Updated includes and spcomp to SourceMod 1.9

This commit is contained in:
BotoX
2016-08-23 15:34:00 +02:00
parent 0c0ce1adfc
commit 584ab0c27a
80 changed files with 2851 additions and 2474 deletions
+23 -38
View File
@@ -83,9 +83,8 @@
* @param dir Direction of the sparks.
* @param Magnitude Sparks size.
* @param TrailLength Trail lenght of the sparks.
* @noreturn
*/
stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
stock void TE_SetupSparks(const float pos[3], const float dir[3], int Magnitude, int TrailLength)
{
TE_Start("Sparks");
TE_WriteVector("m_vecOrigin[0]", pos);
@@ -101,9 +100,8 @@ stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLen
* @param Model Precached model index.
* @param Scale Scale of the smoke.
* @param FrameRate Frame rate of the smoke.
* @noreturn
*/
stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
stock void TE_SetupSmoke(const float pos[3], int Model, float Scale, int FrameRate)
{
TE_Start("Smoke");
TE_WriteVector("m_vecOrigin", pos);
@@ -119,9 +117,8 @@ stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
* @param dir Direction of the dust.
* @param Size Dust cloud size.
* @param Speed Dust cloud speed.
* @noreturn
*/
stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
stock void TE_SetupDust(const float pos[3], const float dir[3], float Size, float Speed)
{
TE_Start("Dust");
TE_WriteVector("m_vecOrigin[0]", pos);
@@ -137,9 +134,8 @@ stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Spe
* @param angles Rotation angles of the muzzle flash.
* @param Scale Scale of the muzzle flash.
* @param Type Muzzle flash type to render (Mod specific).
* @noreturn
*/
stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
stock void TE_SetupMuzzleFlash(const float pos[3], const float angles[3], float Scale, int Type)
{
TE_Start("MuzzleFlash");
TE_WriteVector("m_vecOrigin", pos);
@@ -153,9 +149,8 @@ stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale
*
* @param pos Position of the metal sparks.
* @param dir Direction of the metal sparks.
* @noreturn
*/
stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
stock void TE_SetupMetalSparks(const float pos[3], const float dir[3])
{
TE_Start("Metal Sparks");
TE_WriteVector("m_vecPos", pos);
@@ -168,9 +163,8 @@ stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
* @param pos Position of the energy splash.
* @param dir Direction of the energy splash.
* @param Explosive Makes the effect explosive.
* @noreturn
*/
stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
stock void TE_SetupEnergySplash(const float pos[3], const float dir[3], bool Explosive)
{
TE_Start("Energy Splash");
TE_WriteVector("m_vecPos", pos);
@@ -182,10 +176,9 @@ stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosiv
* Sets up an armor ricochet effect.
*
* @param pos Position of the armor ricochet.
* @param dir Directon of the armor ricochet.
* @noreturn
* @param dir Direction of the armor ricochet.
*/
stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
stock void TE_SetupArmorRicochet(const float pos[3], const float dir[3])
{
TE_Start("Armor Ricochet");
TE_WriteVector("m_vecPos", pos);
@@ -200,9 +193,8 @@ stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
* @param Life Time duration of the sprite.
* @param Size Sprite size.
* @param Brightness Sprite brightness.
* @noreturn
*/
stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
stock void TE_SetupGlowSprite(const float pos[3], int Model, float Life, float Size, int Brightness)
{
TE_Start("GlowSprite");
TE_WriteVector("m_vecOrigin", pos);
@@ -224,9 +216,8 @@ stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brig
* @param Magnitude Explosion size.
* @param normal Normal vector to the explosion.
* @param MaterialType Exploded material type.
* @noreturn
*/
stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
stock void TE_SetupExplosion(const float pos[3], int Model, float Scale, int Framerate, int Flags, int Radius, int Magnitude, const float normal[3]={0.0, 0.0, 1.0}, int MaterialType='C')
{
TE_Start("Explosion");
TE_WriteVector("m_vecOrigin[0]", pos);
@@ -249,9 +240,8 @@ stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags
* @param Size Sprite size.
* @param SprayModel Precached model index.
* @param BloodDropModel Precached model index.
* @noreturn
*/
stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
stock void TE_SetupBloodSprite(const float pos[3], const float dir[3], const int color[4], int Size, int SprayModel, int BloodDropModel)
{
TE_Start("Blood Sprite");
TE_WriteVector("m_vecOrigin", pos);
@@ -273,7 +263,7 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4]
* @param End_Radius Final ring radius.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param StartFrame Initial frame to render.
* @param FrameRate Ring frame rate.
* @param Life Time duration of the ring.
* @param Width Beam width.
@@ -281,10 +271,9 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4]
* @param Color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @param Flags Beam flags.
* @noreturn
*/
stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
stock void TE_SetupBeamRingPoint(const float center[3], float Start_Radius, float End_Radius, int ModelIndex, int HaloIndex, int StartFrame,
int FrameRate, float Life, float Width, float Amplitude, const int Color[4], int Speed, int Flags)
{
TE_Start("BeamRingPoint");
TE_WriteVector("m_vecCenter", center);
@@ -314,7 +303,7 @@ stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End
* @param end End position of the beam.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param StartFrame Initial frame to render.
* @param FrameRate Beam frame rate.
* @param Life Time duration of the beam.
* @param Width Initial beam width.
@@ -323,10 +312,9 @@ stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End
* @param Amplitude Beam amplitude.
* @param Color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @noreturn
*/
stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
stock void TE_SetupBeamPoints(const float start[3], const float end[3], int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life,
float Width, float EndWidth, int FadeLength, float Amplitude, const int Color[4], int Speed)
{
TE_Start("BeamPoints");
TE_WriteVector("m_vecStartPoint", start);
@@ -354,7 +342,7 @@ stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, H
* @param EndEntity Entity index from where the beam ends.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param StartFrame Initial frame to render.
* @param FrameRate Beam frame rate.
* @param Life Time duration of the beam.
* @param Width Initial beam width.
@@ -363,10 +351,9 @@ stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, H
* @param Amplitude Beam amplitude.
* @param Color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @noreturn
*/
stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
stock void TE_SetupBeamLaser(int StartEntity, int EndEntity, int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life,
float Width, float EndWidth, int FadeLength, float Amplitude, const int Color[4], int Speed)
{
TE_Start("BeamLaser");
TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
@@ -394,7 +381,7 @@ stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFram
* @param EndEntity Entity index from where the ring ends.
* @param ModelIndex Precached model index.
* @param HaloIndex Precached model index.
* @param StartFrame Initital frame to render.
* @param StartFrame Initial frame to render.
* @param FrameRate Ring frame rate.
* @param Life Time duration of the ring.
* @param Width Beam width.
@@ -402,9 +389,8 @@ stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFram
* @param Color Color array (r, g, b, a).
* @param Speed Speed of the beam.
* @param Flags Beam flags.
* @noreturn
*/
stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
stock void TE_SetupBeamRing(int StartEntity, int EndEntity, int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life, float Width, float Amplitude, const int Color[4], int Speed, int Flags)
{
TE_Start("BeamRing");
TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
@@ -437,9 +423,8 @@ stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame
* @param EndWidth Final beam width.
* @param FadeLength Beam fade time duration.
* @param Color Color array (r, g, b, a).
* @noreturn
*/
stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
stock void TE_SetupBeamFollow(int EntIndex, int ModelIndex, int HaloIndex, float Life, float Width, float EndWidth, int FadeLength, const int Color[4])
{
TE_Start("BeamFollow");
TE_WriteEncodedEnt("m_iEntIndex", EntIndex);