AMXX-BG.INFO msgstocks.inc Functions

msgstocks functions

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

Stocks

Name Signature
cs_draw_progress_bar stock cs_draw_progress_bar(id, duration, startpercent = 0, bool:reliable = true) {
cs_play_reload_sound stock cs_play_reload_sound(id, bool:shotgun = false, volume = 100, bool:reliable = true) {
cs_set_hud_icon stock cs_set_hud_icon(id, active = 0, sprite[] = "", alpha = 100, flashrate = 0, flashdelay = 0, bool:reliable = true) {
cs_set_user_shadow stock cs_set_user_shadow(id, shadowid = 0, bool:reliable = true) {
draw_ammo_pickup_icon stock draw_ammo_pickup_icon(id, ammoid, amount, bool:reliable = true) {
draw_item_pickup_icon stock draw_item_pickup_icon(id, itemname[], bool:reliable = true) {
draw_status_icon stock draw_status_icon(id, sprite[] = "", StatusIconFlags:status = StatusIcon_Hide, r = 0, g = 0, b = 0, bool:reliable = true) {
draw_train_controls stock draw_train_controls(id, TrainControlFlags:speed = TrainControls_None, bool:reliable = true) {
draw_weapon_pickup_icon stock draw_weapon_pickup_icon(id, weaponid, bool:reliable = true) {
fade_user_screen stock fade_user_screen(id, Float:duration = 1.0, Float:fadetime = 1.0, ScreenFadeFlags:flags = ScreenFade_FadeIn, r = 0, g = 0, b = 255, a = 75, bool:reliable = true) {
float_to_short stock float_to_short(Float:value) return clamp(floatround(value * (1<<12)), 0, 0xFFFF)
get_msg_destination stock get_msg_destination(id, bool:reliable) {
hide_hud_elements stock hide_hud_elements(id, HideElemenentFlags:elements, bool:noadd = true, bool:reliable = true) {
send_geiger_signal stock send_geiger_signal(id, distance, bool:reliable = true) {
set_user_fov stock set_user_fov(id, fov = 0, bool:reliable = true) {
shake_user_screen stock shake_user_screen(id, Float:amplitude = 3.0, Float:duration = 3.0, Float:frequency = 1.0, bool:reliable = true) {
te_attach_model_to_player stock te_attach_model_to_player(player, model, offset = 0, life = 5, receiver = 0, bool:reliable = true) {
te_create_armor_ricochet stock te_create_armor_ricochet(position[3], scale = 10, receiver = 0, bool:reliable = true) {
te_create_beam_between_entities stock te_create_beam_between_entities(startent, endent, sprite, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_between_points stock te_create_beam_between_points(startpos[3], endpos[3], sprite, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_cylinder stock te_create_beam_cylinder(position[3], sprite, axis[3] = {0, 0, 0}, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_disk stock te_create_beam_disk(position[3], sprite, axis[3] = {0, 0, 0}, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_from_entity stock te_create_beam_from_entity(startent, endpos[3], sprite, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_ring stock te_create_beam_ring(position[3], sprite, axis[3] = {0, 0, 0}, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_ring_between_entities stock te_create_beam_ring_between_entities(startent, endent, sprite, startframe = 0, framerate = 30, life = 10, width = 10, noise = 0, r = 0, g = 0, b = 255, a = 75, speed = 0, receiver = 0, bool:reliable = true) {
te_create_beam_sprite stock te_create_beam_sprite(startpos[3], endpos[3], beamid, endid, receiver = 0, bool:reliable = true) {
te_create_bloodstream stock te_create_bloodstream(position[3], direction[3] = {0, 0, 0}, color = 78, count = 1, receiver = 0, bool:reliable = true) {
te_create_bouncing_model stock te_create_bouncing_model(position[3], modelid, velocity[3] = {0, 0, 0}, yaw = 0, BounceSounds:bouncesound = BounceSound_Null, life = 10, receiver = 0, bool:reliable = true) {
te_create_box stock te_create_box(startpos[3], endpos[3], life = 10, r = 0, g = 0, b = 255, receiver = 0, bool:reliable = true) {
te_create_break_model stock te_create_break_model(position[3], modelid, size[3] = {50, 50, 50}, velocity[3] = {0, 0, 0}, random = 0, count = 1, life = 10, flags = 0, receiver = 0, bool:reliable = true) {
te_create_bubble_box stock te_create_bubble_box(startpos[3], endpos[3], sprite, count = 3, randomness = 0, height = 50, receiver = 0, bool:reliable = true) {
te_create_bubble_line stock te_create_bubble_line(startpos[3], endpos[3], sprite, count = 3, randomness = 0, height = 50, receiver = 0, bool:reliable = true) {
te_create_colored_explosion stock te_create_colored_explosion(position[3], startcolor = 0, numcolors = 255, receiver = 0, bool:reliable = true) {
te_create_dynamic_light stock te_create_dynamic_light(position[3], radius = 10, r = 255, g = 255, b = 255, life = 10, decay = 10, receiver = 0, bool:reliable = true) {
te_create_entity_light stock te_create_entity_light(entity, position[3] = {0, 0, 0}, radius = 50, r = 255, g = 255, b = 255, life = 10, decay = 10, receiver = 0, bool:reliable = true) {
te_create_explode_model stock te_create_explode_model(position[3], modelid, speed = 0, count = 1, life = 10, receiver = 0, bool:reliable = true) {
te_create_explosion stock te_create_explosion(position[3], sprite, scale = 10, framerate = 30, flags = TE_EXPLFLAG_NONE, receiver = 0, bool:reliable = true) {
te_create_fire_field stock te_create_fire_field(position[3], sprite, radius = 5, count = 1, duration = 10, flags = TEFIRE_FLAG_ALLFLOAT, receiver = 0, bool:reliable = true) {
te_create_following_beam stock te_create_following_beam(entity, sprite, life = 10, width = 10, r = 0, g = 0, b = 255, a = 75, receiver = 0, bool:reliable = true) {
te_create_gunshot stock te_create_gunshot(position[3], receiver = 0, bool:reliable = true) {
te_create_implosion stock te_create_implosion(position[3], radius = 64, count = 10, life = 3, receiver = 0, bool:reliable = true) {
te_create_large_funnel stock te_create_large_funnel(position[3], sprite, flag = LF_FLOAT_DOWN, receiver = 0, bool:reliable = true) {
te_create_lava_splash stock te_create_lava_splash(position[3], receiver = 0, bool:reliable = true) {
te_create_model_trail stock te_create_model_trail(startpos[3], endpos[3], sprite, count = 1, life = 10, scale = 10, velocity = 10, randomness = 10, receiver = 0, bool:reliable = true) {
te_create_multi_gunshot stock te_create_multi_gunshot(position[3], direction[3], decal = 105, count = 1, noise_x = 0, noise_y = 0, receiver = 0, bool:reliable = true) {
te_create_particle_burst stock te_create_particle_burst(position[3], radius = 30, color = 106, duration = 5, receiver = 0, bool:reliable = true) {
te_create_projectile stock te_create_projectile(position[3], velocity[3], model, life = 10, owner = 0, receiver = 0, bool:reliable = true) {
te_create_smoke stock te_create_smoke(position[3], sprite, scale = 10, framerate = 30, receiver = 0, bool:reliable = true) {
te_create_sparks stock te_create_sparks(position[3], receiver = 0, bool:reliable = true) {
te_create_sprite_shower stock te_create_sprite_shower(position[3], model, direction[3] = {0, 0, 0}, count = 1, speed = 0, noise = 0, rendermode = kRenderNormal, receiver = 0, bool:reliable = true) {
te_create_sprite_spray stock te_create_sprite_spray(position[3], sprite, velocity[3] = {0, 0, 0}, count = 1, speed = 0, noise = 0, receiver = 0, bool:reliable = true) {
te_create_tar_explosion stock te_create_tar_explosion(position[3], receiver = 0, bool:reliable = true) {
te_create_teleport_splash stock te_create_teleport_splash(position[3], receiver = 0, bool:reliable = true) {
te_create_tracer stock te_create_tracer(startpos[3], endpos[3], receiver = 0, bool:reliable = true) {
te_create_tracer_shower stock te_create_tracer_shower(position[3], direction[3] = {0, 0, 0}, color = 12, count = 1, speed = 0, velocity = 10, receiver = 0, bool:reliable = true) {
te_create_user_tracer stock te_create_user_tracer(position[3], velocity[3], life = 1, color = 106, length = 1, receiver = 0, bool:reliable = true) {
te_display_additive_sprite stock te_display_additive_sprite(position[3], sprite, scale = 5, brightness = 255, receiver = 0, bool:reliable = true) {
te_display_falling_sprite stock te_display_falling_sprite(position[3], sprite1id, sprite2id, color = 78, scale = 10, receiver = 0, bool:reliable = true) {
te_display_glow_sprite stock te_display_glow_sprite(position[3], sprite, scale = 10, size = 10, brightness = 150, receiver = 0, bool:reliable = true) {
te_draw_blood_line stock te_draw_blood_line(startpos[3], endpos[3], receiver = 0, bool:reliable = true) {
te_draw_line stock te_draw_line(startpos[3], endpos[3], life = 10, r = 0, g = 0, b = 255, receiver = 0, bool:reliable = true) {
te_emit_sprite_from_player stock te_emit_sprite_from_player(player, sprite, count = 1, variance = 0, receiver = 0, bool:reliable = true) {
te_place_brush_decal stock te_place_brush_decal(position[3], texture, entity = 0, receiver = 0, bool:reliable = true) {
te_place_decal_from_bsp_file stock te_place_decal_from_bsp_file(position[3], texture, entity = 0, entabove = 0, receiver = 0, bool:reliable = true) {
te_place_gunshot_decal stock te_place_gunshot_decal(position[3], decal = 41, entity = 0, receiver = 0, bool:reliable = true) {
te_place_player_spray stock te_place_player_spray(position[3], player, spray = 0, entity = 0, receiver = 0, bool:reliable = true) {
te_place_world_decal stock te_place_world_decal(position[3], texture, receiver = 0, bool:reliable = true) {
te_remove_all_beams_from_entity stock te_remove_all_beams_from_entity(entity, receiver = 0, bool:reliable = true) {
te_remove_all_player_attachments stock te_remove_all_player_attachments(player, receiver = 0, bool:reliable = true) {
te_spray_blood stock te_spray_blood(position[3], direction[3] = {0, 0, 0}, color = 78, speed = 30, receiver = 0, bool:reliable = true) {