AMX Mod X API Documentation

Signature
enum GamedllFunc_CBasePlayerWeapon { /* * Description: - * Return type: BOOL * Params: (const this) */ RG_CBasePlayerWeapon_CanDeploy = BEGIN_FUNC_REGION(weapon), /* * Description: - * Return type: BOOL * Params: (const this, szViewModel[], szWeaponModel[], iAnim, szAnimExt[], skiplocal) */ RG_CBasePlayerWeapon_DefaultDeploy, /* * Description: - * Return type: int * Params: (const this, iClipSize, iAnim, Float:fDelay) */ RG_CBasePlayerWeapon_DefaultReload, /* * Description: - * Return type: bool * Params: (const this, iAnim, iStartAnim, Float:fDelay, Float:fStartDelay, const pszReloadSound1[], const pszReloadSound2[]) */ RG_CBasePlayerWeapon_DefaultShotgunReload, /* * Description: Called every client frame (PlayerPostThink) for the player's active weapon * Return type: void * Params: (const this) */ RG_CBasePlayerWeapon_ItemPostFrame, /* * Description: Called whenever player fires a weapon and shakes player screen (punchangles altering) * @note Weapons that use KickBack: AK47, AUG, FAMAS, GALIL, M249, M4A1, MAC10, MP5NAVY, P90, SG552, TMP, UMP45 * Return type: void * Params: (const this, Float:up_base, Float:lateral_base, Float:up_modifier, Float:lateral_modifier, Float:p_max, Float:lateral_max, direction_change) */ RG_CBasePlayerWeapon_KickBack, /* * Description: Called whenever game sends an animation to his current holder (player) * @note This is often called for all animations in exception of "fire" and "idle" sequences (both called via client prediction) * Return type: void * Params: (const this, iAnim, skiplocal) */ RG_CBasePlayerWeapon_SendWeaponAnim };
Description

GamedllFunc CBasePlayer

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