AMX Mod X API Documentation

Signature
enum GamedllFunc { /* * Description: - * Return type: int * Params: (const pObserver) */ RG_GetForceCamera = BEGIN_FUNC_REGION(gamedll), /* * Description: - * Params: (const index, const inflictor, const attacker, const Float:fadeTime, const Float:fadeHold, const alpha, Float:color[3]) */ RG_PlayerBlind, /* * Description: - * Params: (const index, inflictor, attacker, Float:vecSrc[3], Float:vecSpot[3], tracehandle) */ RG_RadiusFlash_TraceLine, /* * Description: - * Params: (WinStatus:status, ScenarioEventEndRound:event, Float:tmDelay) */ RG_RoundEnd, /* * Description: - * Params: (const playerIndex) */ RG_PM_Move, /* * Description: - * Params: (const playerIndex) */ RG_PM_AirMove, /* * Description: - * Params: (const index, const slot) */ RG_HandleMenu_ChooseAppearance, /* * Description: - * Params: (const index, const MenuChooseTeam:slot) */ RG_HandleMenu_ChooseTeam, /* * Description: - * Params: (const index, const bitsSlots, const iDisplayTime, const iNeedMore, pszText[]) */ RG_ShowMenu, /* * Description: - * Params: (const index, VGUIMenu:menuType, const bitsSlots, szOldMenu[]) */ RG_ShowVGUIMenu, /* * Description: The player buys ammo. * Return type: bool * Params: (const index, const weapon_entity, const bool:blinkMoney) */ RG_BuyGunAmmo, /* * Description: - * Return type: CBaseEntity * (Entity index of weapon) * Params: (const index, const WeaponIdType:weaponID) */ RG_BuyWeaponByWeaponID, /* * Description: Called when a player throws the hegrenade. * Return type: CGrenade * (Entity index of hegrenade) * Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time, const team, const usEvent) */ RG_ThrowHeGrenade, /* * Description: Called when a player throws the flashbang. * Return type: CGrenade * (Entity index of flashbang) * Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time) */ RG_ThrowFlashbang, /* * Description: Called when a player throws the smokegrenade. * Return type: CGrenade * (Entity index of smokegrenade) * Params: (const index, Float:vecStart[3], Float:vecVelocity[3], Float:time, const usEvent) */ RG_ThrowSmokeGrenade, /* * Description: Called when a player plant's the bomb on the ground. * Return type: CGrenade * (Entity index of bomb) * Params: (const index, Float:vecStart[3], Float:vecVelocity[3]) */ RG_PlantBomb, /* * Description: Called when a player hit to entity. * Return type: bool * Params: (Float:vecSrc[3], Float:vecEnd[3], index, entity) */ RG_IsPenetrableEntity, /* * Description: - * Return type: CGib * (Entity index of gib) * Params: (pevVictim) */ RG_SpawnHeadGib, /* * Description: - * Params: (pevVictim, cGibs, human) */ RG_SpawnRandomGibs, /* * Description: Called when a player drops a weapon (usually manual drop or death) * Return type: CWeaponBox * (Entity index of weaponbox) * Params: (const weaponent, const owner, modelName[], Float:origin[3], Float:angles[3], Float:velocity[3], Float:lifeTime, bool:packAmmo) */ RG_CreateWeaponBox, /* * Description: Called when a player is on a ladder. * Params: (const pLadder, const playerIndex) */ RG_PM_LadderMove, /* * Description: Called on every frame after a player jumps on water for a short period of time * Params: (const playerIndex) */ RG_PM_WaterJump, /* * Description: Called when a player jumps on water for the first time * Params: (const playerIndex) */ RG_PM_CheckWaterJump, /* * Description: Called on every frame while player presses jump button * Params: (const playerIndex) */ RG_PM_Jump, /* * Description: Called on every frame to check player ducking * Params: (const playerIndex) */ RG_PM_Duck, /* * Description: Called whenever player tries to unduck * Params: (const playerIndex) */ RG_PM_UnDuck, /* * Description: Called whenever player emits an step sound * Params: (step, Float:fvol, const playerIndex) */ RG_PM_PlayStepSound, /* * Description: Called whenever player is on air (not touching floor) * Params: (Float:wishdir[3], Float:wishspeed, Float:accel, const playerIndex) */ RG_PM_AirAccelerate, /* * Description: Called when game clears multidamage data (before TraceAttack) * Params: () */ RG_ClearMultiDamage, /* * Description: Called inside TraceAttack to store entity damage to multidamage data * Params: (const pevInflictor, const pEntity, Float:flDamage, bitsDamageType) */ RG_AddMultiDamage, /* * Description: Called after game finished a bullet tracing for applying damage cached on multidamage data * Params: (const pevInflictor, const pevAttacker) */ RG_ApplyMultiDamage, /* * Description: Called when player buys an item from buy menu (Nightvision, Kevlar, etc.) * Params: (const pPlayer, iSlot) */ RG_BuyItem };
Description

GamedllFunc

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