cstrike: Add create_entity() note from engine, rewording

This commit is contained in:
Valentin Grünbacher 2015-04-09 15:37:43 +02:00
parent 59d8d2807f
commit 00f9b62ffb

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@ -642,8 +642,8 @@ native cs_set_user_armor(index, armorvalue, CsArmorType:armortype);
* *
* @note Only the Glock and Famas can return 1 as they are the only guns in the * @note Only the Glock and Famas can return 1 as they are the only guns in the
* game that have a burst fire mode. * game that have a burst fire mode.
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will return incorrect values for non-weapon entities. * entity. It will return incorrect values for non-weapon entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* *
@ -658,9 +658,9 @@ native cs_get_weapon_burst(index);
* *
* @note Only the Glock and Famas can be set to burst fire mode as they are the * @note Only the Glock and Famas can be set to burst fire mode as they are the
* only guns in the game that provide such a mode. * only guns in the game that provide such a mode.
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will result in undefined behavior if used on * entity. It will result in undefined behavior if used on non-weapon
* non-weapon entities. * entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* @param burstmode If nonzero the weapon will be put into burstmode, * @param burstmode If nonzero the weapon will be put into burstmode,
@ -678,8 +678,8 @@ native cs_set_weapon_burst(index, burstmode = 1);
* *
* @note Only the USP and M4A1 can return 1 as they are the only guns in the * @note Only the USP and M4A1 can return 1 as they are the only guns in the
* game that have a silenced fire mode. * game that have a silenced fire mode.
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will return incorrect values for non-weapon entities. * entity. It will return incorrect values for non-weapon entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* *
@ -694,9 +694,9 @@ native cs_get_weapon_silen(index);
* *
* @note Only the USP and M4A1 can be set to silenced fire mode as they are the * @note Only the USP and M4A1 can be set to silenced fire mode as they are the
* only guns in the game that provide such a mode. * only guns in the game that provide such a mode.
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will result in undefined behavior if used on * entity. It will result in undefined behavior if used on non-weapon
* non-weapon entities. * entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* @param silence If nonzero the weapon will be put into silenced * @param silence If nonzero the weapon will be put into silenced
@ -715,8 +715,8 @@ native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
/** /**
* Returns the amount of ammo in weapon's magazine. * Returns the amount of ammo in weapon's magazine.
* *
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will return incorrect values for non-weapon entities. * entity. It will return incorrect values for non-weapon entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* *
@ -729,9 +729,9 @@ native cs_get_weapon_ammo(index);
/** /**
* Sets the amount of ammo in weapon's clip. * Sets the amount of ammo in weapon's clip.
* *
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will result in undefined behavior if used on * entity. It will result in undefined behavior if used on non-weapon
* non-weapon entities. * entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* @param newammo New ammo amount * @param newammo New ammo amount
@ -747,8 +747,8 @@ native cs_set_weapon_ammo(index, newammo);
* *
* @note For a list of possible weapon ids see the CSW_* constants in * @note For a list of possible weapon ids see the CSW_* constants in
* amxconst.inc * amxconst.inc
* @note This native does not check that the provided entity is actually a * @note This native does not verify that the provided entity is a weapon
* weapon entity. It will return incorrect values for non-weapon entities. * entity. It will return incorrect values for non-weapon entities.
* *
* @param index Weapon entity index * @param index Weapon entity index
* *
@ -973,8 +973,8 @@ native cs_get_user_hostagekills(index);
* @note This is the value that the internal Counter-Strike hostage punisher * @note This is the value that the internal Counter-Strike hostage punisher
* uses to determine if a client should be kicked, depending on the * uses to determine if a client should be kicked, depending on the
* value of the mp_hostagepenalty value. The punisher only checks this * value of the mp_hostagepenalty value. The punisher only checks this
* value when a hostage is actually killed, so setting this will not cause * value when a hostage is killed, so setting this will not cause the
* a client to be kicked until they actually kill a hostage. * client to be kicked until they actually kill a hostage.
* *
* @param index Client index * @param index Client index
* @param value New amount of hostages killed * @param value New amount of hostages killed
@ -1093,6 +1093,11 @@ native cs_set_c4_defusing(c4index, bool:defusing);
* automatically cleaned up on round restart but are not considered if * automatically cleaned up on round restart but are not considered if
* they have not been added to the hashtable. * they have not been added to the hashtable.
* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class() * @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
* @note When creating an entity the classname has to be valid in the mod, as
* the engine needs to link the entity to an existing class internally.
* The classname string that is stored in the entvar struct
* (EV_SZ_classname) is separate from this association and can later be
* freely changed to serve other purposes.
* *
* @param classname Entity class name * @param classname Entity class name
* *
@ -1137,8 +1142,7 @@ forward CS_InternalCommand(id, const cmd[]);
* Called when a client attempts to purchase an item. * Called when a client attempts to purchase an item.
* *
* @note This is called immediately when the client issues a buy command. The * @note This is called immediately when the client issues a buy command. The
* game has not actually checked if the client can actually buy the * game has not yet checked if the client can actually buy the weapon.
* weapon.
* @note For a list of possible item ids see the CSI_* constants. * @note For a list of possible item ids see the CSI_* constants.
* *
* @param index Client index * @param index Client index