Moved stocks
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@ -261,21 +261,4 @@ 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);
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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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@ -237,4 +237,22 @@ stock set_user_velocity(entity, Float:vec[3])
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stock get_user_velocity(entity, Float:vec[3])
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{
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return entity_get_vector(entity, EV_VEC_velocity, vec)
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}
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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);
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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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