Merge pull request #239 from Nextra/inc-doc3

Update include documentation #3 (mostly engine.inc)
This commit is contained in:
Vincent Herbet 2015-05-10 17:12:50 +02:00
commit c5f6e26802
5 changed files with 1300 additions and 228 deletions

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@ -642,8 +642,8 @@ native cs_set_user_armor(index, armorvalue, CsArmorType:armortype);
*
* @note Only the Glock and Famas can return 1 as they are the only guns in the
* game that have a burst fire mode.
* @note This native does not check that the provided entity is actually a
* weapon entity. It will return incorrect values for non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
@ -658,9 +658,9 @@ native cs_get_weapon_burst(index);
*
* @note Only the Glock and Famas can be set to burst fire mode as they are the
* only guns in the game that provide such a mode.
* @note This native does not check that the provided entity is actually a
* weapon entity. It will result in undefined behavior if used on
* non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param burstmode If nonzero the weapon will be put into burstmode,
@ -678,8 +678,8 @@ native cs_set_weapon_burst(index, burstmode = 1);
*
* @note Only the USP and M4A1 can return 1 as they are the only guns in the
* game that have a silenced fire mode.
* @note This native does not check that the provided entity is actually a
* weapon entity. It will return incorrect values for non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
@ -694,9 +694,9 @@ native cs_get_weapon_silen(index);
*
* @note Only the USP and M4A1 can be set to silenced fire mode as they are the
* only guns in the game that provide such a mode.
* @note This native does not check that the provided entity is actually a
* weapon entity. It will result in undefined behavior if used on
* non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param silence If nonzero the weapon will be put into silenced
@ -715,8 +715,8 @@ native cs_set_weapon_silen(index, silence = 1, draw_animation = 1);
/**
* Returns the amount of ammo in weapon's magazine.
*
* @note This native does not check that the provided entity is actually a
* weapon entity. It will return incorrect values for non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
@ -729,9 +729,9 @@ native cs_get_weapon_ammo(index);
/**
* Sets the amount of ammo in weapon's clip.
*
* @note This native does not check that the provided entity is actually a
* weapon entity. It will result in undefined behavior if used on
* non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will result in undefined behavior if used on non-weapon
* entities.
*
* @param index Weapon entity index
* @param newammo New ammo amount
@ -747,8 +747,8 @@ native cs_set_weapon_ammo(index, newammo);
*
* @note For a list of possible weapon ids see the CSW_* constants in
* amxconst.inc
* @note This native does not check that the provided entity is actually a
* weapon entity. It will return incorrect values for non-weapon entities.
* @note This native does not verify that the provided entity is a weapon
* entity. It will return incorrect values for non-weapon entities.
*
* @param index Weapon entity index
*
@ -973,8 +973,8 @@ native cs_get_user_hostagekills(index);
* @note This is the value that the internal Counter-Strike hostage punisher
* uses to determine if a client should be kicked, depending on the
* value of the mp_hostagepenalty value. The punisher only checks this
* value when a hostage is actually killed, so setting this will not cause
* a client to be kicked until they actually kill a hostage.
* value when a hostage is killed, so setting this will not cause the
* client to be kicked until they actually kill a hostage.
*
* @param index Client index
* @param value New amount of hostages killed
@ -1093,6 +1093,11 @@ native cs_set_c4_defusing(c4index, bool:defusing);
* automatically cleaned up on round restart but are not considered if
* they have not been added to the hashtable.
* @note The faster hashtable lookup can be utilized with cs_find_ent_by_class()
* @note When creating an entity the classname has to be valid in the mod, as
* the engine needs to link the entity to an existing class internally.
* The classname string that is stored in the entvar struct
* (EV_SZ_classname) is separate from this association and can later be
* freely changed to serve other purposes.
*
* @param classname Entity class name
*
@ -1137,8 +1142,7 @@ forward CS_InternalCommand(id, const cmd[]);
* Called when a client attempts to purchase an item.
*
* @note This is called immediately when the client issues a buy command. The
* game has not actually checked if the client can actually buy the
* weapon.
* game has not yet checked if the client can actually buy the weapon.
* @note For a list of possible item ids see the CSI_* constants.
*
* @param index Client index

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@ -147,10 +147,9 @@ native SetPackPosition(DataPack:pack, position);
* @param pack Datapack handle
*
* @return True if datapack has reached the end, false otherwise
* @error If an invalid handle is provided, or the new position is
* out of datapack bounds, an error will be thrown.
* @error If an invalid handle is provided, an error will be thrown.
*/
native bool:IsPackEnded(DataPack:pack);
native bool:IsPackEnded(DataPack:pack);
/**
* Destroys the datapack and frees its memory.

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@ -18,17 +18,35 @@
#include <hlsdk_const>
#define SPEAK_NORMAL 0
#define SPEAK_MUTED 1
#define SPEAK_ALL 2
#define SPEAK_LISTENALL 4
/**
* Flags for the [set|get]_speak() natives.
*
* @note These do not correspond to any HLSDK constants and are only relevant to
* the custom functionality provided by the engine module.
*/
#define SPEAK_NORMAL 0 // Normal behavior, client follows alltalk rules
#define SPEAK_MUTED 1 // Client can not talk
#define SPEAK_ALL 2 // Client can talk to every other client
#define SPEAK_LISTENALL 4 // Client can listen to every other client
/**
* View types for the set_view() native.
*
* @note These do not correspond to any HLSDK constants and are only relevant to
* the custom functionality provided by the engine module.
*/
#define CAMERA_NONE 0
#define CAMERA_3RDPERSON 1
#define CAMERA_UPLEFT 2
#define CAMERA_TOPDOWN 3
/* Int */
/**
* @section Entvar constants used with entity_[get|set]_* functions.
*/
/**
* Integers, use with entity_[get|set]_int()
*/
enum {
EV_INT_gamestate = 0,
EV_INT_oldbuttons,
@ -69,7 +87,9 @@ enum {
EV_INT_deadflag,
};
/* Float */
/**
* Floats, use with entity_[get|set]_float()
*/
enum {
EV_FL_impacttime = 0,
EV_FL_starttime,
@ -110,7 +130,9 @@ enum {
EV_FL_fuser4,
};
/* Vector */
/**
* Vectors, use with entity_[get|set]_vector()
*/
enum {
EV_VEC_origin = 0,
EV_VEC_oldorigin,
@ -137,7 +159,9 @@ enum {
EV_VEC_vuser4,
};
/* Edict */
/**
* Edicts, use with entity_[get|set]_edict()
*/
enum {
EV_ENT_chain = 0,
EV_ENT_dmg_inflictor,
@ -152,7 +176,9 @@ enum {
EV_ENT_euser4,
};
/* String */
/**
* Strings, use with entity_[get|set]_string()
*/
enum {
EV_SZ_classname = 0,
EV_SZ_globalname,
@ -169,7 +195,9 @@ enum {
EV_SZ_weaponmodel,
};
/* Byte */
/**
* Bytearrays, use with entity_[get|set]_byte()
*/
enum {
EV_BYTE_controller1 = 0,
EV_BYTE_controller2,
@ -179,6 +207,10 @@ enum {
EV_BYTE_blending2,
};
/**
* @endsection
*/
#if defined _jghg_enums
#endinput
#endif

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@ -77,6 +77,12 @@
#define WALKMOVE_WORLDONLY 1 // Doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // Move, but don't touch triggers
/**
* engfunc(EngFunc_MoveToOrigin, entity, Float:goal[3], Float:distance, moveType) moveType values
*/
#define MOVE_NORMAL 0 // normal move in the direction monster is facing
#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
/**
* pev(entity, pev_movetype) values
*/
@ -234,6 +240,7 @@
/**
* @section pev(entity, pev_spawnflags) values
*/
/**
* func_train
*/