Back ported revision 3242 - Every include file now is const correct (am49281)
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@@ -19,7 +19,7 @@
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#include <engine>
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#endif
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stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
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stock fakedamage(idvictim,const szClassname[],Float:takedmgdamage,damagetype)
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{
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new entity = create_entity("trigger_hurt")
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if (entity)
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@@ -43,7 +43,7 @@ stock fakedamage(idvictim,szClassname[],Float:takedmgdamage,damagetype)
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}
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//wrapper for find_ent_by_class
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stock find_ent(iStart, szClassname[])
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stock find_ent(iStart, const szClassname[])
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{
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return find_ent_by_class(iStart, szClassname)
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}
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@@ -95,7 +95,7 @@ stock get_brush_entity_origin(ent, Float:orig[3])
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}
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/* Remove entity by name */
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stock remove_entity_name(eName[])
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stock remove_entity_name(const eName[])
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{
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new iEntity = find_ent_by_class(-1, eName)
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while (iEntity > 0)
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@@ -185,7 +185,7 @@ stock get_entity_visibility(entity) {
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return !(entity_get_int(entity, EV_INT_effects) & EF_NODRAW)
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}
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stock set_user_velocity(entity, Float:vec[3])
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stock set_user_velocity(entity, const Float:vec[3])
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{
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return entity_set_vector(entity, EV_VEC_velocity, vec)
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}
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@@ -197,7 +197,7 @@ stock get_user_velocity(entity, Float:vec[3])
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/* Backwards compatible */
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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stock RadiusDamage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
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stock RadiusDamage(const Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier) {
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return radius_damage(fExplodeAt, iDamageMultiplier, iRadiusMultiplier)
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}
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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@@ -205,11 +205,11 @@ stock VelocityByAim(iIndex,iVelocity, Float:vRetValue[3]) {
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return velocity_by_aim(iIndex,iVelocity,vRetValue)
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}
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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stock PointContents(Float:fCheckAt[3]) {
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stock PointContents(const Float:fCheckAt[3]) {
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return point_contents(fCheckAt);
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}
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stock set_size(index, Float:mins[3], Float:maxs[3]) {
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stock set_size(index, const Float:mins[3], const Float:maxs[3]) {
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return entity_set_size(index,mins,maxs)
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}
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