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OciXCrom 3788581874 Grammar and spelling corrections in comments (#74)
* Fixed spelling.

* Grammar and spelling corrections in comments.

* Missed 's' letter.
2017-05-02 22:39:35 +03:00

717 lines
19 KiB
PHP

#if defined _reapi_gamedll_included
#endinput
#endif
#define _reapi_gamedll_included
#include <reapi_gamedll_const>
/*
* Sets a value to CSGameRules_Members 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 CSGameRules_Members 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 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.
*
* @param index Entity index
* @param member The specified member, look at the enums with name *_Members
*
* @return 1 on success.
*/
native set_member(const index, {CBaseEntity_Members, CBaseAnimating_Members, CBaseMonster_Members,
CBasePlayer_Members, CCSPlayer_Members, CBasePlayerItem_Members, CBasePlayerWeapon_Members,
CWeaponBox_Members, CArmoury_Members}:member, any:...);
/*
* Returns a value from an entity's member.
*
* @param index Entity index
* @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 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 playermove var.
*
* @param var The specified playermove, look at the enum PlayerMove
*
* @return 1 on success.
*/
native set_pmove(const PlayerMove:var, any:...);
/*
* Returns a playermove var.
*
* @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 the 3rd argument and more, look at the argument list for the specified mvar
*/
native any:get_pmove(const PlayerMove:var, any:...);
/*
* Sets a movevar value to a playermove.
*
* @param var The specified mvar, look at the enum MoveVars
*
* @return 1 on success.
*/
native set_movevar(const MoveVars:var, any:...);
/*
* Returns a movevar value from a playermove.
*
* @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 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 var.
*
* @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 var
*
* @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 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's animation.
*
* @param index Client index
* @param playerAnim Specific animation number
*
* @noreturn
*/
native rg_set_animation(const index, PLAYER_ANIM:playerAnim);
/*
* Adds money to player's account.
*
* @param index Client index
* @param amount The amount of money
* @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 the player an item.
*
* @param index Client index
* @param pszName Item classname
* @param type Look at the enums with name GiveType
*
* @return Index of entity if successfull, -1 otherwise
*/
native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND);
/*
* Give the default items to a player.
*
* @param index Client index
*
* @noreturn
*/
native rg_give_default_items(const index);
/*
* Gives the player a shield
*
* @param index Client index
* @param bDeploy To deploy the shield
*
* @noreturn
*/
native rg_give_shield(const index, const bool:bDeploy = true);
/*
* 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 triggered the damage (such as the gun's owner)
* @param flDamage The amount of damage
* @param flRadius Damage radius
* @param iClassIgnore To specify classes that are immune to damage
* @param bitsDamageType Damage type DMG_*
*
* @noreturn
*/
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.
*
* @noreturn
*/
native rg_multidmg_clear();
/*
* 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 triggered the damage (such as the gun's owner)
*
* @noreturn
*/
native rg_multidmg_apply(const inflictor, const attacker);
/*
* Adds damage to the accumulator.
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param victim The victim that takes damage
* @param flDamage The amount of damage
* @param bitsDamageType Damage type DMG_*
*
* @noreturn
*/
native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, const bitsDamageType);
/*
* 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 shots The number of shots
* @param vecSrc The source position of the barrel
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @noreturn
*/
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);
/*
* 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 vecSrc The source position of the barrel
* @param vecDirShooting Shooting direction
* @param vecSpread Spread
* @param flDistance Max shot distance
* @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 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);
/*
* Forces the round to end.
*
* @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
* @param sentence The sound at the end of the round
*
* @noreturn
*/
native rg_round_end(const Float:tmDelay, const WinStatus:st, const ScenarioEventEndRound:event = ROUND_NONE, const message[] = "default", const sentence[] = "default");
/*
* Updates current scores.
*
* @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
*/
native rg_update_teamscores(const iCtsWins = 0, const iTsWins = 0, const bool:bAdd = true);
/*
* 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
*
* @return Index of the created entity or 0 otherwise
*
*/
native rg_create_entity(const classname[], const bool:useHashTable = false);
/*
* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper.
*
* @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
*
* @return Entity index > 0 if found, 0 otherwise
*
*/
native rg_find_ent_by_class(start_index, const classname[], const bool:useHashTable = false);
/*
* Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper, matching by owner.
*
* @param start_index Entity index to start searching from. -1 to start from the first entity
* @param classname Classname to search for
*
* @return 1 if found, 0 otherwise
*
*/
native rg_find_ent_by_owner(&start_index, const classname[], owner);
/*
* Finds the weapon by name in the player's inventory.
*
* @param index Client index
* @param weapon Weapon name
*
* @return Weapon's entity index, 0 otherwise
*
*/
native rg_find_weapon_bpack_by_name(const index, const weapon[]);
/*
* Checks if the player has the item.
*
* @param index Client index
* @param item Item name
*
* @return true if he does, false otherwise
*
*/
native bool:rg_has_item_by_name(const index, const item[]);
/*
* Returns specific information about the weapon.
*
* @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
* @error If weapon_id or type are out of bounds, an error will be thrown
*
*/
native any:rg_get_weapon_info(any:...);
/*
* Sets specific weapon info values.
*
* @param weapon_id Weapon id, see WEAPON_* constants
* @param type Info type, see WI_* constants
*
* @return 1 on success, 0 otherwise
*
*/
native rg_set_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...);
/*
* Remove all the player's stuff in a specific slot.
*
* @param index Client index
* @param slot The slot that will be emptied
*
* @return 1 on success, 0 otherwise
*
*/
native rg_remove_items_by_slot(const index, const InventorySlotType:slot);
/*
* Drop to floor all the player's stuff by specific slot.
*
* @param index Client index
* @param slot Specific slot for remove of each item.
*
* @return 1 on success, 0 otherwise
*
*/
native rg_drop_items_by_slot(const index, const InventorySlotType:slot);
/*
* Remove all of the player's items.
*
* @param index Client index
* @param removeSuit Remove suit
*
* @return 1 on success, 0 otherwise
*
*/
native rg_remove_all_items(const index, const bool:removeSuit = false);
/*
* Forces the player to drop the specified item classname.
*
* @param index Client index
* @param item_name Item classname
*
* @return 1 on success, 0 otherwise
*
*/
native rg_drop_item(const index, const item_name[]);
/*
* Executes a client command on the gamedll side.
*
* @param index Client index
* @param command Client command to execute
* @param arg Optional command arguments
*
* @return 1 on success, 0 otherwise
*
*/
native rg_internal_cmd(const index, const cmd[], const arg[] = "");
/*
* Removes the specified item classname from the player
*
* @param index Client index
* @param item_name Item classname
*
* @return 1 if found and remove, 0 otherwise
*
*/
native rg_remove_item(const index, const item_name[]);
/*
* Returns the amount of ammo in the client's backpack for a specific weapon.
*
* @param index Client index
* @param weapon Weapon id
*
* @return Amount of ammo in backpack
*
*/
native rg_get_user_bpammo(const index, WeaponIdType:weapon);
/*
* Sets the amount of ammo in the client's backpack for a specific weapon.
*
* @param index Client index
* @param weapon Weapon id
* @param amount New backpack ammo amount to set
*
* @noreturn
*
*/
native rg_set_user_bpammo(const index, WeaponIdType:weapon, amount);
/*
* Sets the client's defusekit status and allows to set a custom HUD icon and color.
*
* @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 an icon
* @param flash If nonzero the icon will flash red
*
* @noreturn
*
*/
native rg_give_defusekit(const index, const bool:bDefusekit = true, const Float:color[] = {0.0, 160.0, 0.0}, const icon[] = "defuser", const bool:bFlash = false);
/*
* Returns the client's armor value and retrieves the type of armor.
*
* @param index Client index
* @param armortype Variable to store armor type in
*
* @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 and the type of armor.
*
* @param index Client index
* @param armorvalue Amount of armor to set
* @param armortype Armor type to set
*
* @noreturn
*
*/
native rg_set_user_armor(const index, armorvalue, ArmorType:armortype);
/*
* 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 MODEL_UNASSIGNED to not update it
*
* @param send_teaminfo If true, a TeamInfo message will be sent
*
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, const bool:send_teaminfo = true);
/*
* Sets the client's player model.
*
* @param index Client index
* @param model Model name
* @param update_index If true, the modelindex is updated as well
*
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_model(const index, const model[], const bool:update_index = false);
/*
* Resets the client's model.
*
* @param index Client index
* @param update_index If true, the modelindex is reset as well
*
* @return 1 on success, 0 otherwise
*
*/
native rg_reset_user_model(const index, const bool:update_index = false);
/*
* Enable/Disable player's footsteps.
*
* @param index Client index
* @param silent To enable silent footsteps
*
* @return 1 on success, 0 otherwise
*
*/
native rg_set_user_footsteps(const index, bool:silent = false);
/*
* Get the current footsteps state of the player.
*
* @param index Client index
*
* @return 1 if the player has silent footsteps, 0 otherwise
*
*/
native rg_get_user_footsteps(const index);
/*
* Transfers C4 from one player to another.
*
* @param index Client index
* @param receiver Receiver index, if 0 it will transfer to a random player
*
* @return 1 on success, 0 otherwise
*
*/
native rg_transfer_c4(const index, const receiver = 0);
/*
* Instantly reload client's weapons.
*
* @param index Client index
* @param weapon Weapon entity-index, if 0 then all weapons will be reloaded
*
* @return 1 on success, 0 otherwise
*
*/
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 with name RewardRules
* @param amount The money amount
*
* @noreturn
*
*/
native rg_set_account_rules(const RewardRules:rules_index, const amount);
/*
* Gets the specified reward rule's money amount.
*
* @param rules_index Look at the enum with name RewardRules
*
* @return The amount of reward
*
*/
native rg_get_account_rules(const RewardRules:rules_index);
/*
* Checks if the bomb is planted.
*
* @return true if the bomb is planted, false otherwise
*
*/
native bool:rg_is_bomb_planted();
/*
* Forces a player to join a team.
*
* @param index Client index
* @param team Team id
*
* @return 1 on success, 0 otherwise
*
*/
native rg_join_team(const index, const TeamName:team);
/*
* Instantly balances the teams.
*
* @noreturn
*
*/
native rg_balance_teams();
/*
* Swaps players' teams without reseting frags, deaths and wins.
*
* @noreturn
*
*/
native rg_swap_all_players();
/*
* Instantly switches the player to his opposite team.
* @note Switch from CT to TERRORIST is also opposite.
*
* @param index Client index
*
* @noreturn
*
*/
native rg_switch_team(const index);
/*
* Forces the player to switch to a specific weapon.
*
* @param index Client index
* @param weapon Weapon entity-index
*
* @return 1 on success, 0 otherwise
*
*/
native rg_switch_weapon(const index, const weapon);
/*
* Gets which team has a higher join priority.
*
* @return Returns the Team Name
*
*/
native TeamName:rg_get_join_team_priority();
/*
* Checks whether the player can take damage from the attacker.
*
* @param index Client index
* @param attacker Attacker index
*
* @return true if he can take damage, false otherwise
*
*/
native bool:rg_is_player_can_takedamage(const index, const attacker);
/*
* Gets WeaponIdType from weaponbox
*
* @param entity Weaponbox entity
*
* @return return enum of WeaponIdType
*
*/
native WeaponIdType:rg_get_weaponbox_id(const entity);
/*
* Respawn on round for players/bots.
*
* @param index Client index
*
* @noreturn
*
*/
native rg_round_respawn(const index);
/*
* Resets player's maxspeed.
*
* @param index Client index
*
* @noreturn
*
*/
native rg_reset_maxspeed(const index);
/*
* 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 who is observing the player
*
* @noreturn
*
*/
native rg_send_bartime(const index, const duration, const bool:observer = true);
/*
* Same as BarTime, but StartPercent specifies how much of the bar is (already) filled.
*
* @param index Client index
* @param time Duration
* @param startPercent Start percent
* @param observer Send for everyone who is observing the player
*
* @noreturn
*
*/
native rg_send_bartime2(const index, const duration, const startPercent, const bool:observer = true);
/*
* Sends the SendAudio message - plays the specified audio.
*
* @param index Receiver index or use 0 for everyone
* @param sample Sound file to play
* @param pitch Sound pitch
*
* @noreturn
*
*/
native rg_send_audio(const index, const sample[], const pitch = PITCH_NORM);