AMXX-BG.INFO fm_cstrike.inc Functions

fm_cstrike functions

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

Stocks

Name Signature
fm_cs_get_armoury_type stock fm_cs_get_armoury_type(entity) {
fm_cs_get_c4_defusing stock bool:fm_cs_get_c4_defusing(entity) {
fm_cs_get_c4_explode_time stock Float:fm_cs_get_c4_explode_time(entity) {
fm_cs_get_hostage_foll stock fm_cs_get_hostage_foll(entity) {
fm_cs_get_hostage_id stock fm_cs_get_hostage_id(entity) {
fm_cs_get_hostage_lastuse stock Float:fm_cs_get_hostage_lastuse(entity) {
fm_cs_get_hostage_nextuse stock Float:fm_cs_get_hostage_nextuse(entity) {
fm_cs_get_user_armor stock fm_cs_get_user_armor(client, &CsArmorType:armortype) {
fm_cs_get_user_bpammo stock fm_cs_get_user_bpammo(client, weapon) {
fm_cs_get_user_buyzone stock fm_cs_get_user_buyzone(client) {
fm_cs_get_user_deaths stock fm_cs_get_user_deaths(client) {
fm_cs_get_user_defuse stock fm_cs_get_user_defuse(client) {
fm_cs_get_user_driving stock fm_cs_get_user_driving(client) {
fm_cs_get_user_hasprim stock fm_cs_get_user_hasprim(client) {
fm_cs_get_user_hostagekills stock fm_cs_get_user_hostagekills(client) {
fm_cs_get_user_lastactivity stock Float:fm_cs_get_user_lastactivity(client) {
fm_cs_get_user_mapzones stock fm_cs_get_user_mapzones(client) {
fm_cs_get_user_model stock fm_cs_get_user_model(client, model[], len) {
fm_cs_get_user_money stock fm_cs_get_user_money(client) {
fm_cs_get_user_nvg stock fm_cs_get_user_nvg(client) {
fm_cs_get_user_plant stock fm_cs_get_user_plant(client) {
fm_cs_get_user_shield stock fm_cs_get_user_shield(client) {
fm_cs_get_user_stationary stock fm_cs_get_user_stationary(client) {
fm_cs_get_user_submodel stock fm_cs_get_user_submodel(client) {
fm_cs_get_user_team stock CsTeams:fm_cs_get_user_team(client, &{CsInternalModel,_}:model=CS_DONTCHANGE) {
fm_cs_get_user_tked stock fm_cs_get_user_tked(client) {
fm_cs_get_user_vip stock fm_cs_get_user_vip(client) {
fm_cs_get_weapon_ammo stock fm_cs_get_weapon_ammo(entity) {
fm_cs_get_weapon_burst stock fm_cs_get_weapon_burst(entity) {
fm_cs_get_weapon_id stock fm_cs_get_weapon_id(entity) {
fm_cs_get_weapon_silen stock fm_cs_get_weapon_silen(entity) {
fm_cs_reset_user_model stock fm_cs_reset_user_model(client) {
fm_cs_set_armoury_type stock fm_cs_set_armoury_type(entity, type) {
fm_cs_set_c4_defusing stock fm_cs_set_c4_defusing(entity, bool:defusing) {
fm_cs_set_c4_explode_time stock fm_cs_set_c4_explode_time(entity, Float:value) {
fm_cs_set_hostage_foll stock fm_cs_set_hostage_foll(entity, followentity=0) {
fm_cs_set_hostage_lastuse stock fm_cs_set_hostage_lastuse(entity, Float:value) {
fm_cs_set_hostage_nextuse stock fm_cs_set_hostage_nextuse(entity, Float:value) {
fm_cs_set_user_armor stock fm_cs_set_user_armor(client, armorvalue, CsArmorType:armortype) {
fm_cs_set_user_bpammo stock fm_cs_set_user_bpammo(client, weapon, ammo) {
fm_cs_set_user_deaths stock fm_cs_set_user_deaths(client, deaths) {
fm_cs_set_user_defuse stock fm_cs_set_user_defuse(client, defusekit=1, r=0, g=160, b=0, icon[]="defuser", flash=0) {
fm_cs_set_user_hostagekills stock fm_cs_set_user_hostagekills(client, value) {
fm_cs_set_user_lastactivity stock fm_cs_set_user_lastactivity(client, Float:value) {
fm_cs_set_user_mapzones stock fm_cs_set_user_mapzones(client, mapzones) {
fm_cs_set_user_model stock fm_cs_set_user_model(client, const model[]) {
fm_cs_set_user_money stock fm_cs_set_user_money(client, money, flash=1) {
fm_cs_set_user_nvg stock fm_cs_set_user_nvg(client, nvgoggles=1) {
fm_cs_set_user_plant stock fm_cs_set_user_plant(client, plant=1, showbombicon=1) {
fm_cs_set_user_submodel stock fm_cs_set_user_submodel(client, value) {
fm_cs_set_user_team stock fm_cs_set_user_team(client, {CsTeams,_}:team, {CsInternalModel,_}:model=CS_DONTCHANGE) {
fm_cs_set_user_tked stock fm_cs_set_user_tked(client, tk=1, subtract=1) {
fm_cs_set_user_vip stock fm_cs_set_user_vip(client, vip=1, model=1, scoreboard=1) {
fm_cs_set_weapon_ammo stock fm_cs_set_weapon_ammo(entity, clip) {
fm_cs_set_weapon_burst stock fm_cs_set_weapon_burst(entity, burstmode=1) {
fm_cs_set_weapon_silen stock fm_cs_set_weapon_silen(entity, silence=1, draw_animation=1) {
fm_cs_user_spawn stock fm_cs_user_spawn(client) {