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