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

View File

@@ -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)
}