Back ported revision 3242 - Every include file now is const correct (am49281)

This commit is contained in:
Steve Dudenhoeffer 2007-01-26 05:56:10 +00:00
parent 8341e41f04
commit dd8f138892
21 changed files with 102 additions and 103 deletions

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@ -181,7 +181,7 @@ stock get_configsdir(name[],len)
stock get_datadir(name[],len)
return get_localinfo("amxx_datadir",name,len)
stock register_menu(title[],keys,function[],outside=0)
stock register_menu(const title[],keys,const function[],outside=0)
register_menucmd(register_menuid(title,outside),keys,function)
/* Backwards Compatibility

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@ -77,7 +77,7 @@ native precache_model(const name[]);
native precache_sound(const name[]);
/* Precaches any file. */
native precache_generic(szFile[]);
native precache_generic(const szFile[]);
/* Sets info for player. */
native set_user_info(index,const info[],const value[]);
@ -121,7 +121,7 @@ native console_cmd(id,const cmd[],{Float,Sql,Result,_}:...);
* "3!4" - 3rd must be different from 4.
* "2&Buy" - 2nd parameter of message must contain "Buy" substring.
* "2!Buy" - 2nd parameter of message can't contain "Buy" substring. */
native register_event(const event[],const function[],const flags[],cond[]="", ... );
native register_event(const event[],const function[],const flags[],const cond[]="", ... );
/* Registers log event on which the given function will be called
* Examples for conditions:
@ -144,7 +144,7 @@ native set_hudmessage(red=200, green=100, blue=0, Float:x=-1.0, Float:y=0.35, ef
native show_hudmessage(index,const message[],{Float,Sql,Result,_}:...);
/* Displays menu. Keys have bit values (key 1 is (1<<0), key 5 is (1<<4) etc.). */
native show_menu(index,keys,const menu[], time = -1, title[] = "");
native show_menu(index,keys,const menu[], time = -1, const title[] = "");
/* Gets value from client messages.
* When you are asking for string the array and length is needed (read_data(2,name,len)).
@ -373,7 +373,7 @@ native client_cmd(index,const command[],{Float,Sql,Result,_}:...);
* It allows to execute some commands on players and bots.
* Function is excellent for forcing to do an action related to a game (not settings!).
* The command must stand alone but in arguments you can use spaces. */
native engclient_cmd(index,const command[],arg1[]="",arg2[]="");
native engclient_cmd(index,const command[],const arg1[]="",const arg2[]="");
/* Executes command on a server console. */
native server_cmd(const command[],{Float,Sql,Result,_}:...);
@ -450,7 +450,7 @@ native parse_time(const input[],const format[], time = -1);
* "b" - loop task.
* "c" - do task on time after a map timeleft.
* "d" - do task on time before a map timelimit. */
native set_task(Float:time,const function[],id = 0,parameter[]="",len = 0,flags[]="", repeat = 0);
native set_task(Float:time,const function[],id = 0,const parameter[]="",len = 0,const flags[]="", repeat = 0);
/* Removes all tasks with given id. If outside var is
* set then a task can be removed also when
@ -476,17 +476,17 @@ native remove_user_flags(index,flags=-1,id=0);
/* Registers function which will be called from client console.
* Returns the command ID.
*/
native register_clcmd(const client_cmd[],const function[],flags=-1, info[]="");
native register_clcmd(const client_cmd[],const function[],flags=-1, const info[]="");
/* Registers function which will be called from any console.
* Returns the command ID.
*/
native register_concmd(const cmd[],const function[],flags=-1, info[]="");
native register_concmd(const cmd[],const function[],flags=-1, const info[]="");
/* Registers function which will be called from server console.
* Returns the command ID.
*/
native register_srvcmd(const server_cmd[],const function[],flags=-1, info[]="");
native register_srvcmd(const server_cmd[],const function[],flags=-1, const info[]="");
/* Gets info about client command. */
native get_clcmd(index, command[], len1, &flags, info[], len2, flag);
@ -534,7 +534,7 @@ native get_user_menu(index,&id,&keys);
native server_exec();
/* Emits sound. Sample must be precached. */
native emit_sound(index, channel, sample[], Float:vol, Float:att,flags, pitch);
native emit_sound(index, channel, const sample[], Float:vol, Float:att,flags, pitch);
/* Registers new cvar for HL engine.
* Returns the cvar pointer for get/set_pcvar functions.
@ -626,14 +626,13 @@ native get_pluginsnum();
* Note: There used to be the b and e flags as well,
* which have been deprecated and are no longer used.
*/
native pause(flag[], const param1[]="",const param2[]="");
native pause(const flag[], const param1[]="",const param2[]="");
/* Unpauses function or plugin.
* Flags:
* "a" - unpause whole plugin.
* "b" - unpause function.
* "c" - look outside the plugin (by given plugin name). */
native unpause(flag[], const param1[]="",const param2[]="");
native unpause(const flag[], const param1[]="",const param2[]="");
/* Call a function in this / an another plugin by name.
* Parameters:
@ -678,7 +677,7 @@ native callfunc_push_floatrf(& Float: value);
* which is only kept for special backwards compatibility.
*/
native callfunc_push_str(const VALUE[], bool:copyback=true);
native callfunc_push_array(VALUE[], array_size, bool:copyback=true);
native callfunc_push_array(const VALUE[], array_size, bool:copyback=true);
/* Make the actual call.
* Return value of the function called. */
@ -690,7 +689,7 @@ forward inconsistent_file(id,const filename[], reason[64] );
/* Forces the client and server to be running with the same
* version of the specified file ( e.g., a player model ). */
native force_unmodified(force_type, mins[3] , maxs[3], const filename[]);
native force_unmodified(force_type, const mins[3] , const maxs[3], const filename[]);
/* Calculates the md5 keysum of a string */
native md5(const szString[], md5buffer[34]);
@ -775,20 +774,20 @@ native set_float_byref(param, Float:value);
// Or copies an array from you to the calling plugin
native get_array(param, dest[], size);
native get_array_f(param, Float:dest[], size);
native set_array(param, source[], size);
native set_array_f(param, Float:source[], size);
native set_array(param, const source[], size);
native set_array_f(param, const Float:source[], size);
/** The new menu natives */
//If you set ml to 1, everything will be preformatted
// with the multi-lingual system.
//NOTE: ml=1 currently is not enabled.
//handler[] will be called when someone presses a key on your menu
native menu_create(title[], handler[], ml=0);
native menu_create(const title[], const handler[], ml=0);
//Creates a menu item callback handler.
//The callback handler is passed the playerid, menuid, and itemid.
//It can return either ITEM_IGNORE, ITEM_ENABLED, or ITEM_DISABLED.
native menu_makecallback(function[]);
native menu_makecallback(const function[]);
//Adds an item to a menu. When displayed, the name will be shown.
//If the player does not have the access it is disabled.
@ -815,8 +814,8 @@ native menu_find_id(menu, page, key);
//Gets/sets info about a menu option
native menu_item_getinfo(menu, item, &access, command[], cmdlen, name[]="", namelen=0, &callback);
native menu_item_setname(menu, item, name[]);
native menu_item_setcmd(menu, item, cmd[]);
native menu_item_setname(menu, item, const name[]);
native menu_item_setcmd(menu, item, const cmd[]);
native menu_item_setcall(menu, item, callback=-1);
//Destroys a menu - invalidates the handle
@ -1049,7 +1048,7 @@ native CreateOneForward(plugin_id, const name[], ...);
* prepares an array. use this and pass the result into
* ExecuteForward() instead of the array itself.
*/
native PrepareArray(array[], size, copyback=0);
native PrepareArray(const array[], size, copyback=0);
/**
* executes a forward. returns result in ret.

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@ -44,7 +44,7 @@ forward bomb_defused(defuser);
/* Custom Weapon Support */
/* function will return index of new weapon */
native custom_weapon_add( wpnname[],melee = 0,logname[]="" );
native custom_weapon_add( const wpnname[],melee = 0,const logname[]="" );
/* Function will pass damage done by this custom weapon to stats module and other plugins */
native custom_weapon_dmg( weapon, att, vic, damage, hitplace=0 );
/* Function will pass info about custom weapon shot to stats module */

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@ -59,7 +59,7 @@ native dod_set_user_kills(index,value,refresh=1);
native dod_set_user_score(index,value,refresh=1);
/* Sets new team name for this player */
native dod_set_pl_teamname(index,szName[]);
native dod_set_pl_teamname(index,const szName[]);
/* Gets player team name */
native dod_get_pl_teamname(index,szName[],len);
@ -122,7 +122,7 @@ native objectives_reinit( player=0 );
native objective_get_data( index, CP_VALUE:key, szValue[]="", len=0 );
/* use this function to change control point's data */
native objective_set_data( index, CP_VALUE:key , iValue=-1, szValue[]="" );
native objective_set_data( index, CP_VALUE:key , iValue=-1, const szValue[]="" );
enum CA_VALUE {
CA_edict = 1,
@ -140,4 +140,4 @@ enum CA_VALUE {
native area_get_data( index, CA_VALUE:key, szValue[]="", len=0 );
/* use this function to change control point's area data */
native area_set_data( index, CA_VALUE:key , iValue=-1, szValue[]="" );
native area_set_data( index, CA_VALUE:key , iValue=-1, const szValue[]="" );

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@ -54,7 +54,7 @@ forward dod_client_changeclass(id, class, oldclass);
forward dod_client_spawn(id);
/* Sets the model for a player */
native dod_set_model(id, model[]);
native dod_set_model(id, const model[]);
/* Sets the model for a player */
native dod_set_body_number(id, bodynumber);
@ -64,7 +64,7 @@ native dod_clear_model(id);
/* Custom Weapon Support */
/* function will return index of new weapon */
native custom_weapon_add( wpnname[], melee = 0, logname[]="" );
native custom_weapon_add( const wpnname[], melee = 0, const logname[]="" );
/* Function will pass damage done by this custom weapon to stats module and other plugins */
native custom_weapon_dmg( weapon, att, vic, damage, hitplace=0 );
@ -93,10 +93,10 @@ native xmod_is_custom_wpn(wpnindex);
/************* Shared Natives End ********************************/
/* weapon logname to weapon name convertion */
native dod_wpnlog_to_name(logname[],name[],len);
native dod_wpnlog_to_name(const logname[],name[],len);
/* weapon logname to weapon index convertion */
native dod_wpnlog_to_id(logname[]);
native dod_wpnlog_to_id(const logname[]);
native dod_get_map_info( info );

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@ -25,13 +25,13 @@
native traceresult(type,{Float,Sql,Result,_}:...);
/* Registers a client impulse to a function. Function is passed the ID of the user. */
native register_impulse(impulse, function[]);
native register_impulse(impulse, const function[]);
/* Registers a touch action to a function by classnames. Use * to specify any classname. */
native register_touch(Touched[], Toucher[], function[]);
native register_touch(const Touched[], const Toucher[], const function[]);
/* Registers a think action to a function by classname. */
native register_think(Classname[], function[]);
native register_think(const Classname[], const function[]);
/* NOTE: In old engine versions, this was not the case. Values are now WINDOWS values.
* You must pass with the windows offset (e.g. if 230 on windows, pass 230 no matter what)
@ -39,7 +39,7 @@ native register_think(Classname[], function[]);
*/
/* Precaches an event. */
native precache_event(type, Name[], {Float,Sql,Result,_}:...);
native precache_event(type, const Name[], {Float,Sql,Result,_}:...);
/* set/get a user's speak flags */
native set_speak(iIndex, iSpeakFlags)
@ -62,7 +62,7 @@ native get_global_vector(variable, Float:vector[3]);
native get_global_edict(variable);
/* Set entity bounds. */
native entity_set_size(index, Float:mins[3], Float:maxs[3]);
native entity_set_size(index, const Float:mins[3], const Float:maxs[3]);
/* Get decal index */
native get_decal_index(const szDecalName[]);
@ -76,7 +76,7 @@ native entity_set_int(iIndex, iKey, iVal);
native Float:entity_get_float(iIndex, iKey);
native entity_set_float(iIndex, iKey, Float:iVal);
native entity_get_vector(iIndex, iKey, Float:vRetVector[3]);
native entity_set_vector(iIndex, iKey, Float:vNewVector[3]);
native entity_set_vector(iIndex, iKey, const Float:vNewVector[3]);
native entity_get_edict(iIndex, iKey);
native entity_set_edict(iIndex, iKey, iNewIndex);
native entity_get_string(iIndex, iKey, szReturn[], iRetLen);
@ -85,17 +85,17 @@ native entity_get_byte(iIndex, iKey);
native entity_set_byte(iIndex, iKey, iVal);
/* Creates an entity, will return the index of the created entity. ClassName must be valid. */
native create_entity(szClassname[]);
native create_entity(const szClassname[]);
/* Finds an entity in the world, will return 0 if nothing is found */
native find_ent_by_class(iIndex, szClass[]);
native find_ent_by_class(iIndex, const szClass[]);
//optionally you can set a jghg2 type
// 1: target, 2:targetname, 0:classname (default)
native find_ent_by_owner(iIndex, szClass[], iOwner, iJghgType=0);
native find_ent_by_target(iIndex, szClass[]);
native find_ent_by_tname(iIndex, szClass[]);
native find_ent_by_model(iIndex, szClass[], szModel[]);
native find_ent_in_sphere(start_from_ent, Float:origin[3], Float:radius);
native find_ent_by_owner(iIndex, const szClass[], iOwner, iJghgType=0);
native find_ent_by_target(iIndex, const szClass[]);
native find_ent_by_tname(iIndex, const szClass[]);
native find_ent_by_model(iIndex, const szClass[], const szModel[]);
native find_ent_in_sphere(start_from_ent, const Float:origin[3], Float:radius);
//this will CBaseEntity::Think() or something from the entity
native call_think(entity)
@ -104,7 +104,7 @@ native call_think(entity)
native is_valid_ent(iIndex);
/* Proper origin setting, keeps updated with Half-Life engine. */
native entity_set_origin(iIndex, Float:fNewOrigin[3]);
native entity_set_origin(iIndex, const Float:fNewOrigin[3]);
/* Sets the model of an Entity. */
native entity_set_model(iIndex, const szModel[]);
@ -125,7 +125,7 @@ native fake_touch(entTouched, entToucher);
native DispatchKeyValue(...);
#endif
native get_keyvalue(entity, szKey[], value[], maxLength);
native get_keyvalue(entity, const szKey[], value[], maxLength);
native copy_keyvalue(szClassName[],sizea,szKeyName[],sizeb,szValue[],sizec);
@ -134,24 +134,24 @@ native DispatchSpawn(iIndex);
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
#if !defined AMXMOD_BCOMPAT
native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
native radius_damage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
#endif
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
native point_contents(Float:fCheckAt[3]);
native point_contents(const Float:fCheckAt[3]);
/* Trace a line from Start(X, Y, Z) to End(X, Y, Z), will return the point hit in vReturn[3]
* and an entity index if an entity is hit. */
#if !defined AMXMOD_BCOMPAT
native trace_line(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
native trace_line(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]);
#endif
/* Traces a hull. */
native trace_hull(Float:origin[3],hull,ignoredent=0,ignoremonsters=0);
native trace_hull(const Float:origin[3],hull,ignoredent=0,ignoremonsters=0);
/* Traces a line, and returns the normal to the plane hit in vReturn.
* Returns 0 if theres no normal. */
native trace_normal(iIgnoreEnt, Float:fStart[3], Float:fEnd[3], Float:vReturn[3]);
native trace_normal(iIgnoreEnt, const Float:fStart[3], const Float:fEnd[3], Float:vReturn[3]);
/* Gets the ID of a grenade. */
native get_grenade_id(id, model[], len, grenadeid = 0);
@ -169,7 +169,7 @@ native attach_view(iIndex, iTargetIndex);
native set_view(iIndex, ViewType);
/* Direct copy of PLAYBACK_EVENT_FULL from Metamod/HLSDK. If you don't know how that works, you probably shouldn't be using it. */
native playback_event(flags,invoker,eventindex,Float:delay,Float:origin[3],Float:angles[3],Float:fparam1,Float:fparam2,iparam1,iparam2,bparam1,bparam2);
native playback_event(flags,invoker,eventindex,Float:delay,const Float:origin[3],const Float:angles[3],Float:fparam1,Float:fparam2,iparam1,iparam2,bparam1,bparam2);
/* Gets parameters sent from CmdStart.
Note that you will receive modified values if any other plugin have
@ -224,17 +224,17 @@ forward pfn_spawn(entid);
* If aroundent is 0 its origin is not used, but origin in 6th parameter. Ie, do not specify 6th parameter (origin) if you specified an entity
* in aroundent.
*/
native find_sphere_class(aroundent, _lookforclassname[], Float:radius, entlist[], maxents, Float:origin[3] = {0.0, 0.0, 0.0});
native find_sphere_class(aroundent, const _lookforclassname[], Float:radius, entlist[], maxents, const Float:origin[3] = {0.0, 0.0, 0.0});
/* SDK function - checks if an origin is in an entity's view cone
* Set use3d to 1 to do the calculation in 3D. Otherwise it will be in 2D.
*/
native is_in_viewcone(entity, Float:origin[3], use3d = 0);
native is_in_viewcone(entity, const Float:origin[3], use3d = 0);
//SDK function - checks if an entity is visible to an entity
native is_visible(entity, target);
//Added at twistedeuphoria's request, see funcwiki for details
native trace_forward(Float:start[3], Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh);
native trace_forward(const Float:start[3], const Float:angle[3], Float:give, ignoreEnt, &Float:hitX, &Float:hitY, &Float:shortestDistance, &Float:shortestDistLow, &Float:shortestDistHigh);
#include <engine_stocks>

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@ -19,7 +19,7 @@
#include <engine>
#endif
stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
stock fakedamage(idvictim,const szClassname[],Float:takedmgdamage,damagetype)
{
new entity = create_entity("trigger_hurt")
if (entity)
@ -43,7 +43,7 @@ stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
}
//wrapper for find_ent_by_class
stock find_ent(iStart, szClassname[])
stock find_ent(iStart, const szClassname[])
{
return find_ent_by_class(iStart, szClassname)
}
@ -95,7 +95,7 @@ stock get_brush_entity_origin(ent, Float:orig[3])
}
/* Remove entity by name */
stock remove_entity_name(eName[])
stock remove_entity_name(const eName[])
{
new iEntity = find_ent_by_class(-1, eName)
while (iEntity > 0)
@ -185,7 +185,7 @@ stock get_entity_visibility(entity) {
return !(entity_get_int(entity, EV_INT_effects) & EF_NODRAW)
}
stock set_user_velocity(entity, Float:vec[3])
stock set_user_velocity(entity, const Float:vec[3])
{
return entity_set_vector(entity, EV_VEC_velocity, vec)
}
@ -197,7 +197,7 @@ stock get_user_velocity(entity, Float:vec[3])
/* Backwards compatible */
/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
stock RadiusDamage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
return radius_damage(fExplodeAt, iDamageMultiplier, iRadiusMultiplier)
}
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
@ -205,11 +205,11 @@ stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
return velocity_by_aim(iIndex,iVelocity,vRetValue)
}
/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
stock PointContents(Float:fCheckAt[3]) {
stock PointContents(const Float:fCheckAt[3]) {
return point_contents(fCheckAt);
}
stock set_size(index, Float:mins[3], Float:maxs[3]) {
stock set_size(index, const Float:mins[3], const Float:maxs[3]) {
return entity_set_size(index,mins,maxs)
}

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@ -68,7 +68,7 @@ native set_pdata_float(_index,_Offset,Float:_Value,_linuxdiff=5);
/* Registers a forward.
* Returns an id you can pass to unregister_forward
*/
native register_forward(_forwardType,_function[],_post=0);
native register_forward(_forwardType,const _function[],_post=0);
/* Unregisters a forward.
* The registerId must be from register_forward, and

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@ -15,9 +15,9 @@
#define _fakemeta_stocks_included
// EngFuncs
stock EF_PrecacheModel(string[])
stock EF_PrecacheModel(const string[])
return engfunc(EngFunc_PrecacheModel, string)
stock EF_PrecacheSound(string[])
stock EF_PrecacheSound(const string[])
return engfunc(EngFunc_PrecacheSound, string)
stock EF_SetModel(const ID, const STRING[])
return engfunc(EngFunc_SetModel, ID, STRING)

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@ -39,7 +39,7 @@ native set_user_armor(index, armor);
native set_user_health(index, health);
/* Move player to origin. */
native set_user_origin(index, origin[3]);
native set_user_origin(index, const origin[3]);
/* Sets player rendering mode. */
native set_user_rendering(index, fx = kRenderFxNone, r = 255, g = 255, b = 255, render = kRenderNormal, amount = 16);

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@ -3,7 +3,7 @@
(C)Copyrighted under the GNU General Public License, Version 2
*/
#if defined _geoip_included
#if defined geoip_included
#endinput
#endif
#define _geoip_included
@ -20,10 +20,10 @@
//IP address can contain ports, the ports will be stripped out
//get a two character country code (eg US, CA etc)
native geoip_code2(ip[], ccode[3]);
native geoip_code2(const ip[], ccode[3]);
//get a three character country code (eg USA, CAN etc)
native geoip_code3(ip[], result[4]);
//get a three character country code (eg USA, cAN etc)
native geoip_code3(const ip[], result[4]);
//get a full country name. max name is 45 chars
native geoip_country(ip[], result[], len=45);
native geoip_country(const ip[], result[], len=45);

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@ -41,7 +41,7 @@ stock user_silentkill(index)
}
/* Creates a death message. */
stock make_deathmsg(killer, victim, headshot, weapon[])
stock make_deathmsg(killer, victim, headshot, const weapon[])
{
message_begin(MSG_ALL, get_user_msgid("DeathMsg"), {0,0,0}, 0);
write_byte(killer);

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@ -16,7 +16,7 @@
* You may generate menu, smoke, shockwaves, thunderlights,
* intermission and many many others messages.
* See HL SDK for more examples. */
native message_begin(dest, msg_type, origin[3] = {0,0,0}, player = 0);
native message_begin(dest, msg_type, const origin[3] = {0,0,0}, player = 0);
native message_end();
native write_byte(x);
native write_char(x);
@ -25,7 +25,7 @@ native write_long(x);
native write_entity(x);
native write_angle(x);
native write_coord(x);
native write_string(x[]);
native write_string(const x[]);
/* These are the same as above, except that the messages sent
* are also sent to all other plugins and Metamod plugins.
@ -35,7 +35,7 @@ native write_string(x[]);
* could cause infinite recursion or something just as bad.
* NOTE! These natives are experimental.
*/
native emessage_begin(dest, msg_type, origin[3] = {0,0,0}, player = 0);
native emessage_begin(dest, msg_type, const origin[3] = {0,0,0}, player = 0);
native emessage_end();
native ewrite_byte(x);
native ewrite_char(x);
@ -44,7 +44,7 @@ native ewrite_long(x);
native ewrite_entity(x);
native ewrite_angle(x);
native ewrite_coord(x);
native ewrite_string(x[]);
native ewrite_string(const x[]);
/* Sets/Gets what engine messages are blocked. */
native set_msg_block(iMessage, iMessageFlags);
@ -56,7 +56,7 @@ native get_msg_block(iMessage);
* If you hook a message, the message is stored but not sent. You have the opportunity to
* not only execute code, but to get/set the contents of the message, before you choose to
* either block it or let it go on its way. The hooked function will be passed a msg_id, msg_dest, and entity index. */
native register_message(iMsgId, szFunction[]);
native register_message(iMsgId, const szFunction[]);
/* The get/set _msg commands will fail if used outside a hooked message scope.
* They should never be used unless inside a registered message function.
@ -81,7 +81,7 @@ native get_msg_arg_string(argn, szReturn[], iLength);
/* sets the value of argn. */
native set_msg_arg_int(argn, argtype, iValue);
native set_msg_arg_float(argn, argtype, Float:fValue);
native set_msg_arg_string(argn, szString[]);
native set_msg_arg_string(argn, const szString[]);
/* Gets the origin of a message */
native get_msg_origin(Float:_Origin[3]);
native get_msg_origin(const Float:_Origin[3]);

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@ -31,12 +31,12 @@ forward client_built(idPlayer,idStructure,type,impulse);
/* Returns if the map's combat or not. */
native ns_is_combat();
/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 188 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
native ns_popup(target,szMsg[180],ah=0)
/* Sends a popup to a player. Set target to 0 to send to everybody. Message length is 180 characters. The last parameter, if set to 1, will only display when the player has cl_autohelp set to 1. */
native ns_popup(target,const szMsg[180],ah=0)
/* Sets a player model. Omit the second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
native ns_set_player_model(id,szModel[]="");
native ns_set_player_model(id,const szModel[]="");
/* Sets a player's skin. Omit second parameter to return to default.
Note: This does *not* change back on death, team switch, gestations, etc. */
@ -73,7 +73,7 @@ native ns_set_mask(id,mask,value);
Number is any other value:
The index of the #th matching structure is returned.
*/
native ns_get_build(classname[],builtOnly=1,Number=0);
native ns_get_build(const classname[],builtOnly=1,Number=0);
/* Returns if the player has the weapon or not in their pev->weapons field.
set "setweapon" to 0 to turn the bit off, set to 1 to turn it on. Or omit it to just return the value. */

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@ -39,7 +39,7 @@
* 3 - couldn't connect to given hostname:port
*/
native socket_open(_hostname[], _port, _protocol = SOCKET_TCP, &_error);
native socket_open(const _hostname[], _port, _protocol = SOCKET_TCP, &_error);
/* Closes a Socket */
@ -51,11 +51,11 @@ native socket_recv(_socket, _data[], _length);
/* Sends data to the Socket */
native socket_send(_socket, _data[], _length);
native socket_send(_socket, const _data[], _length);
/* Same as socket_send but Data can contain null bytes */
native socket_send2(_socket, _data[], _length);
native socket_send2(_socket, const _data[], _length);
/* This function will return true if the state (buffer content) have changed within the last recieve or
* the timeout, where timeout is a value in µSeconds, (1 sec =1000000 µsec).

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@ -318,7 +318,7 @@ stock Handle:SQL_MakeStdTuple()
get_cvar_string("amx_sql_type", set_type, 11)
get_cvar_string("amx_sql_db", db, 127)
SQL_GetAffinity(get_type, 11)
SQL_GetAffinity(get_type, 12)
if (!equali(get_type, set_type))
{

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@ -164,7 +164,7 @@ native strfind(const string[], const sub[], ignorecase=0, pos=0);
native strcmp(const string1[], const string2[], ignorecase=0);
/* Tests if given string contains only digits. Also, returns false for zero-length strings. */
stock bool:is_str_num(sString[])
stock bool:is_str_num(const sString[])
{
new i = 0;
@ -179,7 +179,7 @@ stock bool:is_str_num(sString[])
the right output , the max right length, and then the delimiter string.
By Suicid3
*/
stock split(szInput[], szLeft[], pL_Max, szRight[], pR_Max, szDelim[])
stock split(const szInput[], szLeft[], pL_Max, szRight[], pR_Max, const szDelim[])
{
new iEnd = contain(szInput, szDelim);
new iStart = iEnd + strlen(szDelim);
@ -204,7 +204,7 @@ stock split(szInput[], szLeft[], pL_Max, szRight[], pR_Max, szDelim[])
}
/* Removes a path from szFilePath leaving the name of the file in szFile for a pMax length. */
stock remove_filepath(szFilePath[], szFile[], pMax)
stock remove_filepath(const szFilePath[], szFile[], pMax)
{
new len = strlen(szFilePath);
@ -219,7 +219,7 @@ stock remove_filepath(szFilePath[], szFile[], pMax)
* This ensures that no infinite replacements will take place by
* intelligently moving to the next string position each iteration.
*/
stock replace_all(string[], len, what[], with[])
stock replace_all(string[], len, const what[], const with[])
{
new pos = 0;

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@ -42,7 +42,7 @@ forward client_death(killer,victim,wpnindex,hitplace,TK);
/* Custom Weapon Support */
/* function will return index of new weapon */
native custom_weapon_add( wpnname[],melee = 0,logname[]="" );
native custom_weapon_add( const wpnname[],melee = 0,const logname[]="" );
/* Function will pass damage done by this custom weapon to stats module and other plugins */
native custom_weapon_dmg( weapon, att, vic, damage, hitplace=0 );
/* Function will pass info about custom weapon shot to stats module */

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@ -51,10 +51,10 @@ forward client_stunt(id,stunttype,UNAVAILABLE);
forward client_powerup(id,powerup,UNAVAILABLE);
/* weapon logname to weapon name convertion */
native ts_wpnlogtoname(logname[],name[],len);
native ts_wpnlogtoname(const logname[],name[],len);
/* weapon logname to weapon index convertion */
native ts_wpnlogtoid(logname[]);
native ts_wpnlogtoid(const logname[]);
//UNAVAILABLE IN 1.70
//native Float:ts_getusertime( index ); //!

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@ -43,7 +43,7 @@ forward client_death(killer,victim,wpnindex,hitplace,TK);
/* Custom Weapon Support */
/* function will return index of new weapon */
native custom_weapon_add( wpnname[],melee = 0,logname[]="" );
native custom_weapon_add( const wpnname[],melee = 0,const logname[]="" );
/* Function will pass damage done by this custom weapon to stats module and other plugins */
native custom_weapon_dmg( weapon, att, vic, damage, hitplace=0 );
/* Function will pass info about custom weapon shot to stats module */
@ -70,7 +70,7 @@ native xmod_is_custom_wpn(wpnindex);
/************* Shared Natives End ********************************/
/* Spawns a Weapon */
stock ts_weaponspawn(weaponid[], duration[], extraclip[], spawnflags[], Float:Origin[3])
stock ts_weaponspawn(const weaponid[], const duration[], const extraclip[], const spawnflags[], const Float:Origin[3])
{
new ent = create_entity("ts_groundweapon");

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@ -16,30 +16,30 @@
#define ANGLEVECTOR_UP 3
/* Returns distance between two vectors. */
native get_distance(origin1[3],origin2[3]);
native get_distance(const origin1[3], const origin2[3]);
/* Gets distance between two origins (float). */
native Float:get_distance_f(Float:Origin1[3], Float:Origin2[3]);
native Float:get_distance_f(const Float:Origin1[3], const Float:Origin2[3]);
/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
/* Changes a vector into an angle vector. */
native vector_to_angle(Float:fVector[3], Float:vReturn[3]);
native vector_to_angle(const Float:fVector[3], Float:vReturn[3]);
/* Changes an angle vector into a vector. */
native angle_vector(Float:vector[3], FRU, Float:ret[3]);
native angle_vector(const Float:vector[3], FRU, Float:ret[3]);
/* Gets the length of a vector (float[3]). */
native Float:vector_length(Float:vVector[3]);
native Float:vector_length(const Float:vVector[3]);
/* Gets the distance between 2 vectors (float[3]). */
native Float:vector_distance(Float:vVector[3], Float:vVector2[3]);
native Float:vector_distance(const Float:vVector[3], const Float:vVector2[3]);
/* Changes an integer vec to a floating vec
* This is not a for loop because that's slower
*/
stock IVecFVec(IVec[3], Float:FVec[3])
stock IVecFVec(const IVec[3], Float:FVec[3])
{
FVec[0] = float(IVec[0])
FVec[1] = float(IVec[1])
@ -49,7 +49,7 @@ stock IVecFVec(IVec[3], Float:FVec[3])
}
/* Changes a float vec to an integer vec */
stock FVecIVec(Float:FVec[3], IVec[3])
stock FVecIVec(const Float:FVec[3], IVec[3])
{
IVec[0] = floatround(FVec[0])
IVec[1] = floatround(FVec[1])