nothing important

This commit is contained in:
Felix Geyer 2004-03-05 19:30:29 +00:00
parent b217f4d0c7
commit 79e0d80d4d
4 changed files with 73 additions and 58 deletions

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@ -93,13 +93,14 @@ stock is_running(const arg[]) {
stock build_path( path[] , len , {Float,_}:... ) { stock build_path( path[] , len , {Float,_}:... ) {
new basedir[32] new basedir[32]
get_localinfo( "amx_basedir", basedir , 31 ) get_localinfo( "amxx_basedir", basedir , 31 )
format_args( path , len , 2 ) format_args( path , len , 2 )
return replace( path , len , "$basedir", basedir ) return replace( path , len , "$basedir", basedir )
} }
stock get_basedir( name[], len ) stock get_basedir( name[], len )
return get_localinfo( "amx_basedir", name , len ) return get_localinfo( "amxx_basedir", name , len )
/* use log_amx() instead */
stock get_logfile( name[], len ) stock get_logfile( name[], len )
return get_time("admin%m%d.log",name,len) return get_time("admin%m%d.log",name,len)

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@ -20,39 +20,38 @@ native cs_set_hostage_follow(index, followedindex = 0);
native cs_get_hostage_id(index); native cs_get_hostage_id(index);
/* Get amount of ammo in backpack on a user for a specific weapon. /* Get amount of ammo in backpack on a user for a specific weapon.
* Look in amxconst.inc for weapon types: CSW_*. * Look in amxconst.inc for weapon types: CSW_*.
* Weapons on the same line uses the same ammo type: * Weapons on the same line uses the same ammo type:
* awm * awm
* scout, ak, g3 * scout, ak, g3
* para * para
* famas, m4a1, aug, sg550, galil, sg552 * famas, m4a1, aug, sg550, galil, sg552
* m3, xm * m3, xm
* usp, ump, mac * usp, ump, mac
* fiveseven, p90 * fiveseven, p90
* deagle * deagle
* p228 * p228
* glock, mp5, tmp, elites * glock, mp5, tmp, elites
* flash * flash
* he * he
* smoke * smoke */
*/
native cs_get_user_backpackammo(index, weapon); native cs_get_user_backpackammo(index, weapon);
/* Restock/remove ammo in a user's backpack. */ /* Restock/remove ammo in a user's backpack. */
native cs_set_user_backpackammo(index, weapon, amount); native cs_set_user_backpackammo(index, weapon, amount);
/* Get deaths. */ /* Returns player deaths. */
native cs_get_user_deaths(index); native cs_get_user_deaths(index);
/* Set deaths. (Doesn't update scoreboard right away? fix later?) */ /* Sets deaths. (Doesn't update scoreboard right away? fix later?) */
native cs_set_user_deaths(index, newdeaths); native cs_set_user_deaths(index, newdeaths);
/* Returns 1 if user has a defuse kit. */ /* Returns 1 if user has a defuse kit. */
native cs_get_user_defusekit(index); native cs_get_user_defusekit(index);
/* If defusekit is 1, the user will have a defuse kit. /* If defusekit is 1, the user will have a defuse kit.
* You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green. * You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green.
* You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */ * You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */
native cs_set_user_defusekit(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0); native cs_set_user_defusekit(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
/* Is user in buyzone? Returns 1 when true, 0 when false. */ /* Is user in buyzone? Returns 1 when true, 0 when false. */
@ -83,15 +82,15 @@ native cs_set_user_nvgoggles(index, nvgoggles = 1);
native cs_get_user_plant(index); native cs_get_user_plant(index);
/* If plant is 1, a user will be set to be able to plant bomb within the usual bomb target areas if having one. /* If plant is 1, a user will be set to be able to plant bomb within the usual bomb target areas if having one.
* You should use this if you give a player a weapon_c4, or he won't be able to plant it * You should use this if you give a player a weapon_c4, or he won't be able to plant it
* without dropping it and picking it up again (only possible for terrorists). * without dropping it and picking it up again (only possible for terrorists).
* If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */ * If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */
native cs_set_user_plant(index, plant = 1, showbombicon = 1); native cs_set_user_plant(index, plant = 1, showbombicon = 1);
/* Get team directly from player's entity. /* Get team directly from player's entity.
* 1 = terrorist * 1 = terrorist
* 2 = counter-terrorist * 2 = counter-terrorist
* 3 = spectator */ * 3 = spectator */
native cs_get_user_team(index); native cs_get_user_team(index);
/* Set user team without killing player (so you can move hostages, plant bomb etc as terrorist). */ /* Set user team without killing player (so you can move hostages, plant bomb etc as terrorist). */
@ -101,14 +100,14 @@ native cs_set_user_team(index, team);
native cs_get_user_vip(index); native cs_get_user_vip(index);
/* If vip = 1, user is set to vip. Note that this is useful to unset vips, so they can change teams properly. /* If vip = 1, user is set to vip. Note that this is useful to unset vips, so they can change teams properly.
* This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */ * This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */
native cs_set_user_vip(index, vip = 1); native cs_set_user_vip(index, vip = 1);
/* Returns 1 if specified weapon is in burst mode. */ /* Returns 1 if specified weapon is in burst mode. */
native cs_get_weapon_burstmode(index); native cs_get_weapon_burstmode(index);
/* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated. /* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated.
* Only GLOCK and FAMAS can enter/leave burst mode. */ * Only GLOCK and FAMAS can enter/leave burst mode. */
native cs_set_weapon_burstmode(index, burstmode = 1); native cs_set_weapon_burstmode(index, burstmode = 1);
/* Returns 1 if weapon is silenced, else 0. */ /* Returns 1 if weapon is silenced, else 0. */

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@ -1,20 +1,21 @@
/* Fun functions /* Fun functions
* *
* (c) 2004, the AMX Mod X Development Team * (c) 2004, the AMX Mod X Development Team
* *
* This file is provided as is (no warranties). * This file is provided as is (no warranties).
*/ */
/* (untested) Returns 1 if receiver hears sender via voice communication. */ /* Returns 1 if receiver hears sender via voice communication. */
native get_client_listen(receiver, sender); native get_client_listen(receiver, sender);
/* (untested) Sets who can listen who. Function returns 0 if for some reasons this setting can't be done. */ /* Sets who can listen who. Function returns 0
* if for some reasons this setting can't be done. */
native set_client_listen(receiver, sender, listen); native set_client_listen(receiver, sender, listen);
/* Sets player godmode. If you want to disable godmode set only first parameter. */ /* Sets player godmode. If you want to disable godmode set only first parameter. */
native set_user_godmode(index, godmode = 0); native set_user_godmode(index, godmode = 0);
/* (untested) Returns 1 if godmode is set. */ /* Returns 1 if godmode is set. */
native get_user_godmode(index); native get_user_godmode(index);
/* Sets player frags. Doesn't autoupdate scoreboard, as Olo's version didn't. Fix? */ /* Sets player frags. Doesn't autoupdate scoreboard, as Olo's version didn't. Fix? */
@ -33,21 +34,21 @@ native set_user_origin(index, origin[3]);
native set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16); native set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16);
/* Gives item to player, name of item can start /* Gives item to player, name of item can start
* with weapon_, ammo_ and item_. This event * with weapon_, ammo_ and item_. This event
* is announced with proper message to all players. */ * is announced with proper message to all players. */
native give_item(index, const item[]); native give_item(index, const item[]);
/* (not yet implemented, don't know how to use native) /* (not yet implemented, don't know how to use native)
* Sets hit zones for player. This event is announced * Sets hit zones for player. This event is announced
* with proper message to all players. * with proper message to all players.
* Parts of body are as bits: * Parts of body are as bits:
* 2 - head * 2 - head
* 4 - chest * 4 - chest
* 8 - stomach * 8 - stomach
* 16 - left arm * 16 - left arm
* 32 - right arm * 32 - right arm
* 64 - left leg * 64 - left leg
* 128 - right leg */ * 128 - right leg */
native set_hitzones(body = 255); native set_hitzones(body = 255);
/* backwards compatibility */ /* backwards compatibility */
@ -87,5 +88,5 @@ native set_user_noclip(index, noclip = 0);
native get_user_noclip(index); native get_user_noclip(index);
/* Gives player silent footsteps. /* Gives player silent footsteps.
* if set = 0 it will return footsteps to normal */ * if set = 0 it will return footsteps to normal */
native set_user_footsteps(id, set = 1); native set_user_footsteps(id, set = 1);

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@ -1,8 +1,10 @@
/* Strings manipulation /* Strings manipulation
* *
* (c) 2002-2003, OLO * by the AMX Mod X Development Team
* This file is provided as is (no warranties). * originally developed by OLO
*/ *
* This file is provided as is (no warranties).
*/
#if defined _string_included #if defined _string_included
#endinput #endinput
@ -35,9 +37,21 @@ native format_args(output[] ,len ,pos = 0);
/* Converts number to string. */ /* Converts number to string. */
native num_to_str(num,string[],len); native num_to_str(num,string[],len);
stock numtostr(num,string[],len)
return num_to_str(num,string,len)
stock int_to_str(num,string[],len)
return num_to_str(num,string,len)
/* Returns converted string to number. */ /* Returns converted string to number. */
native str_to_num(const string[]); native str_to_num(const string[]);
stock strtonum(const string[])
return str_to_num(string)
stock str_to_int(const string[])
return str_to_num(string)
/* Checks if two strings equal. If len var is set /* Checks if two strings equal. If len var is set
* then there are only c chars comapred. */ * then there are only c chars comapred. */
native equal(const a[],const b[],c=0); native equal(const a[],const b[],c=0);