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_gamedll_included #endinput #endif #define _reapi_gamedll_included #include/* * Sets Think callback for entity * * @param entity Entity index * @param callback The forward to call * @param params Optional set of data to pass through to callback * @param len Optional size of data * * @note Use "" to reset callback * @note Callback should be contains passing arguments as "public Think_Callback(const ent)" * * @noreturn */ native SetThink(const ent, const callback[], const params[] = "", const len = 0); /* * Sets Touch callback for entity * * @param entity Entity index * @param callback The forward to call * @param params Optional set of data to pass through to callback * @param len Optional size of data * * @note Use "" to reset callback * @note Callback should be contains passing arguments as "public Touch_Callback(const ent, const other)" * * @noreturn */ native SetTouch(const ent, const callback[], const params[] = "", const len = 0); /* * Sets Use callback for entity * * @param entity Entity index * @param callback The forward to call * @param params Optional set of data to pass through to callback * @param len Optional size of data * * @note Use "" to reset callback * @note Callback should be contains passing arguments as "public Use_Callback(const ent, const activator, const caller, USE_TYPE:useType, Float:value)" * * @noreturn */ native SetUse(const ent, const callback[], const params[] = "", const len = 0); /* * Sets Blocked callback for entity * * @param entity Entity index * @param callback The forward to call * @param params Optional set of data to pass through to callback * @param len Optional size of data * * @note Use "" to reset callback * @note Callback should be contains passing arguments as "public Blocked_Callback(const ent, const other)" * * @noreturn */ native SetBlocked(const ent, const callback[], const params[] = "", const len = 0); /* * Sets MoveDone callback for entity * * @param entity Entity index * @param callback The forward to call * @param params Optional set of data to pass through to callback * @param len Optional size of data * * @note Use "" to reset callback * @note Entity should be inherited from CBaseToggle, otherwise server can crash * @note Callback should be contains passing arguments as "public MoveDone_Callback(const ent)" * * @noreturn */ native SetMoveDone(const ent, const callback[], const params[] = "", const len = 0); /* * Sets a value to CSGameRules_Members members. * * @param member The specified member, look at the enums with name CSGameRules_Members * * @return 1 on success. */ native set_member_game(CSGameRules_Members:member, any:...); /* * Returns a value from CSGameRules_Members members * * @param member The specified member, look at the enums with name CSGameRules_Members * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified member */ native any:get_member_game(CSGameRules_Members:member, any:...); /* * Sets a value to an entity's member. * * @param index Entity index * @param member The specified member, look at the enums with name *_Members * * @return 1 on success. */ native set_member(const index, any:member, any:...); /* * Returns a value from an entity's member. * * @param index Entity index * @param member The specified member, look at the enums with name *_Members * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified member */ native any:get_member(const index, any:member, any:...); /* * Sets playermove var. * * @param var The specified playermove, look at the enum PlayerMove * * @return 1 on success. */ native set_pmove(const PlayerMove:var, any:...); /* * Returns a playermove var. * * @param var The specified playermove var, look at the enums PlayerMove * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar */ native any:get_pmove(const PlayerMove:var, any:...); /* * Sets a movevar value to a playermove. * * @param var The specified mvar, look at the enum MoveVars * * @return 1 on success. */ native set_movevar(const MoveVars:var, any:...); /* * Returns a movevar value from a playermove. * * @param var The specified mvar, look at the enum MoveVars * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar */ native any:get_movevar(const MoveVars:var, any:...); /* * Sets a pmtrace var. * * @param var The specified mvar, look at the enum PMTrace * * @return 1 on success. */ native set_pmtrace(const tracehandle, const PMTrace:var, any:...); /* * Returns a pmtrace var * * @param var The specified mvar, look at the enum PMTrace * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified mvar */ native any:get_pmtrace(const tracehandle, const PMTrace:var, any:...); /* * Sets a RebuyStruct member. * * @param var The specified RebuyStruct, look at the enum RebuyStruct * * @return 1 on success. */ native set_rebuy(const RebuyHandle:rebuyhandle, const RebuyStruct:member, value); /* * Returns a RebuyStruct member * * @param var The specified RebuyStruct, look at the enum RebuyStruct * * @return If an integer or boolean or one byte, array or everything else is passed via the 3rd argument and more, look at the argument list for the specified RebuyStruct */ native get_rebuy(const RebuyHandle:rebuyhandle, RebuyStruct:member); /* * Assign the number of the player's animation. * * @param index Client index * @param playerAnim Specific animation number * * @noreturn */ native rg_set_animation(const index, PLAYER_ANIM:playerAnim); /* * Adds money to player's account. * * @param index Client index * @param amount The amount of money * @param bTrackChange If bTrackChange is 1, the amount of money added will also be displayed. * * @noreturn */ native rg_add_account(const index, amount, AccountSet:typeSet = AS_ADD, const bool:bTrackChange = true); /* * Gives the player an item. * * @param index Client index * @param pszName Item classname * @param type Look at the enums with name GiveType * * @return Index of entity if successfull, -1 otherwise */ native rg_give_item(const index, const pszName[], GiveType:type = GT_APPEND); /* * Gives the player an custom item, this means that don't handled API things. * * @example rg_give_custom_item(id, "weapon_c4"); doesn't sets the member m_bHasC4 to true, as the rg_give_item does. * * @param index Client index * @param pszName Item classname * @param type Look at the enums with name GiveType * @param uid Sets a unique index for the entity * * @return Index of entity if successfull, -1 otherwise * */ native rg_give_custom_item(const index, const pszName[], GiveType:type = GT_APPEND, const uid = 0); /* * Give the default items to a player. * * @param index Client index * * @noreturn */ native rg_give_default_items(const index); /* * Gives the player a shield * * @param index Client index * @param bDeploy To deploy the shield * * @noreturn */ native rg_give_shield(const index, const bool:bDeploy = true); /* * Inflicts damage in a radius from the source position. * * @param vecSrc The source position * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param attacker Attacker is the entity that triggered the damage (such as the gun's owner) * @param flDamage The amount of damage * @param flRadius Damage radius * @param iClassIgnore To specify classes that are immune to damage * @param bitsDamageType Damage type DMG_* * * @noreturn */ native rg_dmg_radius(Float:vecSrc[3], const inflictor, const attacker, const Float:flDamage, const Float:flRadius, const iClassIgnore, const bitsDamageType); /* * Resets the global multi damage accumulator. * * @noreturn */ native rg_multidmg_clear(); /* * Inflicts contents of global multi damage registered on victim. * * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param attacker Attacker is the entity that triggered the damage (such as the gun's owner) * * @noreturn */ native rg_multidmg_apply(const inflictor, const attacker); /* * Adds damage to the accumulator. * * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param victim The victim that takes damage * @param flDamage The amount of damage * @param bitsDamageType Damage type DMG_* * * @noreturn */ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, const bitsDamageType); /* * Fires bullets from entity. * * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner) * @param shots The number of shots * @param vecSrc The source position of the barrel * @param vecDirShooting Shooting direction * @param vecSpread Spread * @param flDistance Max shot distance * @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc * @param iTracerFreq Tracer frequency * @param iDamage Damage amount * * @noreturn */ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage); /* * Fires bullets from player's weapon. * * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param attacker Attacker is the entity that tirggered the damage (such as the gun's owner) * @param vecSrc The source position of the barrel * @param vecDirShooting Shooting direction * @param vecSpread Spread * @param flDistance Max shot distance * @param iPenetration The amount of penetration * @param iBulletType Bullet type, look at the enum with name Bullet in cssdk_const.inc * @param iDamage Damage amount * @param flRangeModifier Damage range modifier * @param bPistol Pistol shot * @param shared_rand Use player's random seed, get circular gaussian spread * * @return Float:[3] The spread result */ native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand); /* * Forces the round to end. * * @param tmDelay Delay before the onset of a new round * @param st Which team won * @param event The event is the end of the round * @param message The message on round end * @param sentence The sound at the end of the round * @param trigger This will trigger to all hooks on that function * Be very careful about recursion! * * @return 1 on success, 0 otherwise */ native rg_round_end(const Float:tmDelay, const WinStatus:st, const ScenarioEventEndRound:event = ROUND_NONE, const message[] = "default", const sentence[] = "default", const bool:trigger = false); /* * Updates current scores. * * @param iCtsWins The amount of wins for counter-terrorists * @param iTsWins The amount of wins for terrorists * @param bAdd Adds the score to the current amount * * @noreturn */ native rg_update_teamscores(const iCtsWins = 0, const iTsWins = 0, const bool:bAdd = true); /* * Creates an entity using Counter-Strike's custom CreateNamedEntity wrapper. * * @param classname Entity classname * @param useHashTable Use this only for known game entities * * @note: Do not use this if you use a custom classname * * @return Index of the created entity or 0 otherwise */ native rg_create_entity(const classname[], const bool:useHashTable = false); /* * Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper. * * @param start_index Entity index to start searching from. -1 to start from the first entity * @param classname Classname to search for * @param useHashTable Use this only for known game entities * * @note: Do not use this if you use a custom classname * * @return Entity index > 0 if found, 0 otherwise */ native rg_find_ent_by_class(start_index, const classname[], const bool:useHashTable = false); /* * Finds an entity in the world using Counter-Strike's custom FindEntityByString wrapper, matching by owner. * * @param start_index Entity index to start searching from. -1 to start from the first entity * @param classname Classname to search for * * @return 1 if found, 0 otherwise */ native rg_find_ent_by_owner(&start_index, const classname[], owner); /* * Finds the weapon by name in the player's inventory. * * @param index Client index * @param weapon Weapon name * * @return Weapon's entity index, 0 otherwise */ native rg_find_weapon_bpack_by_name(const index, const weapon[]); /* * Checks if the player has the item. * * @param index Client index * @param item Item name * * @return true if he does, false otherwise */ native bool:rg_has_item_by_name(const index, const item[]); /* * Returns specific information about the weapon. * * @param weapon name or id Weapon id, see WEAPON_* constants, WeaponIdType or weapon_* name * @param WpnInfo:type Info type, see WI_* constants * * @return Weapon information * @error If weapon_id or type are out of bounds, an error will be thrown */ native any:rg_get_weapon_info(any:...); /* * Sets specific weapon info values. * * @param weapon_id Weapon id, see WEAPON_* constants * @param type Info type, see WI_* constants * * @return 1 on success, 0 otherwise */ native rg_set_weapon_info(const {WeaponIdType,_}:weapon_id, WpnInfo:type, any:...); /* * Remove all the player's stuff in a specific slot. * * @param index Client index * @param slot The slot that will be emptied * * @return 1 on success, 0 otherwise */ native rg_remove_items_by_slot(const index, const InventorySlotType:slot); /* * Drop to floor all the player's stuff by specific slot. * * @param index Client index * @param slot Specific slot for remove of each item. * * @return 1 on success, 0 otherwise */ native rg_drop_items_by_slot(const index, const InventorySlotType:slot); /* * Remove all of the player's items. * * @param index Client index * @param removeSuit Remove suit * * @return 1 on success, 0 otherwise */ native rg_remove_all_items(const index, const bool:removeSuit = false); /* * Forces the player to drop the specified item classname. * * @param index Client index * @param item_name Item classname * * @return 1 on success, 0 otherwise * */ native rg_drop_item(const index, const item_name[]); /* * Executes a client command on the gamedll side. * * @param index Client index * @param command Client command to execute * @param arg Optional command arguments * * @return 1 on success, 0 otherwise */ native rg_internal_cmd(const index, const cmd[], const arg[] = ""); /* * Removes the specified item classname from the player * * @param index Client index * @param item_name Item classname * @param removeAmmo Remove ammunition * * @return 1 if found and remove, 0 otherwise */ native rg_remove_item(const index, const item_name[], const bool:removeAmmo = false); /* * Sets the amount of ammo in the client's backpack for a specific weapon. * * @param index Client index * @param weapon Weapon id * @param amount New backpack ammo amount to set * * @noreturn */ native rg_set_user_bpammo(const index, WeaponIdType:weapon, amount); /* * Returns the amount of ammo in the client's backpack for a specific weapon. * * @param index Client index * @param weapon Weapon id * * @return Amount of ammo in backpack */ native rg_get_user_bpammo(const index, WeaponIdType:weapon); /* * Sets the amount of clip ammo for a specific weapon. * * @param index Client index * @param weapon Weapon id * @param amount New clip ammo amount to set * * @noreturn */ native rg_set_user_ammo(const index, WeaponIdType:weapon, amount); /* * Returns the amount of clip ammo for a specific weapon. * * @param index Client index * @param weapon Weapon id * * @return Amount of clip ammo */ native rg_get_user_ammo(const index, WeaponIdType:weapon); /* * Sets the client's defusekit status and allows to set a custom HUD icon and color. * * @param index Client index * @param defusekit If nonzero the client will have a defusekit, otherwise it will be removed * @param color Color RGB * @param icon HUD sprite to use as an icon * @param flash If nonzero the icon will flash red * * @noreturn */ native rg_give_defusekit(const index, const bool:bDefusekit = true, const Float:color[] = {0.0, 160.0, 0.0}, const icon[] = "defuser", const bool:bFlash = false); /* * Returns the client's armor value and retrieves the type of armor. * * @param index Client index * @param armortype Variable to store armor type in * * @return Amount of armor, 0 if the client has no armor */ native rg_get_user_armor(const index, &ArmorType:armortype = ARMOR_NONE); /* * Sets the client's armor value and the type of armor. * * @param index Client index * @param armorvalue Amount of armor to set * @param armortype Armor type to set * * @noreturn */ native rg_set_user_armor(const index, armorvalue, ArmorType:armortype); /* * Sets the client's team without killing the player and sets the client's model. * @note To obtain a TeamName use the following: * new TeamName:team = get_member(id, m_iTeam); * * @param index Client index * @param team Team id * @param model Internal model, use MODEL_AUTO for a random appearance or MODEL_UNASSIGNED to not update it * * @param send_teaminfo If true, a TeamInfo message will be sent * * @return 1 on success, 0 otherwise */ native rg_set_user_team(const index, {TeamName,_}:team, {ModelName,_}:model = MODEL_AUTO, const bool:send_teaminfo = true); /* * Sets the client's player model. * * @param index Client index * @param model Model name * @param update_index If true, the modelindex is updated as well * * @return 1 on success, 0 otherwise */ native rg_set_user_model(const index, const model[], const bool:update_index = false); /* * Resets the client's model. * * @param index Client index * @param update_index If true, the modelindex is reset as well * * @return 1 on success, 0 otherwise */ native rg_reset_user_model(const index, const bool:update_index = false); /* * Enable/Disable player's footsteps. * * @param index Client index * @param silent To enable silent footsteps * * @return 1 on success, 0 otherwise */ native rg_set_user_footsteps(const index, bool:silent = false); /* * Get the current footsteps state of the player. * * @param index Client index * * @return 1 if the player has silent footsteps, 0 otherwise */ native rg_get_user_footsteps(const index); /* * Transfers C4 from one player to another. * * @param index Client index * @param receiver Receiver index, if 0 it will transfer to a random player * * @return 1 on success, 0 otherwise */ native rg_transfer_c4(const index, const receiver = 0); /* * Instantly reload client's weapons. * * @param index Client index * @param weapon Weapon entity-index, if 0 then all weapons will be reloaded * * @return 1 on success, 0 otherwise */ native rg_instant_reload_weapons(const index, const weapon = 0); /* * Sets the amount of reward in the game account for all players. * * @param rules_index Look at the enum with name RewardRules * @param amount The money amount * * @noreturn */ native rg_set_account_rules(const RewardRules:rules_index, const amount); /* * Gets the specified reward rule's money amount. * * @param rules_index Look at the enum with name RewardRules * * @return The amount of reward * */ native rg_get_account_rules(const RewardRules:rules_index); /* * Checks if the bomb is planted. * * @return true if the bomb is planted, false otherwise */ native bool:rg_is_bomb_planted(); /* * Forces a player to join a team. * * @param index Client index * @param team Team id * * @return 1 on success, 0 otherwise */ native rg_join_team(const index, const TeamName:team); /* * Instantly balances the teams. * * @noreturn */ native rg_balance_teams(); /* * Swaps players' teams without reseting frags, deaths and wins. * * @noreturn */ native rg_swap_all_players(); /* * Instantly switches the player to his opposite team. * @note Switch from CT to TERRORIST is also opposite. * * @param index Client index * * @noreturn */ native rg_switch_team(const index); /* * Forces the player to switch to a specific weapon. * * @param index Client index * @param weapon Weapon entity-index * * @return 1 on success, 0 otherwise */ native rg_switch_weapon(const index, const weapon); /* * Gets which team has a higher join priority. * * @return Returns the Team Name */ native TeamName:rg_get_join_team_priority(); /* * Checks whether the player can take damage from the attacker. * * @param index Client index * @param attacker Attacker index * * @return true if he can take damage, false otherwise */ native bool:rg_is_player_can_takedamage(const index, const attacker); /* * Gets WeaponIdType from weaponbox * * @param entity Weaponbox entity * * @return return enum of WeaponIdType */ native WeaponIdType:rg_get_weaponbox_id(const entity); /* * Respawn on round for players/bots. * * @param index Client index * * @noreturn */ native rg_round_respawn(const index); /* * Resets player's maxspeed. * * @param index Client index * * @noreturn */ native rg_reset_maxspeed(const index); /* * Draws a HUD progress bar which fills from 0% to 100% for the time duration in seconds. * @note: Set the duration to 0 to hide the bar. * * @param index Client index * @param time Duration * @param observer Send for everyone who is observing the player * * @noreturn */ native rg_send_bartime(const index, const duration, const bool:observer = true); /* * Same as BarTime, but StartPercent specifies how much of the bar is (already) filled. * * @param index Client index * @param time Duration * @param startPercent Start percent * @param observer Send for everyone who is observing the player * * @noreturn */ native rg_send_bartime2(const index, const duration, const startPercent, const bool:observer = true); /* * Sends the SendAudio message - plays the specified audio. * * @param index Receiver index or use 0 for everyone * @param sample Sound file to play * @param pitch Sound pitch * * @noreturn */ native rg_send_audio(const index, const sample[], const pitch = PITCH_NORM); /** * Sets a parameter of the member CSPlayerItem::m_ItemInfo * * @param entity Entity index * @param type Item info type. See ItemInfo constants. * */ native rg_set_iteminfo(const entity, ItemInfo:type, any:...); /** * Gets a parameter of the member CSPlayerItem::m_ItemInfo * * @param entity Entity index * @param type Item info type. See ItemInfo constants. * */ native rg_get_iteminfo(const ent, ItemInfo:type, any:...);
Pobierz plik reapi_gamedll.inc