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bb_drop_user_block
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native bb_drop_user_block(id) /** * Returns the users entity.. * * @param id Player index. * @return Entity index if true, 0 if none */ native bb_get_user_block(id) /** * Sets the users current moving block to the entity specified. * * @param id Player index. * @param entity Entity index. */ native bb_set_user_block(id, entity) /** * Returns whether a block is locked or not. * * @param entity Entity index. * @return True if it is, false otherwise */ native bb_is_locked_block(entity) /** * Locks specified block if applicable. * * @param entity Entity index.
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bb_get_build_time
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native bb_get_build_time() /** * Sets the build timer to a specified number. * * @param time Time to set build timer to. (integer) */ native bb_set_build_time(time) /** * Returns the players current color ENUM. * * @param id Player index. */ native bb_get_user_color(id) /** * Sets the build timer to a specified number. * * @param id Player index. * @param color Color to set. (enum) */ native bb_set_user_color(id, color) /** * Drops the users entity (if he has one). * * @param id Player index. */ native bb_drop_user_block(id)
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bb_get_class_cost
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native bb_get_class_cost(classid) /** * Returns a player's current zombie class ID. * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_zombie_class(id) native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (when they respawn). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid)
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bb_get_flags_build
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native bb_get_flags_build() native bb_get_flags_lock() native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started()
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bb_get_flags_buildban
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native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins
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bb_get_flags_guns
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native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release */ forward bb_prepphase_started()
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bb_get_flags_lock
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native bb_get_flags_lock() native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /**
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bb_get_flags_override
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native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release */ forward bb_prepphase_started() /**
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bb_get_flags_release
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native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release */ forward bb_prepphase_started()
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bb_get_flags_revive
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native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release */
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bb_get_flags_swap
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native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/ /** * Called when the zombies are released * at the end of the build or preparation phase */ forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release
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bb_get_user_block
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native bb_get_user_block(id) /** * Sets the users current moving block to the entity specified. * * @param id Player index. * @param entity Entity index. */ native bb_set_user_block(id, entity) /** * Returns whether a block is locked or not. * * @param entity Entity index. * @return True if it is, false otherwise */ native bb_is_locked_block(entity) /** * Locks specified block if applicable. * * @param entity Entity index. */ native bb_lock_block(entity) /** * Unlocks specified block if applicable. * * @param entity Entity index. */
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bb_get_user_color
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native bb_get_user_color(id) /** * Sets the build timer to a specified number. * * @param id Player index. * @param color Color to set. (enum) */ native bb_set_user_color(id, color) /** * Drops the users entity (if he has one). * * @param id Player index. */ native bb_drop_user_block(id) /** * Returns the users entity.. * * @param id Player index. * @return Entity index if true, 0 if none */ native bb_get_user_block(id) /** * Sets the users current moving block to the entity specified. * * @param id Player index. * @param entity Entity index.
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bb_get_user_next_class
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native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id)
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bb_get_user_primary
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native bb_get_user_primary(id) /** * Returns current mod admin flags for the following * * @return Returns the ADMIN flags for specified level */ native bb_get_flags_build() native bb_get_flags_lock() native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on) * * @param id Player index. * @param attribute Attribute enum to change * @param amount Float value hat will multiply by * @return Returns 1 if successful, 0 if not */ //native bb_set_user_mult(id, attribute, Float:amount) /*------------------------------------------------------------------------------------------------*/
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bb_get_user_zombie_class
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native bb_get_user_zombie_class(id) native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (when they respawn). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id)
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bb_is_build_phase
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native bb_is_build_phase() /** * Returns whether the game is in the preparation phase. * * @return True if it is, false otherwise. */ native bb_is_prep_phase() /** * Returns the current build time (in seconds). */ native bb_get_build_time() /** * Sets the build timer to a specified number. * * @param time Time to set build timer to. (integer) */ native bb_set_build_time(time) /** * Returns the players current color ENUM. * * @param id Player index. */ native bb_get_user_color(id) /** * Sets the build timer to a specified number.
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bb_is_locked_block
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native bb_is_locked_block(entity) /** * Locks specified block if applicable. * * @param entity Entity index. */ native bb_lock_block(entity) /** * Unlocks specified block if applicable. * * @param entity Entity index. */ native bb_unlock_block(id, entity) /** * Releases the zombies if valid. */ native bb_release_zombies() /** * Sets their "primary weapon" (weapon that is drawn at round start). * * @param id Player index. * @param csw_primary CSW_ primary to set to from CSW_P228 to CSW_P90. */ native bb_set_user_primary(id, csw_gun) /**
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bb_is_prep_phase
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native bb_is_prep_phase() /** * Returns the current build time (in seconds). */ native bb_get_build_time() /** * Sets the build timer to a specified number. * * @param time Time to set build timer to. (integer) */ native bb_set_build_time(time) /** * Returns the players current color ENUM. * * @param id Player index. */ native bb_get_user_color(id) /** * Sets the build timer to a specified number. * * @param id Player index. * @param color Color to set. (enum) */ native bb_set_user_color(id, color) /**
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bb_is_user_banned
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native bb_is_user_banned(id) /** * Returns whether the game is still in the build phase. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_build_phase() /** * Returns whether the game is in the preparation phase. * * @return True if it is, false otherwise. */ native bb_is_prep_phase() /** * Returns the current build time (in seconds). */ native bb_get_build_time() /** * Sets the build timer to a specified number. * * @param time Time to set build timer to. (integer) */ native bb_set_build_time(time) /**
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bb_is_user_zombie
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native bb_is_user_zombie(id) native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id) /** * Returns whether the game is still in the build phase. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_build_phase() /** * Returns whether the game is in the preparation phase. * * @return True if it is, false otherwise. */ native bb_is_prep_phase() /** * Returns the current build time (in seconds). */ native bb_get_build_time()
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bb_lock_block
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native bb_lock_block(entity) /** * Unlocks specified block if applicable. * * @param entity Entity index. */ native bb_unlock_block(id, entity) /** * Releases the zombies if valid. */ native bb_release_zombies() /** * Sets their "primary weapon" (weapon that is drawn at round start). * * @param id Player index. * @param csw_primary CSW_ primary to set to from CSW_P228 to CSW_P90. */ native bb_set_user_primary(id, csw_gun) /** * Returns their current primary weapon. * * @param id Player index. * @return Returns primary weapon as CSW_ constant. */ native bb_get_user_primary(id)
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bb_register_zombie_class
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native bb_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback = 0.0, adminflags = ADMIN_ALL, credits = 0 ) native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback = 0.0, adminflags = ADMIN_ALL, credits = 0 ) /** * Returns a zombie classes cost. * * @param classid A valid zombie class ID. */ native bb_get_class_cost(classid) /** * Returns a player's current zombie class ID. * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_zombie_class(id) native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (when they respawn). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn).
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bb_release_zombies
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native bb_release_zombies() /** * Sets their "primary weapon" (weapon that is drawn at round start). * * @param id Player index. * @param csw_primary CSW_ primary to set to from CSW_P228 to CSW_P90. */ native bb_set_user_primary(id, csw_gun) /** * Returns their current primary weapon. * * @param id Player index. * @return Returns primary weapon as CSW_ constant. */ native bb_get_user_primary(id) /** * Returns current mod admin flags for the following * * @return Returns the ADMIN flags for specified level */ native bb_get_flags_build() native bb_get_flags_lock() native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release()
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bb_set_build_time
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native bb_set_build_time(time) /** * Returns the players current color ENUM. * * @param id Player index. */ native bb_get_user_color(id) /** * Sets the build timer to a specified number. * * @param id Player index. * @param color Color to set. (enum) */ native bb_set_user_color(id, color) /** * Drops the users entity (if he has one). * * @param id Player index. */ native bb_drop_user_block(id) /** * Returns the users entity.. * * @param id Player index. * @return Entity index if true, 0 if none */
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bb_set_user_block
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native bb_set_user_block(id, entity) /** * Returns whether a block is locked or not. * * @param entity Entity index. * @return True if it is, false otherwise */ native bb_is_locked_block(entity) /** * Locks specified block if applicable. * * @param entity Entity index. */ native bb_lock_block(entity) /** * Unlocks specified block if applicable. * * @param entity Entity index. */ native bb_unlock_block(id, entity) /** * Releases the zombies if valid. */ native bb_release_zombies() /**
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bb_set_user_color
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native bb_set_user_color(id, color) /** * Drops the users entity (if he has one). * * @param id Player index. */ native bb_drop_user_block(id) /** * Returns the users entity.. * * @param id Player index. * @return Entity index if true, 0 if none */ native bb_get_user_block(id) /** * Sets the users current moving block to the entity specified. * * @param id Player index. * @param entity Entity index. */ native bb_set_user_block(id, entity) /** * Returns whether a block is locked or not. * * @param entity Entity index. * @return True if it is, false otherwise
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bb_set_user_primary
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native bb_set_user_primary(id, csw_gun) /** * Returns their current primary weapon. * * @param id Player index. * @return Returns primary weapon as CSW_ constant. */ native bb_get_user_primary(id) /** * Returns current mod admin flags for the following * * @return Returns the ADMIN flags for specified level */ native bb_get_flags_build() native bb_get_flags_lock() native bb_get_flags_buildban() native bb_get_flags_swap() native bb_get_flags_revive() native bb_get_flags_guns() native bb_get_flags_release() native bb_get_flags_override() /*------------------------------------------------------------------------------------------------*/ //Disabled until fixed /** * Sets a multiplier for a class (for use with credits add-on)
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bb_set_user_zombie_class
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native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id) /** * Returns whether the game is still in the build phase. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_build_phase() /** * Returns whether the game is in the preparation phase.
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bb_unlock_block
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native bb_unlock_block(id, entity) /** * Releases the zombies if valid. */ native bb_release_zombies() /** * Sets their "primary weapon" (weapon that is drawn at round start). * * @param id Player index. * @param csw_primary CSW_ primary to set to from CSW_P228 to CSW_P90. */ native bb_set_user_primary(id, csw_gun) /** * Returns their current primary weapon. * * @param id Player index. * @return Returns primary weapon as CSW_ constant. */ native bb_get_user_primary(id) /** * Returns current mod admin flags for the following * * @return Returns the ADMIN flags for specified level */ native bb_get_flags_build() native bb_get_flags_lock()
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zp_get_user_next_class
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native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id) /**
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zp_get_user_zombie
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native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id) /** * Returns whether the game is still in the build phase. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_build_phase() /** * Returns whether the game is in the preparation phase. * * @return True if it is, false otherwise. */ native bb_is_prep_phase() /** * Returns the current build time (in seconds). */ native bb_get_build_time()
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zp_get_user_zombie_class
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native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (when they respawn). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). * * @param id Player index. * @param classid A valid zombie class ID. * @return True on success, false otherwise. */ native bb_set_user_zombie_class(id, classid) native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id)
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zp_register_zombie_class
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native zp_register_zombie_class(const name[], const info[], const model[], const clawmodel[], hp, speed, Float:gravity, Float:knockback = 0.0, adminflags = ADMIN_ALL, credits = 0 ) /** * Returns a zombie classes cost. * * @param classid A valid zombie class ID. */ native bb_get_class_cost(classid) /** * Returns a player's current zombie class ID. * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_zombie_class(id) native zp_get_user_zombie_class(id) /** * Returns a player's next zombie class ID (when they respawn). * * @param id Player index. * @return Internal zombie class ID, or -1 if not yet chosen. */ native bb_get_user_next_class(id) native zp_get_user_next_class(id) /** * Sets a player's next zombie class ID (when they respawn). *
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zp_set_user_zombie_class
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native zp_set_user_zombie_class(id, classid) /** * Returns whether a player is a zombie. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_zombie(id) native zp_get_user_zombie(id) /** * Returns whether a player is banned from building. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_user_banned(id) /** * Returns whether the game is still in the build phase. * * @param id Player index. * @return True if it is, false otherwise. */ native bb_is_build_phase() /** * Returns whether the game is in the preparation phase. *
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