AMXX-BG.INFO toolsx.inc Functions

toolsx functions

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

Stocks

Name Signature
fade_units_to_seconds stock fade_units_to_seconds(num) {
fm_trace_line stock fm_trace_line(ignoreent, const Float:start[3], const Float:end[3], Float:ret[3]) {
is_aiming_at_hostage stock bool:is_aiming_at_hostage(index) {
is_aiming_at_sky stock bool:is_aiming_at_sky(index) {
is_aiming_at_water stock bool:is_aiming_at_water(index) {
is_nothing_above_index stock bool:is_nothing_above_index(index) {
is_nothing_solid_abv_index stock bool:is_nothing_solid_abv_index(index) {
shake_player_screen stock shake_player_screen(index, destType, iAmplitude, iDuration, iFrequency) {
tlx_AddVectors stock tlx_AddVectors(Float:vec1[3] ,Float:vec2[3], Float:ret[3]) {
tlx_AngleDiff stock Float:tlx_AngleDiff(Float:destAngle, Float:srcAngle ) {
tlx_AngleDistance stock Float:tlx_AngleDistance(Float:next, Float:cur) {
tlx_Approach stock Float:tlx_Approach(Float:target, Float:value, Float:speed) {
tlx_CLadder stock tlx_CLadder(ent) {
tlx_clear_path stock tlx_clear_path( id, Float:fDist, Float:fZOffset ) {
tlx_ConcatTransforms stock tlx_ConcatTransforms(Float:in1[3][4], Float:in2[3][4], Float:out[3][4]) {
tlx_create_explosion stock tlx_create_explosion(Float:origin[3], destType, msgType, sprite, scale, framerate, flags ) {
tlx_CrossProduct stock tlx_CrossProduct(const Float:v1[3], const Float:v2[3], Float:cross[3]) {
tlx_distance_to_sky stock Float:tlx_distance_to_sky(id) {
tlx_EntitiesInBox stock tlx_EntitiesInBox(pList[],listMax,Float:mins[3],Float:maxs[3],flagMask) {
tlx_EV_IsPlayer stock bool:tlx_EV_IsPlayer(index) {
tlx_flash_player stock tlx_flash_player(index, destType, iDuration, iHoldTime, iFlags, r, g, b, alpha) {
tlx_fvectorProduct stock Float:tlx_fvectorProduct(Float:Vec1[3],Float:Vec2[3]) {
tlx_GetHullBounds stock tlx_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3] ) {
tlx_MonstersInSphere stock tlx_MonstersInSphere(pList[], listMax, Float:center[3], Float:radius) {
tlx_SplineFraction stock Float:tlx_SplineFraction(Float:value, Float:scale) {
tlx_StudioFrameAdvance stock Float:tlx_StudioFrameAdvance(ent,Float:flInterval) {
tlx_SubtractVectors stock tlx_SubtractVectors(Float:vec1[3], Float:vec2[3], Float:ret[3]) {
tlx_VectorAvg stock by Emp` ================= */ stock tlx_VectorAvg( a[], num ) {
tlx_VectorAvg stock tlx_VectorAvg( a[], num ) {
tlx_VectorClear stock Float:tlx_VectorClear(Float:a[3]) {
tlx_VectorCompare stock tlx_VectorCompare(const Float:v1[3], const Float:v2[3]) {
tlx_VectorInverse stock tlx_VectorInverse(Float:vector[3]) {
tlx_VectorMA stock tlx_VectorMA(Float:vecA[3], Float:scale, Float:vecB[3], Float:vecC[3]) {
tlx_VectorNormalize stock Float:tlx_VectorNormalize(Float:vector[3]) {
tlx_vectorProduct stock tlx_vectorProduct(Vec1[3], Vec2[3]) {
tlx_VectorScale stock tlx_VectorScale(const Float:in[3], Float:scale, Float:out[3]) {