updated for mahnsawce's changes
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@ -140,7 +140,7 @@ native call_think(entity)
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/* Mirrors CBaseEntity->TakeDamage() - Forces an entity to take damage.
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Potential for crash. If you have problems with this, I suggest using fakedamage(). */
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native takedamage(idVictim,idInflictor,idAttacker,Float:takedmgdamage,damagetype);
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native take_damage(idVictim,idInflictor,idAttacker,Float:takedmgdamage,damagetype);
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/* Is entity valid? */
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native is_valid_ent(iIndex);
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@ -173,13 +173,13 @@ native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);
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native DispatchSpawn(iIndex);
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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native RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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native VelocityByAim(iIndex, iVelocity, Float:vRetValue[3]);
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native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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native PointContents(Float:fCheckAt[3]);
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native point_contents(Float:fCheckAt[3]);
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/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
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* and an entity index if an entity is hit. */
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@ -273,4 +273,21 @@ forward pfn_use(user, used);
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*/
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native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
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/* Backwards compatible */
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
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return radius_damage(fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier)
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}
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
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return velocity_by_aim(iIndex,iVelocity,vRetValue)
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}
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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stock PointContents(Float:fCheckAt[3]) {
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return point_contents(fCheckAt[3]);
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}
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stock set_size(index, Float:mins[3], Float:maxs[3]) {
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return entity_set_size(index,mins,maxs)
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}
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#include <engine_stocks>
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