AMXX-BG.INFO basebuilder.inc Functions

basebuilder functions

All callable symbols documented in this include, grouped by declaration type.

Natives

Name Signature
bb_drop_user_block 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.
bb_get_build_time 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)
bb_get_class_cost 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)
bb_get_flags_build 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()
bb_get_flags_buildban 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
bb_get_flags_guns 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()
bb_get_flags_lock 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() /**
bb_get_flags_override 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() /**
bb_get_flags_release 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()
bb_get_flags_revive 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 */
bb_get_flags_swap 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
bb_get_user_block 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. */
bb_get_user_color 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.
bb_get_user_next_class 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)
bb_get_user_primary 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) /*------------------------------------------------------------------------------------------------*/
bb_get_user_zombie_class 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)
bb_is_build_phase 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.
bb_is_locked_block 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) /**
bb_is_prep_phase 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) /**
bb_is_user_banned 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) /**
bb_is_user_zombie 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()
bb_lock_block 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)
bb_register_zombie_class 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).
bb_release_zombies 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()
bb_set_build_time 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 */
bb_set_user_block 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() /**
bb_set_user_color 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
bb_set_user_primary 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)
bb_set_user_zombie_class 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.
bb_unlock_block 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()
zp_get_user_next_class 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) /**
zp_get_user_zombie 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()
zp_get_user_zombie_class 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)
zp_register_zombie_class 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). *
zp_set_user_zombie_class 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. *

Stocks

Name Signature
is_basebuilder_active stock is_basebuilder_active() {

Forwards

Name Signature
bb_block_pushpull forward bb_block_pushpull(id, entity, pushpull) /** * Called when a player grabs an entity * Before entity successfully grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_pre(id, entity) /** * Called when a player grabs an entity * After the entity is grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_post(id, entity) /** * Called when a player drops an entity * Before entity actually dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_pre(id, entity) /**
bb_buildphase_started forward bb_buildphase_started() /** * Called when a player picks his NEXT zombie class * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_picked(id, class) /** * Called when a player has his CURRENT class applied. (respawn) * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_set(id, class) /** * Called when a player pushes or pulls an entity * * @param id Player index forwarding the event. * @param entity The entity index being moved * @param pushpull Whether it's being pushed or pulled * 1 = pushing, 2 = pulling */ forward bb_block_pushpull(id, entity, pushpull) /** * Called when a player grabs an entity
bb_drop_post forward bb_drop_post(id, entity) /** * Called when a player receives a new color * Only when they random or select from menu * * @param id Player index forwarding the event. * @param color The entity index being dropped */ forward bb_new_color(id, color) /** * Called when a player locks an entity * Before entity actually locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_pre(id, entity) /** * Called when a player locks an entity * After the entity is locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_post(id, entity) /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
bb_drop_pre forward bb_drop_pre(id, entity) /** * Called when a player drops an entity * After the entity is dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_post(id, entity) /** * Called when a player receives a new color * Only when they random or select from menu * * @param id Player index forwarding the event. * @param color The entity index being dropped */ forward bb_new_color(id, color) /** * Called when a player locks an entity * Before entity actually locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_pre(id, entity) /**
bb_grab_post forward bb_grab_post(id, entity) /** * Called when a player drops an entity * Before entity actually dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_pre(id, entity) /** * Called when a player drops an entity * After the entity is dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_post(id, entity) /** * Called when a player receives a new color * Only when they random or select from menu * * @param id Player index forwarding the event. * @param color The entity index being dropped */ forward bb_new_color(id, color) /**
bb_grab_pre forward bb_grab_pre(id, entity) /** * Called when a player grabs an entity * After the entity is grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_post(id, entity) /** * Called when a player drops an entity * Before entity actually dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_pre(id, entity) /** * Called when a player drops an entity * After the entity is dropped * * @param id Player index forwarding the event. * @param entity The entity index being dropped */ forward bb_drop_post(id, entity) /**
bb_lock_post forward bb_lock_post(id, entity) /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
bb_lock_pre forward bb_lock_pre(id, entity) /** * Called when a player locks an entity * After the entity is locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_post(id, entity) /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
bb_new_color forward bb_new_color(id, color) /** * Called when a player locks an entity * Before entity actually locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_pre(id, entity) /** * Called when a player locks an entity * After the entity is locked * * @param id Player index forwarding the event. * @param entity The entity index being locked */ forward bb_lock_post(id, entity) /* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE *{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
bb_prepphase_started forward bb_prepphase_started() /** * Called when the build phase begins * When the round starts (logevent) */ forward bb_buildphase_started() /** * Called when a player picks his NEXT zombie class * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_picked(id, class) /** * Called when a player has his CURRENT class applied. (respawn) * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_set(id, class) /** * Called when a player pushes or pulls an entity * * @param id Player index forwarding the event. * @param entity The entity index being moved * @param pushpull Whether it's being pushed or pulled
bb_round_started forward bb_round_started() /** * Called when the preparation phase begins * at the end of the build phase, before zombie release */ forward bb_prepphase_started() /** * Called when the build phase begins * When the round starts (logevent) */ forward bb_buildphase_started() /** * Called when a player picks his NEXT zombie class * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_picked(id, class) /** * Called when a player has his CURRENT class applied. (respawn) * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_set(id, class)
bb_zombie_class_picked forward bb_zombie_class_picked(id, class) /** * Called when a player has his CURRENT class applied. (respawn) * * @param id Player index forwarding the event. * @param class Class index picked */ forward bb_zombie_class_set(id, class) /** * Called when a player pushes or pulls an entity * * @param id Player index forwarding the event. * @param entity The entity index being moved * @param pushpull Whether it's being pushed or pulled * 1 = pushing, 2 = pulling */ forward bb_block_pushpull(id, entity, pushpull) /** * Called when a player grabs an entity * Before entity successfully grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_pre(id, entity) /**
bb_zombie_class_set forward bb_zombie_class_set(id, class) /** * Called when a player pushes or pulls an entity * * @param id Player index forwarding the event. * @param entity The entity index being moved * @param pushpull Whether it's being pushed or pulled * 1 = pushing, 2 = pulling */ forward bb_block_pushpull(id, entity, pushpull) /** * Called when a player grabs an entity * Before entity successfully grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_pre(id, entity) /** * Called when a player grabs an entity * After the entity is grabbed * * @param id Player index forwarding the event. * @param entity The entity index being grabbed */ forward bb_grab_post(id, entity)