mirror of
https://github.com/rehlds/reapi.git
synced 2025-03-13 14:00:19 +03:00
Added new regamedll natives: rg_create_entity, rg_find_ent_by_class, rg_find_ent_by_owner, rg_get_weapon_info, rg_remove_all_items, rg_remove_item Added hookchain CanBuyThis Added native (reunion) get_client_data
258 lines
7.5 KiB
PHP
258 lines
7.5 KiB
PHP
#if defined _reapi_gamedll_included
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#endinput
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#endif
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#define _reapi_gamedll_included
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#include <reapi_gamedll_const.inc>
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/*
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* Sets a value to an CSGameRules_Members members
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*
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* @param member The specified member, look at the enum's with name CSGameRules_Members
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*
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* @return 1 on success.
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*/
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native set_member_game(CSGameRules_Members:member, any:...);
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/*
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* Returns a value from an CSGameRules_Members members
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*
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* @param member The specified member, look at the enum's with name CSGameRules_Members
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*
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* @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
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*
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*/
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native any:get_member_game(CSGameRules_Members:member, any:...);
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/*
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* Sets a value to an entity's member
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*
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* @param index Entity index
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* @param member The specified member, look at the enum's with name *_Members
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*
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* @return 1 on success.
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*/
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native set_member(const index, any:member, any:...);
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/*
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* Returns a value from an entity's member
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*
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* @param index Entity index
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* @param member The specified member, look at the enum's with name *_Members
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*
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* @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
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*/
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native any:get_member(const index, any:member, any:...);
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/*
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* Assign the number of the player animations.
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*
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* @param index Client index
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* @param playerAnim Specific the number animation
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*
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* @noreturn
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*/
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native rg_set_animation(const index, PLAYER_ANIM:playerAnim);
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/*
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* Adds money to player's account.
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*
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* @param index Client index
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* @param amount The amount of money
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* @param bTrackChange If the bTrackChange is 1, the amount of money added will also be displayed.
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*
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* @noreturn
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*/
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native rg_add_account(const index, amount, bool:bTrackChange = true);
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/*
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* Gives item to player
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*
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* @param index Client index
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* @param pszName Classname item
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*
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* @noreturn
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*/
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native rg_give_item(const index, const pszName[]);
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/*
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* Give the player default items
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*
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* @param index Client index
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*
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* @noreturn
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*/
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native rg_give_default_items(const index);
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/*
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* Give the player shield
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*
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* @param index Client index
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* @param bDeploy to get shield from holster
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*
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* @noreturn
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*/
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native rg_give_shield(const index, bool:bDeploy = true);
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/*
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* Inflicts in a radius from the source position.
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*
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* @param vecSrc The source position
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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 tirggered the damage (such as the gun's owner).
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* @param flDamage The amount of damage
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* @param flRadius Radius damage
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* @param iClassIgnore To specify classes that are immune to damage.
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* @param bitsDamageType Damage type DMG_*
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*
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* @noreturn
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*/
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native rg_dmg_radius(Float:vecSrc[3], const inflictor, const attacker, const Float:flDamage, const Float:flRadius, const iClassIgnore, const bitsDamageType);
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/*
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* Resets the global multi damage accumulator
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*
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* @noreturn
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*/
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native rg_multidmg_clear();
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/*
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* inflicts contents of global multi damage register on victim
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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 attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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*
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* @noreturn
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*/
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native rg_multidmg_apply(const inflictor, const attacker);
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/*
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* Adds damage the accumulator
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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 victim A victim that takes damage
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* @param flDamage The amount of damage
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* @param bitsDamageType Damage type DMG_*
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*
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* @noreturn
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*/
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native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, const bitsDamageType);
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/*
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* Fire bullets from entity
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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 attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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* @param shots The number of shots
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Direction shooting
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iBulletType Bullet type
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* @param iTracerFreq Tracer frequancy
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* @param iDamage Damage amount
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*
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* @noreturn
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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 iBulletType, const iTracerFreq, const iDamage);
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/*
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* Fire bullets from player's weapon
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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 attacker Attacker is the entity that tirggered the damage (such as the gun's owner).
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* @param vecSrc The source position of the barrel
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* @param vecDirShooting Direction shooting
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iPenetration The number of penetration
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* @param iBulletType Bullet type
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* @param iDamage Damage amount
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* @param flRangeModifier Damage range modifier
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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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*
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* @return Float:[3] The result spread
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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 iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
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/*
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* Complete the round
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*
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* @param tmDelay Delay before the onset of a new round.
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* @param st Which team won
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* @param event The event is the end of the round
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* @param message The message on round end
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* @param sentence The sound at the end of the round
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*
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* @noreturn
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*/
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native rg_round_end(const Float:tmDelay, const WinStatus:st, const ScenarioEventEndRound:event = ROUND_NONE, const message[] = "default", const sentence[] = "default");
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/*
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* Update current scores
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*
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* @param iCtsWins The amount of wins to won
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* @param iTsWins The amount of wins to won
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* @param bAdd Adds the score to the current amount wins.
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*
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* @noreturn
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*/
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native rg_update_teamscores(const iCtsWins = 0, const iTsWins = 0, const bool:bAdd = true);
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/*
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* Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper.
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*
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* @param classname Entity class name
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*
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* @return Index of the created entity or 0 otherwise
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*
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*/
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native rg_create_entity(const classname[]);
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/*
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* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper.
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*
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* @param start_index Entity index to start searching from. -1 to start from the first entity
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* @param classname Classname to search for
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*
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* @return Entity index > 0 if found, 0 otherwise
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*
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*/
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native rg_find_ent_by_class(start_index, const classname[]);
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/*
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* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper, matching by owner.
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*
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* @param start_index Entity index to start searching from. -1 to start from the first entity
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* @param classname Classname to search for
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*
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* @return Entity index > 0 if found, 0 otherwise
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*
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*/
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native rg_find_ent_by_owner(start_index, const classname[], owner);
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/**
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* Returns some information about a weapon.
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*
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* @param weapon_id Weapon id, see WEAPON_* constants
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* @param type Info type, see WPINFO_* constants
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*
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* @return Weapon information value
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* @error If weapon_id and type are out of bound, an error will be thrown.
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*
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*/
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native rg_get_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...);
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/**
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* Remove specifed the player's item by class name
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*
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* @param index Client index
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* @param item_name Class name item
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*
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* @return 1 if found and remove, 0 otherwise
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*
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*/
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native rg_remove_item(const index, const item_name[]);
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