Oops, guess I forgot this one
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@ -133,9 +133,6 @@ native DispatchSpawn(iIndex);
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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/* Hurts/Kills players in a sphere, like an explosion, Multiplier determines damage. */
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native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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native radius_damage(Float:fExplodeAt[3], iDamageMultiplier, iRadiusMultiplier);
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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/* Will return the contents of a point (inside map? in sky? outside map? etc.). */
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native point_contents(Float:fCheckAt[3]);
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native point_contents(Float:fCheckAt[3]);
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@ -21,6 +21,9 @@ native get_distance(origin1[3],origin2[3]);
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/* Gets distance between two origins (float). */
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/* Gets distance between two origins (float). */
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native Float:get_distance_f(Float:Origin1[3], Float:Origin2[3]);
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native Float:get_distance_f(Float:Origin1[3], Float:Origin2[3]);
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/* Gives you a velocity in the direction a player is looking, iVelocity is the multiplier. */
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native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
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/* Changes a vector into an angle vector. */
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/* Changes a vector into an angle vector. */
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native vector_to_angle(Float:fVector[3], Float:vReturn[3]);
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native vector_to_angle(Float:fVector[3], Float:vReturn[3]);
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