605 lines
21 KiB
PHP
605 lines
21 KiB
PHP
#include <a_samp>
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/*
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ROUTER PLUGIN
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- GPS ADDITION TO SA-MP
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- Made By Gamer_Z a.k.a. grasmanek94 , Rafal Grasman
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October-2011
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contact: gzx@live.nl
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http://gpb.googlecode.com/
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*/
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#if defined ROUTE_CONNECTOR_PLUGIN_INCLUDED
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#endinput
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#endif
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#define MAX_NODES (32768)
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#define MAX_CONNECTIONS (5)
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#define CONNECT_TYPE_BOTH (0)
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#define CONNECT_TYPE_One_To_Two (1)
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#define INCLUDE_VERSION (184)
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#define ROUTE_CONNECTOR_PLUGIN_INCLUDED
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#pragma library "RouteConnectorPlugin"
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native AddNode(Float:X,Float:Y,Float:Z,AddToPathFinder = 0, AddToScanner = 0);
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/*
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Function:
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AddNode
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Description:
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Adds a node into the memory of the plugin,
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This node will be unavailable in route calculations.
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Parameters:
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Position as X Y Z
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AddToPathFinder - if set to 1 it will also make sure the graph will be updated so when searching for a route it will be added to the list.
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AddToScanner - If set to 1 the node will be available in OnPlayerClosestNodeIDChange, else not.
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Returns the added nodeID, -1 if failed.
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Note:
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NEVER EVER set AddToPathFinder to 1 when a calculation is in progress! THAT IS YOUR OWN RESPOSIBILITY IF IT HAPPENS.
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*/
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native AddNodeEx(ID,Float:X,Float:Y,Float:Z,AddToPathFinder = 0);
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/*
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Function:
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AddNodeEx
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Description:
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The only difference with AddNode is that you can specify your own NodeID here AND the node will be automaticly added to the appropriate area.
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Gaps may be present (eg AddNodeEx(0,0.0,0.0,0.0,0),AddNodeEx(6,0.0,0.0,0.0,0);).
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Parameters:
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ID as Custom NodeID
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Position as X Y Z
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AddToPathFinder - if set to 1 it will also make sure the graph will be updated so when searching for a route it will be added to the list.
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Returns the added nodeID, -1 if failed.
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Note:
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NEVER EVER set AddToPathFinder to 1 when a calculation is in progress! THAT IS YOUR OWN RESPOSIBILITY IF IT HAPPENS.
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*/
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native ConnectNodes(NodeID_one,NodeID_two,AddToPathFinder = 0,direction = 0);
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/*
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Function:
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ConnectNodes
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Description:
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This will connect two nodes stored in memory, same rules as for AddNode(Ex), it won't be available in path calculations.
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When you connect NodeID_one with NodeID_two it will automaticly connect the opposite, no distance suplying is needed as the XYZ are supplied at node creation.
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Parameters:
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NodeID_one and NodeID_two as NodeID's
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AddToPathFinder - if set to 1 it will also make sure the graph will be updated so when searching for a route it will be added to the list.
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direction - you can choose to only connect nodeID one with nodeID two (One_To_Two = 1) or to connect them together (BOTH = 0)
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Returns:
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-1 - NodeOne is out of boundaries
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-2 - NodeTwo is out of boundaries
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-3 - NodeOne equals NodeTwo
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-4 - NodeOne doesn't exist
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-5 - NodeTwo doesn't exist
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-6 - NodeOne already connected with NodeTwo
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-7 - NodeTwo already connected with NodeOne
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-8 - No more connection slots left on one of the nodes or direction does not equal 1 or 0
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Anything above or equal to 0 means success (the NodeOne[connectid] is retuned).
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Note:
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NEVER EVER set AddToPathFinder to 1 when a calculation is in progress! THAT IS YOUR OWN RESPOSIBILITY IF IT HAPPENS.
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*/
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native NearestPlayerNode(playerid,Float:MaxDist=9999.99,IgnoreNodeID=(-1),UseAreas = 0);
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/*
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Function:
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NearestPlayerNode
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Description:
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This function will get the closest player node, if you used AddNode(Ex) this nodes will also be considered.
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Parameters:
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playerid - the playerid to count from
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MaxDist - the maximal distance to search from the player
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IgnoreNodeID - this node ID will not be returned as the closest one, it will be ignored in the search.
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UseAreas - if set to 0 it will go through all nodes in memory, else if to 1 it will do just the nodes in the area where the player is (not so accurate)
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Returns the closest nodeID, -1 if no node Id is found in range
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*/
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native NearestNodeFromPoint(Float:X,Float:Y,Float:Z,Float:MaxDist=9999.99,IgnoreNodeID=(-1),UseAreas = 0);
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/*
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Function:
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NearestNodeFromPoint
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Description:
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Same as NearestPlayerNode, but here you can supply an point instead of an playerid
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Parameters:
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XYZ - the position of the point to search from
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MaxDist - the maximal distance to search from the player
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IgnoreNodeID - this node ID will not be returned as the closest one, it will be ignored in the search.
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UseAreas - if set to 0 it will go through all nodes in memory, else if to 1 it will do just the nodes in the area where the player is (not so accurate)
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Returns the closest nodeID, -1 if no node Id is found in range
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*/
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native WriteNodesToFile(filename[]);
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/*
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Function:
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WriteNodesToFile
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Description:
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Write all nodes, connections, contents of the memory into an loadable file,
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can be used by ReadNodesFromFile later.
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Parameters:
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filename - the "path/filename.extension" to store the information in,
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note that if you want to make a file in the scriptfiles folder you need to supply:
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WriteNodesToFile("scriptfiles/your.file.name");
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Returns 1 on success, 0 on failure.
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*/
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native ReadNodesFromFile(filename[]);
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/*
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Function:
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ReadNodesFromFile
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Description:
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Read all nodes, connections, contents of the file into the memory,
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This function will automaticly create nodes, connect them, create the virtual graph to search paths on
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after it has been loaded into the memory.
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Parameters:
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filename - the "path/filename.extension" to read the information from,
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note that if you want to read a file in the scriptfiles folder you need to supply:
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ReadNodesFromFile("scriptfiles/your.file.name");
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Warning:
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It is not recommended to use this funcion, use at your own risk.
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The plugin calls this function only at server startup, however I have included it for you.
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You still can make aditional nodes with it (if you analyse the project source code correctly, you will know what I mean)
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Returns 1 on success, 0 on failure.
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*/
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native GetNodePos(NodeID,&Float:X,&Float:Y,&Float:Z);
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/*
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Function:
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GetNodePos
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Description:
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Get the XYZ position of the supplied NodeID
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Parameters:
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NodeID - The NodeID to get the XYZ from
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(returns) X Y Z - The XYZ positions.
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Returns 0 on failure (Out Of Range?), -1 if node doesn't exist, 1 on success.
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*/
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native CalculatePath(Start,End,routeID = 0,bool:CreatePolygon=false,Float:PolygonWidth=7.5,bool:GrabNodePositions=false);//Threaded calculating, everything done here will be added to an Queue
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/*
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Function:
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CalculatePath
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Description:
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Submits information to the plugins' queue to calculate a path between the desired points
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Parameters:
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Start - The start NodeID
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End - the destination NodeID
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routeID (optional) - [custom integer supply] Here you can specify an integer value that will be passed
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to the callback, along with the calculated path information, for example the PlayerID.
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182:
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CreatePolygon - creates a polygon around the path if set to true
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PolygonWidth - the width from the node lines to the edge of the polygon
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183:
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GrabNodePositions - makes sure the NodePos[][] array is filled with usefull information.
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Please note that this can increase the needed stack size extremely.
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For storing the nodes, a polygon and all positions you need:
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amount_of_nodes*4096*8+4096 bytes. The max amount of nodes I ever calculated wasn't higher than 1000. so:
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3280896 bytes would be needed for the stack. Make sure to use
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#pragma dynamic 4194304 //2^21 < 32772096 < 2^22, so we choose 2^22 bytes, this is 4MB of memory, so look out!
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Also make sure you know how much heap you will need (global variables etc) and add this amount to the calculated value and round up to nearest power of two
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Note:
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if you will be using the routeID parameter for recognizing routes, make sure they all are unique,
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once started route search cannot be aborted and will just be queued and the callback will still be called.
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This function is Threaded, this means that if the CalculatePath search takes 3 seconds, it won't lagg your server.
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Your server will continue to work normally.
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Only the callback in the script which calls the plugin will get executed with this, if you do CalculatePath in Script1,
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and have your callback in Script2 then it won't get executed, however if you need that, make in script1 CallRemoteFunction in the callback to call the other script.
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Returns 1 on success, 0 when fails.
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*/
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native IsNodeIntersection(NodeID);
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/*
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Function:
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IsNodeIntersection
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Description:
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Check if a node has 3 or more connections
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Parameters:
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NodeID - The ID of the node
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Return 1 if true, 0 if false, -1 if node doesn't exist.
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*/
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native Float:GetAngleBetweenNodes(NodeID_one,NodeID_middle_aka_two,NodeID_three);
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/*
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Function:
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GetAngleBetweenNodes (Returns Float)
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Description:
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Gets the angle between 3 nodes (2 connections/lines).
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Parameters:
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NodeID* - The ID of the node
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Return 0.0 if one of the three nodes doesn't exist
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*/
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native GetConnectedNodes(NodeID);
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/*
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Function:
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GetConnectedNodes
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Description:
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returns the amount of other nodes that are connected to this node, max is 5
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Parameters:
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NodeID* - The ID of the node
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Returns amount of nodes connected (0 to 5), on failure -1.
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*/
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native GetNextEmptyNodeID();
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/*
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Function:
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GetNextEmptyNodeID
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Description:
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returns the closest empty node ID (closest starting from 0 to up);
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Note:
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Example:
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new id = GetNextEmptyNodeID();
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if(id != -1)AddNodeEx(id,X,Y,Z);
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However this example results in:
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AddNode(X,Y,Z);
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Returns -1 if no more available node slots.
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*/
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native GetQueueSize();
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/*
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Function:
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GetQueueSize
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Description:
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gets the size of all queued path calculations to do.
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Update R184: Returns amount of calculations pending
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*/
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native GetConnectedNodeID(NodeID,ConnectID);
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/*
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Function:
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GetConnectedNodeID
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Description:
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gets the ID of an connection to NodeID, -1 if ConnectID has no connection, connectid must be between 0 and (MAX_CONNECTIONS-1), however there is OFB prevention check.
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*/
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native Float:GetConnectedNodeDistance(NodeID,ConnectID);
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/*
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Function:
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GetConnectedNodeDistance (Returns Float)
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Description:
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gets the distance to a connected node (ConnectID) from the selected node (NodeID).
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*/
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native Float:GetDistanceBetweenNodes(NodeID_one,NodeID_two);
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/*
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Function:
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GetDistanceBetweenNodes (Returns Float)
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Description:
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gets the distance between the two nodes (NOT VIA OTHER NODES, THIS JUST DOES THE X Y Z POSITION CALCULATION).
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*/
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native IsNodeInPathFinder(NodeID);
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/*
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Function:
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IsNodeInPathFinder
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Description:
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Checks if NodeID is added to the routecalculator.
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Returns -1 if the NodeID is invalid and 0 if node is not in the route calculator, 1 if yes.
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*/
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native GetRouteArray(ID,destination[],size = sizeof(destination));
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/*
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Function:
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GetRouteArray
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Description:
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Stores an saved array with assigned ID to destination[]
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Returns the amount of nodes in array at ID, Returns 0 if array is empty or ID doesn't exist.
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*/
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native GetRouteAtPos(ID,Array_Pos,&amount_of_nodes=0);
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/*
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Function:
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GetRouteAtPos
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Description:
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Returns the NodeID in array[Array_Pos] at ID.
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Optionally you can specify an variable to store the amount of nodes in it.
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*/
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native StoreRouteArray(amount_of_nodes,array[]);
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/*
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Function:
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StoreRouteArray
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Description:
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Stores an array to the plugins vector memory,
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returns the ID you can use in GetRouteArray or DeleteArray.
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*/
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native DeleteArray(ID);
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/*
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Function:
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DeleteArray
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Description:
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Remove contents of the memory at ID.
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*/
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native AddExistingNodeToPathFinder(NodeID);
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/*
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Function:
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AddExistingNodeToPathFinder
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Description:
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Adds an created node to the routecalculator.
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Returns -1 if the NodeID is invalid and 0 if node id does not exist or is already added, 1 on success.
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*/
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native RemoveNode(NodeID);
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/*
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Function:
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RemoveNode
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Description:
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Deletes an node from the memory, to use in Write data, nodes loaded into the calculator won't be deleted, connections too.
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Returns -1 if the NodeID is invalid and 0 if node id does not exist, 1 on success.
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*/
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native DisconnectNodeFromNode(NodeIDOne,NodeIDTwo);
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/*
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Function:
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DisconnectNodeFromNode
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Description:
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Disconnects Node ID One from Two, please see RemoveNode for information about the calculator memory.
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Returns -1 if the NodeID is invalid and 0 if node id does not exist, 1 on success.
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*/
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native DisconnectAllFromNode(NodeID);
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/*
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Function:
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DisconnectAllFromNode
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Description:
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Disconnects all other nodes from NodeID, and NodeID from them.
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Returns -1 if the NodeID is invalid and 0 if node id does not exist, 1 on success.
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*/
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native DeleteNodeSystemAtNode(NodeID,array[],size = sizeof(array));
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/*
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Function:
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DeleteNodeSystemAtNode
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Description:
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Get ALL nodeIDs that are CONNECTED IN ANY WAY, ALSO VIA OTHER NODES to NodeID into the array[].
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Usefull for deleting big-not-connected chunks of nodes.
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Returns 0 on failure, the array size on success.
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*/
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native GetNodeDirectionToConnect(NodeID,ConnectID);
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/*
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Function:
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GetNodeDirectionToConnect
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Description:
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Get the direction this node[connectid] is connected in,
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0 means that :
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connectid is connected to nodeid
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nodeid is connected to connectid
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1 means that:
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nodeid is connected to connectid
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connectid is NOT connected to nodeid
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2 means that:
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nodeid is NOT connected to connectid
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connectid is connected to nodeid
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Note:
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Usefull for making 'left and right' road sides.
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Returns -1 on failure.
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*/
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native SetNodeDirectionToConnect(NodeID,ConectID,Direction);
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/*
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Function:
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SetNodeDirectionToConnect
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Description:
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See GetNodeDirectionToConnect, this SETS the direction manually.
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It automaticly get the nodeID of 'ConectID' and sets the connection_direction to the good value.
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Returns 0 on failure, 1 on success.
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*/
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native NodeExists(NodeID);
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/*
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Function:
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NodeExists
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Description:
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Checks if the given nodeID exists in the memory.
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Returns 0 if not, 1 if yes, -1 on failure.
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*/
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native RemoveAllRouteIDFromQueue(/*routeid*/);
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/*
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Function:
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RemoveAllRouteIDFromQueue
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Description:
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Removes all pending calculations with 'routeid' from the queue.
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R181 update: clears the WHOLE queue.
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Returns -1 if the Queue is locked/accessed, else it returns the amount of entries deleted.
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R181 update: always returns 1.
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*/
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forward GPS_WhenRouteIsCalculated(routeid,node_id_array[],amount_of_nodes,Float:distance,Float:Polygon[],Polygon_Size,Float:NodePosX[],Float:NodePosY[],Float:NodePosZ[]);//Every processed Queue will be called here
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/*
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Called when a path finding calculation is done.
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routeid - the id you specified for recognition of calls
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node_id_array - this array is up to 1792 cells long
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it is build from the following information:
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node_id_array[0] ... node_id_array[1791] -
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all points (Node ID's) on the route
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in following order:
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from start, to end
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amount_of_nodes - this is the amount of nodes the total path is, is set to 0 when it's impossible to calculate the route.
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distance - the total distance all nodes take, rounded to an integer, is -1 if it's impossible to calculate the route.
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so you can do:
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public GPS_WhenRouteIsCalculated(...)
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{
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for(new i = 0; i < amount_of_nodes; ++i)
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{
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printf("Point(%d)=NodeID(%d), Position(X;Y;Z):{%f;%f;%f}",i,node_id_array[i:NodePosX[i],:NodePosY[i],:NodePosZ[i]);
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}
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return 1;
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}
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Polygon - the polygon around the path, only given if you specified it at calculatepath
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Polygon_Size/2 = amount of points in polygon
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*/
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forward OnPlayerClosestNodeIDChange(playerid,old_NodeID,new_NodeID);
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/*
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Called when a player's closest nodeID changes.
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playerid - the id of the player
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old_NodeID and new_NodeID - the node ID's, old and new.
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new_NodeID is 'now' the closest node ID.
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*/
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native GetGPSdatVersion();
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/*
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Function:
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GetGPSdatVersion
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Description:
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Gets the file version of GPS.dat
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Returns -1 if getting the GPS.dat version failed, else it returns the version number, this function is only available since package 162
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*/
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native GetPluginVersion();
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/*
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Function:
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GetPluginVersion
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Description:
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Gets the plugin version
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Returns the plugin version, this function is only available since package 162
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*/
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stock GetIncludeVersion()
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{
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return INCLUDE_VERSION;
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}
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/*
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Function:
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GetIncludeVersion
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Description:
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Gets the include file version
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Returns the inclde file version, this function is only available since package 162
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*/
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native gps_AddPlayer(playerid);
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/*
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Function:
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gps_AddPlayer
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Description:
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adds the player to the update check.
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Returns 1 on success, 0 on failure, 2 if player already in list.
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*/
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native gps_RemovePlayer(playerid);
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/*
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Function:
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gps_RemovePlayer
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Description:
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removes the player from the update check.
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Returns 1 on success, 0 on failure.
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*/
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native GetRouteArrayFromTo(ID,From,To,dest[],size=sizeof(dest));
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/*
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Function:
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GetRouteArrayFromTo
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Description:
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Please see GetRouteArray, the only difference is you can specify an range, from to, to extract.
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Returns amount of nodes put into dest[].
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*/
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native GetRouteArraySize(ID);
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/*
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Function:
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GetRouteArraySize
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Description:
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returns the amount of nodes in the <ID>array.
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Returns returns the amount of nodes in the <ID>array.
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*/
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native GetNextNodeInArray(ArrayID,mark_done = 0);//return nodeid, else -1
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/*
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Function:
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GetNextNodeInArray
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Description:
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returns the first node with mark_done == 0 from ArrayID , else -1 on failure
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*/
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native IsNodeInArray(ArrayID,NodeID);//Return 1 else 0
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/*
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Function:
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IsNodeInArray
|
|
Description:
|
|
returns 1 if nodeid is in ArrayID, else 0
|
|
*/
|
|
native SetNodeIDMarkInArray(ArrayID,NodeID,mark_done,mark_all_prevous_same=0);//return 1 on success
|
|
/*
|
|
Function:
|
|
SetNodeIDMarkInArray
|
|
Description:
|
|
Marks the nodeID in ArrayID to the value you set (1 or 0) eg player already visited the nodeID
|
|
mark_all_prevous_same if set to 1 will mark all NodeID's before the selected NodeID@index also to the same value you set mark_done to.
|
|
*/
|
|
native SetIndexMarkInArray(ArrayID,Index,mark_done,mark_all_prevous_same=0);//returns 1 on on success
|
|
/*
|
|
Function:
|
|
SetIndexMarkInArray
|
|
Description:
|
|
Marks the Index (instead check if nodeid, just Marked[index] = mark_done) in ArrayID to the value you set (1 or 0) eg player already visited the Index according to NodeID
|
|
mark_all_prevous_same if set to 1 will mark all NodeID's before the selected NodeID@index also to the same value you set mark_done to.
|
|
*/
|
|
native EnableOnPlayerNodeIDChange();
|
|
/*
|
|
Function:
|
|
EnableOnPlayerNodeIDChange
|
|
Description:
|
|
Enables OnPlayerClosestNodeIDChange callback.
|
|
*/
|
|
native DisableOnPlayerNodeIDChange();
|
|
/*
|
|
Function:
|
|
DisableOnPlayerNodeIDChange
|
|
Description:
|
|
Disables OnPlayerClosestNodeIDChange callback.
|
|
*/
|
|
native NodeChangeScanAllNodes();
|
|
/*
|
|
Function:
|
|
NodeChangeScanAllNodes
|
|
Description:
|
|
Goes through all nodes when checking the closest nodeID in the callback.
|
|
*/
|
|
native NodeChangeScanAreaOnly();
|
|
/*
|
|
Function:
|
|
NodeChangeScanAreaOnly
|
|
Description:
|
|
Goes only through nodes in player area when checking the closest nodeID in the callback.
|
|
*/
|
|
native GetNodeIDMarkInArray(ArrayID,NodeID);//return 1 on true, 0 on false, -1 on failure
|
|
/*
|
|
Function:
|
|
GetNodeIDMarkInArray
|
|
Description:
|
|
The get function of the Set equilivant
|
|
*/
|
|
native GetIndexMarkInArray(ArrayID,Index);//return 1 on true, 0 on false, -1 on failure
|
|
/*
|
|
Function:
|
|
GetIndexMarkInArray
|
|
Description:
|
|
The get function of the Set equilivant
|
|
*/
|
|
native ChangeOPCNIURate(TickRate = 55);
|
|
/*
|
|
Function:
|
|
ChangeOPCNIURate
|
|
Description:
|
|
Sets the OnPlayerClosestNodeIDChanged callback update rate in ticks
|
|
*/
|
|
native NearestNodeFromPointInArray(ArrayID,Float:X,Float:Y,Float:Z,Float:MaxDist=9999.99,IgnoreNodeID=(-1),IgnoreMarkedNodes=0);
|
|
/*
|
|
Function:
|
|
NearestNodeFromPointInArray
|
|
Description:
|
|
Gets the closest node to the specified XYZ coordinates which are in the route array ArrayID.
|
|
IgnoreNode ignores the specified node, IgnoreMarkedNodes makes sure it skips nodes that are marked in the array
|
|
Returns -1 if there is no closest node to this point (eg all nodes are marked, no such array id or other problems)
|
|
*/
|
|
native NearestNodeFromPlayerInArray(playerid,ArrayID,Float:MaxDist=9999.99,IgnoreNodeID=(-1),IgnoreMarkedNodes=0);
|
|
/*
|
|
Function:
|
|
NearestNodeFromPlayerInArray
|
|
Description:
|
|
Gets the closest node to the specified player in the route array ArrayID.
|
|
IgnoreNode ignores the specified node, IgnoreMarkedNodes makes sure it skips nodes that are marked in the array
|
|
Returns -1 if there is no closest node to this point (eg all nodes are marked, no such array id or other problems)
|
|
*/
|
|
native RebuildGraph();
|
|
/*
|
|
Function:
|
|
RebuildGraph
|
|
Description:
|
|
Rebuilds the internal node data for the pathfinder, usefull for use after AddNode without AddToPathFinder and ConnectNodes, change node positions, etc.
|
|
Returns:
|
|
1 on success, 0 on failure
|
|
*/
|
|
native GetAmountOfFreeNodeSlots();
|
|
/*
|
|
Function:
|
|
GetAmountOfFreeNodeSlots
|
|
Description:
|
|
Gets the amount of nodes which are available for creation
|
|
Returns:
|
|
amount of nodes left to create
|
|
*/
|
|
forward GPS_GetPlayerPosEnablerUn();
|
|
public GPS_GetPlayerPosEnablerUn()
|
|
{
|
|
new Float:____GPS_GetPlayerPosEnablerUn;
|
|
GetPlayerPos(0,____GPS_GetPlayerPosEnablerUn,____GPS_GetPlayerPosEnablerUn,____GPS_GetPlayerPosEnablerUn);
|
|
return 1;
|
|
}
|