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Improve include descriptions rg_fire_bullets
, rg_fire_buckshots
and rg_fire_bullets3
(#245)
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@ -338,12 +338,15 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
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* @param iTracerFreq Tracer frequency
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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* @param iDamage Damage amount
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*
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*
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* @note: This native doesn't create a decal effect
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* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
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*
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* @noreturn
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* @noreturn
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*/
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*/
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
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/*
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/*
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* Fires buckshots from entity.
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* Fires buckshots from entity (used at XM1014 and M3 weapons).
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*
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*
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
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* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
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* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
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@ -355,6 +358,9 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
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* @param iTracerFreq Tracer frequency
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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* @param iDamage Damage amount
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*
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*
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* @note: This native doesn't create a decal effect
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* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
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*
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* @noreturn
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* @noreturn
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*/
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*/
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native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage);
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native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage);
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@ -375,6 +381,9 @@ native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vec
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* @param bPistol Pistol shot
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* @param bPistol Pistol shot
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* @param shared_rand Use player's random seed, get circular gaussian spread
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* @param shared_rand Use player's random seed, get circular gaussian spread
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*
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*
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* @note: This native doesn't create a decal effect
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* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
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*
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* @return Float:[3] The spread result
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* @return Float:[3] The spread result
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*/
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*/
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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);
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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);
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