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Improve include descriptions rg_fire_bullets, rg_fire_buckshots a…
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…nd `rg_fire_bullets3` (#245)
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RauliTop authored Mar 31, 2023
1 parent d2347e8 commit b85d4ae
Showing 1 changed file with 10 additions and 1 deletion.
11 changes: 10 additions & 1 deletion reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc
Original file line number Diff line number Diff line change
Expand Up @@ -338,12 +338,15 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @note: This native doesn't create a decal effect
* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
*
* @noreturn
*/
native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);

/*
* Fires buckshots from entity.
* Fires buckshots from entity (used at XM1014 and M3 weapons).
*
* @param inflictor Inflictor is the entity that caused the damage (such as a gun)
* @param attacker Attacker is the entity that triggered the damage (such as the gun's owner)
Expand All @@ -355,6 +358,9 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
* @param iTracerFreq Tracer frequency
* @param iDamage Damage amount
*
* @note: This native doesn't create a decal effect
* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
*
* @noreturn
*/
native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage);
Expand All @@ -375,6 +381,9 @@ native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vec
* @param bPistol Pistol shot
* @param shared_rand Use player's random seed, get circular gaussian spread
*
* @note: This native doesn't create a decal effect
* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound
*
* @return Float:[3] The spread result
*/
native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
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