Merge pull request #239 from Nextra/inc-doc3
Update include documentation #3 (mostly engine.inc)
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c5f6e26802
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@ -642,8 +642,8 @@ native cs_set_user_armor(index, armorvalue, CsArmorType:armortype);
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*
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* @note Only the Glock and Famas can return 1 as they are the only guns in the
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* game that have a burst fire mode.
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will return incorrect values for non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will return incorrect values for non-weapon entities.
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*
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* @param index Weapon entity index
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*
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@ -658,9 +658,9 @@ native cs_get_weapon_burst(index);
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*
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* @note Only the Glock and Famas can be set to burst fire mode as they are the
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* only guns in the game that provide such a mode.
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will result in undefined behavior if used on
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* non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will result in undefined behavior if used on non-weapon
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* entities.
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*
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* @param index Weapon entity index
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* @param burstmode If nonzero the weapon will be put into burstmode,
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@ -678,8 +678,8 @@ native cs_set_weapon_burst(index, burstmode = 1);
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*
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* @note Only the USP and M4A1 can return 1 as they are the only guns in the
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* game that have a silenced fire mode.
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will return incorrect values for non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will return incorrect values for non-weapon entities.
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*
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* @param index Weapon entity index
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*
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@ -694,9 +694,9 @@ native cs_get_weapon_silen(index);
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*
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* @note Only the USP and M4A1 can be set to silenced fire mode as they are the
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* only guns in the game that provide such a mode.
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will result in undefined behavior if used on
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* non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will result in undefined behavior if used on non-weapon
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* entities.
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*
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* @param index Weapon entity index
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* @param silence If nonzero the weapon will be put into silenced
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@ -715,8 +715,8 @@ native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
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/**
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* Returns the amount of ammo in weapon's magazine.
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*
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will return incorrect values for non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will return incorrect values for non-weapon entities.
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*
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* @param index Weapon entity index
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*
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@ -729,9 +729,9 @@ native cs_get_weapon_ammo(index);
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/**
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* Sets the amount of ammo in weapon's clip.
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*
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will result in undefined behavior if used on
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* non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will result in undefined behavior if used on non-weapon
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* entities.
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*
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* @param index Weapon entity index
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* @param newammo New ammo amount
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@ -747,8 +747,8 @@ native cs_set_weapon_ammo(index, newammo);
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*
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* @note For a list of possible weapon ids see the CSW_* constants in
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* amxconst.inc
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* @note This native does not check that the provided entity is actually a
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* weapon entity. It will return incorrect values for non-weapon entities.
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* @note This native does not verify that the provided entity is a weapon
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* entity. It will return incorrect values for non-weapon entities.
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*
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* @param index Weapon entity index
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*
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@ -973,8 +973,8 @@ native cs_get_user_hostagekills(index);
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* @note This is the value that the internal Counter-Strike hostage punisher
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* uses to determine if a client should be kicked, depending on the
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* value of the mp_hostagepenalty value. The punisher only checks this
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* value when a hostage is actually killed, so setting this will not cause
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* a client to be kicked until they actually kill a hostage.
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* value when a hostage is killed, so setting this will not cause the
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* client to be kicked until they actually kill a hostage.
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*
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* @param index Client index
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* @param value New amount of hostages killed
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@ -1093,6 +1093,11 @@ native cs_set_c4_defusing(c4index, bool:defusing);
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* automatically cleaned up on round restart but are not considered if
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* they have not been added to the hashtable.
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* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
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* @note When creating an entity the classname has to be valid in the mod, as
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* the engine needs to link the entity to an existing class internally.
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* The classname string that is stored in the entvar struct
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* (EV_SZ_classname) is separate from this association and can later be
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* freely changed to serve other purposes.
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*
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* @param classname Entity class name
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*
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@ -1137,8 +1142,7 @@ forward CS_InternalCommand(id, const cmd[]);
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* Called when a client attempts to purchase an item.
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*
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* @note This is called immediately when the client issues a buy command. The
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* game has not actually checked if the client can actually buy the
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* weapon.
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* game has not yet checked if the client can actually buy the weapon.
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* @note For a list of possible item ids see the CSI_* constants.
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*
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* @param index Client index
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@ -147,8 +147,7 @@ native SetPackPosition(DataPack:pack, position);
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* @param pack Datapack handle
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*
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* @return True if datapack has reached the end, false otherwise
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* @error If an invalid handle is provided, or the new position is
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* out of datapack bounds, an error will be thrown.
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* @error If an invalid handle is provided, an error will be thrown.
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*/
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native bool:IsPackEnded(DataPack:pack);
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File diff suppressed because it is too large
Load Diff
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@ -18,17 +18,35 @@
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#include <hlsdk_const>
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#define SPEAK_NORMAL 0
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#define SPEAK_MUTED 1
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#define SPEAK_ALL 2
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#define SPEAK_LISTENALL 4
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/**
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* Flags for the [set|get]_speak() natives.
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*
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* @note These do not correspond to any HLSDK constants and are only relevant to
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* the custom functionality provided by the engine module.
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*/
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#define SPEAK_NORMAL 0 // Normal behavior, client follows alltalk rules
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#define SPEAK_MUTED 1 // Client can not talk
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#define SPEAK_ALL 2 // Client can talk to every other client
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#define SPEAK_LISTENALL 4 // Client can listen to every other client
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/**
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* View types for the set_view() native.
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*
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* @note These do not correspond to any HLSDK constants and are only relevant to
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* the custom functionality provided by the engine module.
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*/
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#define CAMERA_NONE 0
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#define CAMERA_3RDPERSON 1
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#define CAMERA_UPLEFT 2
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#define CAMERA_TOPDOWN 3
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/* Int */
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/**
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* @section Entvar constants used with entity_[get|set]_* functions.
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*/
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/**
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* Integers, use with entity_[get|set]_int()
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*/
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enum {
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EV_INT_gamestate = 0,
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EV_INT_oldbuttons,
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@ -69,7 +87,9 @@ enum {
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EV_INT_deadflag,
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};
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/* Float */
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/**
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* Floats, use with entity_[get|set]_float()
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*/
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enum {
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EV_FL_impacttime = 0,
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EV_FL_starttime,
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@ -110,7 +130,9 @@ enum {
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EV_FL_fuser4,
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};
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/* Vector */
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/**
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* Vectors, use with entity_[get|set]_vector()
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*/
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enum {
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EV_VEC_origin = 0,
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EV_VEC_oldorigin,
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@ -137,7 +159,9 @@ enum {
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EV_VEC_vuser4,
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};
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/* Edict */
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/**
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* Edicts, use with entity_[get|set]_edict()
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*/
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enum {
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EV_ENT_chain = 0,
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EV_ENT_dmg_inflictor,
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@ -152,7 +176,9 @@ enum {
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EV_ENT_euser4,
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};
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/* String */
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/**
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* Strings, use with entity_[get|set]_string()
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*/
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enum {
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EV_SZ_classname = 0,
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EV_SZ_globalname,
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@ -169,7 +195,9 @@ enum {
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EV_SZ_weaponmodel,
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};
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/* Byte */
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/**
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* Bytearrays, use with entity_[get|set]_byte()
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*/
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enum {
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EV_BYTE_controller1 = 0,
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EV_BYTE_controller2,
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@ -179,6 +207,10 @@ enum {
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EV_BYTE_blending2,
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};
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/**
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* @endsection
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*/
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#if defined _jghg_enums
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#endinput
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#endif
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@ -77,6 +77,12 @@
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#define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
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#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
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/**
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* engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values
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*/
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#define MOVE_NORMAL 0 // normal move in the direction monster is facing
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#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
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/**
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* pev(entity, pev_movetype) values
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*/
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@ -234,6 +240,7 @@
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/**
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* @section pev(entity, pev_spawnflags) values
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*/
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/**
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* func_train
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*/
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