- AMXX-BG.info
- reapi_gamedll_const.inc
- Raw
- Functions
- Constants
#if defined _reapi_gamedll_const_included
#endinput
#endif
#define _reapi_gamedll_const_included
/**
* Returns true if round has ended by expired time
*
* @note Use this for hookchain RG_RoundEnd with the parameter ScenarioEventEndRound:event
*/
#define IsRoundExpireEvent(%0) (((1 << _:(%0) + _:ScenarioEventEndRound:0) & ((1 << _:ROUND_TARGET_SAVED) | (1 << _:ROUND_HOSTAGE_NOT_RESCUED) | (1 << _:ROUND_TERRORISTS_NOT_ESCAPED) | (1 << _:ROUND_VIP_NOT_ESCAPED) | (1 << _:ROUND_GAME_OVER))) != 0)
/**
* suppress warning: 200 on amxmodx 1.8.2
*/
#if AMXX_VERSION_NUM < 183
#define RG_CBaseAnimating_ResetSequenceInfo RG_CBaseAnimating_ResetSequence
#define RG_CBasePlayer_Observer_IsValidTarget RG_CBasePlayer_Observer_IsValid
#define RG_CSGameRules_FShouldSwitchWeapon RG_CSGameRules_ShouldSwitchWpn
#define RG_CSGameRules_GetNextBestWeapon RG_CSGameRules_GetNextBestWpn
#define RG_CSGameRules_FlPlayerFallDamage RG_CSGameRules_PlayerFallDmg
#define RG_CSGameRules_FPlayerCanTakeDamage RG_CSGameRules_PlayerCanTakeDmg
#define RG_CSGameRules_FPlayerCanRespawn RG_CSGameRules_PlayerCanRespawn
#define RG_CSGameRules_GetPlayerSpawnSpot RG_CSGameRules_PlayerSpawnSpot
#define RG_CSGameRules_ClientUserInfoChanged RG_CSGameRules_UserInfoChanged
#define RG_CSGameRules_CanHavePlayerItem RG_CSGameRules_CanPlayerItem
#define RG_CSGameRules_DeadPlayerWeapons RG_CSGameRules_DeadPlayerWpn
#define RG_CSGameRules_CheckMapConditions RG_CSGameRules_CheckMapCond
#define RG_CSGameRules_CheckWinConditions RG_CSGameRules_CheckWinCond
#define RG_CSGameRules_CanPlayerHearPlayer RG_CSGameRules_CanPlrHearPlr
#define RG_CBasePlayer_SetClientUserInfoModel RG_CBasePlayer_SetUserInfoModel
#define RG_CBasePlayer_SetClientUserInfoName RG_CBasePlayer_SetUserInfoName
#define m_Shield_hEntToIgnoreTouchesFrom m_Shield_EntToIgnoreTouchesFrom
#define RG_CBasePlayer_RemoveSpawnProtection RG_CBasePlayer_RemoveProtection
#define RG_CBasePlayer_SetSpawnProtection RG_CBasePlayer_SetProtection
#define RG_CBasePlayerWeapon_DefaultDeploy RG_CBaseWeapon_DefDeploy
#define RG_CBasePlayerWeapon_DefaultReload RG_CBaseWeapon_DefReload
#define RG_CBasePlayerWeapon_DefaultShotgunReload RG_CBaseWeapon_DefShotgunReload
#define RG_CBasePlayer_Observer_SetMode RG_CBasePlayer_Observer_SetMod
#define RG_CBasePlayer_Observer_FindNextPlayer RG_CBasePlayer_Observer_FindNxt
#endif
/**
* enum UnifiedSignals
*/
enum UnifiedSignals
{
US_Signal,
US_State
};
/**
* enum AccountSet
*/
enum AccountSet
{
AS_SET, // Setts the value of the account
AS_ADD // Adds a value to the account
};
/**
* Weapon info types for use with rg_set_weapon_info/rg_get_weapon_info()
*/
enum WpnInfo
{
/*
* Description: -
* Return type: enum WeaponIdType
* Get params: rg_get_weapon_info(const weapon_name[], WI_ID);
* Set params: -
*/
WI_ID,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_COST);
* Set params: rg_set_weapon_info(const weapon_id, WI_COST, const value);
*/
WI_COST,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_CLIP_COST);
* Set params: rg_set_weapon_info(const weapon_id, WI_CLIP_COST, const value);
*/
WI_CLIP_COST,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_BUY_CLIP_SIZE);
* Set params: rg_set_weapon_info(const weapon_id, WI_BUY_CLIP_SIZE, const value);
*/
WI_BUY_CLIP_SIZE,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_GUN_CLIP_SIZE);
* Set params: rg_set_weapon_info(const weapon_id, WI_GUN_CLIP_SIZE, const value);
*/
WI_GUN_CLIP_SIZE,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_MAX_ROUNDS);
* Set params: rg_set_weapon_info(const weapon_id, WI_MAX_ROUNDS, const value);
*/
WI_MAX_ROUNDS,
/*
* Description: -
* Return type: int
* Get params: rg_get_weapon_info(const weapon_id, WI_AMMO_TYPE);
* Set params: rg_set_weapon_info(const weapon_id, WI_AMMO_TYPE, const value);
*/
WI_AMMO_TYPE,
/*
* Description: -
* Return type: -
* Get params: rg_get_weapon_info(const weapon_id, WI_AMMO_NAME, const output[], maxlenght);
* Set params: -
*/
WI_AMMO_NAME,
/*
* Description: -
* Return type: -
* Get params: rg_get_weapon_info(const weapon_id, WI_NAME, const output[], maxlenght);
* Set params: -
*/
WI_NAME
};
/**
* Item's info types for use with rg_set_[global_]iteminfo/rg_get_[global_]iteminfo()
*/
enum ItemInfo
{
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iSlot);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iSlot, const value);
*/
ItemInfo_iSlot,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iPosition);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iPosition, const value);
*/
ItemInfo_iPosition,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszAmmo1, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszAmmo1, const value[]);
*/
ItemInfo_pszAmmo1,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxAmmo1);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxAmmo1, const value);
*/
ItemInfo_iMaxAmmo1,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszAmmo2, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszAmmo2, const value[]);
*/
ItemInfo_pszAmmo2,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxAmmo2);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxAmmo2, const value);
*/
ItemInfo_iMaxAmmo2,
/*
* Description: -
* Return type: -
* Get params: rg_get_iteminfo(const ent, ItemInfo_pszName, const output[], maxlenght);
* Set params: rg_set_iteminfo(const ent, ItemInfo_pszName, const value[]);
*/
ItemInfo_pszName,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iMaxClip);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iMaxClip, const value);
*/
ItemInfo_iMaxClip,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iId);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iId, const value);
*/
ItemInfo_iId,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iFlags);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iFlags, const value);
*/
ItemInfo_iFlags,
/*
* Description: -
* Return type: int
* Get params: rg_get_iteminfo(const ent, ItemInfo_iWeight);
* Set params: rg_set_iteminfo(const ent, ItemInfo_iWeight, const value);
*/
ItemInfo_iWeight
};
/**
* Use with rg_give_item
*/
enum GiveType
{
GT_APPEND, // Just give item
GT_REPLACE, // Give the item and remove all other weapons from the slot
GT_DROP_AND_REPLACE // Give the item and drop all other weapons from the slot
};
/**
* MenuChooseTeam
*/
enum MenuChooseTeam
{
MenuChoose_T = 1,
MenuChoose_CT,
MenuChoose_VIP,
MenuChoose_AutoSelect = 5,
MenuChoose_Spec,
};
/**
* VGUIMenu
*/
enum VGUIMenu
{
VGUI_Menu_Team = 2,
VGUI_Menu_MapBriefing = 4,
VGUI_Menu_Class_T = 26,
VGUI_Menu_Class_CT,
VGUI_Menu_Buy,
VGUI_Menu_Buy_Pistol,
VGUI_Menu_Buy_ShotGun,
VGUI_Menu_Buy_Rifle,
VGUI_Menu_Buy_SubMachineGun,
VGUI_Menu_Buy_MachineGun,
VGUI_Menu_Buy_Item,
};
/**
* GamedllFunc
*/
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,
};
/**
* GamedllFunc CBaseAnimating
*/
enum GamedllFunc_CBaseAnimating
{
/*
* Description: -
* Params: (const this)
*/
RG_CBaseAnimating_ResetSequenceInfo = BEGIN_FUNC_REGION(animating)
};
/**
* GamedllFunc CGrenade
*/
enum GamedllFunc_CGrenade
{
/*
* Description: Called when a player goes to start defuse the bomb.
* Params: (const this, const player)
*/
RG_CGrenade_DefuseBombStart = BEGIN_FUNC_REGION(grenade),
/*
* Description: Called when a player has ended to defuses the bomb or when the previous defuser has taken off or been killed.
* Params: (const this, const player, bool:bDefused)
*/
RG_CGrenade_DefuseBombEnd,
/*
* Description: Called when a hegrenade detonates.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeHeGrenade,
/*
* Description: Called when a flashbang detonates.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeFlashbang,
/*
* Description: Called when a smokegrenade detonates.
* Params: (const this)
*/
RG_CGrenade_ExplodeSmokeGrenade,
/*
* Description: Called when a C4 goes to explodes.
* Params: (const this, tracehandle, const bitsDamageType)
*/
RG_CGrenade_ExplodeBomb,
};
/**
* GamedllFunc CWeaponBox
*/
enum GamedllFunc_CWeaponBox
{
/*
* Description: Called when a player dies to pack up the appropriate weapons and ammo items, and creates a weaponbox that falls to floor with sets specify the model or when a player drop the item.
* Params: (const this, const szModelName[])
*/
RG_CWeaponBox_SetModel = BEGIN_FUNC_REGION(weaponbox),
};
/**
* GamedllFunc CBasePlayer
*/
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,
};
/**
* GamedllFunc CBasePlayer
*/
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,
};
/**
* GamedllFunc CGib
*/
enum GamedllFunc_CGib
{
/*
* Description: -
* Params: (const this, const szGibModel[])
*/
RG_CGib_Spawn = BEGIN_FUNC_REGION(gib),
/*
* Description: -
* Params: (const this, pOther)
*/
RG_CGib_BounceGibTouch,
/*
* Description: -
* Params: (const this)
*/
RG_CGib_WaitTillLand,
};
/**
* GamedllFunc CBaseEntity
*/
enum GamedllFunc_CBaseEntity
{
/*
* Description: -
* Return type: void
* Params: (pEntity, cShots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], Float:flDistance, iBulletType, iTracerFreq, iDamage, pevAttacker)
*/
RG_CBaseEntity_FireBullets = BEGIN_FUNC_REGION(cbaseentity),
/*
* Description: -
* Return type: void
* Params: (pEntity, cShots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], Float:flDistance, iTracerFreq, iDamage, pevAttacker)
*/
RG_CBaseEntity_FireBuckshots,
/*
* Description: -
* Return type: Vector [3]
* Params: (pEntity, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread, Float:flDistance, iPenetration, iBulletType, iDamage, Float:flRangeModifier, pevAttacker, bool:bPistol, shared_rand)
*/
RG_CBaseEntity_FireBullets3,
};
/**
* GamedllFunc CBotManager
*/
enum GamedllFunc_CBotManager
{
/*
* Description: Called on each improved bot event
* Return type: void
* Params: (GameEventType:event, const pEntity, const pOther)
*/
RG_CBotManager_OnEvent = BEGIN_FUNC_REGION(botmanager),
}
/**
* GamedllFunc CSGameRules
*/
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: float
* 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,
};
/**
* CSGameRules Members
*/
enum CSGameRules_Members
{
/*
* Description: -
* Member type: BOOL
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_bFreezePeriod = BEGIN_MEMBER_REGION(gamerules),
/*
* Description: -
* Member type: BOOL
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_bBombDropped,
/*
* Description: -
* Member type: char *
* Get params: get_member_game(member, dest[], const lenght);
* Set params: set_member_game(member, const source[]);
*/
m_GameDesc,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_msgPlayerVoiceMask,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_msgRequestState,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_nMaxPlayers,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_UpdateInterval,
/*
* Description: The global time when the round is supposed to end, if this is not 0.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flRestartRoundTime,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flCheckWinConditions,
/*
* Description: Time round has started.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_fRoundStartTime,
/*
* Description: How many seconds long this round is.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iRoundTime,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iRoundTimeSecs,
/*
* Description: (From mp_freezetime) - How many seconds long the intro round (when players are frozen) is.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iIntroRoundTime,
/*
* Description: The global time when the intro round ends and the real one starts (wrote the original "m_flRoundTime" comment for this variable).
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_fRoundStartTimeReal,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iAccountTerrorist,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iAccountCT,
/*
* Description: The number of terrorists on the team (this is generated at the end of a round).
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumTerrorist,
/*
* Description: The number of CTs on the team (this is generated at the end of a round).
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumCT,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumSpawnableTerrorist,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumSpawnableCT,
/*
* Description: Number of Terrorist spawn points.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iSpawnPointCount_Terrorist,
/*
* Description: Number of CT spawn points.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iSpawnPointCount_CT,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iHostagesRescued,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iHostagesTouched,
/*
* Description: 1 == CTs won last round, 2 == Terrorists did, 3 == Draw, no winner
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iRoundWinStatus,
/*
* Description: -
* Member type: short
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumCTWins,
/*
* Description: -
* Member type: short
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumTerroristWins,
/*
* Description: Whether or not the bomb target has been bombed.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bTargetBombed,
/*
* Description: Whether or not the bomb has been defused.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bBombDefused,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bMapHasBombTarget,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bMapHasBombZone,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bMapHasBuyZone,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bMapHasRescueZone,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bMapHasEscapeZone,
/*
* Description: 0 = uninitialized, 1 = has VIP safety zone, 2 = DOES not have VIP safetyzone
* Member type: qboolean
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_bMapHasVIPSafetyZone,
/*
* Description: -
* Member type: BOOL
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_bMapHasCameras,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iC4Timer,
/*
* Description: The current Terrorist who has the C4.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iC4Guy,
/*
* Description: The amount of money the losing team gets. This scales up as they lose more rounds in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iLoserBonus,
/*
* Description: The number of rounds the CTs have lost in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumConsecutiveCTLoses,
/*
* Description: The number of rounds the Terrorists have lost in a row.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumConsecutiveTerroristLoses,
/*
* Description: For the idle kick functionality. This is the max amount of time that the player has to be idle before being kicked.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_fMaxIdlePeriod,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iLimitTeams,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bLevelInitialized,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bRoundTerminating,
/*
* Description: Set to TRUE to have the scores reset next time round restarts.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bCompleteReset,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flRequiredEscapeRatio,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumEscapers,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iHaveEscaped,
/*
* Description: Who can and can't buy.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bCTCantBuy,
/*
* Description: Who can and can't buy.
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bTCantBuy,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flBombRadius,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iConsecutiveVIP,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iTotalGunCount,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iTotalGrenadeCount,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iTotalArmourCount,
/*
* Description: Keeps track of the # of consecutive rounds that have gone by where one team outnumbers the other team by more than 2.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iUnBalancedRounds,
/*
* Description: Keeps track of the # of consecutive rounds of escape played. Teams will be swapped after 8 rounds.
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iNumEscapeRounds,
/*
* Description: -
* Member type: int [100]
* Get params: get_member_game(member, element);
* Set params: set_member_game(member, value, element);
*/
m_iMapVotes,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iLastPick,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iMaxMapTime,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iMaxRounds,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iTotalRoundsPlayed,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iMaxRoundsWon,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iStoredSpectValue,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flForceCameraValue,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flForceChaseCamValue,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flFadeToBlackValue,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_pVIP,
/*
* Description: -
* Member type: int [5]
* Get params: get_member_game(member, element);
* Set params: set_member_game(member, value, element);
*/
m_pVIPQueue,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flIntermissionEndTime,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flIntermissionStartTime,
/*
* Description: -
* Member type: BOOL
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iEndIntermissionButtonHit,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_tmNextPeriodicThink,
/*
* Description: TRUE = the game commencing when there is at least one CT and T, FALSE = scoring will not start until both teams have players (deprecated name m_bFirstConnected)
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bGameStarted,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bInCareerGame,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_fCareerRoundMenuTime,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iCareerMatchWins,
/*
* Description: -
* Member type: int
* Get params: get_member_game(member);
* Set params: set_member_game(member, value);
*/
m_iRoundWinDifference,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_fCareerMatchMenuTime,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bSkipSpawn,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bSkipShowMenu,
/*
* Description: -
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bNeededPlayers,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flEscapeRatio,
/*
* Description: -
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flTimeLimit,
/*
* Description: Stores the start time of the game.
* @note The time resets when the game is restarting or the game commencing.
* Member type: float
* Get params: Float:get_member_game(member);
* Set params: set_member_game(member, Float:value);
*/
m_flGameStartTime,
/*
* Description: TRUE = goes balance team, otherwise FALSE
* Member type: bool
* Get params: get_member_game(member);
* Set params: set_member_game(member, bool:value);
*/
m_bTeamBalanced,
};
/**
* CBaseEntity Members
*/
enum CBaseEntity_Members
{
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
currentammo = BEGIN_MEMBER_REGION(base),
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_buckshot,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_buckshot,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_9mm,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_9mm,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_556nato,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_556nato,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_556natobox,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_556natobox,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_762nato,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_762nato,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_45acp,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_45acp,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_50ae,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_50ae,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_338mag,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_338mag,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_57mm,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_57mm,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
maxammo_357sig,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
ammo_357sig,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flStartThrow,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flReleaseThrow,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iSwing,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
has_disconnected,
};
/**
* CBaseAnimating Members
*/
enum CBaseAnimating_Members
{
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flFrameRate = BEGIN_MEMBER_REGION(animating),
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flGroundSpeed,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flLastEventCheck,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_fSequenceFinished,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_fSequenceLoops,
};
/**
* CBaseMonster Members
*/
enum CBaseMonster_Members
{
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_Activity = BEGIN_MEMBER_REGION(basemonster),
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_IdealActivity,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_LastHitGroup,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_bitsDamageType,
/*
* Description: -
* Member type: byte [8]
* Get params: get_member(index, member, TimeBasedDamage:element);
* Set params: set_member(index, member, value, TimeBasedDamage:element);
*/
m_rgbTimeBasedDamage,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_MonsterState,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_IdealMonsterState,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_afConditions,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_afMemory,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flNextAttack,
/*
* Description: -
* Member type: class EHANDLE
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_hEnemy,
/*
* Description: -
* Member type: class EHANDLE
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_hTargetEnt,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flFieldOfView,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_bloodColor,
/*
* Description: -
* Member type: class Vector
* Get params: get_member(index, member, Float:output[3]);
* Set params: set_member(index, member, Float:dest[3]);
*/
m_HackedGunPos,
/*
* Description: -
* Member type: class Vector
* Get params: get_member(index, member, Float:output[3]);
* Set params: set_member(index, member, Float:dest[3]);
*/
m_vecEnemyLKP,
};
/**
* CBasePlayer Members
*/
enum CBasePlayer_Members
{
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
random_seed = BEGIN_MEMBER_REGION(player),
/*
* Description: -
* Member type: unsigned short
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_usPlayerBleed,
/*
* Description: -
* Member type: class EHANDLE
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_hObserverTarget,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flNextObserverInput,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iObserverWeapon,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iObserverC4State,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bObserverHasDefuser,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iObserverLastMode,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flFlinchTime,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flAnimTime,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bHighDamage,
/*
* Description: Slow down the player based on the velocity modifier, applies when the player takes damage.
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flVelocityModifier,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iLastZoom,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bResumeZoom,
/*
* Description: Delay to call EjectBrass function on M3, Scout and AWP (rest of weapons are client-side).
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flEjectBrass,
/*
* Description: -
* Member type: enum ArmorType
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iKevlar,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bNotKilled,
/*
* Description: -
* Member type: enum TeamName
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iTeam,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iAccount,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bHasPrimary,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flDeathThrowTime,
/*
* Description: -
* Member type: int
* Get params: get_member(index, member);
* Set params: set_member(index, member, value);
*/
m_iThrowDirection,
/*
* Description: -
* Member type: float
* Get params: Float:get_member(index, member);
* Set params: set_member(index, member, Float:value);
*/
m_flLastTalk,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bJustConnected,
/*
* Description: -
* Member type: bool
* Get params: get_member(index, member);
* Set params: set_member(index, member, bool:value);
*/
m_bContextHelp,
/*
* Description: -
* Member type: enum JoinState
* Get