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标题:
[CCI]MOD.Weapon.core
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作者:
Jerry小坏
时间:
2017-7-13 16:23
标题:
[CCI]MOD.Weapon.core
stock MOD_Weapon_PreCache () //预缓存
{
/**
precache_model( const name[] );
getIconINDEX( const Source[] );// "weapon_*"
createCustomICON( const Source[], Order[ 2 ] );
**/
}
public @IconUpdate ( Client, Level ) //更新技能图标
{
/**
replaceClientICON( Client, Icon, IconToReplace );
**/
}
public @BaseWeaponCreation( Client, BaseWeapon, const Name [], const CX_Name[] ) //技能基础数据
{
/**
< BaseWeapon >
getWeaponIndex ( BaseWeapon );
>> finalflash, kamehameha, ...
getBeamChargeTime ( BaseWeapon );
getBeamChargeKi ( BaseWeapon );
getBeamSpeed ( BaseWeapon );
setBeamChargeTime ( BaseWeapon, TimeInSeconds );
setBeamChargeKi ( BaseWeapon, KiPerSecond );
setBeamSpeed ( BaseWeapon, Speed );
>> bigbang, finishingbuster, ...
getBlastChargeTime ( BaseWeapon );
getBlastChargeKi ( BaseWeapon );
setBlastChargeTime ( BaseWeapon, TimeInSeconds );
setBlastChargeKi ( BaseWeapon, KiPerSecond );
**/
}
public @WeaponAdjust ( Client, Weapon, const Class[], PowerLevel, Charge ) //技能放出后效果
{
/**
0 - Blue
1 - Green
2 - Orange
3 - Purple
4 - Yellow
5 - Red
6 - White
7 - None
>> Sets Explosion Color
setWeaponXPC ( Color );
setWeaponXPM ( Float:Multiplier );
>> Makes use of our own Damage Formula
>> Alternative : entity_set_float( Weapon, EV_FL_dmg, Pl * (Charge / 100.0) );
setWeaponDMG ( Float:Base, Float:Max, Float:Const );
>> Makes the weapon trackable
>> Example: setWeaponHOMING( Weapon, 500.0, 1 /* @ Aim Vec */, 1 | 2 /* Players + Weapons*/ );
setWeaponHOMING ( Entity, Float:Speed, SearchBegin, SearchFlags );
>> Attach a model on Weapon Head
attachWeaponHEAD ( Weapon, const Model[], RenderMode, Float:RenderAmp, Float:Size = 1.0, Float:FrameRate = 1.0 );
**/
}
public @WeaponBeam ( Client, Weapon, const Class[], Size ) //气功波类技能放出效果
{
/**
1 - LONG - Client ??? - do not edit
2 - LONG - Weapon - do not edit
3 - BYTE - Client ??? - do not edit
4 - SHORT - Head Start A
5 - SHORT - Head Start B
6 - SHORT - Head End A
7 - SHORT - Head End B
8 - SHORT - Trail
9 - BYTE - Size
10 - BYTE - Segement Length ???
11 - COORD - X - do not edit
12 - COORD - Y - do not edit
13 - COORD - Z - do not edit
**/
}
public @WeaponBlast ( Client, Weapon, const Class[], Size ) //大型气功波类放出效果
{
/**
1 - LONG - Entity - do not edit
2 - SHORT - Head A
3 - SHORT - Head B
4 - SHORT - Size
5 - SHORT - Trail A
6 - SHORT - Trail B
7 - COORD - X - do not edit
8 - COORD - Y - do not edit
9 - COORD - Z - do not edit
**/
}
public @WeaponBall( Client, Weapon, const Class[], Sprite, Size ) //球类技能放出效果
{
/**
setBallSTYLE ( __int_Sprite_Index, Size )// Reset the ball's sprite index and size
**/
}
public @WeaponSBC ( Client, Weapon, const Class[] ) //魔贯光杀炮被放出时
{
/**
1 - BYTE - Client
2 - LONG - Entity
3 - BYTE - Client ???
4 - SHORT - Head A
5 - SHORT - Head B
6 - SHORT - Trail
7 - BYTE - Beam Size
8 - SHORT - Circle Head A
9 - SHORT - Circle Head B
10 - SHORT - Circle Trail
11 - BYTE - Circle Size
**/
}
public @WeaponDeath ( Client, Killer, const Weapon[] ) //当玩家被技能杀死时
{
/**
1 - BYTE - Killer - do not edit
2 - BYTE - Client - do not edit
3 - STRING - Weapon
**/
}
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