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1248 lines
41 KiB
PHP
1248 lines
41 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>
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/*
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* Sets Think callback for entity
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*
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* @param entity Entity index
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* @param callback The forward to call
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* @param params Optional set of data to pass through to callback
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* @param len Optional size of data
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*
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* @note Use "" to reset callback
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* @note Callback should be contains passing arguments as "public Think_Callback(const ent)"
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*
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* @noreturn
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*/
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native SetThink(const ent, const callback[], const params[] = "", const len = 0);
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/*
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* Sets Touch callback for entity
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*
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* @param entity Entity index
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* @param callback The forward to call
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* @param params Optional set of data to pass through to callback
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* @param len Optional size of data
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*
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* @note Use "" to reset callback
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* @note Callback should be contains passing arguments as "public Touch_Callback(const ent, const other)"
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*
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* @noreturn
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*/
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native SetTouch(const ent, const callback[], const params[] = "", const len = 0);
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/*
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* Sets Use callback for entity
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*
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* @param entity Entity index
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* @param callback The forward to call
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* @param params Optional set of data to pass through to callback
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* @param len Optional size of data
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*
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* @note Use "" to reset callback
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* @note Callback should be contains passing arguments as "public Use_Callback(const ent, const activator, const caller, USE_TYPE:useType, Float:value)"
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*
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* @noreturn
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*/
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native SetUse(const ent, const callback[], const params[] = "", const len = 0);
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/*
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* Sets Blocked callback for entity
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*
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* @param entity Entity index
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* @param callback The forward to call
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* @param params Optional set of data to pass through to callback
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* @param len Optional size of data
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*
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* @note Use "" to reset callback
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* @note Callback should be contains passing arguments as "public Blocked_Callback(const ent, const other)"
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*
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* @noreturn
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*/
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native SetBlocked(const ent, const callback[], const params[] = "", const len = 0);
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/*
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* Sets MoveDone callback for entity
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*
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* @param entity Entity index
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* @param callback The forward to call
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* @param params Optional set of data to pass through to callback
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* @param len Optional size of data
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*
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* @note Use "" to reset callback
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* @note Entity should be inherited from CBaseToggle, otherwise server can crash
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* @note Callback should be contains passing arguments as "public MoveDone_Callback(const ent)"
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*
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* @noreturn
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*/
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native SetMoveDone(const ent, const callback[], const params[] = "", const len = 0);
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/*
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* Sets a value to CSGameRules_Members members.
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*
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* @param member The specified member, look at the enums 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 CSGameRules_Members members
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*
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* @param member The specified member, look at the enums 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 the 3rd argument and more, look at the argument list for the specified member
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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 enums 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 enums 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 the 3rd argument and more, look at the argument list for the 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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* Sets a value to an entity's member.
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* Safe version, can guarantee that the present member is refers to derived class of the entity.
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*
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* @param index Entity index
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* @param member The specified member, look at the enums 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_s(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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* Safe version, can guarantee that the present member is refers to derived class of the entity.
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*
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* @param index Entity index
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* @param member The specified member, look at the enums 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 the 3rd argument and more, look at the argument list for the specified member
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*/
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native any:get_member_s(const index, any:member, any:...);
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/*
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* Sets playermove var.
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*
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* @param var The specified playermove, look at the enum PlayerMove
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*
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* @return 1 on success.
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*/
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native set_pmove(const PlayerMove:var, any:...);
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/*
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* Returns a playermove var.
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*
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* @param var The specified playermove var, look at the enums PlayerMove
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*
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* @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
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*/
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native any:get_pmove(const PlayerMove:var, any:...);
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/*
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* Sets a movevar value to a playermove.
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*
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* @param var The specified mvar, look at the enum MoveVars
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*
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* @return 1 on success.
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*/
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native set_movevar(const MoveVars:var, any:...);
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/*
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* Returns a movevar value from a playermove.
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*
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* @param var The specified mvar, look at the enum MoveVars
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*
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* @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
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*/
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native any:get_movevar(const MoveVars:var, any:...);
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/*
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* Sets a pmtrace var.
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*
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* @param var The specified mvar, look at the enum PMTrace
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*
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* @return 1 on success.
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*/
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native set_pmtrace(const tracehandle, const PMTrace:var, any:...);
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/*
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* Returns a pmtrace var
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*
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* @param var The specified mvar, look at the enum PMTrace
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*
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* @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
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*/
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native any:get_pmtrace(const tracehandle, const PMTrace:var, any:...);
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/*
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* Sets a RebuyStruct member.
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*
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* @param var The specified RebuyStruct, look at the enum RebuyStruct
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*
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* @return 1 on success.
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*/
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native set_rebuy(const RebuyHandle:rebuyhandle, const RebuyStruct:member, any:value);
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/*
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* Returns a RebuyStruct member
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*
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* @param var The specified RebuyStruct, look at the enum RebuyStruct
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*
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* @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 RebuyStruct
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*/
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native any:get_rebuy(const RebuyHandle:rebuyhandle, RebuyStruct:member);
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/*
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* Assign the number of the player's animation.
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*
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* @param index Client index
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* @param playerAnim Specific animation number
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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 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, AccountSet:typeSet = AS_ADD, const bool:bTrackChange = true);
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/*
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* Gives the player an item.
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*
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* @param index Client index
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* @param pszName Item classname
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* @param type Look at the enums with name GiveType
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*
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* @return Index of entity if successfull, -1 otherwise
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*/
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native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND);
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/*
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* Gives the player an custom item, this means that don't handled API things.
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*
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* @example rg_give_custom_item(id, "weapon_c4"); doesn't sets the member m_bHasC4 to true, as the rg_give_item does.
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*
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* @param index Client index
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* @param pszName Item classname
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* @param type Look at the enums with name GiveType
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* @param uid Sets a unique index for the entity
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*
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* @return Index of entity if successfull, -1 otherwise
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*
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*/
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native rg_give_custom_item(const index, const pszName[], GiveType:type = GT_APPEND, const uid = 0);
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/*
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* Give the default items to a player.
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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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* Gives the player a shield
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*
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* @param index Client index
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* @param bDeploy To deploy the shield
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*
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* @noreturn
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*/
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native rg_give_shield(const index, const bool:bDeploy = true);
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/*
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* Inflicts damage 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 triggered the damage (such as the gun's owner)
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* @param flDamage The amount of damage
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* @param flRadius Damage radius
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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 registered 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 triggered 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 to 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 The 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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* Fires 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 triggered 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 Shooting direction
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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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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*/
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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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* Fires buckshots from entity (used at XM1014 and M3 weapons).
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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 triggered 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 Shooting direction
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iTracerFreq Tracer frequency
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* @param iDamage Damage amount
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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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*/
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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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/*
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* Fires 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 triggered 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 Shooting direction
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iPenetration The amount of penetration
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* @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc
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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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* @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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*/
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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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/*
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* Forces the round to end.
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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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* @param trigger This will trigger to all hooks on that function
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* Be very careful about recursion!
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*
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* @return 1 on success, 0 otherwise
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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", const bool:trigger = false);
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/*
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* Updates current scores.
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*
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* @param iCtsWins The amount of wins for counter-terrorists
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* @param iTsWins The amount of wins for terrorists
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* @param bAdd Adds the score to the current amount
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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 classname
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* @param useHashTable Use this only for known game entities
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* @note: Do not use this if you plan to change custom classname an entity after creation,
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* otherwise it will never be release from hash table even if an entity was destroyed,
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* and that to lead table to inflate/memory leaks
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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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native rg_create_entity(const classname[], const bool:useHashTable = false);
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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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* @param useHashTable Use this only for known game entities
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*
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* @note: Do not use this if you use a custom classname
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*
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* @return Entity index > 0 if found, 0 otherwise
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*/
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native rg_find_ent_by_class(start_index, const classname[], const bool:useHashTable = false);
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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. AMX_NULLENT (-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 true if found, false otherwise
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*/
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native bool:rg_find_ent_by_owner(&start_index, const classname[], owner);
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/*
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* Finds the weapon by name in the player's inventory.
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*
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* @param index Client index
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* @param weapon Weapon name
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*
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* @return Weapon's entity index, 0 otherwise
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*/
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native rg_find_weapon_bpack_by_name(const index, const weapon[]);
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/*
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* Checks if the player has the item.
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*
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* @param index Client index
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* @param item Item name
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*
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* @return true if he does, false otherwise
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*/
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native bool:rg_has_item_by_name(const index, const item[]);
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/*
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* Returns specific information about the weapon.
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*
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* @param weapon name or id Weapon id, see WEAPON_* constants, WeaponIdType or weapon_* name
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* @param WpnInfo:type Info type, see WI_* constants
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*
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* @note weapon_* name can only be used to get WI_ID
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*
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* @return Weapon information
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* @error If weapon_id or type are out of bounds, an error will be thrown
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*/
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native any:rg_get_weapon_info(any:...);
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/*
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* Sets specific weapon info values.
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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 WI_* constants
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*
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* @return 1 on success, 0 otherwise
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*/
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native rg_set_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...);
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/*
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* Remove all the player's stuff in a specific slot.
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*
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* @param index Client index
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* @param slot The slot that will be emptied
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* @param removeAmmo Remove ammunition
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*
|
|
* @return 1 - successful removal of all items in the slot or the slot is empty
|
|
* 0 - if at least one item failed to remove
|
|
*/
|
|
native rg_remove_items_by_slot(const index, const InventorySlotType:slot, const bool:removeAmmo = true);
|
|
|
|
/*
|
|
* 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 - successful drop of all items in the slot or the slot is empty
|
|
* 0 - if at least one item failed to drop
|
|
*/
|
|
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, if no name, the active item classname
|
|
*
|
|
* @return Entity index of weaponbox, AMX_NULLENT (-1) 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
|
|
* @param removeAmmo Remove ammunition
|
|
*
|
|
* @return 1 if found and remove, 0 otherwise
|
|
*/
|
|
native rg_remove_item(const index, const item_name[], const bool:removeAmmo = false);
|
|
|
|
/*
|
|
* 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);
|
|
|
|
/*
|
|
* 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 clip ammo for a specific weapon.
|
|
*
|
|
* @param index Client index
|
|
* @param weapon Weapon id
|
|
* @param amount New clip ammo amount to set
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_set_user_ammo(const index, WeaponIdType:weapon, amount);
|
|
|
|
/*
|
|
* Returns the amount of clip ammo for a specific weapon.
|
|
*
|
|
* @param index Client index
|
|
* @param weapon Weapon id
|
|
*
|
|
* @return Amount of clip ammo
|
|
*/
|
|
native rg_get_user_ammo(const index, WeaponIdType:weapon);
|
|
|
|
/*
|
|
* 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 = ARMOR_NONE);
|
|
|
|
/*
|
|
* 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
|
|
* @param check_win_conditions If true, a CheckWinConditions will be call
|
|
*
|
|
* @return 1 on success, 0 otherwise
|
|
*/
|
|
native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, const bool:send_teaminfo = true, const bool:check_win_conditions = false);
|
|
|
|
/*
|
|
* 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 Index of player entity if successfull, 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);
|
|
|
|
/*
|
|
* Plant a bomb.
|
|
*
|
|
* @param index Owner index or 0 for worldspawn.
|
|
* @param origin The origin of the bomb where it will be planted.
|
|
* @param angles The angles of the planted bomb.
|
|
*
|
|
* @return Index of bomb entity or AMX_NULLENT (-1) otherwise
|
|
*/
|
|
native rg_plant_bomb(const index, Float:vecOrigin[3], Float:vecAngles[3] = {0.0,0.0,0.0});
|
|
|
|
/*
|
|
* 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 player can take damage, false otherwise
|
|
*/
|
|
native bool:rg_is_player_can_takedamage(const index, const attacker);
|
|
|
|
/*
|
|
* Checks whether the player can respawn.
|
|
*
|
|
* @param index Client index
|
|
*
|
|
* @return true if player can respawn, false otherwise
|
|
*/
|
|
native bool:rg_is_player_can_respawn(const index);
|
|
|
|
/*
|
|
* 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 Float: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);
|
|
|
|
/**
|
|
* Sets a parameter of the member CSPlayerItem::m_ItemInfo
|
|
*
|
|
* @param entity Entity index
|
|
* @param type Item info type. See ItemInfo constants.
|
|
*
|
|
*/
|
|
native rg_set_iteminfo(const entity, ItemInfo:type, any:...);
|
|
|
|
/**
|
|
* Gets a parameter of the member CSPlayerItem::m_ItemInfo
|
|
*
|
|
* @param entity Entity index
|
|
* @param type Item info type. See ItemInfo constants.
|
|
*
|
|
*/
|
|
native rg_get_iteminfo(const ent, ItemInfo:type, any:...);
|
|
|
|
/**
|
|
* Sets a parameter of the global CBasePlayerItem::m_ItemInfoArray array
|
|
* @note To have effect on client side (i.g. ammo size on HUD) you should
|
|
* alter this value BEFORE WeaponList message is sent to client, or
|
|
* force it's alteration by sending again to the specific client.
|
|
* Hooking WeaponList message with AMXX's register_message is a choice.
|
|
*
|
|
* @param weapon_id Weapon id, see WEAPON_* constants
|
|
* @param type Item info type. See ItemInfo constants.
|
|
*
|
|
*/
|
|
native rg_set_global_iteminfo(const {WeaponIdType,_}:weapon_id, ItemInfo:type, any:...);
|
|
|
|
/**
|
|
* Gets a parameter of the global CBasePlayerItem::m_ItemInfoArray array
|
|
*
|
|
* @param weapon_id Weapon id, see WEAPON_* constants
|
|
* @param type Item info type. See ItemInfo constants.
|
|
*
|
|
*/
|
|
native rg_get_global_iteminfo(const {WeaponIdType,_}:weapon_id, ItemInfo:type, any:...);
|
|
|
|
/*
|
|
* Adds hint message to the queue.
|
|
*
|
|
* @param index Client index
|
|
* @param message The message hint
|
|
* @param duration The time duration in seconds stays on screen
|
|
* @param bDisplayIfPlayerDead Whether to print hint for dead players?
|
|
* @param bOverride Whether to override previous messages?
|
|
*
|
|
* @return true if prints, false otherwise
|
|
*/
|
|
native bool:rg_hint_message(const index, const message[], Float:duration = 6.0, bool:bDisplayIfPlayerDead = false, bool:bOverride = false);
|
|
|
|
/*
|
|
* Instantly restart round.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_restart_round();
|
|
|
|
/*
|
|
* Instantly check win conditions.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_check_win_conditions();
|
|
|
|
/*
|
|
* Instantly initialize player counts.
|
|
*
|
|
* @param num_alive_terrorist Count alive terrorists
|
|
* @param num_alive_ct Count alive counter-terrorists
|
|
* @param num_dead_terrorist Count dead terrorists
|
|
* @param num_dead_ct Count dead counter-terrorists
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_initialize_player_counts(&num_alive_terrorist = 0, &num_alive_ct = 0, &num_dead_terrorist = 0, &num_dead_ct = 0);
|
|
|
|
/*
|
|
* Reset if player can hear another player.
|
|
*
|
|
* @param index Player id
|
|
* @noreturn
|
|
*/
|
|
native rg_reset_can_hear_player(const index);
|
|
|
|
/*
|
|
* Set if player can hear another player
|
|
*
|
|
* @param listener Listener player id
|
|
* @param sender Sender player id
|
|
* @param can_hear Can listener hear sender
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_set_can_hear_player(const listener, const sender, const bool:can_hear);
|
|
|
|
/*
|
|
* Get if player can hear another player
|
|
*
|
|
* @param listener Listener player id
|
|
* @param sender Sender player id
|
|
*
|
|
* @return boolean
|
|
*/
|
|
native bool:rg_get_can_hear_player(const listener, const sender);
|
|
|
|
/*
|
|
* Spawn a head gib
|
|
*
|
|
* @param index Entity id
|
|
*
|
|
* @return Index of head gib entity or AMX_NULLENT (-1) otherwise
|
|
*/
|
|
native rg_spawn_head_gib(const index);
|
|
|
|
/*
|
|
* Spawn random gibs
|
|
*
|
|
* @param index Entity id
|
|
* @param cGibs Count gibs
|
|
* @param bHuman Set gibs of a human or alien
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_spawn_random_gibs(const index, const cGibs, const bool:bHuman = true);
|
|
|
|
/*
|
|
* Spawn a grenade (HEGrenade, Flashbang, SmokeGrenade, or C4)
|
|
*
|
|
* @param weaponId WEAPON_HEGRENADE, WEAPON_SMOKEGRENADE, WEAPON_FLASHBANG or WEAPON_C4
|
|
* @param pevOwner Grenade owner
|
|
* @param vecSrc Grenade spawn position
|
|
* @param vecThrow Grenade velocity vector
|
|
* @param time Grenade explosion time
|
|
* @param iTeam Grenade team, see TEAM_* constants
|
|
* @param usEvent Event index related to grenade (returned value of precache_event)
|
|
*
|
|
* @return Entity index on success, AMX_NULLENT (-1) otherwise
|
|
*/
|
|
native rg_spawn_grenade(WeaponIdType:weaponId, pevOwner, Float:vecSrc[3], Float:vecThrow[3], Float:time, TeamName:iTeam, usEvent = 0);
|
|
|
|
/*
|
|
* Spawn a weaponbox entity with its properties
|
|
*
|
|
* @param pItem Weapon entity index to attach
|
|
* @param pPlayerOwner Player index to remove pItem entity (0 = no weapon owner)
|
|
* @param modelName Model name ("models/w_*.mdl")
|
|
* @param origin Weaponbox origin position
|
|
* @param angles Weaponbox angles
|
|
* @param velocity Weaponbox initial velocity vector
|
|
* @param lifeTime Time to stay in world (< 0.0 = use mp_item_staytime cvar value)
|
|
* @param packAmmo Set if ammo should be removed from weapon owner
|
|
*
|
|
* @return Weaponbox ent index on success, AMX_NULLENT (-1) otherwise
|
|
*/
|
|
native rg_create_weaponbox(const pItem, const pPlayerOwner, const modelName[], Float:origin[3], Float:angles[3], Float:velocity[3], Float:lifeTime, bool:packAmmo);
|
|
|
|
/*
|
|
* Removes an entity using gamedll's UTIL_Remove function, which sets a frame delay to ensure its removal.
|
|
*
|
|
* @param pEntity Entity index to remove
|
|
*
|
|
* @return 1 on success, 0 otherwise
|
|
*/
|
|
native rg_remove_entity(const pEntity);
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|
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/*
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* Creates a Decal in world based on a traceresult.
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*
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* @param ptr Traceresult pointer, use Fakemeta's create_tr2 to instantiate one
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|
* @param decalNumber Number of decal to spray, see DECAL_ constants on cssdk_const.inc
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*
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* @noreturn
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|
*/
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native rg_decal_trace(const ptr, Decal:decalNumber);
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|
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/*
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* Emits a sound based on a traceresult simulating a bullet hit (metal, wood, concrete, etc.).
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* @note Used mostly on trace attacks (bullets, knife).
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|
*
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* @param ptr Traceresult pointer, use Fakemeta's create_tr2 to instantiate one
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|
* @param vecSrc Start position
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|
* @param vecEnd End position, must match ptr's vecEndPos member
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|
* @param iBulletType Bullet type, see BULLET_* constants in cssdk_const.inc
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*
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* @noreturn
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|
*/
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native rg_emit_texture_sound(const ptr, Float:vecSrc[3], Float:vecEnd[3], Bullet:iBulletType);
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|
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/*
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* Generates an ammo slot in game's logic
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* @note To see a visual effect, WeaponList message should be sent using the custom ammo name,
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* where ammo icon HUD will be the one listed in "sprites/weapon_<name>.txt" file.
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|
*
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|
* @param szAmmoname Ammo name to create.
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|
*
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|
* @note Maximum ammo index is 31, after that every ammo instantiation will start from 1 overriding existing ones.
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|
* @return New ammo index. If name already exists, will return the matched index from memory.
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|
*/
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|
native rg_add_ammo_registry(const szAmmoname[]);
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|
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/*
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|
* Deploys a weapon attached to a player using the CBasePlayerWeapon::DefaultDeploy function.
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|
*
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|
* @param entity Weapon to deploy. Must be attached to a player.
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|
* @param szViewModel Weapon view model name ("models/v_*.mdl")
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|
* @param szWeaponModel Weapon world model bame ("models/p_*.mdl")
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|
* @param iAnim Weapon view model animation to play (often "deploy", use HLMV to see anim index)
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|
* @param szAnimExt Player anim extension name to assign. Examples: "carbine", "shotgun", "knife", etc.
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|
* Use HLMV on a player model to see animext names.
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|
* @param skiplocal If 0, weapon animation will be forced to play on client ignoring active client prediction.
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|
*
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|
* @return 1 on successful weapon deploy, 0 otherwise.
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|
*/
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native rg_weapon_deploy(const entity, const szViewModel[], const szWeaponModel[], iAnim, const szAnimExt[], skiplocal = 0);
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|
|
/*
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|
* Reloads a weapon or a player's active weapon using the CBasePlayerWeapon::DefaultReload function.
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|
*
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|
* @param entity Weapon to reload (> MaxClients) OR player index to reload his current active weapon (>= 1 & <= MaxClients).
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|
* @param iClipSize Weapon max clip to check. 0 = weapon max clip stored in ItemInfo
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|
* @param iAnim Weapon view model animation to play (often "reload", use HLMV to see anim index)
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|
* @param fDelay Player reload duration before clip refill.
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|
*
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|
* @return 1 on successful weapon reload, 0 otherwise.
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|
*/
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|
native rg_weapon_reload(const entity, iClipSize, iAnim, Float:fDelay);
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|
|
|
/*
|
|
* Forces shotgun reload thinking on a weapon or a player's active weapon using the CBasePlayerWeapon::DefaultShotgunReload function.
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|
*
|
|
* @param entity Weapon to reload (> MaxClients) OR player index to reload his current active weapon (>= 1 & <= MaxClients).
|
|
* @param iAnim Weapon view model "insert" animation to play (use HLMV to see anim index)
|
|
* @param iStartAnim Weapon view model "start reload" animation to play (use HLMV to see anim index)
|
|
* @param fDelay Delay between each buckshot inserted
|
|
* @param fStartDelay Delay before buckshots insertion starts
|
|
* @param pszReloadSound1 Sound to play on every insertion
|
|
* @param pszReloadSound2 Another sound to play on every insertion
|
|
*
|
|
* @note This is used inside weapon's Reload function and is often called every frame player is pressing IN_RELOAD button.
|
|
* @return 1 while weapon not in delay and with ammo remaining to load, 0 otherwise.
|
|
*/
|
|
native rg_weapon_shotgun_reload(const entity, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[] = "", const pszReloadSound2[] = "");
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|
|
|
/*
|
|
* Sends a weapon animation using the CBasePlayerWeapon::SendWeaponAnim function.
|
|
*
|
|
* @param entity Weapon to send animation on owner (> MaxClients) OR player index to send animation (>= 1 & <= MaxClients).
|
|
* @param iAnim Weapon view model animation to play (use HLMV to see anim index)
|
|
* @param skiplocal If 0, weapon animation will be forced to play on client ignoring active client prediction.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_weapon_send_animation(const entity, iAnim, skiplocal = 0);
|
|
|
|
/*
|
|
* Emits a "recoil" effect on weapon's player using the CBasePlayerWeapon::KickBack function.
|
|
*
|
|
* @param entity Weapon to reload (> MaxClients) OR player index to reload his current active weapon (>= 1 & <= MaxClients).
|
|
* @param up_base Minimum vertical punchangle
|
|
* @param lateral_base Minimum horizontal punchangle
|
|
* @param up_modifier Vertical punchangle units to multiply to m_iShotsFired member
|
|
* @param lateral_modifier Horizontal punchangle units to multiply to m_iShotsFired member
|
|
* @param up_max Maximum vertical punchangle
|
|
* @param lateral_max Maximum horizontal punchangle
|
|
* @param direction_change Probability to change punchangle orientation (positive or negative). 0 = 100% (1/1), 1 = 50% (1/2), 2 = 33.3% (1/3), ...
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_weapon_kickback(const entity, Float:up_base, Float:lateral_base, Float:up_modifier, Float:lateral_modifier, Float:up_max, Float:lateral_max, direction_change);
|
|
|
|
/*
|
|
* Switches player current weapon into the best one on its inventory using the CHalfLifeMultiplay::GetNextBestWeapon function.
|
|
*
|
|
* @param player Player index.
|
|
* @param currentWeapon Current player active weapon. 0 = retrieve from m_pActiveItem member
|
|
*
|
|
* @note Weapon selection is based on weapon's Weight attribute from ItemInfo structure.
|
|
* @return 1 if weapon was found and switched to, 0 otherwise
|
|
*/
|
|
native rg_switch_best_weapon(const player, const currentWeapon = 0);
|
|
|
|
/*
|
|
* Disappear a player from the world. Used when VIP reaches escape zone. Basically a silent kill.
|
|
*
|
|
* @param player Player index.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_disappear(const player);
|
|
|
|
/*
|
|
* Sets player current Observer mode.
|
|
* @note Player must be a valid observer (m_afPhysicsFlags & PFLAG_OBSERVER).
|
|
*
|
|
* @param player Player index.
|
|
* @param mode Observer mode, see OBS_* constants in cssdk_const.inc
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_set_observer_mode(const player, const mode);
|
|
|
|
/*
|
|
* Call origin function CBasePlayer::Observer_FindNextPlayer()
|
|
* @note Player must be a valid observer (m_afPhysicsFlags & PFLAG_OBSERVER).
|
|
*
|
|
* @param player Player index.
|
|
* @param bReverse If bReverse is true, finding order will be reversed
|
|
* @param name Player name to find.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_observer_find_next_player(const player, const bool:bReverse = false, const name[] = "");
|
|
|
|
/*
|
|
* Emits a death notice (logs, DeathMsg event, win conditions check)
|
|
*
|
|
* @param pVictim Player index.
|
|
* @param pKiller Killer entity.
|
|
* @param pevInflictor Inflictor entity. 0 = world
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_death_notice(const pVictim, const pKiller, const pevInflictor);
|
|
|
|
/*
|
|
* Checks a player relationship with another reference
|
|
*
|
|
* @param player Player index
|
|
* @param target Target index
|
|
*
|
|
* @return Match player relationship, see GR_* constants in cssdk_const.inc
|
|
*/
|
|
native rg_player_relationship(const player, const target);
|
|
|
|
/*
|
|
* Sends death messages to all players, including info about the killer, victim, weapon used,
|
|
* extra death flags, death position, assistant, and kill rarity using the CHalfLifeMultiplay::SendDeathMessage function.
|
|
*
|
|
* @param pKiller Killer index (if any).
|
|
* @param pVictim Victim index.
|
|
* @param pAssister Assisting player index (if any).
|
|
* @param pevInflictor Inflictor entity. 0 = world
|
|
* @param killerWeaponName The name of the weapon used by the killer.
|
|
* @param iDeathMessageFlags Flags indicating extra death message info, see DeathMessageFlags enum in cssdk_const.inc
|
|
* @param iRarityOfKill An bitsums representing the rarity classification of the kill, see KillRarity enum in cssdk_const.inc
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_send_death_message(const pKiller, const pVictim, const pAssister, const pevInflictor, const killerWeaponName[], const DeathMessageFlags:iDeathMessageFlags, const KillRarity:iRarityOfKill);
|
|
|
|
/*
|
|
* Adds impulse to the player.
|
|
*
|
|
* @param player Player index.
|
|
* @param attacker Attacker index.
|
|
* @param flKnockbackForce Knockback force.
|
|
* @param flVelModifier Velocity modifier.
|
|
*
|
|
* @noreturn
|
|
*/
|
|
native rg_player_takedamage_impulse(const player, const attacker, const Float:flKnockbackForce, const Float:flVelModifier);
|