AMXX-BG.INFO reapi_stocks.inc Functions

reapi_stocks functions

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

Stocks

Name Signature
client_cmd_ex stock client_cmd_ex(id, const command[], any:...) {
color_gradient stock color_gradient(Float:c1[3], Float:c2[3], Float:value, Float:range, Float:result[3]) {
discount_math_fix stock discount_math_fix(iNum, const szPercent[]) {
get_var_address stock get_var_address(...) {
is_happy_hour stock bool:is_happy_hour(const start, const end) {
rg_add_user_health stock rg_add_user_health(const player, const Float:hp, Float:fMins = 1.0, Float:fMaxs = 100.0, bool:ClampHp = false) {
rg_buytime_expired stock bool:rg_buytime_expired() {
rg_coord_to_hudmsgshort stock rg_coord_to_hudmsgshort(Float:coord) {
rg_create_explode_grenade stock rg_create_explode_grenade(const owner = 0, Float:vecOrigin[XYZ] = {0.0, 0.0, 0.0}, const Float:fDamage = 0.0, const Float:fRadius = 0.0) {
rg_freezetime_ended stock bool:rg_freezetime_ended(){
rg_get_armoury_info stock ArmouryItemPack:rg_get_armoury_info(const entity, &count = 1) {
rg_get_entity_skin stock rg_get_entity_skin(const entity) {
rg_get_entity_submodel stock rg_get_entity_submodel(const entity) {
rg_get_player_item stock rg_get_player_item(const player, const szWeapon_Classname[], const InventorySlotType:iSlot = NONE_SLOT) {
rg_get_players_num stock rg_get_players_num(&terrorist = 0, &ct = 0, &spec = 0, &unassigned = 0) {
rg_get_remaining_time stock Float:rg_get_remaining_time() {
rg_get_team_count_diff stock rg_get_team_count_diff() {
rg_get_team_loses_row stock TeamName:rg_get_team_loses_row(const loses) {
rg_get_team_loses_row stock TeamName:rg_get_team_loses_row(const loses) {
rg_get_team_score_diff stock rg_get_team_score_diff() {
rg_get_team_wins_row stock TeamName:rg_get_team_wins_row(const iWins) {
rg_get_user_active_weapon stock WeaponIdType:rg_get_user_active_weapon(const player, &pWeapon = NULLENT) {
rg_get_user_blind_percent stock rg_get_user_blind_percent(const player) {
rg_get_user_class stock ModelName:rg_get_user_class(const player) {
rg_get_user_deaths stock rg_get_user_deaths(const player) {
rg_get_user_frags stock rg_get_user_frags(const player) {
rg_get_user_godmode stock bool:rg_get_user_godmode(const player) {
rg_get_user_gravity stock rg_get_user_gravity(const player) {
rg_get_user_health stock Float:rg_get_user_health(const player) {
rg_get_user_invisibility stock bool:rg_get_user_invisibility(const player) {
rg_get_user_last_hitgroup stock HitBoxGroup:rg_get_user_last_hitgroup(const player) {
rg_get_user_mapzones stock SignalState:rg_get_user_mapzones(const player) {
rg_get_user_maxspeed stock Float:rg_get_user_maxspeed(const player) {
rg_get_user_money stock rg_get_user_money(const player) {
rg_get_user_next_spraytime stock rg_get_user_next_spraytime(const player, Float:time) {
rg_get_user_noclip stock bool:rg_get_user_noclip(const player) {
rg_get_user_nvg stock rg_get_user_nvg(const player) {
rg_get_user_team stock TeamName:rg_get_user_team(const player, &{ModelName,_}:model = MODEL_UNASSIGNED) {
rg_get_user_weapon stock WeaponIdType:rg_get_user_weapon(const player, InventorySlotType:iSlot, &pWeapon = NULLENT) {
rg_get_weapon_id stock WeaponIdType:rg_get_weapon_id(const weapon) {
rg_get_weapon_owner stock WeaponState:rg_get_weapon_owner(const weapon) {
rg_get_weapon_slot stock InventorySlotType:rg_get_weapon_slot(const weapon) {
rg_get_weapon_state stock WeaponState:rg_get_weapon_state(const weapon) {
rg_get_weaponbox_ammo stock rg_get_weaponbox_ammo(const weaponbox) {
rg_get_weaponbox_weapon stock WeaponIdType:rg_get_weaponbox_weapon(const weaponbox, InventorySlotType:iSlot, &pWeapon = NULLENT) {
rg_get_weaponid_slot stock InventorySlotType:rg_get_weaponid_slot(const WeaponIdType:weaponid) {
rg_give_flash_bang stock rg_give_flash_bang(const player, GiveType:type = GT_APPEND, amount = 0) {
rg_give_he_grenade stock rg_give_he_grenade(const player, GiveType:type = GT_APPEND, amount = 0) {
rg_give_item_ex stock rg_give_item_ex(const player, pszName[], GiveType:type = GT_APPEND, ammo = 0, bpammo = 0, uid = 0) {
rg_give_item_fix stock rg_give_item_fix(const player, const pszName[], GiveType:type = GT_APPEND) {
rg_give_nades stock rg_give_nades(const player, grenade[], GiveType:type = GT_APPEND, amount = 0) {
rg_give_smoke_grenade stock rg_give_smoke_grenade(const player, GiveType:type = GT_APPEND, amount = 0) {
rg_give_user_money stock rg_give_user_money(const player, amount, const bool:bTrackChange = true) {
rg_invisibility_armoury stock rg_invisibility_armoury(const ArmouryItemPack:itemID = any:-1, bool:visible = false) {
rg_is_last_player stock bool:rg_is_last_player() {
rg_is_last_player_ct stock bool:rg_is_last_player_ct() {
rg_is_last_player_terrorist stock bool:rg_is_last_player_terrorist() {
rg_is_one_on_one stock bool:rg_is_one_on_one() {
rg_is_user_blinded stock bool:rg_is_user_blinded(const player) {
rg_is_user_first_spawn stock bool:rg_is_user_first_spawn(const player) {
rg_is_user_joined stock bool:rg_is_user_joined(const player) {
rg_is_user_vip stock rg_is_user_vip(const player, const flag) {
rg_kill_weaponbox stock rg_kill_weaponbox(const weaponbox) {
rg_map_buy_status stock rg_map_buy_status(bool:enabled) {
rg_map_has_bombtarget stock bool:rg_map_has_bombtarget(){
rg_play_user_sound stock rg_play_user_sound(const player = 0, const sound[], bool:bStopSound = false) {
rg_remove_entity stock rg_remove_entity(const entity) {
rg_reset_account_rules stock rg_reset_account_rules(RewardRules:iRulesID = RR_END) {
rg_reset_user_score stock rg_reset_user_score(const player, bool:bUpdateTabScore = true) {
rg_seconds_to_hudmsgshort stock rg_seconds_to_hudmsgshort(Float:sec) {
rg_send_float_bartime stock rg_send_float_bartime(id, Float:flTime, bool:observer = true) {
rg_send_hudmessage stock rg_send_hudmessage(id,text[],Float:fX,Float:fY,C_RED,C_GREEN,C_BLUE,A=255,Float:holdtime=5.0,Float:fadeintime=0.1,Float:fadeouttime=0.1,channel=-1,effect=0,effect_R=0,effect_G=0,effect_B=0,effect_A=255,Float:effecttime=0.0) {
rg_send_weapon_anim stock rg_send_weapon_anim(const player, const anim, const Float:fAnimTime, weapon = NULLENT) {
rg_set_armoury_type stock bool:rg_set_armoury_type(const entity, const ArmouryItemPack:item) {
rg_set_entity_model stock rg_set_entity_model(const entity, const model[], const modelindex) {
rg_set_entity_rendering stock rg_set_entity_rendering(const entity, fx = kRenderFxNone, Float:color[] = {255.0, 255.0, 255.0}, render = kRenderNormal, Float:amount = 16.0) {
rg_set_entity_skin stock rg_set_entity_skin(const entity, const value) {
rg_set_entity_submodel stock rg_set_entity_submodel(const entity, const value) {
rg_set_round_time stock rg_set_round_time(const newTime) {
rg_set_round_winner stock rg_set_round_winner(const WinStatus:st, const iAddPoints = 1) {
rg_set_user_can_shot stock rg_set_user_can_shot(const player, bool:can = true) {
rg_set_user_godmode stock rg_set_user_godmode(const player, bool:godmode) {
rg_set_user_gravity stock rg_set_user_gravity(const player, Float:gravity = 1.0) {
rg_set_user_health stock rg_set_user_health(const player, const Float:hp) {
rg_set_user_ignore_radio stock rg_set_user_ignore_radio(const player, bool:ignore = true) {
rg_set_user_invisibility stock rg_set_user_invisibility(const player, bool:hide = true) {
rg_set_user_maxspeed stock rg_set_user_maxspeed(const player, Float:speed = -1.0) {
rg_set_user_money stock rg_set_user_money(const player, amount, const bool:bTrackChange = true) {
rg_set_user_noclip stock rg_set_user_noclip(const player, bool:noclip) {
rg_set_user_nvg stock rg_set_user_nvg(const player, bool:nvgoggles = true) {
rg_set_user_radio_message stock rg_set_user_radio_message(const player, num) {
rg_set_user_rendering_ex stock rg_set_user_rendering_ex(iEntity, iRender = kRenderFxNone, iRed = 255, iGreen = 255, iBlue = 255, iRenderNormal = kRenderNormal, iAmount = 16) {
rg_set_user_score stock rg_set_user_score(const player, frags, deaths, bool:bUpdateTabScore = true) {
rg_set_user_sprayframe stock rg_set_user_sprayframe(const player, frames = -1) {
rg_set_user_taketamage stock rg_set_user_taketamage(const player, bool:take) {
rg_set_user_team_changed stock rg_set_user_team_changed(const player, bool:changed = true) {
rg_set_user_unlimited_ammo stock rg_set_user_unlimited_ammo(id, bool:unlimited = true) {
rg_set_user_weapon_model_p stock rg_set_user_weapon_model_p(const player, szModel[]) {
rg_set_user_weapon_model_v stock rg_set_user_weapon_model_v(const player, szModel[]) {
rg_set_weapon_can_shot stock rg_set_weapon_can_shot(const weapon, bool:can = true) {
rg_set_weaponbox_ammo stock rg_set_weaponbox_ammo(const weaponbox, const AmmoTypes:AmmoId, const iCount) {
rg_skip_user_vguimenu stock rg_skip_user_vguimenu(const player) {
rg_take_user_money stock rg_take_user_money(const player, amount, const bool:bTrackChange = true) {
rg_transfer_money stock rg_transfer_money(const player, const sender, const amount, bool:bTrackChange = false) {
rg_user_add_ammo stock rg_user_add_ammo(const player, AmmoTypes:AmmoId, Amount, Max = 0, GiveAmmoType:type = GAT_SET_AMMO, bool:bShowPickup = true) {
rg_user_has_defuser stock bool:rg_user_has_defuser(const player) {
rg_user_has_primary stock bool:rg_user_has_primary(const player) {
rg_user_has_secondary stock bool:rg_user_has_secondary(const player) {
rg_user_has_shield stock bool:rg_user_has_shield(const player, &bool:bShieldDrawn = false) {
rg_user_in_bombzone stock bool:rg_user_in_bombzone(const player) {
rg_user_in_buyzone stock bool:rg_user_in_buyzone(const player) {
rg_user_in_water stock bool:rg_user_in_water(const player) {
rg_user_killed_by_headshot stock bool:rg_user_killed_by_headshot(const player) {
rg_user_on_ladder stock bool:rg_user_on_ladder(const player) {
try_precache_player_model stock try_precache_player_model(const name[], &id = 0) {
try_precache_sounds stock try_precache_sounds(const name[]) {
UTIL_BiggerExplosion stock UTIL_BiggerExplosion(Float:vecOrigin[XYZ], sprite, size = 30, speed = 15) {
UTIL_FormatNumber stock UTIL_FormatNumber(iValue, szOutput[], iLen, const szSpecialChar = ' ') {
UTIL_PlayerAnimation stock UTIL_PlayerAnimation(const pPlayer, const szAnim[], const Float:flFrameRateAnim = 1.0, const Activity:iActivity = ACT_RANGE_ATTACK1) {
UTIL_SetEntityAnim stock UTIL_SetEntityAnim(const pEntity, const iSequence = 0, const Float:flFrame = 0.0, const Float:flFrameRate = 1.0) {
UTIL_Weather stock UTIL_Weather(const player, iMode, bool:bReliable = false) {
write_amx_memory stock write_amx_memory(iAddress, iValue) {