It basically filters out events you don't want/need. So let's say you're using the DeathMsg event to find a killer, and slap him or something (just an example). But, with this, you can't slap an entity or the more common world spawn entity (index: 0). So if killer is the first paramter passed you would use:
Code:
register_event("DeathMsg", "Event_Death", "a", "1!0"); // 1 != 0
public Event_Death()
{
// We don't need to check if the killer is connected or alive (chances are he still is when this code is executed, but you can go ahead and do is_user_alive() for safety purposes).
new killer = read_data(1);
user_slap(killer);
}
Hope I did everything right, typed it up in the little post box at school.
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