Fixed compile errors

This commit is contained in:
smallmodel 2023-08-09 23:27:08 +02:00
parent e4a0406fc2
commit e687d97660
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GPG key ID: A96F163ED4891440

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@ -76,11 +76,12 @@ Event EV_Classname
);
Event EV_SpawnFlags
(
"spawnflags", EV_DEFAULT,
"spawnflags",
EV_DEFAULT,
"i",
"flags",
"spawnflags from the BSP,
these are set inside the editor",
"spawnflags from the BSP,"
"these are set inside the editor",
EV_NORMAL
);
Event EV_GetNormalHealth
@ -185,8 +186,7 @@ Event EV_FadeIn
"the default values.",
EV_NORMAL
);
Event EV_Killed
(
Event EV_Killed(
"killed",
EV_DEFAULT,
"eievvviiii",
@ -214,8 +214,7 @@ Event EV_Pain
"used to inflict pain to an entity",
EV_NORMAL
);
Event EV_Damage
(
Event EV_Damage(
"damage",
EV_DEFAULT,
"eievvviiii",
@ -263,14 +262,13 @@ Event EV_Hurt
"entity's current health, it will be killed or destroyed.",
EV_NORMAL
);
Event EV_Heal
(
Event EV_Heal(
"heal",
EV_DEFAULT,
"f",
"health",
"Adds health to an entity,
0-1 fraction of max_health"
"Adds health to an entity,"
"0-1 fraction of max_health"
);
Event EV_TakeDamage
@ -294,11 +292,12 @@ Event EV_NoDamage
Event EV_Stationary
(
"stationary", EV_DEFAULT,
"stationary",
EV_DEFAULT,
NULL,
NULL,
"entity does not move,
causes no physics to be run on it.",
"entity does not move,"
"causes no physics to be run on it.",
EV_NORMAL
);
Event EV_Toss
@ -341,11 +340,12 @@ Event EV_Blocked
);
Event EV_UseBoundingBox
(
"usebbox", EV_DEFAULT,
"usebbox",
EV_DEFAULT,
NULL,
NULL,
"do not perform perfect collision,
use bounding box instead.",
"do not perform perfect collision,"
"use bounding box instead.",
EV_NORMAL
);
Event EV_Gravity
@ -401,8 +401,7 @@ Event EV_RemoveAttachedModel
"Removes the model attached to this entity at the specified tag.",
EV_NORMAL
);
Event EV_AttachedModelAnim
(
Event EV_AttachedModelAnim(
"attachedmodelanim",
EV_DEFAULT,
"ssfs",
@ -459,20 +458,22 @@ Event EV_GetBrushModel
);
Event EV_Hide
(
"hide", EV_DEFAULT,
"hide",
EV_DEFAULT,
NULL,
NULL,
"hide the entity,
opposite of show.",
"hide the entity,"
"opposite of show.",
EV_NORMAL
);
Event EV_Show
(
"show", EV_DEFAULT,
"show",
EV_DEFAULT,
NULL,
NULL,
"show the entity,
opposite of hide.",
"show the entity,"
"opposite of hide.",
EV_NORMAL
);
Event EV_BecomeSolid
@ -734,8 +735,7 @@ Event EV_StopLoopSound
EV_NORMAL
);
Event EV_SurfaceModelEvent
(
Event EV_SurfaceModelEvent(
"surface",
EV_DEFAULT,
"sSSSSSS",
@ -836,8 +836,7 @@ Event EV_LightRadius
);
// Entity flag specific
Event EV_EntityFlags
(
Event EV_EntityFlags(
"flags",
EV_DEFAULT,
"SSSSSS",
@ -851,8 +850,7 @@ Event EV_EntityFlags
"god - makes the entity invincible\n",
EV_NORMAL
);
Event EV_EntityRenderEffects
(
Event EV_EntityRenderEffects(
"rendereffects",
EV_DEFAULT,
"SSSSSS",
@ -873,8 +871,7 @@ Event EV_EntityRenderEffects
"'lightstyle' command to set the index of the light style to be used",
EV_NORMAL
);
Event EV_EntityEffects
(
Event EV_EntityEffects(
"effects",
EV_DEFAULT,
"SSSSSS",
@ -886,8 +883,7 @@ Event EV_EntityEffects
"everyframe - process commands every time entity is rendered",
EV_NORMAL
);
Event EV_EntitySVFlags
(
Event EV_EntitySVFlags(
"svflags",
EV_DEFAULT,
"SSSSSS",
@ -1071,8 +1067,8 @@ Event EV_Entity_Revive
EV_DEFAULT,
"f",
"health",
"sets the health,
even if dead"
"sets the health,"
"even if dead"
);
Event EV_SetHealth
(
@ -1193,20 +1189,22 @@ Event EV_AlwaysDraw
);
Event EV_IsTouching
(
"istouching", EV_DEFAULT,
"istouching",
EV_DEFAULT,
"e",
"ent",
"returns 1 if the entities are touching,
0 if not",
"returns 1 if the entities are touching,"
"0 if not",
EV_RETURN
);
Event EV_IsInside
(
"isinside", EV_DEFAULT,
"isinside",
EV_DEFAULT,
"e",
"ent",
"returns 1 if the entity is inside,
0 if not",
"returns 1 if the entity is inside,"
"0 if not",
EV_RETURN
);
Event EV_CanSee
@ -1229,11 +1227,12 @@ Event EV_CanSeeNoEnts
);
Event EV_Entity_InPVS
(
"inpvs", EV_DEFAULT,
"inpvs",
EV_DEFAULT,
"e",
"entity",
"returns 1 if the entities have connected pvs,
0 if not",
"returns 1 if the entities have connected pvs,"
"0 if not",
EV_RETURN
);
Event EV_SetShaderData
@ -1380,20 +1379,50 @@ Event EV_Entity_GetRotatedBbox
"Gets te entity's bbox to rotate with it.",
EV_GETTER
);
Event EV_Entity_SinglePlayerCommand(
"sp", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in single player"
Event EV_Entity_SinglePlayerCommand
(
"sp",
EV_DEFAULT,
"sSSS",
"command parms",
"Makes a command be executed only in single player",
EV_NORMAL
);
Event EV_Entity_MultiPlayerCommand(
"dm", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in multiplayer"
Event EV_Entity_MultiPlayerCommand
(
"dm",
EV_DEFAULT,
"sSSS",
"command parms",
"Makes a command be executed only in multiplayer",
EV_NORMAL
);
Event EV_Entity_RealismModeCommand(
"realism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in realism mode"
Event EV_Entity_RealismModeCommand
(
"realism",
EV_DEFAULT,
"sSSS",
"command parms",
"Makes a command be executed only in realism mode",
EV_NORMAL
);
Event EV_Entity_SPRealismModeCommand(
"sprealism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in single player realism mode"
Event EV_Entity_SPRealismModeCommand
(
"sprealism",
EV_DEFAULT,
"sSSS",
"command parms",
"Makes a command be executed only in single player realism mode",
EV_NORMAL
);
Event EV_Entity_DMRealismModeCommand(
"dmrealism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in multiplayer realism mode"
Event EV_Entity_DMRealismModeCommand
(
"dmrealism",
EV_DEFAULT,
"sSSS",
"command parms",
"Makes a command be executed only in multiplayer realism mode",
EV_NORMAL
);
Event EV_Entity_GetLocalYawFromVector
(