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params rename and adding WEAPON: tags
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Lines changed: 19 additions & 19 deletions

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omp_npc.inc

Lines changed: 19 additions & 19 deletions
Original file line numberDiff line numberDiff line change
@@ -299,7 +299,7 @@ native NPC_GetFacingAngle(npcid, &Float:angle);
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/**
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* <library>omp_npc</library>
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*/
302-
native NPC_SetVirtualWorld(npcid, vw);
302+
native NPC_SetVirtualWorld(npcid, virtualWorld);
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/**
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* <library>omp_npc</library>
@@ -395,7 +395,7 @@ native
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/**
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* <library>omp_npc</library>
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*/
398-
native NPC_SetSkin(npcid, model);
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native NPC_SetSkin(npcid, skinid);
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/**
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* <library>omp_npc</library>
@@ -474,7 +474,7 @@ native bool:NPC_IsInvulnerable(npcid);
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* <seealso name="NPC_IsDead" />
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* <seealso name="NPC_SetHealth" />
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*/
477-
native NPC_Kill(npcid, killerid = INVALID_PLAYER_ID, reason = 0);
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native NPC_Kill(npcid, killerid = INVALID_PLAYER_ID, WEAPON:reason = 0);
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/*
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native # Weapons & Combat();
@@ -486,7 +486,7 @@ native
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/**
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* <library>omp_npc</library>
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*/
489-
native NPC_SetWeapon(npcid, weapon);
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native NPC_SetWeapon(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
@@ -593,7 +593,7 @@ native NPC_SetWeaponState(npcid, weaponState);
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* <library>omp_npc</library>
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* <summary>Makes an NPC fire a weapon shot.</summary>
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* <param name="npcid">The ID of the NPC</param>
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* <param name="weapon">The weapon ID to use for shooting</param>
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* <param name="weaponid">The weapon ID to use for shooting</param>
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* <param name="hitId">The ID of the target entity being shot</param>
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* <param name="hitType">The type of entity being hit (player, NPC, vehicle, etc.)</param>
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* <param name="endPointX">X coordinate of the bullet end point</param>
@@ -608,7 +608,7 @@ native NPC_SetWeaponState(npcid, weaponState);
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* <seealso name="NPC_AimAt" />
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* <seealso name="NPC_SetWeapon" />
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*/
611-
native NPC_Shoot(npcid, weapon, hitId, hitType, Float:endPointX, Float:endPointY, Float:endPointZ, Float:offsetX, Float:offsetY, Float:offsetZ, bool:isHit, NPC_ENTITY_CHECK:checkInBetweenFlags = NPC_ENTITY_CHECK_ALL);
611+
native NPC_Shoot(npcid, WEAPON:weaponid, hitId, hitType, Float:endPointX, Float:endPointY, Float:endPointZ, Float:offsetX, Float:offsetY, Float:offsetZ, bool:isHit, NPC_ENTITY_CHECK:checkInBetweenFlags = NPC_ENTITY_CHECK_ALL);
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/**
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* <library>omp_npc</library>
@@ -665,52 +665,52 @@ native NPC_GetPlayerMovingTo(npcid);
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/**
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* <library>omp_npc</library>
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*/
668-
native NPC_SetWeaponAccuracy(npcid, weaponid, Float:accuracy);
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native NPC_SetWeaponAccuracy(npcid, WEAPON:weaponid, Float:accuracy);
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/**
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* <library>omp_npc</library>
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*/
673-
native Float:NPC_GetWeaponAccuracy(npcid, weaponid);
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native Float:NPC_GetWeaponAccuracy(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
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*/
678-
native NPC_SetWeaponReloadTime(npcid, weaponid, time);
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native NPC_SetWeaponReloadTime(npcid, WEAPON:weaponid, time);
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/**
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* <library>omp_npc</library>
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*/
683-
native NPC_GetWeaponReloadTime(npcid, weaponid);
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native NPC_GetWeaponReloadTime(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
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*/
688-
native NPC_GetWeaponActualReloadTime(npcid, weaponid);
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native NPC_GetWeaponActualReloadTime(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
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*/
693-
native NPC_SetWeaponShootTime(npcid, weaponid, time);
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native NPC_SetWeaponShootTime(npcid, WEAPON:weaponid, time);
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/**
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* <library>omp_npc</library>
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*/
698-
native NPC_GetWeaponShootTime(npcid, weaponid);
698+
native NPC_GetWeaponShootTime(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
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*/
703-
native NPC_SetWeaponClipSize(npcid, weaponid, size);
703+
native NPC_SetWeaponClipSize(npcid, WEAPON:weaponid, size);
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/**
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* <library>omp_npc</library>
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*/
708-
native NPC_GetWeaponClipSize(npcid, weaponid);
708+
native NPC_GetWeaponClipSize(npcid, WEAPON:weaponid);
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/**
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* <library>omp_npc</library>
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*/
713-
native NPC_GetWeaponActualClipSize(npcid, weaponid);
713+
native NPC_GetWeaponActualClipSize(npcid, WEAPON:weaponid);
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/*
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native # Vehicles();
@@ -859,7 +859,7 @@ native NPC_ClearAnimations(npcid);
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/**
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* <library>omp_npc</library>
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*/
862-
native NPC_SetSpecialAction(npcid, action);
862+
native NPC_SetSpecialAction(npcid, actionid);
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/**
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* <library>omp_npc</library>
@@ -1186,12 +1186,12 @@ forward OnNPCWeaponStateChange(npcid, newState, oldState);
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/**
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* <library>omp_npc</library>
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*/
1189-
forward OnNPCTakeDamage(npcid, damagerid, Float:damage, WEAPON:weapon, bodypart);
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forward OnNPCTakeDamage(npcid, issuerid, Float:amount, WEAPON:weaponid, bodypart);
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/**
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* <library>omp_npc</library>
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*/
1194-
forward OnNPCGiveDamage(npcid, damagedid, Float:damage, WEAPON:weapon, bodypart);
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forward OnNPCGiveDamage(npcid, damagedid, Float:amount, WEAPON:weaponid, bodypart);
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/**
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* <library>omp_npc</library>

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