move bunch of functions to helper module
This commit is contained in:
parent
bd9168eb76
commit
35f9d15e9b
@ -126,3 +126,18 @@ stock SetPlayerSpawnLocation( playerid, spawn_key[ 4 ], spawn_index = 0 )
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p_SpawningIndex[ playerid ] = spawn_index;
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return 1;
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}
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stock returnCityName( city )
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{
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static
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string[ 13 ];
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switch( city )
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{
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case CITY_SF: string = "San Fierro";
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case CITY_LV: string = "Las Venturas";
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case CITY_LS: string = "Los Santos";
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default: string = "Random City";
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}
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return string;
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}
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@ -413,3 +413,478 @@ stock textContainsIP(const string[])
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return 1;
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#endif
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}
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// purpose: get the driver of a vehicle
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stock GetVehicleDriver( vehicleid )
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{
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foreach(new i : Player)
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if ( IsPlayerInVehicle( i, vehicleid ) && GetPlayerState( i ) == PLAYER_STATE_DRIVER )
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return i;
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return INVALID_PLAYER_ID;
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}
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// purpose: check if there's an even number of ~ in a string
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stock IsSafeGameText(const string[])
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{
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new count;
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for(new num, len = strlen(string); num < len; num++)
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{
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if (string[num] == '~')
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{
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if ((num + 1) < len)
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{
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if (string[(num + 1)] == '~') return false;
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}
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count += 1;
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}
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}
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if ((count % 2) > 0) return false;
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return true;
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}
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// purpose: censor a string up to n characters
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stock CensoreString( query[ ], characters = 5 )
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{
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static
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szString[ 256 ];
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format( szString, 256, query );
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strdel( szString, 0, characters );
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for( new i = 0; i < characters; i++ )
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strins( szString, "*", 0 );
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return szString;
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}
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// purpose: return current date as DD/MM/YYYY
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stock getCurrentDate( )
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{
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static
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Year, Month, Day,
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szString[ 11 ]
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;
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getdate( Year, Month, Day );
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format( szString, sizeof( szString ), "%02d/%02d/%d", Day, Month, Year );
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return szString;
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}
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// purpose: return current time as HH:MM:SS
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stock getCurrentTime( )
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{
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static
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Hour, Minute, Second,
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szString[ 11 ]
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;
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gettime( Hour, Minute, Second );
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format( szString, sizeof( szString ), "%02d:%02d:%02d", Hour, Minute, Second );
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return szString;
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}
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// purpose: check if a player is in water (credit: SuperViper)
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stock IsPlayerInWater(playerid)
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{
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new animationIndex = GetPlayerAnimationIndex(playerid);
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return (animationIndex >= 1538 && animationIndex <= 1544 && animationIndex != 1542);
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}
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// purpose: return a random argument
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stock randarg( ... )
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return getarg( random( numargs( ) ) );
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// purpose: remove a weapon(s) from a player (credit: ryder`?)
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stock RemovePlayerWeapon(playerid, ...)
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{
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new iArgs = numargs();
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while(--iArgs)
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{
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SetPlayerAmmo(playerid, getarg(iArgs), 0);
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}
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}
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// purpose: check if a weapon id is a melee weapon id
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stock IsMeleeWeapon(value) {
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static const valid_values[2] = {
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65535, 28928
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};
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if (0 <= value <= 46) {
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return (valid_values[value >>> 5] & (1 << (value & 31))) || false;
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}
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return false;
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}
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// purpose: check if a specific vehicle is upside down
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stock IsVehicleUpsideDown(vehicleid)
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{
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new
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Float: q_W,
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Float: q_X,
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Float: q_Y,
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Float: q_Z
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;
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GetVehicleRotationQuat(vehicleid, q_W, q_X, q_Y, q_Z);
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return (120.0 < atan2(2.0 * ((q_Y * q_Z) + (q_X * q_W)), (-(q_X * q_X) - (q_Y * q_Y) + (q_Z * q_Z) + (q_W * q_W))) > -120.0);
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}
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// purpose: convert seconds into a human readable string (credit: BlackLite?)
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stock secondstotime(seconds, const delimiter[] = ", ", start = 0, end = -1)
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{
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static const times[] = {
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1,
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60,
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3600,
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86400,
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604800,
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2419200,
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29030400
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};
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static const names[][] = {
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"second",
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"minute",
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"hour",
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"day",
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"week",
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"month",
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"year"
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};
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static string[128];
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if (!seconds)
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{
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string = "N/A";
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return string;
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}
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erase(string);
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for(new i = start != 0 ? start : (sizeof(times) - 1); i != end; i--)
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{
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if (seconds / times[i])
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{
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if (string[0])
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{
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format(string, sizeof(string), "%s%s%d %s%s", string, delimiter, (seconds / times[i]), names[i], ((seconds / times[i]) == 1) ? ("") : ("s"));
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}
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else
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{
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format(string, sizeof(string), "%d %s%s", (seconds / times[i]), names[i], ((seconds / times[i]) == 1) ? ("") : ("s"));
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}
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seconds -= ((seconds / times[i]) * times[i]);
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}
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}
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return string;
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}
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// purpose: check if a string is bad for textdraws / crashy
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stock textContainsBadTextdrawLetters( const string[ ] )
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{
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for( new i, j = strlen( string ); i < j; i++ )
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{
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if ( string[ i ] == '.' || string[ i ] == '*' || string[ i ] == '^' || string[ i ] == '~' )
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return true;
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}
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return false;
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}
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// purpose: check if a valid skin id was selected
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stock IsValidSkin( skinid ) {
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return ! ( skinid == 74 || skinid > 311 || skinid < 0 );
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}
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// purpose: check if a string is hexidecimal (credit: dracoblue)
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stock isHex(str[])
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{
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new
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i,
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cur;
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if (str[0] == '0' && (str[1] == 'x' || str[1] == 'X')) i = 2;
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while (str[i])
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{
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cur = str[i++];
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if (!(('0' <= cur <= '9') || ('A' <= cur <= 'F') || ('a' <= cur <= 'f'))) return 0;
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}
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return 1;
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}
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// purpose: check if a player has a weapon on them
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stock IsWeaponInAnySlot( playerid, weaponid )
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{
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new
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szWeapon, szAmmo;
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GetPlayerWeaponData( playerid, GetWeaponSlot( weaponid ), szWeapon, szAmmo );
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return ( szWeapon == weaponid && szAmmo > 0 );
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}
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// purpose: check if a player is within an area (min, max)
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stock IsPlayerInArea( playerid, Float: minx, Float: maxx, Float: miny, Float: maxy )
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{
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static
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Float: X, Float: Y, Float: Z;
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if ( GetPlayerPos( playerid, X, Y, Z ) )
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return ( X > minx && X < maxx && Y > miny && Y < maxy );
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return 0;
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}
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// purpose (deprecated): moves the player a smige so that objects can load
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stock SyncObject( playerid, Float: offsetX = 0.005, Float: offsetY = 0.005, Float: offsetZ = 0.005 )
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{
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static
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Float: X, Float: Y, Float: Z;
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if ( GetPlayerPos( playerid, X, Y, Z ) )
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SetPlayerPos( playerid, X + offsetX, Y + offsetY, Z + offsetZ );
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}
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// purpose: check if a point is within an area
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stock IsPointInArea( Float: X, Float: Y, Float: Z, Float: minx, Float: maxx, Float: miny, Float: maxy, Float: minz, Float: maxz )
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return ( X > minx && X < maxx && Y > miny && Y < maxy && Z > minz && Z < maxz );
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// purpose: convert a string into hexidecimal number (credit: DracoBlue)
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stock HexToInt( string[ ] )
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{
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if ( isnull( string ) )
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return 0;
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new
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cur = 1,
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res = 0
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;
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for( new i; string[ i ] != EOS; ++i )
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{
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string[ i ] = ( 'a' <= string[ i ] <= 'z' ) ? ( string[ i ] += 'A' - 'a' ) : ( string[ i ] );
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}
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for( new i = strlen( string ); i > 0; i-- )
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{
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res += string[ i - 1 ] < 58 ? ( cur * ( string[ i - 1 ] - 48 ) ) : ( cur * ( string[ i - 1 ] - 65 + 10 ) );
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cur *= 16;
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}
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return res;
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}
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// purpose: get the closest vehicle id to the player
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stock GetClosestVehicle(playerid, except = INVALID_VEHICLE_ID, &Float: distance = Float: 0x7F800000) {
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new
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i,
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Float: X,
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Float: Y,
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Float: Z
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;
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if (GetPlayerPos(playerid, X, Y, Z)) {
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new
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Float: dis,
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closest = INVALID_VEHICLE_ID
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;
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while(i != MAX_VEHICLES) {
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if (0.0 < (dis = GetVehicleDistanceFromPoint(++i, X, Y, Z)) < distance && i != except) {
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distance = dis;
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closest = i;
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}
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}
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return closest;
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}
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return INVALID_VEHICLE_ID;
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}
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// purpose: check if a point is near to another point
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stock IsPointToPoint(Float: fRadius, Float: fX1, Float: fY1, Float: fZ1, Float: fX2, Float: fY2, Float: fZ2)
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return ((-fRadius < floatabs(fX2 - fX1) < fRadius) && (-fRadius < floatabs(fY2 - fY1) < fRadius) && (-fRadius < floatabs(fZ2 - fZ1) < fRadius));
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// purpose: get the X, Y in front of a player at N distance
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stock GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, &Float:z, Float:distance)
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{
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new Float: a;
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GetPlayerPos(playerid, x, y, z);
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GetPlayerFacingAngle(playerid, a);
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if (GetPlayerVehicleID( playerid ))
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{
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GetVehicleZAngle(GetPlayerVehicleID( playerid ), a);
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}
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x += (distance * floatsin(-a, degrees));
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y += (distance * floatcos(-a, degrees));
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}
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// purpose: change a vehicle's model with an object id ... doozy function
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stock ChangeVehicleModel( vehicleid, objectid, Float: offset = 0.0 )
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{
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new
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iObject
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;
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iObject = CreateDynamicObject( objectid, 0.0, 0.0, 0.0, 0, 0, 0 );
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AttachDynamicObjectToVehicle( iObject, vehicleid, 0, 0, 0, 0, 0, 0 + offset );
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LinkVehicleToInterior( vehicleid, 12 );
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}
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// purpose: make an object face a specific point
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stock SetObjectFacePoint(iObjectID, Float: fX, Float: fY, Float: fOffset, bool: bDynamic = false )
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{
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new
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Float: fOX,
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Float: fOY,
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Float: fRZ
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;
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if ( bDynamic )
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{
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if (GetDynamicObjectPos(iObjectID, fOX, fOY, fRZ))
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{
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fRZ = atan2(fY - fOY, fX - fOX) - 90.0;
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GetDynamicObjectRot(iObjectID, fX, fY, fOX);
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SetDynamicObjectRot(iObjectID, fX, fY, fRZ + fOffset);
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}
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}
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else
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{
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if (GetObjectPos(iObjectID, fOX, fOY, fRZ))
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{
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fRZ = atan2(fY - fOY, fX - fOX) - 90.0;
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GetObjectRot(iObjectID, fX, fY, fOX);
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SetObjectRot(iObjectID, fX, fY, fRZ + fOffset);
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}
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}
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}
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// purpose: convert seconds into a MM:SS format e.g 10:00 ... good for racing
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stock TimeConvert( seconds )
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{
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static
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szTime[ 32 ]
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;
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format( szTime, sizeof( szTime ), "%02d:%02d", floatround( seconds / 60 ), seconds - floatround( ( seconds / 60 ) * 60 ) );
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return szTime;
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}
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// purpose: make the player face a specific point
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stock SetPlayerFacePoint(playerid, Float: fX, Float: fY, Float: offset = 0.0)
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{
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static
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Float: X,
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Float: Y,
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Float: Z,
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Float: face
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;
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if (GetPlayerPos(playerid, X, Y, Z))
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{
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face = atan2(fY - Y, fX - X) - 90.0;
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SetPlayerFacingAngle(playerid, face + offset);
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}
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}
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// purpose: get the closest player to the player
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stock GetClosestPlayer( playerid, &Float: distance = FLOAT_INFINITY ) {
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new
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iCurrent = INVALID_PLAYER_ID,
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Float: fX, Float: fY, Float: fZ, Float: fTmp,
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world = GetPlayerVirtualWorld( playerid )
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;
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if ( GetPlayerPos( playerid, fX, fY, fZ ) )
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{
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foreach(new i : Player)
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{
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if ( i != playerid )
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{
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if ( GetPlayerState( i ) != PLAYER_STATE_SPECTATING && GetPlayerVirtualWorld( i ) == world )
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{
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if ( 0.0 < ( fTmp = GetDistanceFromPlayerSquared( i, fX, fY, fZ ) ) < distance ) // Y_Less mentioned there's no need to sqroot
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{
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distance = fTmp;
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iCurrent = i;
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}
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}
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}
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}
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}
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return iCurrent;
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}
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// purpose: place a player in a vehicle with an available seat
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stock PutPlayerInEmptyVehicleSeat( vehicleid, playerid )
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{
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new
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vModel = GetVehicleModel( vehicleid ),
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bool: bNonAvailable[ 16 char ],
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seats = 0xF
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;
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if ( !IsValidVehicle( vehicleid ) )
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return -1;
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if ( vModel == 425 || vModel == 481 || vModel == 520 || vModel == 519 || vModel == 509 || vModel == 510 || vModel == 476 )
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return -1;
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foreach(new iPlayer : Player)
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{
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if ( IsPlayerInVehicle( iPlayer, vehicleid ) )
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{
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new iVehicle = GetPlayerVehicleSeat( iPlayer );
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seats = GetVehicleSeatCount( GetVehicleModel( iVehicle ) );
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if ( seats == 0xF )
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return -1; // Just so the player aint bugged.
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if ( iVehicle >= 0 && iVehicle <= seats ) bNonAvailable{ iVehicle } = true;
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}
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}
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for( new i = 1; i < sizeof( bNonAvailable ); i++ )
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{
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if ( !bNonAvailable{ i } ) {
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SetPlayerVirtualWorld( playerid, GetVehicleVirtualWorld( vehicleid ) );
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SetPlayerInterior( playerid, 0 ); // All vehicles are in interior ID 0, unless a stupid did this :|
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PutPlayerInVehicle( playerid, vehicleid, i );
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break;
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}
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}
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return seats;
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}
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// purpose: get the player id from a name
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stock GetPlayerIDFromName( const pName[ ] )
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{
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foreach(new i : Player)
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{
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if ( strmatch( pName, ReturnPlayerName( i ) ) )
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return i;
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}
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return INVALID_PLAYER_ID;
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}
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// purpose (deprecated): quickly write/append a line to a file
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stock AddFileLogLine( const file[ ], input[ ] )
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{
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new
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File: fHandle;
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fHandle = fopen(file, io_append);
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fwrite(fHandle, input);
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fclose(fHandle);
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return 1;
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}
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// purpose: check if a string is numeric
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stock IsNumeric(const str[ ])
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{
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new len = strlen(str);
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if (!len) return false;
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for(new i; i < len; i++)
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{
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if (!('0' <= str[i] <= '9')) return false;
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}
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return true;
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}
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// purpose: set a server rule
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stock SetServerRule( const rule[ ], const value[ ] ) {
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return SendRconCommand( sprintf( "%s %s", rule, value ) );
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}
|
@ -5916,10 +5916,6 @@ public OnPlayerClickPlayer(playerid, clickedplayerid, source)
|
||||
/////////////////////////
|
||||
// Functions //
|
||||
/////////////////////////
|
||||
stock SetServerRule( const rule[ ], const value[ ] )
|
||||
{
|
||||
return SendRconCommand( sprintf( "%s %s", rule, value ) );
|
||||
}
|
||||
|
||||
stock SendClientMessageToGang( gangid, colour, const format[ ], va_args<> ) // Conversion to foreach 14 stuffed the define, not sure how...
|
||||
{
|
||||
@ -6116,38 +6112,6 @@ stock GivePlayerScore( playerid, score )
|
||||
return SetPlayerScore( playerid, GetPlayerScore( playerid ) + score );
|
||||
}
|
||||
|
||||
stock IsNumeric(const str[ ])
|
||||
{
|
||||
new len = strlen(str);
|
||||
|
||||
if (!len) return false;
|
||||
for(new i; i < len; i++)
|
||||
{
|
||||
if (!('0' <= str[i] <= '9')) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
stock AddFileLogLine( const file[ ], input[ ] )
|
||||
{
|
||||
new
|
||||
File: fHandle
|
||||
;
|
||||
fHandle = fopen(file, io_append);
|
||||
fwrite(fHandle, input);
|
||||
fclose(fHandle);
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock GetPlayerIDFromName( const pName[ ] )
|
||||
{
|
||||
foreach(new i : Player)
|
||||
{
|
||||
if ( strmatch( pName, ReturnPlayerName( i ) ) )
|
||||
return i;
|
||||
}
|
||||
return INVALID_PLAYER_ID;
|
||||
}
|
||||
|
||||
stock GetPlayerIDFromAccountID( iAccountID )
|
||||
{
|
||||
@ -6199,151 +6163,8 @@ stock SetPlayerColorToTeam( playerid )
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock PutPlayerInEmptyVehicleSeat( vehicleid, playerid )
|
||||
{
|
||||
new
|
||||
vModel = GetVehicleModel( vehicleid ),
|
||||
bool: bNonAvailable[ 16 char ],
|
||||
seats = 0xF
|
||||
;
|
||||
|
||||
if ( !IsValidVehicle( vehicleid ) )
|
||||
return -1;
|
||||
|
||||
if ( vModel == 425 || vModel == 481 || vModel == 520 || vModel == 519 || vModel == 509 || vModel == 510 || vModel == 476 )
|
||||
return -1;
|
||||
|
||||
foreach(new iPlayer : Player)
|
||||
{
|
||||
if ( IsPlayerInVehicle( iPlayer, vehicleid ) )
|
||||
{
|
||||
new iVehicle = GetPlayerVehicleSeat( iPlayer );
|
||||
seats = GetVehicleSeatCount( GetVehicleModel( iVehicle ) );
|
||||
|
||||
if ( seats == 0xF )
|
||||
return -1; // Just so the player aint bugged.
|
||||
|
||||
if ( iVehicle >= 0 && iVehicle <= seats ) bNonAvailable{ iVehicle } = true;
|
||||
}
|
||||
}
|
||||
for( new i = 1; i < sizeof( bNonAvailable ); i++ )
|
||||
{
|
||||
if ( !bNonAvailable{ i } ) {
|
||||
SetPlayerVirtualWorld( playerid, GetVehicleVirtualWorld( vehicleid ) );
|
||||
SetPlayerInterior( playerid, 0 ); // All vehicles are in interior ID 0, unless a stupid did this :|
|
||||
PutPlayerInVehicle( playerid, vehicleid, i );
|
||||
break;
|
||||
}
|
||||
}
|
||||
return seats;
|
||||
}
|
||||
|
||||
|
||||
stock IsPointToPoint(Float: fRadius, Float: fX1, Float: fY1, Float: fZ1, Float: fX2, Float: fY2, Float: fZ2)
|
||||
return ((-fRadius < floatabs(fX2 - fX1) < fRadius) && (-fRadius < floatabs(fY2 - fY1) < fRadius) && (-fRadius < floatabs(fZ2 - fZ1) < fRadius));
|
||||
|
||||
stock GetXYInFrontOfPlayer(playerid, &Float:x, &Float:y, &Float:z, Float:distance)
|
||||
{
|
||||
new Float: a;
|
||||
GetPlayerPos(playerid, x, y, z);
|
||||
GetPlayerFacingAngle(playerid, a);
|
||||
if (GetPlayerVehicleID( playerid ))
|
||||
{
|
||||
GetVehicleZAngle(GetPlayerVehicleID( playerid ), a);
|
||||
}
|
||||
x += (distance * floatsin(-a, degrees));
|
||||
y += (distance * floatcos(-a, degrees));
|
||||
}
|
||||
|
||||
stock ChangeVehicleModel( vehicleid, objectid, Float: offset = 0.0 )
|
||||
{
|
||||
new
|
||||
iObject
|
||||
;
|
||||
iObject = CreateDynamicObject( objectid, 0.0, 0.0, 0.0, 0, 0, 0 );
|
||||
AttachDynamicObjectToVehicle( iObject, vehicleid, 0, 0, 0, 0, 0, 0 + offset );
|
||||
LinkVehicleToInterior( vehicleid, 12 );
|
||||
}
|
||||
|
||||
stock SetObjectFacePoint(iObjectID, Float: fX, Float: fY, Float: fOffset, bool: bDynamic = false )
|
||||
{
|
||||
new
|
||||
Float: fOX,
|
||||
Float: fOY,
|
||||
Float: fRZ
|
||||
;
|
||||
if ( bDynamic )
|
||||
{
|
||||
if (GetDynamicObjectPos(iObjectID, fOX, fOY, fRZ))
|
||||
{
|
||||
fRZ = atan2(fY - fOY, fX - fOX) - 90.0;
|
||||
|
||||
GetDynamicObjectRot(iObjectID, fX, fY, fOX);
|
||||
SetDynamicObjectRot(iObjectID, fX, fY, fRZ + fOffset);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (GetObjectPos(iObjectID, fOX, fOY, fRZ))
|
||||
{
|
||||
fRZ = atan2(fY - fOY, fX - fOX) - 90.0;
|
||||
|
||||
GetObjectRot(iObjectID, fX, fY, fOX);
|
||||
SetObjectRot(iObjectID, fX, fY, fRZ + fOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stock TimeConvert( seconds )
|
||||
{
|
||||
static
|
||||
szTime[ 32 ]
|
||||
;
|
||||
format( szTime, sizeof( szTime ), "%02d:%02d", floatround( seconds / 60 ), seconds - floatround( ( seconds / 60 ) * 60 ) );
|
||||
return szTime;
|
||||
}
|
||||
|
||||
stock SetPlayerFacePoint(playerid, Float: fX, Float: fY, Float: offset = 0.0)
|
||||
{
|
||||
static
|
||||
Float: X,
|
||||
Float: Y,
|
||||
Float: Z,
|
||||
Float: face
|
||||
;
|
||||
if (GetPlayerPos(playerid, X, Y, Z))
|
||||
{
|
||||
face = atan2(fY - Y, fX - X) - 90.0;
|
||||
SetPlayerFacingAngle(playerid, face + offset);
|
||||
}
|
||||
}
|
||||
|
||||
stock GetClosestPlayer( playerid, &Float: distance = FLOAT_INFINITY ) {
|
||||
new
|
||||
iCurrent = INVALID_PLAYER_ID,
|
||||
Float: fX, Float: fY, Float: fZ, Float: fTmp,
|
||||
world = GetPlayerVirtualWorld( playerid )
|
||||
;
|
||||
|
||||
if ( GetPlayerPos( playerid, fX, fY, fZ ) )
|
||||
{
|
||||
foreach(new i : Player)
|
||||
{
|
||||
if ( i != playerid )
|
||||
{
|
||||
if ( GetPlayerState( i ) != PLAYER_STATE_SPECTATING && GetPlayerVirtualWorld( i ) == world )
|
||||
{
|
||||
if ( 0.0 < ( fTmp = GetDistanceFromPlayerSquared( i, fX, fY, fZ ) ) < distance ) // Y_Less mentioned there's no need to sqroot
|
||||
{
|
||||
distance = fTmp;
|
||||
iCurrent = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return iCurrent;
|
||||
}
|
||||
|
||||
stock GetClosestPlayerEx( playerid, classid, &Float: distance = FLOAT_INFINITY ) {
|
||||
new
|
||||
@ -6372,28 +6193,6 @@ stock GetClosestPlayerEx( playerid, classid, &Float: distance = FLOAT_INFINITY )
|
||||
return iCurrent;
|
||||
}
|
||||
|
||||
stock GetClosestVehicle(playerid, except = INVALID_VEHICLE_ID, &Float: distance = Float: 0x7F800000) {
|
||||
new
|
||||
i,
|
||||
Float: X,
|
||||
Float: Y,
|
||||
Float: Z
|
||||
;
|
||||
if (GetPlayerPos(playerid, X, Y, Z)) {
|
||||
new
|
||||
Float: dis,
|
||||
closest = INVALID_VEHICLE_ID
|
||||
;
|
||||
while(i != MAX_VEHICLES) {
|
||||
if (0.0 < (dis = GetVehicleDistanceFromPoint(++i, X, Y, Z)) < distance && i != except) {
|
||||
distance = dis;
|
||||
closest = i;
|
||||
}
|
||||
}
|
||||
return closest;
|
||||
}
|
||||
return INVALID_VEHICLE_ID;
|
||||
}
|
||||
|
||||
stock isValidPlayerName( szName[ ] )
|
||||
{
|
||||
@ -6430,49 +6229,6 @@ stock ReturnWeaponName(weaponid, bool:vipgun=false)
|
||||
return wname;
|
||||
}
|
||||
|
||||
stock IsPlayerInArea( playerid, Float: minx, Float: maxx, Float: miny, Float: maxy )
|
||||
{
|
||||
static
|
||||
Float: X, Float: Y, Float: Z;
|
||||
|
||||
if ( GetPlayerPos( playerid, X, Y, Z ) )
|
||||
return ( X > minx && X < maxx && Y > miny && Y < maxy );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
stock IsPlayerInArea3D( playerid, Float: minx, Float: maxx, Float: miny, Float: maxy, Float: minz, Float: maxz )
|
||||
{
|
||||
static Float: X, Float: Y, Float: Z;
|
||||
GetPlayerPos( playerid, X, Y, Z );
|
||||
return ( X > minx && X < maxx && Y > miny && Y < maxy && Z > minz && Z < maxz );
|
||||
}
|
||||
|
||||
stock IsPointInArea( Float: X, Float: Y, Float: Z, Float: minx, Float: maxx, Float: miny, Float: maxy, Float: minz, Float: maxz )
|
||||
return ( X > minx && X < maxx && Y > miny && Y < maxy && Z > minz && Z < maxz );
|
||||
|
||||
stock HexToInt(string[]) // By DracoBlue
|
||||
{
|
||||
if ( isnull( string ) )
|
||||
return 0;
|
||||
|
||||
new
|
||||
cur = 1,
|
||||
res = 0
|
||||
;
|
||||
|
||||
for( new i; string[ i ] != EOS; ++i )
|
||||
{
|
||||
string[ i ] = ( 'a' <= string[ i ] <= 'z' ) ? ( string[ i ] += 'A' - 'a' ) : ( string[ i ] );
|
||||
}
|
||||
|
||||
for( new i = strlen( string ); i > 0; i-- )
|
||||
{
|
||||
res += string[ i - 1 ] < 58 ? ( cur * ( string[ i - 1 ] - 48 ) ) : ( cur * ( string[ i - 1 ] - 65 + 10 ) );
|
||||
cur *= 16;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
||||
stock ReturnGangNameColor( g )
|
||||
{
|
||||
@ -6494,29 +6250,6 @@ stock ReturnGangNameColor( g )
|
||||
}
|
||||
|
||||
|
||||
stock isHex(str[])
|
||||
{
|
||||
new
|
||||
i,
|
||||
cur;
|
||||
if (str[0] == '0' && (str[1] == 'x' || str[1] == 'X')) i = 2;
|
||||
while (str[i])
|
||||
{
|
||||
cur = str[i++];
|
||||
if (!(('0' <= cur <= '9') || ('A' <= cur <= 'F') || ('a' <= cur <= 'f'))) return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock IsWeaponInAnySlot( playerid, weaponid )
|
||||
{
|
||||
new
|
||||
szWeapon, szAmmo;
|
||||
|
||||
GetPlayerWeaponData( playerid, GetWeaponSlot( weaponid ), szWeapon, szAmmo );
|
||||
return ( szWeapon == weaponid && szAmmo > 0 );
|
||||
}
|
||||
|
||||
#if !defined __WEAPONDAMAGEINC__
|
||||
stock GetWeaponSlot(weaponid)
|
||||
{
|
||||
@ -6553,23 +6286,6 @@ stock GetWeaponSlot(weaponid)
|
||||
}
|
||||
#endif
|
||||
|
||||
stock textContainsBadTextdrawLetters( const string[ ] )
|
||||
{
|
||||
for( new i, j = strlen( string ); i < j; i++ )
|
||||
{
|
||||
if ( string[ i ] == '.' || string[ i ] == '*' || string[ i ] == '^' || string[ i ] == '~' )
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsValidSkin( skinid )
|
||||
{
|
||||
if ( skinid == 74 || skinid > 311 || skinid < 0 )
|
||||
return 0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock IsPlayerInCar( playerid )
|
||||
{
|
||||
@ -6652,15 +6368,6 @@ function Achievement_Hide( playerid ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock SyncObject( playerid, Float: offsetX = 0.005, Float: offsetY = 0.005, Float: offsetZ = 0.005 )
|
||||
{
|
||||
static
|
||||
Float: X, Float: Y, Float: Z;
|
||||
|
||||
if ( GetPlayerPos( playerid, X, Y, Z ) )
|
||||
SetPlayerPos( playerid, X + offsetX, Y + offsetY, Z + offsetZ );
|
||||
}
|
||||
|
||||
stock AddAdminLogLineFormatted( const format[ ], va_args<> )
|
||||
{
|
||||
static
|
||||
@ -6752,118 +6459,6 @@ stock CutSpectation( playerid )
|
||||
return 1;
|
||||
}
|
||||
|
||||
stock secondstotime(seconds, const delimiter[] = ", ", start = 0, end = -1)
|
||||
{
|
||||
static const times[] = {
|
||||
1,
|
||||
60,
|
||||
3600,
|
||||
86400,
|
||||
604800,
|
||||
2419200,
|
||||
29030400
|
||||
};
|
||||
|
||||
|
||||
|
||||
static const names[][] = {
|
||||
"second",
|
||||
"minute",
|
||||
"hour",
|
||||
"day",
|
||||
"week",
|
||||
"month",
|
||||
"year"
|
||||
};
|
||||
|
||||
static string[128];
|
||||
|
||||
if (!seconds)
|
||||
{
|
||||
string = "N/A";
|
||||
return string;
|
||||
}
|
||||
|
||||
erase(string);
|
||||
|
||||
for(new i = start != 0 ? start : (sizeof(times) - 1); i != end; i--)
|
||||
{
|
||||
if (seconds / times[i])
|
||||
{
|
||||
if (string[0])
|
||||
{
|
||||
format(string, sizeof(string), "%s%s%d %s%s", string, delimiter, (seconds / times[i]), names[i], ((seconds / times[i]) == 1) ? ("") : ("s"));
|
||||
}
|
||||
else
|
||||
{
|
||||
format(string, sizeof(string), "%d %s%s", (seconds / times[i]), names[i], ((seconds / times[i]) == 1) ? ("") : ("s"));
|
||||
}
|
||||
seconds -= ((seconds / times[i]) * times[i]);
|
||||
}
|
||||
}
|
||||
return string;
|
||||
}
|
||||
|
||||
stock IsVehicleOccupied( vehicleid, bool: include_vehicle_interior = false )
|
||||
{
|
||||
if ( ! IsValidVehicle( vehicleid ) )
|
||||
return -1;
|
||||
|
||||
new
|
||||
iModel = GetVehicleModel( vehicleid );
|
||||
|
||||
foreach ( new i : Player ) {
|
||||
if ( GetPlayerVehicleID( i ) == vehicleid )
|
||||
return i;
|
||||
|
||||
if ( include_vehicle_interior && IsPlayerSpawned( i ) && ( GetPlayerMethLabVehicle( i ) == vehicleid && iModel == 508 ) || ( GetPlayerShamalVehicle( i ) == vehicleid && iModel == 519 ) )
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
stock randarg( ... )
|
||||
return getarg( random( numargs( ) ) );
|
||||
|
||||
stock RemovePlayerWeapon(playerid, ...)
|
||||
{
|
||||
new iArgs = numargs();
|
||||
while(--iArgs)
|
||||
{
|
||||
SetPlayerAmmo(playerid, getarg(iArgs), 0);
|
||||
}
|
||||
}
|
||||
|
||||
stock IsMeleeWeapon(value) {
|
||||
static const valid_values[2] = {
|
||||
65535, 28928
|
||||
};
|
||||
if (0 <= value <= 46) {
|
||||
return (valid_values[value >>> 5] & (1 << (value & 31))) || false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
stock IsVehicleUpsideDown(vehicleid)
|
||||
{
|
||||
new
|
||||
Float: q_W,
|
||||
Float: q_X,
|
||||
Float: q_Y,
|
||||
Float: q_Z
|
||||
;
|
||||
GetVehicleRotationQuat(vehicleid, q_W, q_X, q_Y, q_Z);
|
||||
return (120.0 < atan2(2.0 * ((q_Y * q_Z) + (q_X * q_W)), (-(q_X * q_X) - (q_Y * q_Y) + (q_Z * q_Z) + (q_W * q_W))) > -120.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
stock IsPlayerInWater(playerid) // SuperViper
|
||||
{
|
||||
new animationIndex = GetPlayerAnimationIndex(playerid);
|
||||
return (animationIndex >= 1538 && animationIndex <= 1544 && animationIndex != 1542);
|
||||
}
|
||||
|
||||
stock ForceSpectateOnPlayer( playerid, pID )
|
||||
{
|
||||
if ( IsPlayerConnected( p_whomSpectating[ playerid ] ) ) {
|
||||
@ -6887,44 +6482,6 @@ stock ForceSpectateOnPlayer( playerid, pID )
|
||||
}
|
||||
}
|
||||
|
||||
stock returnCityName( city )
|
||||
{
|
||||
static
|
||||
string[ 13 ];
|
||||
|
||||
switch( city )
|
||||
{
|
||||
case CITY_SF: string = "San Fierro";
|
||||
case CITY_LV: string = "Las Venturas";
|
||||
case CITY_LS: string = "Los Santos";
|
||||
default: string = "Random City";
|
||||
}
|
||||
return string;
|
||||
}
|
||||
|
||||
stock getCurrentDate( )
|
||||
{
|
||||
static
|
||||
Year, Month, Day,
|
||||
szString[ 11 ]
|
||||
;
|
||||
|
||||
getdate( Year, Month, Day );
|
||||
format( szString, sizeof( szString ), "%02d/%02d/%d", Day, Month, Year );
|
||||
return szString;
|
||||
}
|
||||
|
||||
stock getCurrentTime( )
|
||||
{
|
||||
static
|
||||
Hour, Minute, Second,
|
||||
szString[ 11 ]
|
||||
;
|
||||
|
||||
gettime( Hour, Minute, Second );
|
||||
format( szString, sizeof( szString ), "%02d:%02d:%02d", Hour, Minute, Second );
|
||||
return szString;
|
||||
}
|
||||
|
||||
new
|
||||
p_HideHelpDialogTimer[ MAX_PLAYERS ] = { -1, ... };
|
||||
@ -6967,19 +6524,6 @@ stock hasBadDrivebyWeapon( playerid )
|
||||
return false;
|
||||
}
|
||||
|
||||
stock CensoreString( query[ ], characters = 5 )
|
||||
{
|
||||
static
|
||||
szString[ 256 ];
|
||||
|
||||
format( szString, 256, query );
|
||||
strdel( szString, 0, characters );
|
||||
|
||||
for( new i = 0; i < characters; i++ )
|
||||
strins( szString, "*", 0 );
|
||||
|
||||
return szString;
|
||||
}
|
||||
|
||||
stock CreateExplosionEx( Float: X, Float: Y, Float: Z, type, Float: radius, world, interior, issuerid = INVALID_PLAYER_ID )
|
||||
{
|
||||
@ -7436,62 +6980,6 @@ stock isNotNearPlayer( playerid, nearid, Float: distance = 200.0 )
|
||||
return GetPlayerDistanceFromPoint( playerid, X, Y, Z ) > distance ? 1 : 0;
|
||||
}
|
||||
|
||||
stock GetVehicleDriver( vehicleid )
|
||||
{
|
||||
foreach(new i : Player)
|
||||
if ( IsPlayerInVehicle( i, vehicleid ) && GetPlayerState( i ) == PLAYER_STATE_DRIVER )
|
||||
return i;
|
||||
|
||||
return INVALID_PLAYER_ID;
|
||||
}
|
||||
|
||||
/*stock CreateNoDeathmatchZone( const Float: fRadius, const Float: fX, const Float: fY, const fSize = 15 ) // Warning: do not change size!
|
||||
{
|
||||
new
|
||||
iZone = Iter_Free(rdmzone);
|
||||
|
||||
if ( iZone != ITER_NONE )
|
||||
{
|
||||
new
|
||||
Float: fIncrement = 90.0 / fSize,
|
||||
Float: fDegrees = fIncrement,
|
||||
Float: fCos,
|
||||
Float: fSin,
|
||||
iGangZone = -1
|
||||
;
|
||||
|
||||
while( fDegrees < 90.0 )
|
||||
{
|
||||
fCos = floatcos( fDegrees, degrees ) * fRadius;
|
||||
fSin = floatsin( fDegrees, degrees ) * fRadius;
|
||||
|
||||
g_antiDeathmatchZoneData[ iZone ] [ E_GANGZONES ] [ ++iGangZone ] = GangZoneCreate( fX - fCos, fY - fSin, fX + fCos, fY + fSin );
|
||||
g_antiDeathmatchZoneData[ iZone ] [ E_CIRCLE ] = CreateDynamicCircle( fX, fY, fRadius );
|
||||
|
||||
fDegrees += fIncrement;
|
||||
}
|
||||
|
||||
Iter_Add(rdmzone, iZone);
|
||||
}
|
||||
}
|
||||
|
||||
stock IsDeathmatchProtectedZone( playerid ) {
|
||||
|
||||
if ( IsPlayerInPaintBall( playerid ) )
|
||||
return false;
|
||||
|
||||
if ( IsPlayerInEntrance( playerid, g_Ammunation ) || IsPlayerInEntrance( playerid, g_PoliceDepartment ) || IsPlayerInEntrance( playerid, g_Hospital ) )
|
||||
return true;
|
||||
|
||||
if ( IsPlayerInBank( playerid ) )
|
||||
return true;
|
||||
|
||||
foreach(new r : rdmzone)
|
||||
if ( IsPlayerInDynamicArea( playerid, g_antiDeathmatchZoneData[ r ] [ E_CIRCLE ] ) )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}*/
|
||||
|
||||
stock GetPlayerLocation( iPlayer, szCity[ ], szLocation[ ] )
|
||||
{
|
||||
@ -7668,23 +7156,6 @@ stock GivePlayerLeoWeapons( playerid ) {
|
||||
}
|
||||
}
|
||||
|
||||
stock IsSafeGameText(const string[])
|
||||
{
|
||||
new count;
|
||||
for(new num, len = strlen(string); num < len; num++)
|
||||
{
|
||||
if (string[num] == '~')
|
||||
{
|
||||
if ((num + 1) < len)
|
||||
{
|
||||
if (string[(num + 1)] == '~') return false;
|
||||
}
|
||||
count += 1;
|
||||
}
|
||||
}
|
||||
if ((count % 2) > 0) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
function ope_Unfreeze( a )
|
||||
{
|
||||
@ -7715,22 +7186,23 @@ stock TextDrawShowForAllSpawned( Text: textdrawid ) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Read all incoming UDP data from discord users that fire commands
|
||||
* @return true
|
||||
*/
|
||||
public OnVehicleStreamOut(vehicleid, forplayerid)
|
||||
stock IsVehicleOccupied( vehicleid, bool: include_vehicle_interior = false )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
if ( ! IsValidVehicle( vehicleid ) )
|
||||
return -1;
|
||||
|
||||
public OnVehicleSirenStateChange(playerid, vehicleid, newstate)
|
||||
{
|
||||
if(newstate) GameTextForPlayer(playerid, "~W~Siren ~G~on", 1000, 3);
|
||||
else GameTextForPlayer(playerid, "~W~Siren ~r~off", 1000, 3);
|
||||
return 1;
|
||||
}
|
||||
new
|
||||
iModel = GetVehicleModel( vehicleid );
|
||||
|
||||
foreach ( new i : Player ) {
|
||||
if ( GetPlayerVehicleID( i ) == vehicleid )
|
||||
return i;
|
||||
|
||||
if ( include_vehicle_interior && IsPlayerSpawned( i ) && ( GetPlayerMethLabVehicle( i ) == vehicleid && iModel == 508 ) || ( GetPlayerShamalVehicle( i ) == vehicleid && iModel == 519 ) )
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
stock ShowPlayerAirportMenu( playerid )
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user