v8.2.0a
+ Added documentation to FastFire2 - Removed some headers - Removed some includes - Made some functions private - Moved precaches to the precache function - Moved onslaughter tick code to appropriate BossHandler - Removed spaghetti code from debug commands + Made music menu display forever - Renamed menus - Moved OnFastFire2Ready lighting reset function to the WeatherManager reset function + Took control of admin commands during certain... situations :) + Added scripts for certain... situations :) + Added custom hud text renderer + Bump version
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@@ -21,7 +21,14 @@ void InjectFastFire2(){
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OnFastFire2Ready();
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}
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//Execute inputs - EXPERT MODE
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/* Fartsy's ent_fire interface
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* @param target The target entity
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* @param input The input to execute
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* @param param Parameters if applicable
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* @param delay The delay before executing
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* @param isLegacy Whether this is legacy or not. isLegacy will use the target param as the entire fire string. Example: `FastFire2("OnUser1 Operator,Command,sm_example,0.69,1", "", "", 0.0, true);`
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* OnUser1 is mandatory before the fire string when using legacy mode. Legacy mode also requries `,1` after the string so it only fires once instead of per function call.
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*/
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public void FastFire2(const char[] target, const char[] input, const char[] param, const float delay, bool isLegacy) {
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int ff2 = EntRefToEntIndex(ff2Ref);
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char FireStr[128];
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