@ -438,20 +438,20 @@ enum GamedllFunc_CBasePlayer
RG_CBasePlayer_HasRestrictItem,
/*
* Description: It is called when a player threw the shield to the ground.
* Description: Called when a player throws the shield on the ground.
* Params: (const this, bool:deploy)
*/
RG_CBasePlayer_DropShield,
/*
* Description: It is called on the spawn, the attempt to equip player.
* Description: Called on spawn, the attempt to equip a player.
* Params: (const this, bool addDefault, bool equipGame)
*/
RG_CBasePlayer_OnSpawnEquip,
/*
* Description: The player uses a radio message.
* It is called self-uses radio or throw grenades or on freeze the period end.
* Called on self-radio uses, throwing grenades or on freeze time end.
* Params: (const this, const msg_id[], const msg_verbose[], pitch, bool:showIcon)
*/
RG_CBasePlayer_Radio,
@ -482,7 +482,7 @@ enum GamedllFunc_CBasePlayer
RG_CBasePlayer_StartObserver,
/*
* Description: It is called when a player enters the game.
* Description: Called when a player enters the game.
* Return type: bool
* Params: (const this)
*/
@ -493,7 +493,7 @@ enum GamedllFunc_CBasePlayer
enum GamedllFunc_CSGameRules
{
/*
* Description: should the player switch to this weapon?
* Description: Should the player switch to this weapon?
* Params: (const index, const weapon)
*/
RG_CSGameRules_FShouldSwitchWeapon = BEGIN_FUNC_REGION(gamerules),
@ -511,37 +511,37 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_FlPlayerFallDamage,
/*
* Description: can this player take damage from this attacker?
* Description: Can this player take damage from this attacker?
* Params: (const index, const attacker)
*/
RG_CSGameRules_FPlayerCanTakeDamage,
/*
* Description: called by CBasePlayer::Spawn just before releasing player into the game
* Description: Called by CBasePlayer::Spawn just before releasing the player into the game.
* Params: (const index)
*/
RG_CSGameRules_PlayerSpawn,
/*
* Description: is this player allowed to respawn now?
* Description: Is this player allowed to respawn now?
* Params: (const index)
*/
RG_CSGameRules_FPlayerCanRespawn,
/*
* Description: Place this player on their spawnspot and face them the proper direction.
* Description: Place this player on his spawnspot and face him in the proper direction.
* Params: (const index)
*/
RG_CSGameRules_GetPlayerSpawnSpot,
/*
* Description: the player has changed userinfo; can change it now
* Description: The player has changed userinfo; can change it now.
* Params: (const index, infobuffer[])
*/
RG_CSGameRules_ClientUserInfoChanged,
/*
* Description: Called each time a player dies
* Description: Called each time a player dies.
* Params: (const victim, const killer, const inflictor)
*/
RG_CSGameRules_PlayerKilled,
@ -553,13 +553,13 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_DeathNotice,
/*
* Description: The player is touching an CBasePlayerItem, do I give it to him?
* Description: The player is touching a CBasePlayerItem, do I give it to him?
* Params: (const index, const item)
*/
RG_CSGameRules_CanHavePlayerItem,
/*
* Description: what do I do with a player's weapons when he's killed?
* Description: What do I do with player's weapons when he's killed?
* Params: (const index)
*/
RG_CSGameRules_DeadPlayerWeapons,
@ -585,13 +585,13 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_CleanUpMap,
/*
* Description: Call this on new round or restart round with member m_bCompleteReset is TRUE
* Description: Call this on a new round or restart round with member m_bCompleteReset is TRUE
* Params: ()
*/
RG_CSGameRules_RestartRound,
/*
* Description: check if the scenario has been won/lost
* Description: Check if the scenario has been won/lost.
* Params: ()
*/
RG_CSGameRules_CheckWinConditions,
@ -627,7 +627,7 @@ enum GamedllFunc_CSGameRules
RG_CSGameRules_BalanceTeams,
/*
* Description: It's called on freeze the period end.
* Description: It's called when the freeze time ends.
* Params: ()
*/
RG_CSGameRules_OnRoundFreezeEnd
@ -693,7 +693,7 @@ enum CSGameRules_Members
m_UpdateInterval,
/*
* Description: The global time when the round is supposed to end, if this is not 0
* Description: The global time when the round is supposed to end, if this is not 0.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
@ -709,7 +709,7 @@ enum CSGameRules_Members
m_flCheckWinConditions,
/*
* Description: Time round has started
* Description: Time round has started.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
@ -741,7 +741,7 @@ enum CSGameRules_Members
m_iIntroRoundTime,
/*
* Description: The global time when the intro round ends and the real one starts wrote the original "m_flRoundTime" comment for this variable).
* Description: The global time when the intro round ends and the real one starts (wrote the original "m_flRoundTime" comment for this variable).
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
@ -765,7 +765,7 @@ enum CSGameRules_Members
m_iAccountCT,
/*
* Description: The number of terrorists on the team (this is generated at the end of a round)
* Description: The number of terrorists on the team (this is generated at the end of a round).
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -773,7 +773,7 @@ enum CSGameRules_Members
m_iNumTerrorist,
/*
* Description: The number of CTs on the team (this is generated at the end of a round)
* Description: The number of CTs on the team (this is generated at the end of a round).
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -797,7 +797,7 @@ enum CSGameRules_Members
m_iNumSpawnableCT,
/*
* Description: Number of Terrorist spawn points
* Description: Number of Terrorist spawn points.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -805,7 +805,7 @@ enum CSGameRules_Members
m_iSpawnPointCount_Terrorist,
/*
* Description: Number of CT spawn points
* Description: Number of CT spawn points.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -829,7 +829,7 @@ enum CSGameRules_Members
m_iHostagesTouched,
/*
* Description: 1 == CT's won last round, 2 == Terrorists did, 3 == Draw, no winner
* Description: 1 == CTs won last round, 2 == Terrorists did, 3 == Draw, no winner
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -853,7 +853,7 @@ enum CSGameRules_Members
m_iNumTerroristWins,
/*
* Description: whether or not the bomb has been bombed
* Description: Whether or not the bomb target has been bombed.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
@ -861,7 +861,7 @@ enum CSGameRules_Members
m_bTargetBombed,
/*
* Description: whether or not the bomb has been defused
* Description: Whether or not the bomb has been defused.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -941,7 +941,7 @@ enum CSGameRules_Members
m_iC4Guy,
/*
* Description: the amount of money the losing team gets. This scales up as they lose more rounds in a row
* Description: The amount of money the losing team gets. This scales up as they lose more rounds in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -949,7 +949,7 @@ enum CSGameRules_Members
m_iLoserBonus,
/*
* Description: the number of rounds the CTs have lost in a row.
* Description: The number of rounds the CTs have lost in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -957,7 +957,7 @@ enum CSGameRules_Members
m_iNumConsecutiveCTLoses,
/*
* Description: the number of rounds the Terrorists have lost in a row.
* Description: The number of rounds the Terrorists have lost in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -965,7 +965,7 @@ enum CSGameRules_Members
m_iNumConsecutiveTerroristLoses,
/*
* Description: For the idle kick functionality. This is tha max amount of time that the player has to be idle before being kicked
* Description: For the idle kick functionality. This is the max amount of time that the player has to be idle before being kicked.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
@ -997,7 +997,7 @@ enum CSGameRules_Members
m_bRoundTerminating,
/*
* Description: Set to TRUE to have the scores reset next time round restarts
* Description: Set to TRUE to have the scores reset next time round restarts.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -1085,7 +1085,7 @@ enum CSGameRules_Members
m_iTotalArmourCount,
/*
* Description: keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2
* Description: Keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -1093,7 +1093,7 @@ enum CSGameRules_Members
m_iUnBalancedRounds,
/*
* Description: keeps track of the # of consecutive rounds of escape played.. Teams will be swapped after 8 rounds
* Description: Keeps track of the # of consecutive rounds of escape played. Teams will be swapped after 8 rounds.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
@ -4027,7 +4027,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_fFireOnEmpty,
/*
* Description: soonest time ItemPostFrame will call PrimaryAttack
* Description: Soonest time ItemPostFrame will call PrimaryAttack.
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
@ -4035,7 +4035,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_flNextPrimaryAttack,
/*
* Description: soonest time ItemPostFrame will call SecondaryAttack
* Description: Soonest time ItemPostFrame will call SecondaryAttack.
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
@ -4043,7 +4043,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_flNextSecondaryAttack,
/*
* Description: soonest time ItemPostFrame will call WeaponIdle
* Description: Soonest time ItemPostFrame will call WeaponIdle.
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
@ -4051,7 +4051,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_flTimeWeaponIdle,
/*
* Description: "primary" ammo index into players m_rgAmmo[]
* Description: "primary" ammo index into player's m_rgAmmo[]
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4059,7 +4059,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iPrimaryAmmoType,
/*
* Description: "secondary" ammo index into players m_rgAmmo[]
* Description: "secondary" ammo index into player's m_rgAmmo[]
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4067,7 +4067,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iSecondaryAmmoType,
/*
* Description: number of shots left in the primary weapon clip, -1 it not used
* Description: Number of shots left in the primary weapon clip, -1 if not used.
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4075,7 +4075,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iClip,
/*
* Description: the last version of m_Weapon_iClip sent to hud dll
* Description: The last version of m_Weapon_iClip sent to hud dll.
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4083,7 +4083,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iClientClip,
/*
* Description: the last version of the weapon state sent to hud dll (is current weapon, is on target)
* Description: The last version of the weapon state sent to hud dll (is current weapon, is on target).
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4091,7 +4091,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iClientWeaponState,
/*
* Description: Are we in the middle of a reload
* Description: Are we in the middle of a reload?
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4099,7 +4099,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_fInReload,
/*
* Description: Are we in the middle of a reload for the shotguns
* Description: Are we in the middle of a reload for the shotguns?
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4107,7 +4107,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_fInSpecialReload,
/*
* Description: how much ammo you get when you pick up this weapon as placed by a level designer
* Description: How much ammo you get when you pick up this weapon as placed by a level designer.
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
@ -4179,7 +4179,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_iShotsFired,
/*
* Description: time to shoot the remaining bullets of the glock18 burst fire
* Description: Time to shoot the remaining bullets of the glock18 burst fire.
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
@ -4187,7 +4187,7 @@ enum CBasePlayerWeapon_Members
m_Weapon_flGlock18Shoot,
/*
* Description: used to keep track of the shots fired during the Glock18 burst fire mode
* Description: Used to keep track of the shots fired during the Glock18 burst fire mode.
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);