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  • │ ├─ functions.engine.txt ...tt|functions.engine.txt|bgcolor=white}} contains the symbols/signatures of functions in the engine.
    359 KB (49,123 words) - 10:30, 25 December 2023
  • ==Functions== ...ecific sequence of code and then return a result. There are a few types of functions, but every function is activated the same way. Example:
    34 KB (5,363 words) - 18:22, 7 October 2021
  • == Point Functions == == Messaging Functions ==
    28 KB (4,028 words) - 13:38, 4 August 2019
  • ==Functions== ...hem, they carry out a specific sequence of code. There are a few types of functions, but every function is activated the same way. "Calling a function" is the
    34 KB (5,357 words) - 03:56, 1 February 2020
  • ...ecific sequence of code and then return a result. There are a few types of functions, but every function is activated the same way. Example: ...nator, which signals the end of a string. The compiler, and most SourceMod functions will automatically null-terminate for you, so it is mainly important when m
    33 KB (4,719 words) - 11:53, 26 August 2016
  • === Exposing Functions === ...us as well as Amxmodx stuff. Once this is done we now need to expose the functions from metamod that we will be using for this message module.
    24 KB (4,064 words) - 11:16, 12 February 2012
  • ...structions a program uses to operate. These sets of bytes are what make up functions (or subroutines as they are called in Assembly). When we have enough of the ...propriate class headers for each of these changes, we may be using virtual functions that now exist at different addresses. This would cause a crash at run-time
    27 KB (4,173 words) - 07:14, 16 August 2018
  • ...Source SDK. Additionally, it has the ability to dynamically call many C++ functions in the SDK, for example, from CBaseEntity or any derived class. SDKTools contains simplified versions of SDK functions pre-written for ease of use. These can be found in the additional include
    15 KB (2,063 words) - 11:33, 28 October 2021
  • ** moved math functions to AMX * added stock functions to "amxmisc.inc" and new constants to "amxconst.inc"
    51 KB (7,851 words) - 03:43, 10 June 2006
  • "disable_check = 0" is present as a parameter in a great deal of Array functions. <tt> The success parameter is set to 1 on success of internal functions. Do not set it to a constant.</tt>
    13 KB (2,052 words) - 03:58, 24 May 2018
  • ** Added new hookable/callable functions: * Fixed three newmenu functions not being implemented (patched by Freecode).
    40 KB (6,082 words) - 07:00, 14 February 2013
  • ...ul API (Application Programming Interface) for detouring (hooking) virtual functions. Unlike static detours, SourceHook needs only to swap addresses in and out ==Hook Functions==
    28 KB (4,271 words) - 22:37, 13 February 2014
  • ...nterfaces it provides, to create C++ plugins, plugin events, plugin native functions, and shared interfaces. Extensions can also hook into Metamod:Source. =Creating Native Functions=
    30 KB (4,797 words) - 12:00, 22 May 2021
  • ...virtual function would be a member function of a game entity. The virtual functions deal with various events in game, such as damage, and using entities. Unlike normal member functions, virtual functions can be changed by class derivatives. For example, a typical hierarchy of e
    10 KB (1,489 words) - 15:42, 30 August 2017
  • ...reated with either the <tt>CreateDataTimer</tt> or <tt>CreateDataPack</tt> functions, and are assigned to a Handle variable. ...>WritePackCell</tt>, <tt>WritePackFloat</tt>, and <tt>WritePackString</tt> functions. Remember that enums and Handles are both cells, so you can write those us
    6 KB (1,048 words) - 20:25, 21 June 2023
  • ...compiled for a virtual machine. [[AMX Mod X]] uses Pawn to route scripting functions to the Half-Life engine, using the Pawn [[Virtual Machine]] and [[Metamod]] ...perators are overloaded with the Float: tag to redirect computation to new functions. Tag-checking is only enforced as a warning. If you're using SourcePawn (
    30 KB (4,791 words) - 06:54, 10 April 2019
  • ..., and like the simplicity and speed of using Engine's message interception functions. ===New Engine/GameDLL Functions===
    22 KB (3,591 words) - 14:13, 22 December 2006
  • ...s API can be used to call public functions in any plugin, including public functions in the same plugin. ...tion calls. The second is on Forwards, which is used for calling multiple functions in one operation.
    8 KB (1,151 words) - 06:45, 6 January 2022
  • ...r plugin, it inspects these bits of code and substitutes it's own internal functions instead. This is called [http://en.wikipedia.org/wiki/Dynamic_linking dynam ...other scripting languages like Lua, does not allow a code to be outside of functions. After reading that, you may probably want to just define some function, na
    29 KB (4,499 words) - 08:14, 23 March 2023
  • | General functions for changing game values. | More advanced functions for getting and setting values in the HL engine.
    15 KB (2,588 words) - 00:34, 26 June 2009

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