From 3788581874c73d5029d7960d17b750178f0666e9 Mon Sep 17 00:00:00 2001 From: OciXCrom Date: Tue, 2 May 2017 21:39:35 +0200 Subject: [PATCH] Grammar and spelling corrections in comments (#74) * Fixed spelling. * Grammar and spelling corrections in comments. * Missed 's' letter. --- .../amxmodx/scripting/include/cssdk_const.inc | 56 ++-- .../extra/amxmodx/scripting/include/reapi.inc | 56 ++-- .../scripting/include/reapi_addons.inc | 26 +- .../scripting/include/reapi_engine.inc | 22 +- .../scripting/include/reapi_engine_const.inc | 58 ++-- .../scripting/include/reapi_gamedll.inc | 282 +++++++++--------- .../scripting/include/reapi_gamedll_const.inc | 106 +++---- 7 files changed, 303 insertions(+), 303 deletions(-) diff --git a/reapi/extra/amxmodx/scripting/include/cssdk_const.inc b/reapi/extra/amxmodx/scripting/include/cssdk_const.inc index 6ea5dea..edc89af 100644 --- a/reapi/extra/amxmodx/scripting/include/cssdk_const.inc +++ b/reapi/extra/amxmodx/scripting/include/cssdk_const.inc @@ -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, diff --git a/reapi/extra/amxmodx/scripting/include/reapi.inc b/reapi/extra/amxmodx/scripting/include/reapi.inc index 38522d1..b3297a6 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi.inc @@ -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 // NOTE: only for ReHLDS #include // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS) -#include // NOTE: 3-rd party addons +#include // NOTE: 3rd party addons #include // 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) diff --git a/reapi/extra/amxmodx/scripting/include/reapi_addons.inc b/reapi/extra/amxmodx/scripting/include/reapi_addons.inc index d46bcc6..7d9ffe9 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_addons.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_addons.inc @@ -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 diff --git a/reapi/extra/amxmodx/scripting/include/reapi_engine.inc b/reapi/extra/amxmodx/scripting/include/reapi_engine.inc index e3a87fe..4c874e9 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_engine.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_engine.inc @@ -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) * diff --git a/reapi/extra/amxmodx/scripting/include/reapi_engine_const.inc b/reapi/extra/amxmodx/scripting/include/reapi_engine_const.inc index ef0af8a..95fe9ed 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_engine_const.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_engine_const.inc @@ -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); diff --git a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc index f4d6f14..033cc55 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc @@ -7,29 +7,29 @@ #include /* -* 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 diff --git a/reapi/extra/amxmodx/scripting/include/reapi_gamedll_const.inc b/reapi/extra/amxmodx/scripting/include/reapi_gamedll_const.inc index af54273..5a7478f 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_gamedll_const.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_gamedll_const.inc @@ -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);