AMX Mod X API Documentation

Signature
enum GamedllFunc_CSGameRules { /* * Description: Should the player switch to this weapon? * Return type: BOOL * Params: (const index, const weapon) */ RG_CSGameRules_FShouldSwitchWeapon = BEGIN_FUNC_REGION(gamerules), /* * Description: I can't use this weapon anymore, get me the next best one. * Return type: BOOL * Params: (const index, const currentWeapon) */ RG_CSGameRules_GetNextBestWeapon, /* * Description: - * Return type: float * Params: (const index) */ RG_CSGameRules_FlPlayerFallDamage, /* * Description: Can this player take damage from this attacker? * Return type: BOOL * Params: (const index, const attacker) */ RG_CSGameRules_FPlayerCanTakeDamage, /* * Description: Called by CBasePlayer::Spawn just before releasing the player into the game. * Params: (const index) */ RG_CSGameRules_PlayerSpawn, /* * Description: Is this player allowed to respawn now? * Return type: BOOL * Params: (const index) */ RG_CSGameRules_FPlayerCanRespawn, /* * Description: Place this player on his spawnspot and face him in the proper direction. * Return type: edict_t * (Entity index of spawnspot) * Params: (const index) */ RG_CSGameRules_GetPlayerSpawnSpot, /* * Description: The player has changed userinfo; can change it now. * Params: (const index, infobuffer[]) */ RG_CSGameRules_ClientUserInfoChanged, /* * Description: Called each time a player dies. * Params: (const victim, const killer, const inflictor) */ RG_CSGameRules_PlayerKilled, /* * Description: Call this from within a GameRules class to report an obituary. * Params: (const victim, const killer, const inflictor) */ RG_CSGameRules_DeathNotice, /* * Description: The player is touching a CBasePlayerItem, do I give it to him? * Return type: BOOL * Params: (const index, const item) */ RG_CSGameRules_CanHavePlayerItem, /* * Description: What do I do with player's weapons when he's killed? * Return type: int * Params: (const index) */ RG_CSGameRules_DeadPlayerWeapons, /* * Description: - * Params: () */ RG_CSGameRules_ServerDeactivate, /* * Description: - * Params: () */ RG_CSGameRules_CheckMapConditions, /* * Description: Recreate all the map entities from the map data (preserving their indices), * then remove everything else except the players. * Also get rid of all world decals. * Params: () */ RG_CSGameRules_CleanUpMap, /* * Description: Call this on a new round or restart round with member m_bCompleteReset is TRUE * Params: () */ RG_CSGameRules_RestartRound, /* * Description: Check if the scenario has been won/lost. * Params: () */ RG_CSGameRules_CheckWinConditions, /* * Description: - * Params: () */ RG_CSGameRules_RemoveGuns, /* * Description: - * Return type: CBasePlayer * (Entity index of player) * Params: () */ RG_CSGameRules_GiveC4, /* * Description: - * Params: () */ RG_CSGameRules_ChangeLevel, /* * Description: - * Params: () */ RG_CSGameRules_GoToIntermission, /* * Description: - * Params: () */ RG_CSGameRules_BalanceTeams, /* * Description: It's called when the freeze time ends. * Params: () */ RG_CSGameRules_OnRoundFreezeEnd, /* * Description: It's called when a player hears another player. * Return type: bool * Params: (const listener, const sender) */ RG_CSGameRules_CanPlayerHearPlayer, /* * Description: Called every server frame to process game rules * Params: () */ RG_CSGameRules_Think, /* * Description: Called each time player tries to join a team to ensure availability * Return type: bool * Params: (team_id) */ RG_CSGameRules_TeamFull, /* * Description: Called each time player tries to join a team to ensure a fair distribution of players (based on mp_limitteams cvar) * Return type: bool * Params: (newTeam_id, curTeam_id) */ RG_CSGameRules_TeamStacked, /* * Description: Called each time player gets a weapon linked to his inventory * Params: (const pPlayer, const pWeapon) */ RG_CSGameRules_PlayerGotWeapon, /* * Description: Called when a player is killed, sends death messages to all players, including info about the killer, victim, weapon used, * extra death flags, death position, assistant, and kill rarity * Return type: void * Params: (const pKiller, const pVictim, const pAssister, const pevInflictor, const killerWeaponName[], const DeathMessageFlags:iDeathMessageFlags, const KillRarity:iRarityOfKill) */ RG_CSGameRules_SendDeathMessage };
Description

GamedllFunc CSGameRules

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