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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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Dołączona grafika Dołączona grafika

Guest Message by DevFuse
 

Dokumentacja AMX Mod X v. 11.5 Uzupełnionych funkcji: Sortowanie: Według modułów | Alfabetycznie
Szukaj funkcji:

3rdParty
Core
Cstrike
CSX
DoDX
Engine
ESF
Fakemeta
fakemeta
fakemeta_const
fakemeta_stocks
DF_AddToFullPack
DF_Blocked
DF_ClientCommand
DF_ClientConnect
DF_ClientDisconnect
DF_ClientKill
DF_ClientPutInServer
DF_ClientUserInfoChanged
DF_CmdEnd
DF_CmdStart
DF_CreateBaseline
DF_CreateInstBaselines
DF_GameInit
DF_GetGameDescription
DF_GetHullBounds
DF_MetaFunc_CallGameEntity
DF_ParmsChangeLevel
DF_ParmsNewLevel
DF_pfnAllowLagCompensation
DF_PlayerPostThink
DF_PlayerPreThink
DF_PM_FindTextureType
DF_RegisterEncoders
DF_ServerDeactivate
DF_SetAbsBox
DF_Spawn
DF_SpectatorConnect
DF_SpectatorDisconnect
DF_SpectatorThink
DF_StartFrame
DF_Sys_Error
DF_Think
DF_Touch
DF_UpdateClientData
DF_Use
EF_AllocString
EF_AngleVectors
EF_AnimationAutomove
EF_BuildSoundMSG
EF_CanSkipPlayer
EF_ChangeLevel
EF_ChangePitch
EF_ChangeYaw
EF_CheckVisibility
EF_ClientPrintf
EF_CreateEntity
EF_CreateFakeClient
EF_CreateInstBaseline
EF_CreateNamedEntity
EF_CrosshairAngle
EF_DecalIndex
EF_DropToFloor
EF_EmitAmbientSound
EF_EmitSound
EF_EntIsOnFloor
EF_EntitiesInPVS
EF_FadeClientVolume
EF_FindClientInPVS
EF_FindEntityByString
EF_FindEntityInSphere
EF_FreeEntPrivateData
EF_GetAimVector
EF_GetAttachment
EF_GetBonePosition
EF_GetClientListening
EF_GetCurrentPlayer
EF_GetEntityIllum
EF_GetInfoKeyBuffer
EF_GetPhysicsInfoString
EF_GetPhysicsKeyValue
EF_InfoKeyValue
EF_LightStyle
EF_MakeStatic
EF_MakeVectors
EF_MessageBegin
EF_ModelFrames
EF_ModelIndex
EF_MoveToOrigin
EF_NumberOfEntities
EF_ParticleEffect
EF_PlaybackEvent
EF_PointContents
EF_PrecacheEvent
EF_PrecacheGeneric
EF_PrecacheModel
EF_PrecacheSound
EF_RegUserMsg
EF_RemoveEntity
EF_RunPlayerMove
EF_ServerPrint
EF_SetClientKeyValue
EF_SetClientListening
EF_SetClientMaxspeed
EF_SetGroupMask
EF_SetKeyValue
EF_SetModel
EF_SetOrigin
EF_SetPhysicsKeyValue
EF_SetSize
EF_SetView
EF_StaticDecal
EF_SzFromIndex
EF_Time
EF_TraceHull
EF_TraceLine
EF_TraceModel
EF_TraceMonsterHull
EF_TraceSphere
EF_TraceTexture
EF_TraceToss
EF_VecToAngles
EF_VecToYaw
EF_WalkMove
EF_WriteAngle
EF_WriteCoord
fakemeta_util
Fun
fun
GeoIP
HamSandwich
NS
nVault
Regex
Sockets
Sql
SQLx
dbi
TFCX
TSFUN
TSX
tsx

fakemeta_stocks.inc


#


/* FakeMeta stocks
*
* by the AMX Mod X Development Team
*
* This file is provided as is (no warranties).
*/

#if !defined _fakemeta_included
	#include 
#endif

#if defined _fakemeta_stocks_included
  #endinput
#endif
#define _fakemeta_stocks_included

// EngFuncs
stock EF_PrecacheModel(const string[])
	return engfunc(EngFunc_PrecacheModel, string);

stock EF_PrecacheSound(const string[])
	return engfunc(EngFunc_PrecacheSound, string);
stock EF_SetModel(const ID, const STRING[])
	return engfunc(EngFunc_SetModel, ID, STRING);
stock EF_ModelIndex(const STRING[])
	return engfunc(EngFunc_ModelIndex, STRING);
stock EF_ModelFrames(modelIndex)
	return engfunc(EngFunc_ModelFrames, modelIndex);

stock EF_SetSize(const ENTITY, const Float:MIN[3], const Float:MAX[3])
	return engfunc(EngFunc_SetSize, ENTITY, MIN, MAX);
stock EF_ChangeLevel(const S1[], const S2[])
	return engfunc(EngFunc_ChangeLevel, S1, S2);
stock EF_VecToYaw(const Float:VECTOR[3], &Float:returnValue)
	return engfunc(EngFunc_VecToYaw, VECTOR, returnValue);
stock EF_VecToAngles(const Float:VECTORIN[3], const Float:VECTOROUT[3])
	return engfunc(EngFunc_VecToAngles, VECTORIN, VECTOROUT);
stock EF_MoveToOrigin(const ENTITY, const Float:GOAL[3], const Float:DISTANCE, const MOVETYPE)
	return engfunc(EngFunc_MoveToOrigin, ENTITY, GOAL, DISTANCE, MOVETYPE);

stock EF_ChangeYaw(const ENTITY)
	return engfunc(EngFunc_ChangeYaw, ENTITY);
stock EF_ChangePitch(const ENTITY)
	return engfunc(EngFunc_ChangePitch, ENTITY);
stock EF_FindEntityByString(const STARTSEARCHAFTER, const FIELD[], const VALUE[])
	return engfunc(EngFunc_FindEntityByString, STARTSEARCHAFTER, FIELD, VALUE);
stock EF_GetEntityIllum(const ENTITY)
	return engfunc(EngFunc_GetEntityIllum, ENTITY);
stock EF_FindEntityInSphere(const STARTSEARCHAFTER, const Float:ORIGIN[3], Float:radius)
	return engfunc(EngFunc_FindEntityInSphere, STARTSEARCHAFTER, ORIGIN, radius);

stock EF_FindClientInPVS(const CLIENT)
	return engfunc(EngFunc_FindClientInPVS, CLIENT);
stock EF_EntitiesInPVS(const CLIENT)
	return engfunc(EngFunc_EntitiesInPVS, CLIENT);
stock EF_MakeVectors(const Float:VECTOR[3])
	return engfunc(EngFunc_MakeVectors, VECTOR);
stock EF_AngleVectors(const Float:VECTOR[3], Float:forward_[3], Float:right[3], Float:up[3])
	return engfunc(EngFunc_AngleVectors, VECTOR, forward_, right, up);
stock EF_CreateEntity()
	return engfunc(EngFunc_CreateEntity);

stock EF_RemoveEntity(const ENTITY)
	return engfunc(EngFunc_RemoveEntity, ENTITY);
stock EF_CreateNamedEntity(const CLASSNAME)
	return engfunc(EngFunc_CreateNamedEntity, CLASSNAME);
stock EF_MakeStatic(const ENTITY)
	return engfunc(EngFunc_MakeStatic, ENTITY);
stock EF_EntIsOnFloor(const ENTITY)
	return engfunc(EngFunc_EntIsOnFloor, ENTITY);
stock EF_DropToFloor(const ENTITY)
	return engfunc(EngFunc_DropToFloor, ENTITY);

stock EF_WalkMove(const ENTITY, Float:yaw, Float:distance, iMode)
	return engfunc(EngFunc_WalkMove, ENTITY, yaw, distance, iMode);
stock EF_SetOrigin(const ENTITY, const Float:ORIGIN[3])
	return engfunc(EngFunc_SetOrigin, ENTITY, ORIGIN);
stock EF_EmitSound(const ENTITY, channel, const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch)
	return engfunc(EngFunc_EmitSound, ENTITY, channel, SAMPLE, volume, attenuation, fFlags, pitch);
stock EF_EmitAmbientSound(const ENTITY, Float:pos[3], const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch)
	return engfunc(EngFunc_EmitAmbientSound, ENTITY, pos, SAMPLE, volume, attenuation, fFlags, pitch);
stock EF_TraceLine(const Float:V1[3], const Float:V2[3], fNoMonsters, const ENT_TO_SKIP)
	return engfunc(EngFunc_TraceLine, V1, V2, fNoMonsters, ENT_TO_SKIP);

stock EF_TraceToss(const ENTITY, const ENTITY_TO_IGNORE)
	return engfunc(EngFunc_TraceToss, ENTITY, ENTITY_TO_IGNORE);
stock EF_TraceMonsterHull(const ENTITY, const Float:V1[3], const Float:V2[3], fNoMonsters, const ENTITY_TO_SKIP)
	return engfunc(EngFunc_TraceMonsterHull, ENTITY, V1, V2, fNoMonsters, ENTITY_TO_SKIP);
stock EF_TraceHull(const Float:V1[3], const Float:V2[3], fNoMonsters, hullNumber, const ENTITY_TO_SKIP)
	return engfunc(EngFunc_TraceHull, V1, V2, fNoMonsters, hullNumber, ENTITY_TO_SKIP);
stock EF_TraceModel(const Float:V1[3], const Float:V2[3], hullNumber, const ENTITY)
	return engfunc(EngFunc_TraceModel, V1, V2, hullNumber, ENTITY);
stock EF_TraceTexture(const TEXTURE_ENTITY, const Float:V1[3], const Float:V2[3])
	return engfunc(EngFunc_TraceTexture, TEXTURE_ENTITY, V1, V2);

stock EF_TraceSphere(const Float:V1[3], const Float:V2[3], fNoMonsters, Float:radius, const ENTITY_TO_SKIP)
	return engfunc(EngFunc_TraceSphere, V1, V2, fNoMonsters, radius, ENTITY_TO_SKIP);
stock EF_GetAimVector(const ENTITY, Float:speed, Float:returnVector[3])
	return engfunc(EngFunc_GetAimVector, ENTITY, speed, returnVector);
stock EF_ParticleEffect(const Float:ORIGIN[3], const Float:DIRECTION[3], Float:color, Float:count)
	return engfunc(EngFunc_ParticleEffect, ORIGIN, DIRECTION, color, count);
stock EF_LightStyle(style, val[])
	return engfunc(EngFunc_LightStyle, style, val);
stock EF_DecalIndex(const NAME[])
	return engfunc(EngFunc_DecalIndex, NAME);

stock EF_PointContents(const Float:VECTOR[3])
	return engfunc(EngFunc_PointContents, VECTOR);
stock EF_FreeEntPrivateData(const ENTITY)
	return engfunc(EngFunc_FreeEntPrivateData, ENTITY);
stock EF_SzFromIndex(iString)
	return engfunc(EngFunc_SzFromIndex, iString);
stock EF_AllocString(const STRING[])
	return engfunc(EngFunc_AllocString, STRING);
stock EF_RegUserMsg(const NAME[], iSize)
	return engfunc(EngFunc_RegUserMsg, NAME, iSize);

stock EF_AnimationAutomove(const ENTITY, Float:flTime)
	return engfunc(EngFunc_AnimationAutomove, ENTITY, flTime);
stock EF_GetBonePosition(const ENTITY, iBone, Float:origin[3], Float:angles[3])
	return engfunc(EngFunc_GetBonePosition, ENTITY, iBone, origin, angles);
stock EF_GetAttachment(const ENTITY, iAttachment, Float:origin[3], Float:angles[3])
	return engfunc(EngFunc_GetAttachment, ENTITY, iAttachment, origin, angles);
stock EF_SetView(const CLIENT, const VIEW_ENTITY)
	return engfunc(EngFunc_SetView, CLIENT, VIEW_ENTITY);
stock EF_Time(&Float:returnValue)
	return engfunc(EngFunc_Time, returnValue);

stock EF_CrosshairAngle(const CLIENT, Float:pitch, Float:yaw)
	return engfunc(EngFunc_CrosshairAngle, CLIENT, pitch, yaw);
stock EF_FadeClientVolume(const ENTITY, fadePercent, fadeOutSeconds, holdTime, fadeInSeconds)
	return engfunc(EngFunc_FadeClientVolume, ENTITY, fadePercent, fadeOutSeconds, holdTime, fadeInSeconds);
stock EF_SetClientMaxspeed(const ENTITY, Float:newMaxspeed)
	return engfunc(EngFunc_SetClientMaxspeed, ENTITY, newMaxspeed);
stock EF_CreateFakeClient(const NETNAME[])
	return engfunc(EngFunc_CreateFakeClient, NETNAME);
stock EF_RunPlayerMove(const FAKECLIENT, const Float:VIEWANGLES[3], Float:forwardmove, Float:sidemove, Float:upmove, buttons, impulse, msec)
	return engfunc(EngFunc_RunPlayerMove, FAKECLIENT, VIEWANGLES, forwardmove, sidemove, upmove, buttons, impulse, msec);

stock EF_NumberOfEntities()
	return engfunc(EngFunc_NumberOfEntities);
stock EF_StaticDecal(const Float:ORIGIN[3], decalIndex, entityIndex, modelIndex)
	return engfunc(EngFunc_StaticDecal, ORIGIN, decalIndex, entityIndex, modelIndex);
stock EF_PrecacheGeneric(const STRING[])
	return engfunc(EngFunc_PrecacheGeneric, STRING);
stock EF_BuildSoundMSG(const ENTITY, channel, const SAMPLE[], Float:volume, Float:attenuation, fFlags, pitch, msg_dest, msg_type, const Float:ORIGIN[3], const ED)
	return engfunc(EngFunc_BuildSoundMsg, ENTITY, channel, SAMPLE, volume, attenuation, fFlags, pitch, msg_dest, msg_type, ORIGIN, ED);
stock EF_GetPhysicsKeyValue(const CLIENT, const KEY[])
	return engfunc(EngFunc_GetPhysicsKeyValue, CLIENT, KEY);

stock EF_SetPhysicsKeyValue(const CLIENT, const KEY[], const VALUE[])
	return engfunc(EngFunc_SetPhysicsKeyValue, CLIENT, KEY, VALUE);
stock EF_GetPhysicsInfoString(const CLIENT, returnString[], maxLength)
	return engfunc(EngFunc_GetPhysicsInfoString, CLIENT, returnString, maxLength);
stock EF_PrecacheEvent(type, const STRING[])
	return engfunc(EngFunc_PrecacheEvent, type, STRING);
stock EF_PlaybackEvent(flags, const INVOKER, eventindex, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2)
	return engfunc(EngFunc_PlaybackEvent, flags, INVOKER, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2);
stock EF_CheckVisibility(const ENTITY, set)
	return engfunc(EngFunc_CheckVisibility, ENTITY, set);

stock EF_GetCurrentPlayer()
	return engfunc(EngFunc_GetCurrentPlayer);
stock EF_CanSkipPlayer(const PLAYER)
	return engfunc(EngFunc_CanSkipPlayer, PLAYER);
stock EF_SetGroupMask(mask, op)
	return engfunc(EngFunc_SetGroupMask, mask, op);
stock EF_GetClientListening(receiver, sender)
	return engfunc(EngFunc_GetClientListening, receiver, sender);
stock EF_SetClientListening(receiver, sender, bool:listen)
	return engfunc(EngFunc_SetClientListening, receiver, sender, listen);

stock EF_MessageBegin(msg_dest, msg_type, const Float:ORIGIN[3], const ED)
	return engfunc(EngFunc_MessageBegin, msg_dest, msg_type, ORIGIN, ED);
stock EF_WriteCoord(Float:value)
	return engfunc(EngFunc_WriteCoord, value);
stock EF_WriteAngle(Float:value)
	return engfunc(EngFunc_WriteAngle, value);
stock EF_InfoKeyValue(const INFOBUFFER, const KEY[], returnValue[], maxLength)
	return engfunc(EngFunc_InfoKeyValue, INFOBUFFER, KEY, returnValue, maxLength);
stock EF_SetKeyValue(const INFOBUFFER, const KEY[], const VALUE[])
	return engfunc(EngFunc_SetKeyValue, INFOBUFFER, KEY, VALUE);

stock EF_SetClientKeyValue(const ID, const INFOBUFFER, const KEY[], const VALUE[])
	return engfunc(EngFunc_SetClientKeyValue, ID, INFOBUFFER, KEY, VALUE);

stock EF_CreateInstBaseline(CLASSNAME, baseline)
	return engfunc(EngFunc_CreateInstBaseline, CLASSNAME, baseline);

// Returns pointer to info buffer that can be used with the INFOBUFFER param
// of EF_InfoKeyValue, EF_SetKeyValue, and EF_SetClientKeyValue
stock EF_GetInfoKeyBuffer(const ENTITY)
	return engfunc(EngFunc_GetInfoKeyBuffer, ENTITY);
stock EF_ClientPrintf(const ENTITY, const printType, const MESSAGE[])
	return engfunc(EngFunc_ClientPrintf, ENTITY, printType, MESSAGE);
stock EF_ServerPrint(const MESSAGE[])
	return engfunc(EngFunc_ServerPrint, MESSAGE);

// DLLFuncs
stock DF_GameInit()
	return dllfunc(DLLFunc_GameInit);
stock DF_Spawn(const ENTITY)
	return dllfunc(DLLFunc_Spawn, ENTITY);
stock DF_Think(const ENTITY)
	return dllfunc(DLLFunc_Think, ENTITY);
stock DF_Use(const ENT_Used, const ENT_User)
	return dllfunc(DLLFunc_Use, ENT_Used, ENT_User);
stock DF_Touch(const ENT_Touched, const ENT_Toucher)
	return dllfunc(DLLFunc_Touch, ENT_Touched, ENT_Toucher);

stock DF_Blocked(const ENT_Blocked, const ENT_Other)
	return dllfunc(DLLFunc_Blocked, ENT_Blocked, ENT_Other);
stock DF_SetAbsBox(const ENTITY)
	return dllfunc(DLLFunc_SetAbsBox, ENTITY);
stock DF_ClientConnect(const ENTITY, const NAME[], const ADDRESS[], RejectReason[128])
	return dllfunc(DLLFunc_ClientConnect, ENTITY, NAME, ADDRESS, RejectReason);
stock DF_ClientDisconnect(const ENTITY)
	return dllfunc(DLLFunc_ClientDisconnect, ENTITY);
stock DF_ClientKill(const ENTITY)
	return dllfunc(DLLFunc_ClientKill, ENTITY);

stock DF_ClientPutInServer(const ENTITY)
	return dllfunc(DLLFunc_ClientPutInServer, ENTITY);
stock DF_ClientCommand(const ENTITY)
	return dllfunc(DLLFunc_ClientCommand, ENTITY);
stock DF_ServerDeactivate()
	return dllfunc(DLLFunc_ServerDeactivate);
stock DF_PlayerPreThink(const ENTITY)
	return dllfunc(DLLFunc_PlayerPreThink, ENTITY);
stock DF_PlayerPostThink(const ENTITY)
	return dllfunc(DLLFunc_PlayerPostThink, ENTITY);

stock DF_StartFrame()
	return dllfunc(DLLFunc_StartFrame);
stock DF_ParmsNewLevel()
	return dllfunc(DLLFunc_ParmsNewLevel);
stock DF_ParmsChangeLevel()
	return dllfunc(DLLFunc_ParmsChangeLevel);
stock DF_GetGameDescription()
	return dllfunc(DLLFunc_GetGameDescription);
stock DF_SpectatorConnect(const ENTITY)
	return dllfunc(DLLFunc_SpectatorConnect, ENTITY);

stock DF_SpectatorDisconnect(const ENTITY)
	return dllfunc(DLLFunc_SpectatorDisconnect, ENTITY);
stock DF_SpectatorThink(const ENTITY)
	return dllfunc(DLLFunc_SpectatorThink, ENTITY);
stock DF_Sys_Error(const ERROR_STRING[])
	return dllfunc(DLLFunc_Sys_Error, ERROR_STRING);
stock DF_PM_FindTextureType(name[])
	return dllfunc(DLLFunc_PM_FindTextureType, name);
stock DF_RegisterEncoders()
	return dllfunc(DLLFunc_RegisterEncoders);

stock DF_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3])
	return dllfunc(DLLFunc_GetHullBounds, hullnumber, mins, maxs);
stock DF_CreateInstBaselines()
	return dllfunc(DLLFunc_CreateInstBaselines);
stock DF_pfnAllowLagCompensation()
	return dllfunc(DLLFunc_pfnAllowLagCompensation);
stock DF_MetaFunc_CallGameEntity(const STRING[], const ENTITY)
	return dllfunc(MetaFunc_CallGameEntity, STRING, ENTITY);
stock DF_ClientUserInfoChanged(const IDPLAYER)
	return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER);
	
stock DF_UpdateClientData(const ENTITY, sendweapons, const cd/* = 0*/)
	return dllfunc(DLLFunc_UpdateClientData, ENTITY, sendweapons, cd);
stock DF_AddToFullPack(const STATE/* = 0*/, e, ENT, HOST, hostflags, player, set)
	return dllfunc(DLLFunc_AddToFullPack, STATE, e, ENT, HOST, hostflags, player, set);
stock DF_CmdStart(const PLAYER, const CMD/* = 0*/, randomSeed)
	return dllfunc(DLLFunc_CmdStart, PLAYER, CMD, randomSeed);
stock DF_CmdEnd(const PLAYER)
	return dllfunc(DLLFunc_CmdEnd, PLAYER);
stock DF_CreateBaseline(PLAYER, eIndex, baseline, playerModelIndex, Float:playerMins[3], Float:playerMaxs[3])
	return dllfunc(DLLFunc_CreateBaseline, PLAYER, eIndex, baseline, playerModelIndex, playerMins, playerMaxs);

Pobierz plik fakemeta_stocks.inc