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@ -93,13 +93,14 @@ stock is_running(const arg[]) {
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stock build_path( path[] , len , {Float,_}:... ) {
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new basedir[32]
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get_localinfo( "amx_basedir", basedir , 31 )
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get_localinfo( "amxx_basedir", basedir , 31 )
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format_args( path , len , 2 )
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return replace( path , len , "$basedir", basedir )
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}
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stock get_basedir( name[], len )
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return get_localinfo( "amx_basedir", name , len )
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return get_localinfo( "amxx_basedir", name , len )
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/* use log_amx() instead */
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stock get_logfile( name[], len )
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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);
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native cs_get_hostage_id(index);
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/* Get amount of ammo in backpack on a user for a specific weapon.
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* Look in amxconst.inc for weapon types: CSW_*.
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* Weapons on the same line uses the same ammo type:
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* awm
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* scout, ak, g3
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* para
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* famas, m4a1, aug, sg550, galil, sg552
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* m3, xm
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* usp, ump, mac
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* fiveseven, p90
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* deagle
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* p228
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* glock, mp5, tmp, elites
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* flash
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* he
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* smoke
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*/
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* Look in amxconst.inc for weapon types: CSW_*.
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* Weapons on the same line uses the same ammo type:
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* awm
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* scout, ak, g3
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* para
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* famas, m4a1, aug, sg550, galil, sg552
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* m3, xm
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* usp, ump, mac
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* fiveseven, p90
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* deagle
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* p228
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* glock, mp5, tmp, elites
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* flash
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* he
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* smoke */
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native cs_get_user_backpackammo(index, weapon);
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/* Restock/remove ammo in a user's backpack. */
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native cs_set_user_backpackammo(index, weapon, amount);
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/* Get deaths. */
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/* Returns player deaths. */
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native cs_get_user_deaths(index);
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/* Set deaths. (Doesn't update scoreboard right away? fix later?) */
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/* Sets deaths. (Doesn't update scoreboard right away? fix later?) */
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native cs_set_user_deaths(index, newdeaths);
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/* Returns 1 if user has a defuse kit. */
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native cs_get_user_defusekit(index);
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/* If defusekit is 1, the user will have a defuse kit.
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* You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green.
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* You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */
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* You can specify a different colour for the defuse kit icon showing on hud. Default is the normal green.
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* You can specify an icon. Default is "defuser". Set flash to 1 if you want the icon to flash red. */
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native cs_set_user_defusekit(index, defusekit = 1, r = 0, g = 160, b = 0, icon[] = "defuser", flash = 0);
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/* Is user in buyzone? Returns 1 when true, 0 when false. */
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@ -83,15 +82,15 @@ native cs_set_user_nvgoggles(index, nvgoggles = 1);
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native cs_get_user_plant(index);
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/* If plant is 1, a user will be set to be able to plant bomb within the usual bomb target areas if having one.
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* You should use this if you give a player a weapon_c4, or he won't be able to plant it
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* without dropping it and picking it up again (only possible for terrorists).
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* If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */
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* You should use this if you give a player a weapon_c4, or he won't be able to plant it
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* without dropping it and picking it up again (only possible for terrorists).
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* If showbombicon is 1, the green C4 icon will be shown on user hud (if plant "skill" was enabled). */
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native cs_set_user_plant(index, plant = 1, showbombicon = 1);
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/* Get team directly from player's entity.
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* 1 = terrorist
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* 2 = counter-terrorist
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* 3 = spectator */
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* 1 = terrorist
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* 2 = counter-terrorist
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* 3 = spectator */
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native cs_get_user_team(index);
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/* Set user team without killing player (so you can move hostages, plant bomb etc as terrorist). */
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@ -101,18 +100,18 @@ native cs_set_user_team(index, team);
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native cs_get_user_vip(index);
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/* If vip = 1, user is set to vip. Note that this is useful to unset vips, so they can change teams properly.
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* This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */
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* This will not change the player's model to/from vip, or add/remove the "VIP" text in scoreboard. */
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native cs_set_user_vip(index, vip = 1);
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/* Returns 1 if specified weapon is in burst mode. */
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native cs_get_weapon_burstmode(index);
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/* If burstmode = 1, weapon will be changed to burst mode, 0 and non-burst mode (semiautomatic/automatic) will be activated.
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* Only GLOCK and FAMAS can enter/leave burst mode. */
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* Only GLOCK and FAMAS can enter/leave burst mode. */
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native cs_set_weapon_burstmode(index, burstmode = 1);
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/* Returns 1 if weapon is silenced, else 0. */
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native cs_get_weapon_silenced(index);
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/* If silence = 1, weapon will be silenced, 0 and silencer will be removed. Only USP and M4A1 can be silenced. */
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native cs_set_weapon_silenced(index, silence = 1);
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native cs_set_weapon_silenced(index, silence = 1);
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@ -1,20 +1,21 @@
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/* Fun functions
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*
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* (c) 2004, the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*/
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*
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* (c) 2004, the AMX Mod X Development Team
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*
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* This file is provided as is (no warranties).
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*/
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/* (untested) Returns 1 if receiver hears sender via voice communication. */
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/* Returns 1 if receiver hears sender via voice communication. */
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native get_client_listen(receiver, sender);
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/* (untested) Sets who can listen who. Function returns 0 if for some reasons this setting can't be done. */
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/* Sets who can listen who. Function returns 0
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* if for some reasons this setting can't be done. */
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native set_client_listen(receiver, sender, listen);
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/* Sets player godmode. If you want to disable godmode set only first parameter. */
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native set_user_godmode(index, godmode = 0);
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/* (untested) Returns 1 if godmode is set. */
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/* Returns 1 if godmode is set. */
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native get_user_godmode(index);
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/* Sets player frags. Doesn't autoupdate scoreboard, as Olo's version didn't. Fix? */
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@ -33,21 +34,21 @@ native set_user_origin(index, origin[3]);
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native set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16);
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/* Gives item to player, name of item can start
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* with weapon_, ammo_ and item_. This event
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* is announced with proper message to all players. */
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* with weapon_, ammo_ and item_. This event
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* is announced with proper message to all players. */
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native give_item(index, const item[]);
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/* (not yet implemented, don't know how to use native)
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* Sets hit zones for player. This event is announced
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* with proper message to all players.
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* Parts of body are as bits:
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* 2 - head
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* 4 - chest
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* 8 - stomach
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* 16 - left arm
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* 32 - right arm
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* 64 - left leg
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* 128 - right leg */
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* Sets hit zones for player. This event is announced
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* with proper message to all players.
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* Parts of body are as bits:
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* 2 - head
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* 4 - chest
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* 8 - stomach
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* 16 - left arm
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* 32 - right arm
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* 64 - left leg
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* 128 - right leg */
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native set_hitzones(body = 255);
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/* backwards compatibility */
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@ -87,5 +88,5 @@ native set_user_noclip(index, noclip = 0);
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native get_user_noclip(index);
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/* Gives player silent footsteps.
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* if set = 0 it will return footsteps to normal */
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native set_user_footsteps(id, set = 1);
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* if set = 0 it will return footsteps to normal */
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native set_user_footsteps(id, set = 1);
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@ -1,8 +1,10 @@
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/* Strings manipulation
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*
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* (c) 2002-2003, OLO
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* This file is provided as is (no warranties).
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*/
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*
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* by the AMX Mod X Development Team
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* originally developed by OLO
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _string_included
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#endinput
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@ -35,9 +37,21 @@ native format_args(output[] ,len ,pos = 0);
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/* Converts number to string. */
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native num_to_str(num,string[],len);
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stock numtostr(num,string[],len)
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return num_to_str(num,string,len)
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stock int_to_str(num,string[],len)
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return num_to_str(num,string,len)
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/* Returns converted string to number. */
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native str_to_num(const string[]);
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stock strtonum(const string[])
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return str_to_num(string)
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stock str_to_int(const string[])
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return str_to_num(string)
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/* Checks if two strings equal. If len var is set
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* then there are only c chars comapred. */
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native equal(const a[],const b[],c=0);
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native isspace(ch);
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/* Returns true when value is letter or digit. */
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native isalnum(ch);
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native isalnum(ch);
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