Re: New SA-MP callbacks! -
Riddick94 - 16.05.2014
pawn Код:
CMD:testanim(playerid, params[])
{
ApplyAnimation(playerid, "PLAYIDLES", "shldr", 4.1, 0, 0, 0, 0, 0, 1);
return 1;
}
Honestly, I did not think about that callback to do it that way. Really good, makes life easier, isn't it? Thanks for accepting my suggestion. Callback is working for me properly.
Re : New SA-MP callbacks! -
mirou123 - 17.05.2014
OnPlayerAntiReload gives way too many false alarms. I think you forgot about reloading by switching weapons. But great job anyways.
Re: Re : New SA-MP callbacks! - Emmet_ - 17.05.2014
Quote:
Originally Posted by mirou123
OnPlayerAntiReload gives way too many false alarms. I think you forgot about reloading by switching weapons. But great job anyways.
|
Try downloading it again. I fixed a few things regarding the anti-reload detection last night, hopefully there won't be as much false alarms as there are now.
Re : Re: Re : New SA-MP callbacks! -
mirou123 - 17.05.2014
Quote:
Originally Posted by Emmet_
Try downloading it again. I fixed a few things regarding the anti-reload detection last night, hopefully there won't be as much false alarms as there are now.
|
Okay thanks I will check it out.
Re: New SA-MP callbacks! -
iFarbod - 20.05.2014
GetPlayerSkillLevel Not needed by this Include.
pawn Код:
native GetPlayerSkillLevel(playerid, skill);
YSF Plugin
(kurta999's version) have this and works using the Game's
API!
Re: New SA-MP callbacks! -
GeekSiMo - 24.05.2014
Goooood !
Re: New SA-MP callbacks! -
Kemtor - 25.05.2014
Good job.
Re: New SA-MP callbacks! -
carl0o0s - 28.05.2014
very good
Re: New SA-MP callbacks! -
iFiras - 28.05.2014
Good job, very useful.
Re: New SA-MP callbacks! -
DamonD - 31.05.2014
When-ever I try to compile my game-mode I get a weird error,
undefined symbol "GetCallBackFlag"... I've tried searching... But I couldn't find anything.
Re: New SA-MP callbacks! -
Abagail - 31.05.2014
You have to show us the code where the error occurs. Also, you made an entire topic devoted to said error. Wait for people to respond to that! This error doesn't occur with me, it must be an issue with your code/coding.
Re: New SA-MP callbacks! -
Translator - 01.06.2014
These are the errors;
emmetcallbacks.inc(180) : error 017: undefined symbol "GetCallbackFlag"
emmetcallbacks.inc(179) : warning 203: symbol is never used: "playerid"
Re: New SA-MP callbacks! - Emmet_ - 01.06.2014
The errors have been fixed. Sorry I've been quite busy.
Re: New SA-MP callbacks! -
Inn0cent - 01.06.2014
Thanks, I am waiting for these especially onplayerpause
Re: New SA-MP callbacks! -
Luis- - 01.06.2014
Hey Emmet. Would it be possible to add;
pawn Код:
forward OnPlayerReloadWeapon(playerid, weaponid, Float:ammo);
Re: New SA-MP callbacks! - Emmet_ - 02.06.2014
Quote:
Originally Posted by Luis-
Hey Emmet. Would it be possible to add;
pawn Код:
forward OnPlayerReloadWeapon(playerid, weaponid, Float:ammo);
|
Added, thanks!
I added it like this, though:
pawn Код:
forward OnPlayerReloadWeapon(playerid, weaponid, ammo);
Since ammo in SA-MP is not a float value.
Re: New SA-MP callbacks! -
Translator - 02.06.2014
Another error:
emmetcallbacks.inc(742) : error 025: function heading differs from prototype
Re: New SA-MP callbacks! -
Luis- - 02.06.2014
Quote:
Originally Posted by Emmet_
Added, thanks!
I added it like this, though:
pawn Код:
forward OnPlayerReloadWeapon(playerid, weaponid, ammo);
Since ammo in SA-MP is not a float value.
|
Ah, brilliant thanks!
Quote:
Originally Posted by Translator
Another error:
emmetcallbacks.inc(742) : error 025: function heading differs from prototype
|
Here's the fix:
pawn Код:
#if defined CB_OnPlayerWeaponShot
forward CB_OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
#endif
Re : New SA-MP callbacks! -
S4t3K - 02.06.2014
Could you add "OnPlayerDrown(playerid, Float: posX, Float: posY, Float: posZ)" please ?
Re: Re : New SA-MP callbacks! - Patrick - 02.06.2014
Quote:
Originally Posted by S4t3K
Could you add "OnPlayerDrown(playerid, Float: posX, Float: posY, Float: posZ)" please ?
|
afaik there's no way of detect if the player is drowning, but you can easily detect if player died of drowning.
something like this you mean?
pawn Код:
public OnPlayerDeath(playerid, killerid, reason)
{
new
Float:pOffset[3];
if(reason == WEAPON_DROWN)
{
GetPlayerPos(playerid, pOffset[0], pOffset[1], pOffset[2]);
CallLocalFunction("OnPlayerDrown", "ifff", playerid, pOffset[0], pOffset[1], pOffset[2]);
}
#if defined hook_OnPlayerDeath
return hook_OnPlayerDeath(playerid, killerid, reason);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerDeath
#undef OnPlayerDeath
#else
#define _ALS_OnPlayerDeath
#endif
#define OnPlayerDeath hook_OnPlayerDeath
#if defined hook_OnPlayerDeath
forward hook_OnPlayerDeath(playerid, killerid, reason);
#endif
forward OnPlayerDrown(playerid, Float:X, Float:Y, Float:Z);