SAMURAI16
04-07-2007, 03:53
Tools X is a new library with functions who may help you on coding. Required Fakemeta Module
bool:is_aiming_at_hostage(index)
bool:is_aiming_at_sky(index)
bool:is_aiming_at_water(index)
bool:is_nothing_above_index(index)
bool:is_nothing_solid_abv_index(index)
Float:tlx_distance_to_sky(id)
tlx_create_explosion(Float:origin[3], destType, msgType, sprite, scale, framerate, flags )
fade_units_to_seconds(num)
tlx_flash_player(index, destType, iDuration, iHoldTime, iFlags, r, g, b, alpha)
shake_player_screen(index, destType, iAmplitude, iDuration, iFrequency)
tlx_VectorInverse(Float:vector[3])
tlx_VectorScale(const Float:in[3], Float:scale, Float:out[3])
Float:tlx_VectorNormalize(Float:vector[3])
tlx_VectorMA(Float:vecA[3], Float:scale, Float:vecB[3], Float:vecC[3])
tlx_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3] )
Float:tlx_fvectorProduct(Float:Vec1[3],Float:Vec2[3])
tlx_vectorProduct(Vec1[3], Vec2[3])
tlx_VectorAvg( a[], num )
bool:tlx_EV_IsPlayer(index)
tlx_VectorCompare(const Float:v1[3], const Float:v2[3])
Float:tlx_VectorClear(Float:a[3])
tlx_CrossProduct(const Float:v1[3], const Float:v2[3], Float:cross[3])
tlx_ConcatTransforms(Float:in1[3][4], Float:in2[3][4], Float:out[3][4])
tlx_AddVectors(Float:vec1[3] ,Float:vec2[3], Float:ret[3])
tlx_SubtractVectors(Float:vec1[3], Float:vec2[3], Float:ret[3])
Float:tlx_AngleDiff(Float:destAngle, Float:srcAngle )
Float:tlx_StudioFrameAdvance(ent,Float:flInte rval)
tlx_EntitiesInBox(pList[],listMax,Float:mins[3],Float:maxs[3],flagMask)
tlx_MonstersInSphere(pList[], listMax, Float:center[3], Float:radius)
Float:tlx_Approach(Float:target, Float:value, Float:speed)
Float:tlx_AngleDistance(Float:next, Float:cur)
Float:tlx_SplineFraction(Float:value, Float:scale)
tlx_CLadder(ent)
tlx_clear_path( id, Float:fDist, Float:fZOffset )
▪ tlx_VectorAvg was done by Emp`
▪ Float:tlx_StudioFrameAdvance was done by Avalanche
▪ tlx_EntitiesInBox was done by Avalanche
▪ tlx_clear_path by P34nut / Wilson [29th ID]
▪ fm_trace_line from fakemeta util by VEN, was necessary for tlx_clear_path
bool:is_aiming_at_hostage(index)
bool:is_aiming_at_sky(index)
bool:is_aiming_at_water(index)
bool:is_nothing_above_index(index)
bool:is_nothing_solid_abv_index(index)
Float:tlx_distance_to_sky(id)
tlx_create_explosion(Float:origin[3], destType, msgType, sprite, scale, framerate, flags )
fade_units_to_seconds(num)
tlx_flash_player(index, destType, iDuration, iHoldTime, iFlags, r, g, b, alpha)
shake_player_screen(index, destType, iAmplitude, iDuration, iFrequency)
tlx_VectorInverse(Float:vector[3])
tlx_VectorScale(const Float:in[3], Float:scale, Float:out[3])
Float:tlx_VectorNormalize(Float:vector[3])
tlx_VectorMA(Float:vecA[3], Float:scale, Float:vecB[3], Float:vecC[3])
tlx_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3] )
Float:tlx_fvectorProduct(Float:Vec1[3],Float:Vec2[3])
tlx_vectorProduct(Vec1[3], Vec2[3])
tlx_VectorAvg( a[], num )
bool:tlx_EV_IsPlayer(index)
tlx_VectorCompare(const Float:v1[3], const Float:v2[3])
Float:tlx_VectorClear(Float:a[3])
tlx_CrossProduct(const Float:v1[3], const Float:v2[3], Float:cross[3])
tlx_ConcatTransforms(Float:in1[3][4], Float:in2[3][4], Float:out[3][4])
tlx_AddVectors(Float:vec1[3] ,Float:vec2[3], Float:ret[3])
tlx_SubtractVectors(Float:vec1[3], Float:vec2[3], Float:ret[3])
Float:tlx_AngleDiff(Float:destAngle, Float:srcAngle )
Float:tlx_StudioFrameAdvance(ent,Float:flInte rval)
tlx_EntitiesInBox(pList[],listMax,Float:mins[3],Float:maxs[3],flagMask)
tlx_MonstersInSphere(pList[], listMax, Float:center[3], Float:radius)
Float:tlx_Approach(Float:target, Float:value, Float:speed)
Float:tlx_AngleDistance(Float:next, Float:cur)
Float:tlx_SplineFraction(Float:value, Float:scale)
tlx_CLadder(ent)
tlx_clear_path( id, Float:fDist, Float:fZOffset )
▪ tlx_VectorAvg was done by Emp`
▪ Float:tlx_StudioFrameAdvance was done by Avalanche
▪ tlx_EntitiesInBox was done by Avalanche
▪ tlx_clear_path by P34nut / Wilson [29th ID]
▪ fm_trace_line from fakemeta util by VEN, was necessary for tlx_clear_path