diff --git a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc index 92cc4d8a..984fb563 100644 --- a/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc +++ b/reapi/extra/amxmodx/scripting/include/reapi_gamedll.inc @@ -338,12 +338,15 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons * @param iTracerFreq Tracer frequency * @param iDamage Damage amount * +* @note: This native doesn't create a decal effect +* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound +* * @noreturn */ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage); /* -* Fires buckshots from entity. +* Fires buckshots from entity (used at XM1014 and M3 weapons). * * @param inflictor Inflictor is the entity that caused the damage (such as a gun) * @param attacker Attacker is the entity that triggered the damage (such as the gun's owner) @@ -355,6 +358,9 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr * @param iTracerFreq Tracer frequency * @param iDamage Damage amount * +* @note: This native doesn't create a decal effect +* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound +* * @noreturn */ native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iTracerFreq, const iDamage); @@ -375,6 +381,9 @@ native rg_fire_buckshots(const inflictor, const attacker, const shots, Float:vec * @param bPistol Pistol shot * @param shared_rand Use player's random seed, get circular gaussian spread * +* @note: This native doesn't create a decal effect +* @note: Decal creation is handled by PlaybackEvent, including shot animation and shot sound +* * @return Float:[3] The spread result */ native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);