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