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- ```c
- proto native int GetNominal(); // nominal - how many items should be aproximately in map
- proto native int GetMin(); // min - minimal count should be available in map
- proto native float GetQuantityMin(); // min quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
- proto native float GetQuantityMax(); // max quantity (0.0 - 1.0) (like ammobox - this determine how many bullets are there, or water bottle)
- proto native float GetQuantity(); // random quantity (0.0 - 1.0)
- proto native float GetLifetime(); // lifetime in (seconds) - what is the idle before item abandoned at ground gets deleted
- proto native float GetRestock(); // restock is oposite of lifetime - idle before item is allowed to respawn when required
- proto native int GetCost(); // cost of item determines its 'value' for players (this serve as priority during respawn and cleanup operation)
- proto native int GetUsageFlags(); // area usage flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
- proto native int GetValueFlags(); // area value flags (each bit has assigned group - which as part of map overlay effectively affects spawning)
- Hopefully, this is helpful to some of you guys too.
- ```
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