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feat(natives/gamebuild): enhance natives compatibility with 2189 build (
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#959)

* feat(natives/gamebuild): enhance natives compatibility with 2189 build

* Update ForceSubmarineNeurtalBuoyancy.md

Any to int derived types isn't needed.

* Update IsAnyPositionalSpeechPlaying.md

Correct native linking.

* Update IsAnyPositionalSpeechPlaying.md

Re-add missing `## Return value` header.

---------

Co-authored-by: ammonia-cfx <[email protected]>
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spacevx and 4mmonium authored Apr 21, 2024
1 parent 30c7047 commit d78d3f7
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4 changes: 3 additions & 1 deletion AUDIO/IsAnyPositionalSpeechPlaying.md
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Expand Up @@ -9,9 +9,11 @@ aliases: ["0x30CA2EF91D15ADF8"]
cs_type(Any) BOOL IS_ANY_POSITIONAL_SPEECH_PLAYING();
```
Determines if any ped-independent, positionally-based scripted speech is currently active. This typically includes speech events triggered using [`PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE`](#_0xED640017ED337E45).
```
NativeDB Introduced: v2189
```
## Return value
Returns true if any ped-independent positional scripted speech (ie. triggered using [PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE](#_0xED640017ED337E45)) is currently playing
Returns `true` if any ped-independent positional scripted speech (i.e. triggered using [PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE](#_0xED640017ED337E45)) is currently playing, `false` otherwise.
20 changes: 20 additions & 0 deletions VEHICLE/ForceSubmarineNeurtalBuoyancy.md
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---
ns: VEHICLE
aliases: ["0xC67DB108A9ADE3BE"]
---
## FORCE_SUBMARINE_NEURTAL_BUOYANCY

```c
// 0xC67DB108A9ADE3BE
void FORCE_SUBMARINE_NEURTAL_BUOYANCY(Vehicle submarine, int time);
```
Forces a submarine to maintain neutral buoyancy for a specified duration, preventing it from rising when unoccupied or without a driver.
```
NativeDB Introduced: v2189
```
## Parameters
* **submarine**: The submarine vehicle to apply neutral buoyancy to.
* **time**: The duration in milliseconds for which to maintain neutral buoyancy.
16 changes: 0 additions & 16 deletions VEHICLE/GetSubmarineCrushDepthWarningState.md

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16 changes: 0 additions & 16 deletions VEHICLE/GetSubmarineIsBelowFirstCrushDepth.md

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22 changes: 22 additions & 0 deletions VEHICLE/GetSubmarineIsUnderDesignDepth.md
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---
ns: VEHICLE
aliases: ["_GET_SUBMARINE_IS_BELOW_FIRST_CRUSH_DEPTH"]
---
## GET_SUBMARINE_IS_UNDER_DESIGN_DEPTH

```c
// 0x3E71D0B300B7AA79
BOOL GET_SUBMARINE_IS_UNDER_DESIGN_DEPTH(Vehicle submarine);
```
Determines if the submarine is operating below its designated crush depth.
```
NativeDB Introduced: v2189
```
## Parameters
* **submarine**: The submarine vehicle to be evaluated for being under its crush depth threshold.
## Return value
Returns `true` if the submarine is below its designated crush depth, `false` otherwise.
22 changes: 22 additions & 0 deletions VEHICLE/GetSubmarineNumberOfAirLeaks.md
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---
ns: VEHICLE
aliases: ["_GET_SUBMARINE_CRUSH_DEPTH_WARNING_STATE"]
---
## GET_SUBMARINE_NUMBER_OF_AIR_LEAKS

```c
// 0x093D6DDCA5B8FBAE
int GET_SUBMARINE_NUMBER_OF_AIR_LEAKS(Vehicle submarine);
```
Checks if a Submarine has any air leaks, when there is more than 4 the player will drown.
```
NativeDB Introduced: v2189
```
## Parameters
* **submarine**: The submarine vehicle to check for air leaks.
## Return value
Returns the number of air leaks on the submarine.
17 changes: 0 additions & 17 deletions VEHICLE/N_0xc67db108a9ade3be.md

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