Normalize EOL of few files changed in #489

This commit is contained in:
Arkshine 2018-07-18 14:39:53 +02:00
parent 5f5d6f1d5d
commit fba3d706fc
3 changed files with 1393 additions and 1393 deletions

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@ -1,422 +1,422 @@
/* Float arithmetic
*
* (c) Copyright 1999, Artran, Inc.
* Written by Greg Garner (gmg@artran.com)
* Modified in March 2001 to include user defined
* operators for the floating point functions.
*
* This file is provided as is (no warranties).
*/
#if defined _float_included
#endinput
#endif
#define _float_included
#pragma rational Float
/**
* Different methods of rounding
*/
enum floatround_method {
floatround_round = 0,
floatround_floor,
floatround_ceil,
floatround_tozero
};
/**
* Different units of measurement for angles
*/
enum anglemode {
radian = 0,
degrees,
grades
};
/**
* Converts an integer into a floating point value.
*
* @param value Value to be converted
*
* @return Converted value
*/
native Float:float(value);
/**
* Converts a string into a floating point value.
*
* @param string Input string to be converted
*
* @return Converted value
*/
native Float:floatstr(const string[]);
/**
* Returns the fractional part of a floating point value
*
* @param string Floating point value to get the fractional part from
*
* @return The fractional part
*/
native Float:floatfract(Float:value);
/**
* Rounds a floating point value to an integer value
*
* @note For the list of available rounding methods look at
* floatround_method enumeration.
*
* @param value Floating point value to be rounded
* @param method Rounding method
*
* @return Converted value
*/
native floatround(Float:value, floatround_method:method=floatround_round);
/**
* Compares two floating point values.
*
* @param fOne First value to be compared
* @param fTwo Second value to be compared
*
* @return If arguments are equal, returns 0.
* If the first one is greater, returns 1.
* If the second one is greater, returns -1.
*/
native floatcmp(Float:fOne, Float:fTwo);
/**
* Returns the square root of a floating point value
*
* @note Same as floatpower(value, 0.5)
*
* @param value Floating point value to get square root from
*
* @return Square root of the input value
*/
native Float:floatsqroot(Float:value);
/**
* Returns the value raised to the power of the exponent
*
* @param value Floating point value to be raised
* @param exponent The exponent
*
* @return Value raised to the power of the exponent
*/
native Float:floatpower(Float:value, Float:exponent);
/**
* Returns the logarithm of value
*
* @param value Floating point value to calculate the logarithm for
* @param base The optional logarithmic base to use.
* Defaults to 10, or the natural logarithm
*
* @return Square root of the input value
*/
native Float:floatlog(Float:value, Float:base=10.0);
/**
* Returns the sine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the sine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The sine of a given angle
*/
native Float:floatsin(Float:value, anglemode:mode=radian);
/**
* Returns the cosine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the cosine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The cosine of a given angle
*/
native Float:floatcos(Float:value, anglemode:mode=radian);
/**
* Returns the tangent of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the tangent from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The tangent of a given angle
*/
native Float:floattan(Float:value, anglemode:mode=radian);
/**
* Returns the hyperbolic sine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic sine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic sine of a given angle
*/
native Float:floatsinh(Float:angle, anglemode:mode=radian);
/**
* Returns the hyperbolic cosine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic cosine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic cosine of a given angle
*/
native Float:floatcosh(Float:angle, anglemode:mode=radian);
/**
* Returns the hyperbolic tangent of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic tangent from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic tangent of a given angle
*/
native Float:floattanh(Float:angle, anglemode:mode=radian);
/**
* Returns the absolute value of a floating point value
*
* @param value The floating point value to get the absolute value from
*
* @return The absolute value
*/
native Float:floatabs(Float:value);
/* Return the angle of a sine, cosine or tangent.
* The output angle may be in radians, degrees, or grades. */
/**
* Returns the angle of the given tangent
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The tangent to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a tangent
*/
native Float:floatatan(Float:angle, {anglemode,_}:radix);
/**
* Returns the angle of the given cosine
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The cosine to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a cosine
*/
native Float:floatacos(Float:angle, {anglemode,_}:radix);
/**
* Returns the angle of the given sine
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The sine to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a sine
*/
native Float:floatasin(Float:angle, {anglemode,_}:radix);
/**
* Computes the principal value of arctangent of y/x
*
* @note Someone should verify this native, not sure what it actually does.
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param x Value representing the proportion of the x-coordinate.
* @param y Value representing the proportion of the x-coordinate.
* @param mode What unit of measurement should the output angle be in
*
* @return Arctangent of y/x
*/
native Float:floatatan2(Float:x, Float:y, {anglemode,_}:radix);
/* Multiply two floats together */
native Float:floatmul(Float:oper1, Float:oper2);
/* Divide the dividend float by the divisor float */
native Float:floatdiv(Float:dividend, Float:divisor);
/* Add two floats together */
native Float:floatadd(Float:dividend, Float:divisor);
/* Subtract oper2 float from oper1 float */
native Float:floatsub(Float:oper1, Float:oper2);
/* user defined operators */
native Float:operator*(Float:oper1, Float:oper2) = floatmul;
native Float:operator/(Float:oper1, Float:oper2) = floatdiv;
native Float:operator+(Float:oper1, Float:oper2) = floatadd;
native Float:operator-(Float:oper1, Float:oper2) = floatsub;
stock Float:operator++(Float:oper)
return oper+1.0;
stock Float:operator--(Float:oper)
return oper-1.0;
stock Float:operator-(Float:oper)
return oper^Float:cellmin; /* IEEE values are sign/magnitude */
stock Float:operator*(Float:oper1, oper2)
return floatmul(oper1, float(oper2)); /* "*" is commutative */
stock Float:operator/(Float:oper1, oper2)
return floatdiv(oper1, float(oper2));
stock Float:operator/(oper1, Float:oper2)
return floatdiv(float(oper1), oper2);
stock Float:operator+(Float:oper1, oper2)
return floatadd(oper1, float(oper2)); /* "+" is commutative */
stock Float:operator-(Float:oper1, oper2)
return floatsub(oper1, float(oper2));
stock Float:operator-(oper1, Float:oper2)
return floatsub(float(oper1), oper2);
stock bool:operator==(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) == 0;
stock bool:operator==(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) == 0; /* "==" is commutative */
stock bool:operator!=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) != 0;
stock bool:operator!=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) != 0; /* "==" is commutative */
stock bool:operator>(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) > 0;
stock bool:operator>(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) > 0;
stock bool:operator>(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) > 0;
stock bool:operator>=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) >= 0;
stock bool:operator>=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) >= 0;
stock bool:operator>=(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) >= 0;
stock bool:operator<(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) < 0;
stock bool:operator<(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) < 0;
stock bool:operator<(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) < 0;
stock bool:operator<=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) <= 0;
stock bool:operator<=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) <= 0;
stock bool:operator<=(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) <= 0;
stock bool:operator!(Float:oper)
return (_:oper & ((-1)/2)) == 0; /* -1 = all bits to 1; /2 = remove most significant bit (sign)
works on both 32bit and 64bit systems; no constant required */
/* forbidden operations */
forward operator%(Float:oper1, Float:oper2);
forward operator%(Float:oper1, oper2);
forward operator%(oper1, Float:oper2);
/**
* Returns whichever value is the smaller one
*
* @param ValueA The first value
* @param ValueB The second value
*
* @return ValueA if it is smaller than ValueB, and vice versa
*/
stock Float:floatmin(Float:ValueA, Float:ValueB)
{
if (ValueA<=ValueB)
{
return ValueA;
}
return ValueB;
}
/**
* Returns whichever value is the greater one
*
* @param ValueA The first value
* @param ValueB The second value
*
* @return ValueA if it is greater than ValueB, and vice versa
*/
stock Float:floatmax(Float:ValueA, Float:ValueB)
{
if (ValueA>=ValueB)
{
return ValueA;
}
return ValueB;
}
/**
* Clamps a value between a minimum and a maximum floating point value
*
* @param Value The value to be clamped
* @param MinValue Minimum value
* @param MaxValue Maximum value
*
* @return The Value clamped between MinValue and MaxValue
*/
stock Float:floatclamp(Float:Value, Float:MinValue, Float:MaxValue)
{
if (Value<=MinValue)
{
return MinValue;
}
if (Value>=MaxValue)
{
return MaxValue;
}
return Value;
/* Float arithmetic
*
* (c) Copyright 1999, Artran, Inc.
* Written by Greg Garner (gmg@artran.com)
* Modified in March 2001 to include user defined
* operators for the floating point functions.
*
* This file is provided as is (no warranties).
*/
#if defined _float_included
#endinput
#endif
#define _float_included
#pragma rational Float
/**
* Different methods of rounding
*/
enum floatround_method {
floatround_round = 0,
floatround_floor,
floatround_ceil,
floatround_tozero
};
/**
* Different units of measurement for angles
*/
enum anglemode {
radian = 0,
degrees,
grades
};
/**
* Converts an integer into a floating point value.
*
* @param value Value to be converted
*
* @return Converted value
*/
native Float:float(value);
/**
* Converts a string into a floating point value.
*
* @param string Input string to be converted
*
* @return Converted value
*/
native Float:floatstr(const string[]);
/**
* Returns the fractional part of a floating point value
*
* @param string Floating point value to get the fractional part from
*
* @return The fractional part
*/
native Float:floatfract(Float:value);
/**
* Rounds a floating point value to an integer value
*
* @note For the list of available rounding methods look at
* floatround_method enumeration.
*
* @param value Floating point value to be rounded
* @param method Rounding method
*
* @return Converted value
*/
native floatround(Float:value, floatround_method:method=floatround_round);
/**
* Compares two floating point values.
*
* @param fOne First value to be compared
* @param fTwo Second value to be compared
*
* @return If arguments are equal, returns 0.
* If the first one is greater, returns 1.
* If the second one is greater, returns -1.
*/
native floatcmp(Float:fOne, Float:fTwo);
/**
* Returns the square root of a floating point value
*
* @note Same as floatpower(value, 0.5)
*
* @param value Floating point value to get square root from
*
* @return Square root of the input value
*/
native Float:floatsqroot(Float:value);
/**
* Returns the value raised to the power of the exponent
*
* @param value Floating point value to be raised
* @param exponent The exponent
*
* @return Value raised to the power of the exponent
*/
native Float:floatpower(Float:value, Float:exponent);
/**
* Returns the logarithm of value
*
* @param value Floating point value to calculate the logarithm for
* @param base The optional logarithmic base to use.
* Defaults to 10, or the natural logarithm
*
* @return Square root of the input value
*/
native Float:floatlog(Float:value, Float:base=10.0);
/**
* Returns the sine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the sine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The sine of a given angle
*/
native Float:floatsin(Float:value, anglemode:mode=radian);
/**
* Returns the cosine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the cosine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The cosine of a given angle
*/
native Float:floatcos(Float:value, anglemode:mode=radian);
/**
* Returns the tangent of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the tangent from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The tangent of a given angle
*/
native Float:floattan(Float:value, anglemode:mode=radian);
/**
* Returns the hyperbolic sine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic sine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic sine of a given angle
*/
native Float:floatsinh(Float:angle, anglemode:mode=radian);
/**
* Returns the hyperbolic cosine of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic cosine from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic cosine of a given angle
*/
native Float:floatcosh(Float:angle, anglemode:mode=radian);
/**
* Returns the hyperbolic tangent of a given angle
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The angle to calculate the hyperbolic tangent from
* @param mode What unit of measurement is the angle specified in
* Defaults to radians
*
* @return The hyperbolic tangent of a given angle
*/
native Float:floattanh(Float:angle, anglemode:mode=radian);
/**
* Returns the absolute value of a floating point value
*
* @param value The floating point value to get the absolute value from
*
* @return The absolute value
*/
native Float:floatabs(Float:value);
/* Return the angle of a sine, cosine or tangent.
* The output angle may be in radians, degrees, or grades. */
/**
* Returns the angle of the given tangent
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The tangent to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a tangent
*/
native Float:floatatan(Float:angle, {anglemode,_}:radix);
/**
* Returns the angle of the given cosine
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The cosine to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a cosine
*/
native Float:floatacos(Float:angle, {anglemode,_}:radix);
/**
* Returns the angle of the given sine
*
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param value The sine to calculate the angle from
* @param mode What unit of measurement should the output angle be in
*
* @return The angle of a sine
*/
native Float:floatasin(Float:angle, {anglemode,_}:radix);
/**
* Computes the principal value of arctangent of y/x
*
* @note Someone should verify this native, not sure what it actually does.
* @note For available units of measurements(modes) look at the anglemode enum
*
* @param x Value representing the proportion of the x-coordinate.
* @param y Value representing the proportion of the x-coordinate.
* @param mode What unit of measurement should the output angle be in
*
* @return Arctangent of y/x
*/
native Float:floatatan2(Float:x, Float:y, {anglemode,_}:radix);
/* Multiply two floats together */
native Float:floatmul(Float:oper1, Float:oper2);
/* Divide the dividend float by the divisor float */
native Float:floatdiv(Float:dividend, Float:divisor);
/* Add two floats together */
native Float:floatadd(Float:dividend, Float:divisor);
/* Subtract oper2 float from oper1 float */
native Float:floatsub(Float:oper1, Float:oper2);
/* user defined operators */
native Float:operator*(Float:oper1, Float:oper2) = floatmul;
native Float:operator/(Float:oper1, Float:oper2) = floatdiv;
native Float:operator+(Float:oper1, Float:oper2) = floatadd;
native Float:operator-(Float:oper1, Float:oper2) = floatsub;
stock Float:operator++(Float:oper)
return oper+1.0;
stock Float:operator--(Float:oper)
return oper-1.0;
stock Float:operator-(Float:oper)
return oper^Float:cellmin; /* IEEE values are sign/magnitude */
stock Float:operator*(Float:oper1, oper2)
return floatmul(oper1, float(oper2)); /* "*" is commutative */
stock Float:operator/(Float:oper1, oper2)
return floatdiv(oper1, float(oper2));
stock Float:operator/(oper1, Float:oper2)
return floatdiv(float(oper1), oper2);
stock Float:operator+(Float:oper1, oper2)
return floatadd(oper1, float(oper2)); /* "+" is commutative */
stock Float:operator-(Float:oper1, oper2)
return floatsub(oper1, float(oper2));
stock Float:operator-(oper1, Float:oper2)
return floatsub(float(oper1), oper2);
stock bool:operator==(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) == 0;
stock bool:operator==(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) == 0; /* "==" is commutative */
stock bool:operator!=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) != 0;
stock bool:operator!=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) != 0; /* "==" is commutative */
stock bool:operator>(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) > 0;
stock bool:operator>(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) > 0;
stock bool:operator>(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) > 0;
stock bool:operator>=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) >= 0;
stock bool:operator>=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) >= 0;
stock bool:operator>=(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) >= 0;
stock bool:operator<(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) < 0;
stock bool:operator<(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) < 0;
stock bool:operator<(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) < 0;
stock bool:operator<=(Float:oper1, Float:oper2)
return floatcmp(oper1, oper2) <= 0;
stock bool:operator<=(Float:oper1, oper2)
return floatcmp(oper1, float(oper2)) <= 0;
stock bool:operator<=(oper1, Float:oper2)
return floatcmp(float(oper1), oper2) <= 0;
stock bool:operator!(Float:oper)
return (_:oper & ((-1)/2)) == 0; /* -1 = all bits to 1; /2 = remove most significant bit (sign)
works on both 32bit and 64bit systems; no constant required */
/* forbidden operations */
forward operator%(Float:oper1, Float:oper2);
forward operator%(Float:oper1, oper2);
forward operator%(oper1, Float:oper2);
/**
* Returns whichever value is the smaller one
*
* @param ValueA The first value
* @param ValueB The second value
*
* @return ValueA if it is smaller than ValueB, and vice versa
*/
stock Float:floatmin(Float:ValueA, Float:ValueB)
{
if (ValueA<=ValueB)
{
return ValueA;
}
return ValueB;
}
/**
* Returns whichever value is the greater one
*
* @param ValueA The first value
* @param ValueB The second value
*
* @return ValueA if it is greater than ValueB, and vice versa
*/
stock Float:floatmax(Float:ValueA, Float:ValueB)
{
if (ValueA>=ValueB)
{
return ValueA;
}
return ValueB;
}
/**
* Clamps a value between a minimum and a maximum floating point value
*
* @param Value The value to be clamped
* @param MinValue Minimum value
* @param MaxValue Maximum value
*
* @return The Value clamped between MinValue and MaxValue
*/
stock Float:floatclamp(Float:Value, Float:MinValue, Float:MaxValue)
{
if (Value<=MinValue)
{
return MinValue;
}
if (Value>=MaxValue)
{
return MaxValue;
}
return Value;
}

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@ -1,306 +1,306 @@
// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Fun Functions
//
#if defined _fun_included
#endinput
#endif
#define _fun_included
#pragma reqlib fun
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib fun
#endif
/**
* Tells whether receiver hears sender via voice communication.
*
* @param receiver Receiver
* @param sender Sender
*
* @return 1 if receiver hears the sender, 0 otherwise.
* @error If receiver or sender are not connected or not
* within the range of 1 to MaxClients
*/
native get_client_listen(receiver, sender);
/**
* Sets who can listen who.
*
* @param receiver Receiver
* @param sender Sender
* @param listen 1 if receiver should be able to hear sender, 0 if not
*
* @return 0 if the setting can't be done for some reason
* @error If receiver or sender are not connected or not
* within the range of 1 to MaxClients.
*/
native set_client_listen(receiver, sender, listen);
/**
* Sets player's godmode.
*
* @param index Client index
* @param godmode 1 to enable godmode, 0 to disable
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_godmode(index, godmode = 0);
/**
* Tells whether a player has godmode on.
*
* @param index Client index
*
* @return 1 if player has godmode on, 0 if not
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_godmode(index);
/**
* Sets player's armor amount.
*
* @param index Client index
* @param armor The armor amount to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_armor(index, armor);
/**
* Sets player's health amount.
*
* @param index Client index
* @param health The health amount to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_health(index, health);
/**
* Moves a player to the given origin.
*
* @param index Client index
* @param origin Origin to move a player to
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_origin(index, const origin[3]);
/**
* Sets player's rendering mode.
*
* @note A really useful render modes reference:
* https://sites.google.com/site/svenmanor/rendermodes
*
* @param index Client index
* @param fx Rendering effects. One of kRenderFx* constants
* @param r The amount of red color (0 to 255)
* @param g The amount of green color (0 to 255)
* @param b The amount of blue color (0 to 255)
* @param render Render mode. One of kRender* constants
* @param amount Render amount (0 to 255)
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0);
/**
* Gives an item to a player.
*
* @param index Client index
* @param item Classname of the item to give. Should start with either
* "weapon_", "ammo_", "item_" or "tf_weapon_"
*
* @return Item entity index. If an invalid item name is
* given or the item failed to create, it will return 0.
* If the item was removed, it will return -1
* @error If player is not connected or not within the range
* of 1 to MaxClients or item creation fails.
*/
native give_item(index, const item[]);
/**
* Sets (adds, removes) hit zones for a player.
*
* @note This actually sets rules of how any player can hit any other.
* Example: set_user_hitzones(id, target, 2) - makes @id able to
* hit @target only in the head.
*
* @param index Client index
* @param target The target player
* @param body A bitsum of the body parts that can/can't be shot:
* 1 - generic
* 2 - head
* 4 - chest
* 8 - stomach
* 16 - left arm
* 32 - right arm
* 64 - left leg
* 128 - right leg
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_hitzones(index = 0, target = 0, body = 255);
/**
* Gets the set of hit zone "rules" between @index and @target players.
*
* @note For the body part bitsum take a look at the set_user_hitzones() native.
*
* @param index Client index
* @param target The target player
*
* @return The bitsum of @target's body parts @index is able to hit
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_hitzones(index, target);
/**
* Sets player's maximum movement speed.
*
* @param index Client index
* @param speed The maximum speed player will be able to run at
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_maxspeed(index, Float:speed = -1.0);
/**
* Gets player's maximum movement speed.
*
* @param index Client index
*
* @return Player's maximum movement speed
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native Float:get_user_maxspeed(index);
/**
* Sets player's gravity.
*
* @param index Client index
* @param gravity Gravity value to set, 1.0 being normal gravity (800)
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_gravity(index, Float:gravity = 1.0);
/**
* Gets player's gravity.
*
* @param index Client index
*
* @return Player's gravity value, 1.0 being normal gravity (800)
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native Float:get_user_gravity(index);
/**
* Spawns an entity.
*
* @param index Entity index
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native spawn(index);
/**
* Enables or disables player's noclip.
*
* @param index Client index
* @param noclip 1 to enable noclip, 0 to disable
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_noclip(index, noclip = 0);
/**
* Gets whether a player has noclip enabled or not.
*
* @param index Client index
*
* @return 1 if noclip is enabled, 0 if disabled
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_noclip(index);
/**
* Tells whether a player has silent footsteps enabled.
*
* @param index Client index
*
* @return 1 if silent footsteps are enabled, 0 if not
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_footsteps(index);
/**
* Enables or disables player's silent footsteps.
*
* @param index Client index
* @param set 1 if player should have silent footsteps, 0 otherwise
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_footsteps(id, set = 1);
/**
* Strips all weapons from a player, including their knife.
*
* @param index Client index
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native strip_user_weapons(index);
/**
* Sets player's frags amount.
*
* @param index Client index
* @param frags The amount of frags to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_frags(index, frags);
// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
//
// Fun Functions
//
#if defined _fun_included
#endinput
#endif
#define _fun_included
#pragma reqlib fun
#if !defined AMXMODX_NOAUTOLOAD
#pragma loadlib fun
#endif
/**
* Tells whether receiver hears sender via voice communication.
*
* @param receiver Receiver
* @param sender Sender
*
* @return 1 if receiver hears the sender, 0 otherwise.
* @error If receiver or sender are not connected or not
* within the range of 1 to MaxClients
*/
native get_client_listen(receiver, sender);
/**
* Sets who can listen who.
*
* @param receiver Receiver
* @param sender Sender
* @param listen 1 if receiver should be able to hear sender, 0 if not
*
* @return 0 if the setting can't be done for some reason
* @error If receiver or sender are not connected or not
* within the range of 1 to MaxClients.
*/
native set_client_listen(receiver, sender, listen);
/**
* Sets player's godmode.
*
* @param index Client index
* @param godmode 1 to enable godmode, 0 to disable
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_godmode(index, godmode = 0);
/**
* Tells whether a player has godmode on.
*
* @param index Client index
*
* @return 1 if player has godmode on, 0 if not
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_godmode(index);
/**
* Sets player's armor amount.
*
* @param index Client index
* @param armor The armor amount to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_armor(index, armor);
/**
* Sets player's health amount.
*
* @param index Client index
* @param health The health amount to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_health(index, health);
/**
* Moves a player to the given origin.
*
* @param index Client index
* @param origin Origin to move a player to
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_origin(index, const origin[3]);
/**
* Sets player's rendering mode.
*
* @note A really useful render modes reference:
* https://sites.google.com/site/svenmanor/rendermodes
*
* @param index Client index
* @param fx Rendering effects. One of kRenderFx* constants
* @param r The amount of red color (0 to 255)
* @param g The amount of green color (0 to 255)
* @param b The amount of blue color (0 to 255)
* @param render Render mode. One of kRender* constants
* @param amount Render amount (0 to 255)
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_rendering(index, fx = kRenderFxNone, r = 0, g = 0, b = 0, render = kRenderNormal, amount = 0);
/**
* Gives an item to a player.
*
* @param index Client index
* @param item Classname of the item to give. Should start with either
* "weapon_", "ammo_", "item_" or "tf_weapon_"
*
* @return Item entity index. If an invalid item name is
* given or the item failed to create, it will return 0.
* If the item was removed, it will return -1
* @error If player is not connected or not within the range
* of 1 to MaxClients or item creation fails.
*/
native give_item(index, const item[]);
/**
* Sets (adds, removes) hit zones for a player.
*
* @note This actually sets rules of how any player can hit any other.
* Example: set_user_hitzones(id, target, 2) - makes @id able to
* hit @target only in the head.
*
* @param index Client index
* @param target The target player
* @param body A bitsum of the body parts that can/can't be shot:
* 1 - generic
* 2 - head
* 4 - chest
* 8 - stomach
* 16 - left arm
* 32 - right arm
* 64 - left leg
* 128 - right leg
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_hitzones(index = 0, target = 0, body = 255);
/**
* Gets the set of hit zone "rules" between @index and @target players.
*
* @note For the body part bitsum take a look at the set_user_hitzones() native.
*
* @param index Client index
* @param target The target player
*
* @return The bitsum of @target's body parts @index is able to hit
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_hitzones(index, target);
/**
* Sets player's maximum movement speed.
*
* @param index Client index
* @param speed The maximum speed player will be able to run at
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_maxspeed(index, Float:speed = -1.0);
/**
* Gets player's maximum movement speed.
*
* @param index Client index
*
* @return Player's maximum movement speed
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native Float:get_user_maxspeed(index);
/**
* Sets player's gravity.
*
* @param index Client index
* @param gravity Gravity value to set, 1.0 being normal gravity (800)
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_gravity(index, Float:gravity = 1.0);
/**
* Gets player's gravity.
*
* @param index Client index
*
* @return Player's gravity value, 1.0 being normal gravity (800)
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native Float:get_user_gravity(index);
/**
* Spawns an entity.
*
* @param index Entity index
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native spawn(index);
/**
* Enables or disables player's noclip.
*
* @param index Client index
* @param noclip 1 to enable noclip, 0 to disable
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_noclip(index, noclip = 0);
/**
* Gets whether a player has noclip enabled or not.
*
* @param index Client index
*
* @return 1 if noclip is enabled, 0 if disabled
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_noclip(index);
/**
* Tells whether a player has silent footsteps enabled.
*
* @param index Client index
*
* @return 1 if silent footsteps are enabled, 0 if not
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native get_user_footsteps(index);
/**
* Enables or disables player's silent footsteps.
*
* @param index Client index
* @param set 1 if player should have silent footsteps, 0 otherwise
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_footsteps(id, set = 1);
/**
* Strips all weapons from a player, including their knife.
*
* @param index Client index
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native strip_user_weapons(index);
/**
* Sets player's frags amount.
*
* @param index Client index
* @param frags The amount of frags to set
*
* @noreturn
* @error If player is not connected or not within the range
* of 1 to MaxClients.
*/
native set_user_frags(index, frags);