Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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#if defined _reapi_engine_included #endinput #endif #define _reapi_engine_included #include/* * Sets entvars data for an entity. * Use the var_* EntVars enum */ native set_entvar(const index, const EntVars:var, any:...); /* * Returns entvar data from an entity. * Use the var_* EntVars enum */ native any:get_entvar(const index, const EntVars:var, any:...); /* * Sets usercmd data. * Use the ucmd_* UCmd enum */ native set_ucmd(const ucmd, const UCmd:var, any:...); /* * Returns entvar data from an entity. * Use the ucmd_* UCmd enum */ native any:get_ucmd(const ucmd, const UCmd:var, any:...); /* * Gets value for key in buffer * * @param pbuffer Pointer to buffer * @param key Key string * @param value Buffer to copy value to * @param maxlen Maximum size of the buffer * * @return Number of cells written to buffer * @error If the index is not within the range of 1 to MaxClients or * the client is not connected, an error will be thrown. */ native get_key_value(const pbuffer, const key[], const value[], const maxlen); /* * Sets value for key in buffer * * @param pbuffer Pointer to buffer * @param key Key string * @param value Value to set * * @noreturn */ native set_key_value(const pbuffer, const key[], const value[]); /* * Gets the position of the bone * * @param entity Entity index * @param bone Number of the bone * @param vecOrigin Array to store origin in * @param vecAngles Array to store angles in * * @return 1 on success, 0 otherwise * @error If the index is not within the range of 1 to maxEntities or * the entity is not valid, an error will be thrown. */ native GetBonePosition(const entity, const bone, Float:vecOrigin[3], Float:vecAngles[3] = {0.0, 0.0, 0.0}); /* * Gets the position of the attachment * * @param entity Entity index * @param attachment Number of the attachment * @param vecOrigin Array to store origin in * @param vecAngles Array to store angles in * * @return 1 on success, 0 otherwise * @error If the index is not within the range of 1 to maxEntities or * the entity is not valid, an error will be thrown. */ native GetAttachment(const entity, const attachment, Float:vecOrigin[3], Float:vecAngles[3] = {0.0, 0.0, 0.0}); /* * Sets the name of the map. * * @param mapname New map name. * * @noreturn */ native rh_set_mapname(const mapname[]); /* * Gets the name of the map. * * @param output Buffer to copy map name to * @param len Maximum buffer size * @param type MNT_SET will return the name of the current map * MNT_TRUE will return the original map name independant of the name set with via rh_set_mapname * * @noreturn */ native rh_get_mapname(output[], len, MapNameType:type = MNT_SET); /* * Reverts back the original map name. * * @noreturn */ native rh_reset_mapname(); /* * Emits a sound from an entity from the engine. * * @param entity Entity index or use 0 to emit from worldspawn at the specified position * @param recipient Recipient index or use 0 to make all clients hear it * @param channel Channel to emit from * @param sample Sound file to emit * @param vol Volume in percents * @param attn Sound attenuation * @param flags Emit flags * @param pitch Sound pitch * @param emitFlags Additional Emit2 flags, look at the defines like SND_EMIT2_* * @param origin Specify origin and only on "param" entity worldspawn that is 0 * * @return true if the emission was successfull, false otherwise */ native bool:rh_emit_sound2(const entity, const recipient, const channel, const sample[], Float:vol = VOL_NORM, Float:attn = ATTN_NORM, const flags = 0, const pitch = PITCH_NORM, emitFlags = 0, const Float:origin[3] = {0.0,0.0,0.0}); /* * Forces an userinfo update. * * @param playerEntIndex Player entity index (starts from 1) * * @noreturn */ native rh_update_user_info(playerEntIndex);
Pobierz plik reapi_engine.inc