WeaponMod: различия между версиями

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(Новая страница: «== hl_wpnmod.inc == === wpnmod_register_weapon === Регистрация нового оружия. Возвращает ID зарегистрированно…»)
 
Строка 7: Строка 7:
  
 
  native wpnmod_register_weapon(const szName[], const iSlot, const iPosition, const szAmmo1[], const iMaxAmmo1, const szAmmo2[], const,  iMaxAmmo2, const iMaxClip, const iFlags, const iWeight);
 
  native wpnmod_register_weapon(const szName[], const iSlot, const iPosition, const szAmmo1[], const iMaxAmmo1, const szAmmo2[], const,  iMaxAmmo2, const iMaxClip, const iFlags, const iWeight);
 +
  
 
{| class="wide"
 
{| class="wide"
Строка 47: Строка 48:
 
  native wpnmod_register_weapon_forward(const iWeaponID, const e_WpnFwds: iForward, const szCallBack[]);
 
  native wpnmod_register_weapon_forward(const iWeaponID, const e_WpnFwds: iForward, const szCallBack[]);
  
@param iWeaponID The ID of registered weapon.
+
 
@param iForward Forward type to register.
+
{| class="wide"
@param szCallBack The forward to call.
+
|-
 +
| iWeaponID
 +
| ID оружия
 +
|-
 +
| iForward
 +
| Forward type to register.
 +
|-
 +
| szCallBack
 +
| The forward to call
 +
|}
  
 
=== wpnmod_get_weapon_info ===
 
=== wpnmod_get_weapon_info ===
Строка 57: Строка 67:
 
  native wpnmod_get_weapon_info(const iId, const e_ItemInfo: iInfoType, any:...);
 
  native wpnmod_get_weapon_info(const iId, const e_ItemInfo: iInfoType, any:...);
  
@param iId The ID of registered weapon or weapon entity Id.
+
 
@param iInfoType ItemInfo type.
+
{| class="wide"
@return Weapon's ItemInfo variable.
+
|-
 +
| iId
 +
| The ID of registered weapon or weapon entity Id.
 +
|-
 +
| iInfoType
 +
| ItemInfo type
 +
|}
 +
 
 +
return Weapon's ItemInfo variable.
  
  
Строка 67: Строка 85:
  
 
  native wpnmod_get_weapon_count();
 
  native wpnmod_get_weapon_count();
 
  
 
=== wpnmod_register_ammobox ===
 
=== wpnmod_register_ammobox ===
Строка 74: Строка 91:
  
 
  native wpnmod_register_ammobox(const szClassname[]);
 
  native wpnmod_register_ammobox(const szClassname[]);
{| class="wikitable" border="1"
+
 
 +
 
 +
{| class="wide" border="1"
 
| szName
 
| szName
 
| Название аммобокса ("uranium", "9mm", "my_ammo" и т.д.)
 
| Название аммобокса ("uranium", "9mm", "my_ammo" и т.д.)
Строка 86: Строка 105:
 
  native wpnmod_register_ammobox_forward(const iWeaponID, const e_AmmoFwds: iForward, const szCallBack[]);
 
  native wpnmod_register_ammobox_forward(const iWeaponID, const e_AmmoFwds: iForward, const szCallBack[]);
  
* @param iAmmoboxID The ID of registered ammobox.
 
* @param iForward Forward type to register.
 
* @param szCallBack The forward to call.
 
  
 +
{| class="wide"
 +
|-
 +
| iAmmoboxID
 +
| The ID of registered ammobox
 +
|-
 +
| iForward
 +
| Forward type to register
 +
|-
 +
| szCallBack
 +
| The forward to call
 +
|}
  
 
=== wpnmod_get_ammobox_info ===
 
=== wpnmod_get_ammobox_info ===
Строка 97: Строка 124:
 
  native wpnmod_get_ammobox_info(const iId, const e_AmmoInfo: iInfoType, any:...);
 
  native wpnmod_get_ammobox_info(const iId, const e_AmmoInfo: iInfoType, any:...);
  
* @param iId The ID of registered ammobox or ammobox entity Id.
+
 
* @param iInfoType e_AmmoInfo_* type.
+
{| class="wide"
* @return Ammobox's AmmoInfo variable.
+
|-
 +
| iId
 +
| The ID of registered ammobox or ammobox entity Id
 +
|-
 +
| iInfoType
 +
| e_AmmoInfo_* type
 +
|}
 +
 
 +
return Ammobox's AmmoInfo variable.
  
 
=== wpnmod_get_ammobox_count ===
 
=== wpnmod_get_ammobox_count ===
Строка 112: Строка 147:
 
  native wpnmod_set_think(const iItem, const szCallBack[]);
 
  native wpnmod_set_think(const iItem, const szCallBack[]);
  
* @param iItem Weapon's entity index.
+
 
* @param szCallBack The forward to call.
+
{| class="wide"
 +
|-
 +
| iItem
 +
| Weapon's entity index
 +
|-
 +
| szCallBack
 +
| The forward to call
 +
|}
  
 
=== wpnmod_set_touch ===
 
=== wpnmod_set_touch ===
Строка 121: Строка 163:
 
  native wpnmod_set_touch(const iEntity, const szCallBack[]);
 
  native wpnmod_set_touch(const iEntity, const szCallBack[]);
  
* @param iEntity Entity index.
+
 
* @param szCallBack The forward to call.
+
{| class="wide"
 +
|-
 +
| iEntity
 +
| Entity index
 +
|-
 +
| szCallBack
 +
| The forward to call
 +
|}
  
 
=== wpnmod_send_weapon_anim ===
 
=== wpnmod_send_weapon_anim ===
Строка 130: Строка 179:
 
  native wpnmod_send_weapon_anim(const iItem, const iAnim);
 
  native wpnmod_send_weapon_anim(const iItem, const iAnim);
  
* @param iItem Weapon's entity index.
+
 
* @param iAnim Sequence number.
+
{| class="wide"
 +
|-
 +
| iItem
 +
| Weapon's entity index.
 +
|-
 +
| iAnim
 +
| Sequence number.
 +
|}
  
 
=== wpnmod_set_player_anim ===
 
=== wpnmod_set_player_anim ===
Строка 139: Строка 195:
 
  native wpnmod_set_player_anim(const iPlayer, const PLAYER_ANIM: iPlayerAnim);
 
  native wpnmod_set_player_anim(const iPlayer, const PLAYER_ANIM: iPlayerAnim);
  
* @param iPlayer Player index.
+
 
* @param iPlayerAnim Animation (see PLAYER_ANIM constants).
+
{| class="wide"
 +
|-
 +
| iPlayer
 +
| Player index.
 +
|-
 +
| iPlayerAnim
 +
| Animation (see PLAYER_ANIM constants).
 +
|}
  
 
=== wpnmod_set_anim_ext ===
 
=== wpnmod_set_anim_ext ===
Строка 148: Строка 211:
 
  native wpnmod_set_anim_ext(const iPlayer, const szAnimExt[]);
 
  native wpnmod_set_anim_ext(const iPlayer, const szAnimExt[]);
  
* @param iPlayer Player id.
+
 
* @param szAnimExt[] Animation extension prefix.
+
{| class="wide"
 +
|-
 +
| iPlayer
 +
| Player id.
 +
|-
 +
| szAnimExt[]
 +
| Animation extension prefix.
 +
|}
  
 
=== wpnmod_get_anim_ext ===
 
=== wpnmod_get_anim_ext ===
Строка 157: Строка 227:
 
  native wpnmod_get_anim_ext(const iPlayer, szDest[], iMaxLen);
 
  native wpnmod_get_anim_ext(const iPlayer, szDest[], iMaxLen);
  
* @param iPlayer Player id.
+
 
* @param szDest[] Buffer.
+
{| class="wide"
* @param iMaxLen Max buffer size.
+
|-
 +
| iPlayer
 +
| Player id.
 +
|-
 +
| szDest[]
 +
| Buffer.
 +
|-
 +
| iMaxLen
 +
|Max buffer size.
 +
|}
  
 
=== wpnmod_set_offset_int ===
 
=== wpnmod_set_offset_int ===
Строка 167: Строка 246:
 
  native wpnmod_set_offset_int(const iEntity, const e_Offsets: iOffset, const iValue);
 
  native wpnmod_set_offset_int(const iEntity, const e_Offsets: iOffset, const iValue);
  
* @param iEntity Entity index.
+
 
* @param iOffset Offset (see e_Offsets constants).
+
{| class="wide"
* @param iValue Value.
+
|-
 +
| iEntity
 +
| Entity index.
 +
|-
 +
| iOffset
 +
| Offset (see e_Offsets constants).
 +
|-
 +
| iValue
 +
| Value.
 +
|}
  
 
=== wpnmod_get_offset_int ===
 
=== wpnmod_get_offset_int ===
Строка 177: Строка 265:
 
  native wpnmod_get_offset_int(const iEntity, const e_Offsets: iOffset);
 
  native wpnmod_get_offset_int(const iEntity, const e_Offsets: iOffset);
  
* @param iEntity Entity index.
+
 
* @param iOffset Offset (see e_Offsets constants).
+
{| class="wide"
* @return Value from private data. (integer)
+
|-
 +
| iEntity
 +
| Entity index.
 +
|-
 +
| iOffset
 +
| Offset (see e_Offsets constants).
 +
|}
 +
 
 +
return value from private data. (integer)
  
 
=== wpnmod_set_offset_float ===
 
=== wpnmod_set_offset_float ===
Строка 187: Строка 283:
 
  native wpnmod_set_offset_float(const iEntity, const e_Offsets: iOffset, const Float: flValue);
 
  native wpnmod_set_offset_float(const iEntity, const e_Offsets: iOffset, const Float: flValue);
  
* @param iEntity Entity index.
+
 
* @param iOffset Offset (see e_Offsets constants).
+
{| class="wide"
* @param flValue Value.
+
|-
 +
| iEntity
 +
| Entity index.
 +
|-
 +
| iOffset
 +
| Offset (see e_Offsets constants).
 +
|-
 +
| flValue
 +
| Value.
 +
|}
  
 
=== wpnmod_get_offset_float ===
 
=== wpnmod_get_offset_float ===
Строка 197: Строка 302:
 
  native Float: wpnmod_get_offset_float(const iEntity, const e_Offsets: iOffset);
 
  native Float: wpnmod_get_offset_float(const iEntity, const e_Offsets: iOffset);
  
* @param iEntity Entity index.
+
 
* @param iOffset Offset (see e_Offsets constants).
+
{| class="wide"
*
+
|-
* @return Value from private data. (float)
+
| iEntity
 +
| Entity index.
 +
|-
 +
| iOffset
 +
| Offset (see e_Offsets constants).
 +
|}
 +
 
 +
return value from private data. (float)
  
 
=== wpnmod_set_offset_cbase ===
 
=== wpnmod_set_offset_cbase ===
Строка 208: Строка 320:
 
  native wpnmod_set_offset_cbase(const iEntity, const e_CBase: iOffset, const iValue, const iExtraOffset = 0);
 
  native wpnmod_set_offset_cbase(const iEntity, const e_CBase: iOffset, const iValue, const iExtraOffset = 0);
  
* @param iEntity The entity to examine the private data.
+
 
* @param iOffset Offset (See e_CBase constants).
+
{| class="wide"
* @param iValue The index to store.
+
|-
* @param iExtraOffset The extra offset.
+
| iEntity
 +
| The entity to examine the private data
 +
|-
 +
| iOffset
 +
| Offset (See e_CBase constants)
 +
|-
 +
| iValue
 +
| The index to store
 +
|-
 +
| iExtraOffset
 +
| The extra offset
 +
|}
  
 
=== wpnmod_get_offset_cbase ===
 
=== wpnmod_get_offset_cbase ===
Строка 219: Строка 342:
 
  native wpnmod_get_offset_cbase(const iEntity, const e_CBase: iOffset, const iExtraOffset = 0);
 
  native wpnmod_get_offset_cbase(const iEntity, const e_CBase: iOffset, const iExtraOffset = 0);
  
* @param iEntity The entity to examine the private data.
+
 
* @param iOffset Offset (See e_CBase constants).
+
{| class="wide"
* @param iExtraOffset The extra offset.
+
|-
*
+
| iEntity
* @return Value from private data. (integer)
+
| The entity to examine the private data.
 +
|-
 +
| iOffset
 +
| Offset (See e_CBase constants).
 +
|-
 +
| iExtraOffset
 +
| The extra offset.
 +
|}
 +
 
 +
return value from private data. (integer)
  
 
=== wpnmod_default_deploy ===
 
=== wpnmod_default_deploy ===
Строка 231: Строка 363:
 
  native wpnmod_default_deploy(const iItem, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[]);
 
  native wpnmod_default_deploy(const iItem, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[]);
  
* @param iItem Weapon's entity index.
+
 
* @param szViewModel Weapon's view model (V).
+
{| class="wide"
* @param szWeaponModel Weapon's player model (P).
+
|-
* @param iAnim Sequence number of deploy animation.
+
| iItem
* @param szAnimExt Animation extension.
+
| Weapon's entity index.
 +
|-
 +
| szViewModel
 +
| Weapon's view model (V)
 +
|-
 +
| szWeaponModel
 +
| Weapon's player model (P)
 +
|-
 +
| iAnim
 +
| Sequence number of deploy animation
 +
|-
 +
| szAnimExt
 +
| Animation extension
 +
|}
 +
 
  
 
=== wpnmod_default_reload ===
 
=== wpnmod_default_reload ===
Строка 243: Строка 389:
 
  native wpnmod_default_reload(const iItem, const iClipSize, const iAnim, const Float: flDelay);
 
  native wpnmod_default_reload(const iItem, const iClipSize, const iAnim, const Float: flDelay);
  
* @param iItem Weapon's entity index.
+
 
* @param iClipSize Maximum weapon's clip size.
+
{| class="wide"
* @param iAnim Sequence number of reload animation.
+
|-
* @param flDelay Reload delay time.
+
| iItem
 +
| Weapon's entity index
 +
|-
 +
| iClipSize
 +
| Maximum weapon's clip size
 +
|-
 +
| iAnim
 +
| Sequence number of reload animation
 +
|-
 +
| flDelay
 +
| Reload delay time
 +
|}
  
 
=== wpnmod_reset_empty_sound ===
 
=== wpnmod_reset_empty_sound ===
Строка 254: Строка 411:
 
  native wpnmod_reset_empty_sound(const iItem);
 
  native wpnmod_reset_empty_sound(const iItem);
  
* @param iItem Weapon's entity index.
+
 
 +
{| class="wide"
 +
|-
 +
| iItem
 +
| Индекс энтити оружия
 +
|}
  
 
=== wpnmod_play_empty_sound ===
 
=== wpnmod_play_empty_sound ===
Строка 262: Строка 424:
 
  native wpnmod_play_empty_sound(const iItem);
 
  native wpnmod_play_empty_sound(const iItem);
  
* @param iItem Weapon's entity index.
+
 
 +
{| class="wide"
 +
|-
 +
| iItem
 +
| Weapon's entity index.
 +
|}
 +
 
  
 
=== wpnmod_fire_bullets ===
 
=== wpnmod_fire_bullets ===
Строка 270: Строка 438:
 
  native wpnmod_fire_bullets(const iPlayer, const iAttacker, const iShotsCount, const Float: vecSpread[3], const Float: flDistance, const Float: flDamage, const bitsDamageType, const iTracerFreq);
 
  native wpnmod_fire_bullets(const iPlayer, const iAttacker, const iShotsCount, const Float: vecSpread[3], const Float: flDistance, const Float: flDamage, const bitsDamageType, const iTracerFreq);
  
* @param iPlayer Player index.
+
 
* @param iAttacker Attacker index (usualy it equal to previous param).
+
{| class="wide"
* @param iShotsCount Number of shots.
+
|-
* @param vecSpread Spread.
+
| iPlayer
* @param flDistance Max shot distance.
+
| Player index.
* @param flDamage Damage amount.
+
|-
* @param bitsDamageType Damage type.
+
| iAttacker
* @param iTracerFreq Tracer frequancy.
+
| Attacker index (usualy it equal to previous param).
 +
|-
 +
| iShotsCount
 +
| Number of shots.
 +
|-
 +
| vecSpread
 +
| Spread.
 +
|-
 +
| flDistance
 +
| Max shot distance.
 +
|-
 +
| flDamage
 +
| Damage amount.
 +
|-
 +
| bitsDamageType
 +
| Damage type
 +
|-
 +
| iTracerFreq
 +
| Tracer frequancy
 +
|}
  
 
=== wpnmod_fire_contact_grenade ===
 
=== wpnmod_fire_contact_grenade ===
Строка 285: Строка 472:
 
  native wpnmod_fire_contact_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const szCallBack[] = "");
 
  native wpnmod_fire_contact_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const szCallBack[] = "");
  
* @param iPlayer Player index.
 
* @param vecStart Start position.
 
* @param vecVelocity Velocity.
 
* @param szCallBack The forward to call on explode.
 
  
* @return Contact grenade index or -1 on failure. (integer)
+
{| class="wide"
 +
|-
 +
| iPlayer
 +
| Player index
 +
|-
 +
| vecStart
 +
| Start position
 +
|-
 +
| vecVelocity
 +
| Velocity
 +
|-
 +
| szCallBack
 +
| The forward to call on explode
 +
|}
 +
 
 +
return contact grenade index or -1 on failure. (integer)
  
 
=== wpnmod_fire_timed_grenade ===
 
=== wpnmod_fire_timed_grenade ===
Строка 298: Строка 496:
 
  native wpnmod_fire_timed_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const Float: flTime = 3.0, const szCallBack[] = "");
 
  native wpnmod_fire_timed_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const Float: flTime = 3.0, const szCallBack[] = "");
  
* @param iPlayer Player index.
 
* @param vecStart Start position.
 
* @param vecVelocity Velocity.
 
* @param flTime Time before detonate.
 
* @param szCallBack The forward to call on explode.
 
  
* @return Contact grenade index or -1 on failure. (integer)
+
{| class="wide"
 +
|-
 +
| iPlayer
 +
| Player index.
 +
|-
 +
| vecStart
 +
| Start position.
 +
|-
 +
| vecVelocity
 +
| Velocity.
 +
|-
 +
| flTime
 +
| Time before detonate.
 +
|-
 +
| szCallBack
 +
| The forward to call on explode.
 +
|}
 +
 
 +
return contact grenade index or -1 on failure. (integer)
  
 
=== wpnmod_radius_damage ===
 
=== wpnmod_radius_damage ===
Строка 312: Строка 523:
 
  native wpnmod_radius_damage(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
 
  native wpnmod_radius_damage(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
  
* @param vecSrc Origin of explosion.
+
{| class="wide"
* @param iInflictor Entity which causes the damage impact.
+
|-
* @param iAttacker Attacker index.
+
| vecSrc
* @param flDamage Damage amount.
+
| Origin of explosion.
* @param flRadius Damage radius.
+
|-
* @param iClassIgnore Class to ignore.
+
| iInflictor
* @param bitsDamageType Damage type (DMG_BLAST and etc).
+
| Entity which causes the damage impact.
 +
|-
 +
| iAttacker
 +
| Attacker index.
 +
|-
 +
| flDamage
 +
| Damage amount.
 +
|-
 +
| flRadius
 +
| Damage radius.
 +
|-
 +
| iClassIgnore
 +
| Class to ignore.
 +
|-
 +
| bitsDamageType
 +
| (DMG_BLAST and etc).
 +
|}
  
 
=== wpnmod_radius_damage2 ===
 
=== wpnmod_radius_damage2 ===
Строка 326: Строка 553:
 
  native wpnmod_radius_damage2(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
 
  native wpnmod_radius_damage2(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
  
* @param vecSrc Origin of explosion.
+
{| class="wide"
* @param iInflictor Entity which causes the damage impact.
+
|-
* @param iAttacker Attacker index.
+
| vecSrc
* @param flDamage Damage amount.
+
| Origin of explosion.
* @param flRadius Damage radius.
+
|-
* @param iClassIgnore Class to ignore.
+
| iInflictor
* @param bitsDamageType Damage type (DMG_BLAST and etc).
+
| Entity which causes the damage impact.
 +
|-
 +
| iAttacker
 +
| Attacker index.
 +
|-
 +
| flDamage
 +
| Damage amount.
 +
|-
 +
| flRadius
 +
| Damage radius.
 +
|-
 +
| iClassIgnore
 +
| Class to ignore.
 +
|-
 +
| bitsDamageType
 +
| (DMG_BLAST and etc).
 +
|}
  
 
=== wpnmod_clear_multi_damage ===
 
=== wpnmod_clear_multi_damage ===
Строка 346: Строка 589:
 
  native wpnmod_apply_multi_damage(const iInflictor, const iAttacker);
 
  native wpnmod_apply_multi_damage(const iInflictor, const iAttacker);
  
* @param iInflictor Entity which causes the damage impact.
+
{| class="wide"
* @param iAttacker Attacker index.
+
|-
 +
| iInflictor
 +
| Entity which causes the damage impact.
 +
|-
 +
| iAttacker
 +
| Attacker index.
 +
|}
  
 
=== wpnmod_eject_brass ===
 
=== wpnmod_eject_brass ===
Строка 355: Строка 604:
 
  native wpnmod_eject_brass(const iPlayer, const iShellModelIndex, const iSoundtype, const Float: flForwardScale, const Float: flUpScale, const Float: flRightScale);
 
  native wpnmod_eject_brass(const iPlayer, const iShellModelIndex, const iSoundtype, const Float: flForwardScale, const Float: flUpScale, const Float: flRightScale);
  
* @param iPlayer Player index.
+
{| class="wide"
* @param iShellModelIndex Index of precached shell's model.
+
|-
* @param iSoundtype Bounce sound type (see defines).
+
| iPlayer
* @param flForwardScale Forward scale value.
+
| Player index.
* @param flUpScale Up scale value.
+
|-
* @param flRightScale Right scale value.
+
| iShellModelIndex
 +
| Index of precached shell's model.
 +
|-
 +
| iSoundtype
 +
| Bounce sound type (see defines).
 +
|-
 +
| flForwardScale
 +
| Forward scale value.
 +
|-
 +
| flUpScale
 +
| Up scale value.
 +
|-
 +
| flRightScale
 +
| Right scale value.
 +
|}
  
 
=== wpnmod_create_item ===
 
=== wpnmod_create_item ===
Строка 368: Строка 631:
 
  native wpnmod_create_item(const szName[], const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0});
 
  native wpnmod_create_item(const szName[], const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0});
  
* @param szName Item's name.
+
{| class="wide"
* @param vecOrigin Origin were to spawn.
+
|-
* @param vecAngles Angles.
+
| szName
* @return Item entity index or -1 on failure. (integer)
+
| Item's name
 +
|-
 +
| vecOrigin
 +
| Origin were to spawn
 +
|-
 +
| vecAngles
 +
| Angles
 +
|}
 +
 
 +
return item entity index or -1 on failure. (integer)
  
 
=== wpnmod_get_player_ammo ===
 
=== wpnmod_get_player_ammo ===
Строка 379: Строка 651:
 
  native wpnmod_get_player_ammo(const iPlayer, const szAmmoName[]);
 
  native wpnmod_get_player_ammo(const iPlayer, const szAmmoName[]);
  
* @param iPlayer Player id.
+
{| class="wide"
* @param szAmmoName Ammo type. ("9mm", "uranium", "MY_AMMO" etc..)
+
|-
* @return Amount of given ammo. (integer)
+
| iPlayer
 +
| ID игрока
 +
|-
 +
| szAmmoName
 +
| Название типа патронов ("9mm", "uranium", "MY_AMMO" и т.д.)
 +
|}
  
 
=== wpnmod_set_player_ammo ===
 
=== wpnmod_set_player_ammo ===
Строка 389: Строка 666:
 
  native wpnmod_set_player_ammo(const iPlayer, const szAmmoName[], const iAmount);
 
  native wpnmod_set_player_ammo(const iPlayer, const szAmmoName[], const iAmount);
  
* @param iPlayer Player id.
+
{| class="wide"
* @param szAmmoName Ammo type. ("9mm", "uranium", "MY_AMMO" etc..)
+
|-
* @param iAmount Ammo amount.
+
| iPlayer
 +
| ID игрока
 +
|-
 +
| szAmmoName
 +
| Название типа патронов ("9mm", "uranium", "MY_AMMO" и т.д.)
 +
|-
 +
| iAmount
 +
| Количество патронов
 +
|}
  
 
=== wpnmod_get_damage_decal ===
 
=== wpnmod_get_damage_decal ===
Строка 399: Строка 684:
 
  native wpnmod_get_damage_decal(const iEntity);
 
  native wpnmod_get_damage_decal(const iEntity);
  
* @param iEntity Entity.
+
{| class="wide"
* @return Index of damage decal. (integer)
+
|-
 +
| iEntity
 +
| Энтити
 +
|}
 +
 
 +
return Index of damage decal. (integer)
  
 
=== wpnmod_get_gun_position ===
 
=== wpnmod_get_gun_position ===
Строка 408: Строка 698:
 
  native wpnmod_get_gun_position(const iPlayer, Float: vecResult[3], const Float: flForwardScale = 1.0, const Float: flRightScale = 1.0, const Float: flUpScale = 1.0);
 
  native wpnmod_get_gun_position(const iPlayer, Float: vecResult[3], const Float: flForwardScale = 1.0, const Float: flRightScale = 1.0, const Float: flUpScale = 1.0);
  
* @param iPlayer Player index.
+
{| class="wide"
* @param vecResult Calculated gun position.
+
|-
* @param flForwardScale Forward scale value.
+
| iPlayer
* @param flUpScale Up scale value.
+
| Player index
* @param flRightScale Right scale value.
+
|-
 +
| vecResult
 +
| Calculated gun position
 +
|-
 +
| flForwardScale
 +
| Forward scale value
 +
|-
 +
| flUpScale
 +
| Up scale value
 +
|-
 +
| flRightScale
 +
| Right scale value
 +
|}
  
 
=== wpnmod_explode_entity ===
 
=== wpnmod_explode_entity ===
Строка 426: Строка 728:
 
  native wpnmod_decal_trace(const iTrace, const iDecalIndex = -1, const szDecalName[] = "");
 
  native wpnmod_decal_trace(const iTrace, const iDecalIndex = -1, const szDecalName[] = "");
  
* @param iTrace Trace handler.
+
{| class="wide"
* @param iDecalIndex Decal index.
+
|-
* @param szDecalName Decal name.
+
| iTrace
 +
| Trace handler.
 +
|-
 +
| iDecalIndex
 +
| Decal index.
 +
|-
 +
| szDecalName
 +
| Decal name.
 +
|}
  
 
=== wpnmod_trace_texture ===
 
=== wpnmod_trace_texture ===
Строка 436: Строка 746:
 
  native wpnmod_trace_texture(const iEntity, const Float: vecSrc[3], const Float: vecEnd[3], szTextureName[], const iLen);
 
  native wpnmod_trace_texture(const iEntity, const Float: vecSrc[3], const Float: vecEnd[3], szTextureName[], const iLen);
  
* @param iEntity Entity index that we want to get the texture.
+
 
* @param vecSrc The point from where the trace starts.
+
{| class="wide"
* @param vecEnd The point where the trace ends.
+
|-
* @param szTextureName Buffer to save the texture name.
+
| iEntity
* @param iLen Buffer's length.
+
| Entity index that we want to get the texture.
 +
|-
 +
| vecSrc
 +
| The point from where the trace starts.
 +
|-
 +
| vecEnd
 +
| The point where the trace ends.
 +
|-
 +
| szTextureName
 +
| Buffer to save the texture name.
 +
|-
 +
| iLen
 +
| Buffer's length.
 +
|}

Версия 13:30, 14 июня 2013

hl_wpnmod.inc

wpnmod_register_weapon

Регистрация нового оружия. Возвращает ID зарегистрированного оружия или -1 в случае ошибки.


native wpnmod_register_weapon(const szName[], const iSlot, const iPosition, const szAmmo1[], const iMaxAmmo1, const szAmmo2[], const,  iMaxAmmo2, const iMaxClip, const iFlags, const iWeight);


szName Имя оружия
iSlot ID слота от 1 до 5
iPosition Позиция в слоте от 1 до 5
szAmmo1 Тип патронов основной атаки ("9mm", "uranium", "MY_AMMO" и т.д.).
iMaxAmmo1 Максимальное количество патронов в обойме для основной атаки
szAmmo2 Тип патронов вторичной атаки
iMaxAmmo2 Максимальное количество патронов в обойме для вторичной атаки
iMaxClip Максимальное количество переносимых игроком патронов (в обойме не считается)
iFlags Флаги оружия (смотри константы).
iWeight Вес оружия (для автопереключения

wpnmod_register_weapon_forward

Регистрирует форвард оружия.

native wpnmod_register_weapon_forward(const iWeaponID, const e_WpnFwds: iForward, const szCallBack[]);


iWeaponID ID оружия
iForward Forward type to register.
szCallBack The forward to call

wpnmod_get_weapon_info

Returns any ItemInfo variable for weapon. Use the e_ItemInfo_* enum.

native wpnmod_get_weapon_info(const iId, const e_ItemInfo: iInfoType, any:...);


iId The ID of registered weapon or weapon entity Id.
iInfoType ItemInfo type

return Weapon's ItemInfo variable.


wpnmod_get_weapon_count

Возвращает количество зарегистрированного оружия.

native wpnmod_get_weapon_count();

wpnmod_register_ammobox

Регистрация нового аммобокса в модуле.

native wpnmod_register_ammobox(const szClassname[]);


szName Название аммобокса ("uranium", "9mm", "my_ammo" и т.д.)


wpnmod_register_ammobox_forward

Регистрирует форвард аммобокса

native wpnmod_register_ammobox_forward(const iWeaponID, const e_AmmoFwds: iForward, const szCallBack[]);


iAmmoboxID The ID of registered ammobox
iForward Forward type to register
szCallBack The forward to call

wpnmod_get_ammobox_info

Returns any AmmoInfo variable for ammobox. Use the e_AmmoInfo_* enum.

native wpnmod_get_ammobox_info(const iId, const e_AmmoInfo: iInfoType, any:...);


iId The ID of registered ammobox or ammobox entity Id
iInfoType e_AmmoInfo_* type

return Ammobox's AmmoInfo variable.

wpnmod_get_ammobox_count

Возвращает количество зарегистрированных аммобоксов.

native wpnmod_get_ammobox_count();

wpnmod_set_think

Sets weapon's think function. Analogue of set_task native.

native wpnmod_set_think(const iItem, const szCallBack[]);


iItem Weapon's entity index
szCallBack The forward to call

wpnmod_set_touch

Sets entity's touch function.

native wpnmod_set_touch(const iEntity, const szCallBack[]);


iEntity Entity index
szCallBack The forward to call

wpnmod_send_weapon_anim

Играть анимацию оружия.

native wpnmod_send_weapon_anim(const iItem, const iAnim);


iItem Weapon's entity index.
iAnim Sequence number.

wpnmod_set_player_anim

Sets the activity for player based on an event or current state.

native wpnmod_set_player_anim(const iPlayer, const PLAYER_ANIM: iPlayerAnim);


iPlayer Player index.
iPlayerAnim Animation (see PLAYER_ANIM constants).

wpnmod_set_anim_ext

Set animation extension for player.

native wpnmod_set_anim_ext(const iPlayer, const szAnimExt[]);


iPlayer Player id.
szAnimExt[] Animation extension prefix.

wpnmod_get_anim_ext

Get animation extension for player.

native wpnmod_get_anim_ext(const iPlayer, szDest[], iMaxLen);


iPlayer Player id.
szDest[] Buffer.
iMaxLen Max buffer size.

wpnmod_set_offset_int

Sets an integer from private data.

native wpnmod_set_offset_int(const iEntity, const e_Offsets: iOffset, const iValue);


iEntity Entity index.
iOffset Offset (see e_Offsets constants).
iValue Value.

wpnmod_get_offset_int

Returns an integer from private data.

native wpnmod_get_offset_int(const iEntity, const e_Offsets: iOffset);


iEntity Entity index.
iOffset Offset (see e_Offsets constants).

return value from private data. (integer)

wpnmod_set_offset_float

Sets a float from private data.

native wpnmod_set_offset_float(const iEntity, const e_Offsets: iOffset, const Float: flValue);


iEntity Entity index.
iOffset Offset (see e_Offsets constants).
flValue Value.

wpnmod_get_offset_float

Returns a float from private data.

native Float: wpnmod_get_offset_float(const iEntity, const e_Offsets: iOffset);


iEntity Entity index.
iOffset Offset (see e_Offsets constants).

return value from private data. (float)

wpnmod_set_offset_cbase

Set the corresponding cbase field in private data with the index.

native wpnmod_set_offset_cbase(const iEntity, const e_CBase: iOffset, const iValue, const iExtraOffset = 0);


iEntity The entity to examine the private data
iOffset Offset (See e_CBase constants)
iValue The index to store
iExtraOffset The extra offset

wpnmod_get_offset_cbase

This will return an index of the corresponding cbase field in private data.

native wpnmod_get_offset_cbase(const iEntity, const e_CBase: iOffset, const iExtraOffset = 0);


iEntity The entity to examine the private data.
iOffset Offset (See e_CBase constants).
iExtraOffset The extra offset.

return value from private data. (integer)

wpnmod_default_deploy

Default deploy function.

native wpnmod_default_deploy(const iItem, const szViewModel[], const szWeaponModel[], const iAnim, const szAnimExt[]);


iItem Weapon's entity index.
szViewModel Weapon's view model (V)
szWeaponModel Weapon's player model (P)
iAnim Sequence number of deploy animation
szAnimExt Animation extension


wpnmod_default_reload

Default reload function.

native wpnmod_default_reload(const iItem, const iClipSize, const iAnim, const Float: flDelay);


iItem Weapon's entity index
iClipSize Maximum weapon's clip size
iAnim Sequence number of reload animation
flDelay Reload delay time

wpnmod_reset_empty_sound

Sets the weapon so that it can play empty sound again.

native wpnmod_reset_empty_sound(const iItem);


iItem Индекс энтити оружия

wpnmod_play_empty_sound

Plays the weapon's empty sound.

native wpnmod_play_empty_sound(const iItem);


iItem Weapon's entity index.


wpnmod_fire_bullets

Выстрел из оружия.

native wpnmod_fire_bullets(const iPlayer, const iAttacker, const iShotsCount, const Float: vecSpread[3], const Float: flDistance, const Float: flDamage, const bitsDamageType, const iTracerFreq);


iPlayer Player index.
iAttacker Attacker index (usualy it equal to previous param).
iShotsCount Number of shots.
vecSpread Spread.
flDistance Max shot distance.
flDamage Damage amount.
bitsDamageType Damage type
iTracerFreq Tracer frequancy

wpnmod_fire_contact_grenade

Fire default contact grenade from player's weapon.

native wpnmod_fire_contact_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const szCallBack[] = "");


iPlayer Player index
vecStart Start position
vecVelocity Velocity
szCallBack The forward to call on explode

return contact grenade index or -1 on failure. (integer)

wpnmod_fire_timed_grenade

Fire default timed grenade from player's weapon.

native wpnmod_fire_timed_grenade(const iPlayer, const Float: vecStart[3], const Float: vecVelocity[3], const Float: flTime = 3.0, const szCallBack[] = "");


iPlayer Player index.
vecStart Start position.
vecVelocity Velocity.
flTime Time before detonate.
szCallBack The forward to call on explode.

return contact grenade index or -1 on failure. (integer)

wpnmod_radius_damage

Make damage upon entities within a certain range. Only damage ents that can clearly be seen by the explosion.

native wpnmod_radius_damage(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
vecSrc Origin of explosion.
iInflictor Entity which causes the damage impact.
iAttacker Attacker index.
flDamage Damage amount.
flRadius Damage radius.
iClassIgnore Class to ignore.
bitsDamageType (DMG_BLAST and etc).

wpnmod_radius_damage2

Same as wpnmod_radius_damage, but blocks 'ghost mines' and 'ghost nades'.

native wpnmod_radius_damage2(const Float: vecSrc[3], const iInflictor, const iAttacker, const Float: flDamage, const Float: flRadius, const iClassIgnore, const bitsDamageType);
vecSrc Origin of explosion.
iInflictor Entity which causes the damage impact.
iAttacker Attacker index.
flDamage Damage amount.
flRadius Damage radius.
iClassIgnore Class to ignore.
bitsDamageType (DMG_BLAST and etc).

wpnmod_clear_multi_damage

Resets the global multi damage accumulator.

native wpnmod_clear_multi_damage();

wpnmod_apply_multi_damage

Inflicts contents of global multi damage register on entity.

native wpnmod_apply_multi_damage(const iInflictor, const iAttacker);
iInflictor Entity which causes the damage impact.
iAttacker Attacker index.

wpnmod_eject_brass

Eject a brass from player's weapon.

native wpnmod_eject_brass(const iPlayer, const iShellModelIndex, const iSoundtype, const Float: flForwardScale, const Float: flUpScale, const Float: flRightScale);
iPlayer Player index.
iShellModelIndex Index of precached shell's model.
iSoundtype Bounce sound type (see defines).
flForwardScale Forward scale value.
flUpScale Up scale value.
flRightScale Right scale value.

wpnmod_create_item

Spawn an item by name.

native wpnmod_create_item(const szName[], const Float: vecOrigin[3] = {0.0, 0.0, 0.0}, const Float: vecAngles[3] = {0.0, 0.0, 0.0});
szName Item's name
vecOrigin Origin were to spawn
vecAngles Angles

return item entity index or -1 on failure. (integer)

wpnmod_get_player_ammo

Получает количество патронов заданного типа у игрока.

native wpnmod_get_player_ammo(const iPlayer, const szAmmoName[]);
iPlayer ID игрока
szAmmoName Название типа патронов ("9mm", "uranium", "MY_AMMO" и т.д.)

wpnmod_set_player_ammo

Set player's ammo inventory.

native wpnmod_set_player_ammo(const iPlayer, const szAmmoName[], const iAmount);
iPlayer ID игрока
szAmmoName Название типа патронов ("9mm", "uranium", "MY_AMMO" и т.д.)
iAmount Количество патронов

wpnmod_get_damage_decal

Returns index of random damage decal for given entity.

native wpnmod_get_damage_decal(const iEntity);
iEntity Энтити

return Index of damage decal. (integer)

wpnmod_get_gun_position

Get player's gun position. Result will set in vecResult.

native wpnmod_get_gun_position(const iPlayer, Float: vecResult[3], const Float: flForwardScale = 1.0, const Float: flRightScale = 1.0, const Float: flUpScale = 1.0);
iPlayer Player index
vecResult Calculated gun position
flForwardScale Forward scale value
flUpScale Up scale value
flRightScale Right scale value

wpnmod_explode_entity

Explode and then remove entity.

native wpnmod_explode_entity(const iEntity, const bitsDamageType = 0, const szCallBack[] = "");

wpnmod_decal_trace

Draw decal by index or name on trace end.

native wpnmod_decal_trace(const iTrace, const iDecalIndex = -1, const szDecalName[] = "");
iTrace Trace handler.
iDecalIndex Decal index.
szDecalName Decal name.

wpnmod_trace_texture

Detects the texture of an entity from a direction.

native wpnmod_trace_texture(const iEntity, const Float: vecSrc[3], const Float: vecEnd[3], szTextureName[], const iLen);


iEntity Entity index that we want to get the texture.
vecSrc The point from where the trace starts.
vecEnd The point where the trace ends.
szTextureName Buffer to save the texture name.
iLen Buffer's length.