updated for mahnsawce's changes

This commit is contained in:
David Anderson 2004-08-23 12:35:21 +00:00
parent a23712bb19
commit 473699e7c8

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