New engine natives
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@ -13,6 +13,16 @@
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#include <engine_const>
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/* Registers a client impulse to a function. Function is passed the ID of the user. */
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native register_impulse(impulse, function[]);
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/* Registers a touch action to a function by classnames. Use * to specify any classname. */
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native register_touch(Toucher[], Touched[], function[]);
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/* Registers a think action to a function by classname. */
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native register_think(Classname[], function[]);
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/* This is a highly experimental command that will directly hook a message in the engine!
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* You can overwrite the message before anything happens and either let the message continue
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* or fully block it. Here is how it works:
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@ -52,16 +62,16 @@ native get_msg_origin(Float:_Origin[3]);
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*/
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/* Gets pvPrivateData offset. */
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native get_offset_int(id, offset);
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native Float:get_offset_float(id, offset);
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native get_offset_short(id, offset);
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native get_offset_char(id, offset);
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native get_offset_int(id, offset, linux=5);
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native Float:get_offset_float(id, offset, linux=5);
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native get_offset_short(id, offset, linux=5);
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native get_offset_char(id, offset, linux=5);
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/* sets pvPrivateData offset. */
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native set_offset_int(id, offset, value);
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native set_offset_float(id, offset, Float:value);
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native set_offset_short(id, offset, value);
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native set_offset_char(id, offset, value);
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native set_offset_int(id, offset, value, linux=5);
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native set_offset_float(id, offset, Float:value, linux=5);
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native set_offset_short(id, offset, value, linux=5);
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native set_offset_char(id, offset, value, linux=5);
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/* Precaches any file. */
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native precache_generic(szFile[]);
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@ -149,8 +159,14 @@ native entity_count();
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/* Simulate two entities colliding/touching. */
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native fake_touch(iToucher, iTouched);
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/* Dispatch a KeyValuePair, used for initalizing entities when a map spawns them. */
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native DispatchKeyValue(iIndex, szKey[], szValue[]);
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/* 2 formats.
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Format: DispatchKeyValue("KeyName","Value") - sets keyvalues for the entity specified in the keyvalue() forward.
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Format: DispatchKeyValue(index,"KeyName","Value") - Sets keyvalue for entity not specified in keyvalue() forward. */
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native DispatchKeyValue(...);
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native get_keyvalue(entity, szKey[], value[], maxLength);
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native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);
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/* Runs the GameDLL's DispatchSpawn for an entity, I think it's used with DispatchKeyValue. */
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native DispatchSpawn(iIndex);
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