AMX Mod X API Documentation

Signature
enum GamedllFunc_CBasePlayer { /* * Description: - * Params: (const this) */ RG_CBasePlayer_Spawn = BEGIN_FUNC_REGION(player), /* * Description: - * Params: (const this) */ RG_CBasePlayer_Precache, /* * Description: - * Return type: int * Params: (const this) */ RG_CBasePlayer_ObjectCaps, /* * Description: - * Return type: int * Params: (const this) */ RG_CBasePlayer_Classify, /* * Description: - * Params: (const this, pevAttacker, Float:flDamage, Float:vecDir[3], tracehandle, bitsDamageType) */ RG_CBasePlayer_TraceAttack, /* * Description: - * Return type: int * Params: (const this, pevInflictor, pevAttacker, Float:flDamage, bitsDamageType) */ RG_CBasePlayer_TakeDamage, /* * Description: - * Params: (const this, Float:flHealth, bitsDamageType) */ RG_CBasePlayer_TakeHealth, /* * Description: - * Params: (const this, pevAttacker, iGib) */ RG_CBasePlayer_Killed, /* * Description: - * Params: (const this, score, bAllowNegativeScore) */ RG_CBasePlayer_AddPoints, /* * Description: - * Params: (const this, score, bAllowNegativeScore) */ RG_CBasePlayer_AddPointsToTeam, /* * Description: - * Return type: BOOL * Params: (const this, const pItem) */ RG_CBasePlayer_AddPlayerItem, /* * Description: - * Return type: BOOL * Params: (const this, const pItem) */ RG_CBasePlayer_RemovePlayerItem, /* * Description: - * Return type: int * Params: (const this, iAmount, szName[], iMax) */ RG_CBasePlayer_GiveAmmo, /* * Description: - * Params: (const this) */ RG_CBasePlayer_ResetMaxSpeed, /* * Description: - * Params: (const this) */ RG_CBasePlayer_Jump, /* * Description: - * Params: (const this) */ RG_CBasePlayer_Duck, /* * Description: - * Params: (const this) */ RG_CBasePlayer_PreThink, /* * Description: - * Params: (const this) */ RG_CBasePlayer_PostThink, /* * Description: - * Params: (const this) */ RG_CBasePlayer_UpdateClientData, /* * Description: - * Params: (const this) */ RG_CBasePlayer_ImpulseCommands, /* * Description: - * Params: (const this) */ RG_CBasePlayer_RoundRespawn, /* * Description: - * Params: (const this, Float:flUntilTime, Float:flHoldTime, Float:flFadeTime, iAlpha) */ RG_CBasePlayer_Blind, /* * Description: - * Params: (const this, infobuffer[], szNewModel[]) */ RG_CBasePlayer_SetClientUserInfoModel, /* * Description: - * Params: (const this, infobuffer[], szNewName[]) */ RG_CBasePlayer_SetClientUserInfoName, /* * Description: - * Params: (const this, iPlayerIndex, bool:bSameTeam) */ RG_CBasePlayer_Observer_IsValidTarget, /* * Description: - * Params: (const this, PLAYER_ANIM:playerAnim) */ RG_CBasePlayer_SetAnimation, /* * Description: - * Params: (const this) */ RG_CBasePlayer_GiveDefaultItems, /* * Description: - * Return type: CBaseEntity * (Entity index of item) * Params: (const this, const pszName[]) */ RG_CBasePlayer_GiveNamedItem, /* * Description: - * Params: (const this, amount, RewardType:type, bool:bTrackChange) */ RG_CBasePlayer_AddAccount, /* * Description: - * Params: (const this, bool:bDeploy) */ RG_CBasePlayer_GiveShield, /* * Description: - * Return type: CBaseEntity * (Entity index of item) * Params: (const this, const pszItemName[]) */ RG_CBasePlayer_DropPlayerItem, /* * Description: - * Params: (const this, ItemID:item, ItemRestType:type) */ RG_CBasePlayer_HasRestrictItem, /* * Description: Called when a player throws the shield on the ground. * Return type: CBaseEntity * (Entity index of shield) * Params: (const this, bool:deploy) */ RG_CBasePlayer_DropShield, /* * Description: Called on spawn, the attempt to equip a player. * Params: (const this, bool:addDefault, bool:equipGame) */ RG_CBasePlayer_OnSpawnEquip, /* * Description: The player uses a radio message. * Called on self-radio uses, throwing grenades or on freeze time end. * Params: (const this, const msg_id[], const msg_verbose[], pitch, bool:showIcon) */ RG_CBasePlayer_Radio, /* * Description: VIP player got to the point of rescue. * Params: (const this) */ RG_CBasePlayer_Disappear, /* * Description: Makes a random player the VIP. * Params: (const this) */ RG_CBasePlayer_MakeVIP, /* * Description: Makes a random player the bomber. * Return type: bool * Params: (const this) */ RG_CBasePlayer_MakeBomber, /* * Description: The player goes into observer mode. * Params: (const this, Float:vecPosition[3], Float:vecViewAngle[3]) */ RG_CBasePlayer_StartObserver, /* * Description: Called when a player enters the game. * Return type: bool * Params: (const this) */ RG_CBasePlayer_GetIntoGame, /* * Description: Called when a player dying and goes into observer mode like StartObserver * Params: (const this) */ RG_CBasePlayer_StartDeathCam, /* * Description: Called when a player goes switch to opposite team after auto-teambalance or caused by 3rd-party things. * @note This doesn't register the event when a player switched manually * Params: (const this) */ RG_CBasePlayer_SwitchTeam, /* * Description: Can a player switch to team? * Return type: bool * Params: (const this, TeamName:teamToSwap) */ RG_CBasePlayer_CanSwitchTeam, /* * Description: Called when a player throws the grenade. * Return type: CGrenade * (Entity index of grenade) * Params: (const this, const grenade, Float:vecSrc[3], Float:vecThrow[3], Float:time, const usEvent) */ RG_CBasePlayer_ThrowGrenade, /* * Description: Called when a player's set protection. * Return type: void * Params: (const this, Float:time) */ RG_CBasePlayer_SetSpawnProtection, /* * Description: Called when a player's remove protection. * Return type: void * Params: (const this) */ RG_CBasePlayer_RemoveSpawnProtection, /* * Description: Called when the game prints hint message into DHUD. * Return type: bool * Params: (const this, const message[], Float:duration, bool:bDisplayIfPlayerDead, bool:bOverride) */ RG_CBasePlayer_HintMessageEx, /* * Description: Called when a player press use and if a suitable candidate is not found. * Return type: void * Params: (const this) */ RG_CBasePlayer_UseEmpty, /* * Description: Called when a idle player is removed from server. * Return type: void * Params: (const this, const reason[]) */ RG_CBasePlayer_DropIdlePlayer, /* * Description: Called when a client attempt to change the observer mode. * Params: (const this, iMode) */ RG_CBasePlayer_Observer_SetMode, /* * Description: Called when a client attempt to find the next observer. * Return type: void * Params: (const this, bool bReverse, name[]) */ RG_CBasePlayer_Observer_FindNextPlayer, /* * Description: Called when a client emits a "pain sound" after received damage. * Return type: void * Params: (const this) */ RG_CBasePlayer_Pain, /* * Description: Called when a client emits a "death sound" after death. * Return type: void * Params: (const this, lastHitGroup, bool:hasArmour) */ RG_CBasePlayer_DeathSound, /* * Description: Called when a client "thinks for the join status". * (permanently called on each call of "CBasePlayer::PreThink", and only when he is not assigned as specatator or not playing) * Return type: void * Params: (const this) */ RG_CBasePlayer_JoiningThink, /* * Description: Called every client frame to check time based damage * Return type: void * Params: (const this) */ RG_CBasePlayer_CheckTimeBasedDamage, /* * Description: Called when game selects a spawn point (info_player_start/deathmatch) to position the player * Return type: edict_t * (Entity index of selected spawn point) * Params: (const this) */ RG_CBasePlayer_EntSelectSpawnPoint, /* * Description: - * Params: (const this) */ RG_CBasePlayer_PlayerDeathThink, /* * Description: - * Params: (const this) */ RG_CBasePlayer_Observer_Think, /* * Description: - * Params: (const this, bool:removeSuit) */ RG_CBasePlayer_RemoveAllItems };
Description

GamedllFunc CBasePlayer

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