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[Include] a_samp
LeoLivorno Дата: Воскресенье, 20.02.2011, 17:11 | Сообщение # 1
Рядовой
Группа: Проверенные
Зарегистрирован: 19.02.2011
Сообщений: 13
Репутация: 0
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Самый важный инклуд, без которого не компилируется ни один мод/скрипт - это a_samp.

Подключить его можно так:

Code
#include <a_samp>

Содержимое инклюда:

Code
/*  SA-MP Functions
  *
  *  (c) Copyright 2005-2010, SA-MP Team
  *
  */

#if defined _samp_included
  #endinput
#endif
#define _samp_included
#pragma library samp

#pragma tabsize 4
// Ignores warning 217 for properly indented PAWNO code
// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8

#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_sampdb>

// Limits and internal constants
#define MAX_PLAYER_NAME       (24)
#define MAX_PLAYERS        (500)
#define MAX_VEHICLES       (2000)
#define INVALID_PLAYER_ID      (0xFFFF)
#define INVALID_VEHICLE_ID      (0xFFFF)
#define NO_TEAM         (255)
#define MAX_OBJECTS        (400)
#define INVALID_OBJECT_ID      (0xFFFF)
#define MAX_GANG_ZONES       (1024)
#define MAX_TEXT_DRAWS       (2048)
#define MAX_MENUS        (128)
#define MAX_3DTEXT_GLOBAL      (1024)
#define MAX_3DTEXT_PLAYER      (1024)
#define MAX_PICKUPS        (2048)
#define INVALID_MENU       (0xFF)
#define INVALID_TEXT_DRAW      (0xFFFF)
#define INVALID_GANG_ZONE      (-1)
#define INVALID_3DTEXT_ID      (0xFFFF)

// --------------------------------------------------
// Natives
// --------------------------------------------------

// Util
native print(const string[]);
native printf(const format[], {Float,_}:...);
native format(output[], len, const format[], {Float,_}:...);
native SendClientMessage(playerid, color, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
native SendPlayerMessageToAll(senderid, const message[]);
native SendDeathMessage(killer,killee,weapon);
native GameTextForAll(const string[],time,style);
native GameTextForPlayer(playerid,const string[],time,style);
native SetTimer(funcname[], interval, repeating);
native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native CallLocalFunction(const function[], const format[], {Float,_}:...);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
native Float:atan2(Float:x, Float:y);

// Game
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native DestroyPickup(pickup);
native ShowNameTags(show);
native ShowPlayerMarkers(mode);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, const weapon[], len);
native EnableTirePopping(enable);
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
native EnableZoneNames(enable);
native UsePlayerPedAnims();  // Will cause the players to use CJ running/walking animations
native DisableInteriorEnterExits();  // will disable all interior enter/exits in the game.
native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
native LimitGlobalChatRadius(Float:chat_radius);
native LimitPlayerMarkerRadius(Float:marker_radius);

// Npc
native ConnectNPC(name[], script[]);
native IsPlayerNPC(playerid);

// Admin
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native BanEx(playerid, const reason[]);
native SendRconCommand(command[]);
native GetServerVarAsString(const varname[], buffer[], len);
native GetServerVarAsInt(const varname[]);
native GetServerVarAsBool(const varname[]);

// Menu
native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
native DestroyMenu(Menu:menuid);
native AddMenuItem(Menu:menuid, column, const menutext[]);
native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
native ShowMenuForPlayer(Menu:menuid, playerid);
native HideMenuForPlayer(Menu:menuid, playerid);
native IsValidMenu(Menu:menuid);
native DisableMenu(Menu:menuid);
native DisableMenuRow(Menu:menuid, row);
native Menu:GetPlayerMenu(playerid);

// Text Draw
native Text:TextDrawCreate(Float:x, Float:y, text[]);
native TextDrawDestroy(Text:text);
native TextDrawLetterSize(Text:text, Float:x, Float:y);
native TextDrawTextSize(Text:text, Float:x, Float:y);
native TextDrawAlignment(Text:text, alignment);
native TextDrawColor(Text:text, color);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:text, color);
native TextDrawSetShadow(Text:text, size);
native TextDrawSetOutline(Text:text, size);
native TextDrawBackgroundColor(Text:text, color);
native TextDrawFont(Text:text, font);
native TextDrawSetProportional(Text:text, set);
native TextDrawShowForPlayer(playerid, Text:text);
native TextDrawHideForPlayer(playerid, Text:text);
native TextDrawShowForAll(Text:text);
native TextDrawHideForAll(Text:text);
native TextDrawSetString(Text:text, string[]);

// Gang Zones
native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
native GangZoneDestroy(zone);
native GangZoneShowForPlayer(playerid, zone, color);
native GangZoneShowForAll(zone, color);
native GangZoneHideForPlayer(playerid, zone);
native GangZoneHideForAll(zone);
native GangZoneFlashForPlayer(playerid, zone, flashcolor);
native GangZoneFlashForAll(zone, flashcolor);
native GangZoneStopFlashForPlayer(playerid, zone);
native GangZoneStopFlashForAll(zone);

// Global 3D Text Labels
native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
native Delete3DTextLabel(Text3D:id);
native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Update3DTextLabelText(Text3D:id, color, text[]);

// Per-player 3D Text Labels
native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);

// Player GUI Dialog
#define DIALOG_STYLE_MSGBOX  0
#define DIALOG_STYLE_INPUT  1
#define DIALOG_STYLE_LIST  2

native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);

// --------------------------------------------------
// Defines
// --------------------------------------------------

// States
#define PLAYER_STATE_NONE      (0)
#define PLAYER_STATE_ONFOOT      (1)
#define PLAYER_STATE_DRIVER      (2)
#define PLAYER_STATE_PASSENGER     (3)
#define PLAYER_STATE_EXIT_VEHICLE    (4) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER  (5) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER    (6) // (used internally)
#define PLAYER_STATE_WASTED      (7)
#define PLAYER_STATE_SPAWNED     (8)
#define PLAYER_STATE_SPECTATING     (9)

// Marker modes used by ShowPlayerMarkers()
#define PLAYER_MARKERS_MODE_OFF   (0)
#define PLAYER_MARKERS_MODE_GLOBAL  (1)
#define PLAYER_MARKERS_MODE_STREAMED    (2)

// Weapons
#define WEAPON_BRASSKNUCKLE    (1)
#define WEAPON_GOLFCLUB     (2)
#define WEAPON_NITESTICK    (3)
#define WEAPON_KNIFE     (4)
#define WEAPON_BAT      (5)
#define WEAPON_SHOVEL     (6)
#define WEAPON_POOLSTICK    (7)
#define WEAPON_KATANA     (8)
#define WEAPON_CHAINSAW     (9)
#define WEAPON_DILDO     (10)
#define WEAPON_DILDO2     (11)
#define WEAPON_VIBRATOR     (12)
#define WEAPON_VIBRATOR2    (13)
#define WEAPON_FLOWER     (14)
#define WEAPON_CANE      (15)
#define WEAPON_GRENADE     (16)
#define WEAPON_TEARGAS     (17)
#define WEAPON_MOLTOV     (18)
#define WEAPON_COLT45     (22)
#define WEAPON_SILENCED     (23)
#define WEAPON_DEAGLE     (24)
#define WEAPON_SHOTGUN     (25)
#define WEAPON_SAWEDOFF     (26)
#define WEAPON_SHOTGSPA     (27)
#define WEAPON_UZI      (28)
#define WEAPON_MP5      (29)
#define WEAPON_AK47      (30)
#define WEAPON_M4      (31)
#define WEAPON_TEC9      (32)
#define WEAPON_RIFLE     (33)
#define WEAPON_SNIPER     (34)
#define WEAPON_ROCKETLAUNCHER   (35)
#define WEAPON_HEATSEEKER    (36)
#define WEAPON_FLAMETHROWER    (37)
#define WEAPON_MINIGUN     (38)
#define WEAPON_SATCHEL     (39)
#define WEAPON_BOMB      (40)
#define WEAPON_SPRAYCAN     (41)
#define WEAPON_FIREEXTINGUISHER   (42)
#define WEAPON_CAMERA     (43)
#define WEAPON_PARACHUTE    (46)
#define WEAPON_VEHICLE     (49)
#define WEAPON_DROWN     (53)
#define WEAPON_COLLISION    (54)

// Keys
#define KEY_ACTION    (1)
#define KEY_CROUCH    (2)
#define KEY_FIRE    (4)
#define KEY_SPRINT    (8)
#define KEY_SECONDARY_ATTACK    (16)
#define KEY_JUMP    (32)
#define KEY_LOOK_RIGHT   (64)
#define KEY_HANDBRAKE   (128)
#define KEY_LOOK_LEFT   (256)
#define KEY_SUBMISSION   (512)
#define KEY_LOOK_BEHIND   (512)
#define KEY_WALK    (1024)
#define KEY_ANALOG_UP   (2048)
#define KEY_ANALOG_DOWN   (4096)
#define KEY_ANALOG_LEFT   (8192)
#define KEY_ANALOG_RIGHT  (16384)

#define KEY_UP     (-128)
#define KEY_DOWN    (128)
#define KEY_LEFT    (-128)
#define KEY_RIGHT    (128)

// --------------------------------------------------
// Forwards (Callback declarations)
// --------------------------------------------------

forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid, reason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playerid, killerid, reason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleid, killerid);
forward OnPlayerText(playerid, text[]);
forward OnPlayerCommandText(playerid, cmdtext[]);
forward OnPlayerRequestClass(playerid, classid);
forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
forward OnPlayerExitVehicle(playerid, vehicleid);
forward OnPlayerStateChange(playerid, newstate, oldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerRequestSpawn(playerid);
forward OnObjectMoved(objectid);
forward OnPlayerObjectMoved(playerid, objectid);
forward OnPlayerPickUpPickup(playerid, pickupid);
forward OnVehicleMod(playerid, vehicleid, componentid);
forward OnEnterExitModShop(playerid, enterexit, interiorid);
forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
forward OnVehicleRespray(playerid, vehicleid, color1, color2);
forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
forward OnPlayerSelectedMenuRow(playerid, row);
forward OnPlayerExitedMenu(playerid);
forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
forward OnRconLoginAttempt( ip[], password[], success );
forward OnPlayerUpdate(playerid);
forward OnPlayerStreamIn(playerid, forplayerid);
forward OnPlayerStreamOut(playerid, forplayerid);
forward OnVehicleStreamIn(vehicleid, forplayerid);
forward OnVehicleStreamOut(vehicleid, forplayerid);
forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);

#define CLICK_SOURCE_SCOREBOARD  0
forward OnPlayerClickPlayer(playerid, clickedplayerid, source);

// --------------------------------------------------
 
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