diff --git a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc index 981f0f2..0bd7026 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc @@ -1223,7 +1223,7 @@ native rg_player_relationship(const player, const target); native rg_send_death_message(const pKiller, const pVictim, const pAssister, const pevInflictor, const killerWeaponName[], const DeathMessageFlags:iDeathMessageFlags, const KillRarity:iRarityOfKill); /* -* - +* Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon. * * @param index Client index * @param attacker Attacker index @@ -1237,7 +1237,7 @@ native rg_send_death_message(const pKiller, const pVictim, const pAssister, cons native rg_player_traceattack(const index, const attacker, const Float:flDamage, Float:vecDir[3], const ptr, const bitsDamageType); /* -* - +* Usually called whenever an entity takes any kind of damage. * * @param index Client index * @param inflictor Inflictor index @@ -1250,7 +1250,7 @@ native rg_player_traceattack(const index, const attacker, const Float:flDamage, native rg_player_takedamage(const index, const inflictor, const attacker, const Float:flDamage, const bitsDamageType); /* -* - +* Usually called whenever an entity gets a form of a heal. * * @param index Client index * @param flHealth The amount of health @@ -1261,7 +1261,7 @@ native rg_player_takedamage(const index, const inflictor, const attacker, const native rg_player_takehealth(const index, const Float:flHealth, const bitsDamageType); /* -* - +* Normally called whenever an entity dies. * * @param index Client index * @param attacker Attacker index @@ -1269,10 +1269,10 @@ native rg_player_takehealth(const index, const Float:flHealth, const bitsDamageT * * @noreturn */ -native rg_player_killed(const index, const attacker, const gibs); +native rg_player_killed(const index, const attacker, const gib); /* -* - +* Typically adds points to the entity. * * @param index Client index * @param score Adds the score to the current amount @@ -1283,7 +1283,8 @@ native rg_player_killed(const index, const attacker, const gibs); native rg_player_addpoints(const index, const score, const bool:allowNegativeScore); /* -* - +* This will never return true if a client is not connected. If you need +* to know whether a client is alive, an additional call to is_user_connected() is unnecessary. * * @param index Client index * @@ -1292,7 +1293,7 @@ native rg_player_addpoints(const index, const score, const bool:allowNegativeSco native rg_is_player_alive(const index); /* -* - +* Whether or not the entity is a net client. * * @param index Client index * @@ -1301,7 +1302,7 @@ native rg_is_player_alive(const index); native rg_is_player_net_client(const index); /* -* - +* returns the position in vector the exact position of the weapon in which the player is located * * @param index Client index * @@ -1310,7 +1311,7 @@ native rg_is_player_net_client(const index); native Float:[3] rg_get_player_gun_position(const index); /* -* - +* Returns if the client is a bot. * * @param index Client index * diff --git a/reapi/src/natives/natives_misc.cpp b/reapi/src/natives/natives_misc.cpp index aba60b5..846d1eb 100644 --- a/reapi/src/natives/natives_misc.cpp +++ b/reapi/src/natives/natives_misc.cpp @@ -3345,6 +3345,18 @@ cell AMX_NATIVE_CALL rg_send_death_message(AMX *amx, cell *params) return TRUE; } +/* +* Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon. +* +* @param index Client index +* @param attacker Attacker index +* @param flDamage The amount of damage +* @param vecDir Direction +* @param ptr Traceresult pointer +* @param bitsDamageType Damage type DMG_* +* +* @noreturn +*/ cell AMX_NATIVE_CALL rg_player_traceattack(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_attacker, arg_damage, arg_dir, arg_trace, arg_dmg_type }; @@ -3360,6 +3372,17 @@ cell AMX_NATIVE_CALL rg_player_traceattack(AMX* amx, cell* params) return TRUE; } +/* +* Usually called whenever an entity takes any kind of damage. +* +* @param index Client index +* @param inflictor Inflictor index +* @param attacker Attacker index +* @param flDamage The amount of damage +* @param bitsDamageType Damage type DMG_* +* +* @return 1 on success, 0 otherwise +*/ cell AMX_NATIVE_CALL rg_player_takedamage(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_inflictor, arg_attacker, arg_damage, arg_dmg_type }; @@ -3375,6 +3398,15 @@ cell AMX_NATIVE_CALL rg_player_takedamage(AMX* amx, cell* params) return pPlayer->TakeDamage(args[arg_attacker], args[arg_inflictor], args[arg_damage], args[arg_dmg_type]); } +/* +* Usually called whenever an entity gets a form of a heal. +* +* @param index Client index +* @param flHealth The amount of health +* @param bitsDamageType Damage type DMG_* +* +* @return 1 on success, 0 otherwise +*/ cell AMX_NATIVE_CALL rg_player_takehealth(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_health, arg_dmg_type }; @@ -3388,6 +3420,15 @@ cell AMX_NATIVE_CALL rg_player_takehealth(AMX* amx, cell* params) return pPlayer->TakeHealth(args[arg_health], args[arg_dmg_type]); } +/* +* Normally called whenever an entity dies. +* +* @param index Client index +* @param attacker Attacker index +* @param gibs Use DMG_NEVERGIB or DMG_ALWAYSGIB +* +* @noreturn +*/ cell AMX_NATIVE_CALL rg_player_killed(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_attacker, arg_gib }; @@ -3403,6 +3444,15 @@ cell AMX_NATIVE_CALL rg_player_killed(AMX* amx, cell* params) return TRUE; } +/* +* Typically adds points to the entity. +* +* @param index Client index +* @param score Adds the score to the current amount +* @param allowNegativeScore Allow Negative Score +* +* @noreturn +*/ cell AMX_NATIVE_CALL rg_player_addpoints(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_score, arg_allow_negative_score }; @@ -3417,6 +3467,14 @@ cell AMX_NATIVE_CALL rg_player_addpoints(AMX* amx, cell* params) return TRUE; } +/* +* This will never return true if a client is not connected. If you need +* to know whether a client is alive, an additional call to is_user_connected() is unnecessary. +* +* @param index Client index +* +* @return 1 on success, 0 otherwise +*/ cell AMX_NATIVE_CALL rg_is_player_alive(AMX* amx, cell* params) { enum args_e { arg_count, arg_index }; @@ -3429,6 +3487,13 @@ cell AMX_NATIVE_CALL rg_is_player_alive(AMX* amx, cell* params) return pPlayer->IsAlive(); } +/* +* Whether or not the entity is a net client. +* +* @param index Client index +* +* @return 1 on success, 0 otherwise +*/ cell AMX_NATIVE_CALL rg_is_player_net_client(AMX* amx, cell* params) { enum args_e { arg_count, arg_index }; @@ -3441,6 +3506,13 @@ cell AMX_NATIVE_CALL rg_is_player_net_client(AMX* amx, cell* params) return pPlayer->IsNetClient(); } +/* +* returns the position in vector the exact position of the weapon in which the player is located +* +* @param index Client index +* +* @return Float:[3] The source position +*/ cell AMX_NATIVE_CALL rg_get_player_gun_position(AMX* amx, cell* params) { enum args_e { arg_count, arg_index, arg_out }; @@ -3455,6 +3527,13 @@ cell AMX_NATIVE_CALL rg_get_player_gun_position(AMX* amx, cell* params) return TRUE; } +/* +* Returns if the client is a bot. +* +* @param index Client index +* +* @return 1 on success, 0 otherwise +*/ cell AMX_NATIVE_CALL rg_is_player_bot(AMX* amx, cell* params) { enum args_e { arg_count, arg_index };