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enum not updating. - Printable Version

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enum not updating. - 2KY - 23.02.2012

I've got this dropped weapon system, and it works like so: it loads through a separate folder OnGameModeInit, and saves on exit, each file handles its own specific weapon, meaning: 1.ini would differ from 2.ini, ect. This is how every one of my dynamic systems are built.

My enum:
pawn Код:
enum E_gunVars
{
    gunID,
    gunAmmo,
    Float:gunPos[4],
    gunVirtualWorld,
    gunInterior
}
new
        droppedWepInfo[MAX_DROPPED_WEAPONS][E_gunVars],
    WeaponPID[MAX_DROPPED_WEAPONS];
GameModeInit & GameModeExit:
pawn Код:
OnGameModeInit -

for( new w; w < MAX_DROPPED_WEAPONS; w++ )
    {
        format(wepStr, sizeof(wepStr), "RPMod/Weapons/%d.ini", w);
       
        if(fexist(wepStr))
        {
            INI_ParseFile(wepStr, "LoadWeapon_%s", .bExtra = true, .extra = w);
           
            WeaponPID[w] = CreateDynamicObject(GetWeaponObjectID(droppedWepInfo[w][gunID]), droppedWepInfo[w][gunPos][0], droppedWepInfo[w][gunPos][1], droppedWepInfo[w][gunPos][2]-1, 0.0, 0.0, 0.0, droppedWepInfo[w][gunVirtualWorld]);
            printf("[LOAD] Dropped Weapon ID %d loaded. Weapon ID: %d | Ammo: %d", w, droppedWepInfo[w][gunID], droppedWepInfo[w][gunAmmo]);
        }
    }

OnGameModeExit -

for( new w; w < MAX_DROPPED_WEAPONS; w++ )
    {
        format(wepStr, sizeof(wepStr), "RPMod/Weapons/%d.ini", w);
       
        if(fexist(wepStr))
        {
            new
                INI:wepFile = INI_Open(wepStr);
               
            INI_SetTag(wepFile, "weapon");
           
            INI_WriteInt(wepFile, "WeaponID", droppedWepInfo[w][gunID]);
            INI_WriteInt(wepFile, "WeaponAmmo", droppedWepInfo[w][gunAmmo]);
   
            INI_WriteFloat(wepFile, "WeaponX", droppedWepInfo[w][gunPos][0]);
            INI_WriteFloat(wepFile, "WeaponY", droppedWepInfo[w][gunPos][1]);
            INI_WriteFloat(wepFile, "WeaponZ", droppedWepInfo[w][gunPos][2]);
            INI_WriteFloat(wepFile, "WeaponA", droppedWepInfo[w][gunPos][3]);
           
            INI_WriteInt(wepFile, "WeaponVirtualWorld", droppedWepInfo[w][gunVirtualWorld]);
            INI_WriteInt(wepFile, "WeaponInterior", droppedWepInfo[w][gunInterior]);
           
            INI_Close(wepFile);
           
            DestroyDynamicObject(WeaponPID[w]);
        }
    }
/dropwep
pawn Код:
CMD:dropwep(playerid, params[])
{
    new
        Float:wepPos[4],
        WeaponID,
        fID = GetOpenWeaponID(),
        WeaponAmmo,
        wepStr[32],
        sendStr[128],
        p_Name[MAX_PLAYER_NAME]
    ;
       
    if(GetPlayerWeapon(playerid) != 0 && GetPlayerAmmo(playerid) != 0) //If they have a weapon..
    {
        GetPlayerPos(playerid, wepPos[0], wepPos[1], wepPos[2]);
        GetPlayerFacingAngle(playerid, wepPos[3]);
        WeaponID = GetPlayerWeapon(playerid);
        WeaponAmmo = GetPlayerAmmo(playerid);
        GetPlayerName(playerid, p_Name, sizeof(p_Name));
       
        format(wepStr, sizeof(wepStr), "RPMod/Weapons/%d.ini", fID);
           
        if(!fexist(wepStr))
        {
            new
                INI:wepFile = INI_Open(wepStr);
                   
            INI_SetTag(wepFile, "weapon");
               
            INI_WriteInt(wepFile, "WeaponID", WeaponID);
            INI_WriteInt(wepFile, "WeaponAmmo", WeaponAmmo);
       
            INI_WriteFloat(wepFile, "WeaponX", wepPos[0]);
            INI_WriteFloat(wepFile, "WeaponY", wepPos[1]);
            INI_WriteFloat(wepFile, "WeaponZ", wepPos[2]);
            INI_WriteFloat(wepFile, "WeaponA", wepPos[3]);
               
            INI_WriteInt(wepFile, "WeaponVirtualWorld", GetPlayerVirtualWorld(playerid));
            INI_WriteInt(wepFile, "WeaponInterior", GetPlayerInterior(playerid));
               
            INI_Close(wepFile);
           
            LoadWeapons();
               
            WeaponPID[fID] = CreateDynamicObject(GetWeaponObjectID(droppedWepInfo[fID][gunID]), droppedWepInfo[fID][gunPos][0], droppedWepInfo[fID][gunPos][1], droppedWepInfo[fID][gunPos][2]-1, 80.0, 0.0, 0.0, droppedWepInfo[fID][gunVirtualWorld]);
            printf("Test: %d | %d",fID,WeaponPID[fID]);
           
            format(sendStr, sizeof(sendStr), ""#PURPLE"* "#LIME"%s "#PURPLE"has dropped a weapon.", p_Name);
            ProxDetector(20.0, playerid, sendStr, c_PURPLE, c_PURPLE, c_PURPLE, c_PURPLE, c_PURPLE);   
           
            RemovePlayerWeapon(playerid, WeaponID);
           
        }
    }
    return 1;
}
pawn Код:
for( new w; w < MAX_DROPPED_WEAPONS; w++ )
        {
            if(IsPlayerInRangeOfPoint(playerid, 1, droppedWepInfo[w][gunPos][0], droppedWepInfo[w][gunPos][1], droppedWepInfo[w][gunPos][2]))
            {
                if(GetPlayerVirtualWorld(playerid) == droppedWepInfo[w][gunVirtualWorld] && GetPlayerInterior(playerid) == droppedWepInfo[w][gunInterior])
                {
                    new
                        wepStr[32];
                       
                    format(wepStr, sizeof(wepStr), "RPMod/Weapons/%d.ini", w);
                   
                    GivePlayerWeapon(playerid, droppedWepInfo[w][gunID], droppedWepInfo[w][gunAmmo]);
                    DestroyDynamicObject(WeaponPID[w]);
                    printf("%d", WeaponPID[w]);
                    fremove(wepStr);
                   
                    LoadWeapons();
                }
            }
        }
LoadWeapons & Loading
pawn Код:
forward LoadWeapon_weapon(wepid, name[], value[]);
public LoadWeapon_weapon(wepid, name[], value[])
{
    INI_Int("WeaponID", droppedWepInfo[wepid][gunID]);
    INI_Int("WeaponAmmo", droppedWepInfo[wepid][gunAmmo]);
   
    INI_Float("WeaponX", droppedWepInfo[wepid][gunPos][0]);
    INI_Float("WeaponY", droppedWepInfo[wepid][gunPos][1]);
    INI_Float("WeaponZ", droppedWepInfo[wepid][gunPos][2]);
    INI_Float("WeaponA", droppedWepInfo[wepid][gunPos][3]);
   
    INI_Int("WeaponVirtualWorld", droppedWepInfo[wepid][gunVirtualWorld]);
    INI_Int("WeaponInterior", droppedWepInfo[wepid][gunInterior]);
    return true;
}

stock LoadWeapons()
{
    new
        wepStr[32];
       
    for( new w = 1; w < MAX_DROPPED_WEAPONS; w++ ) //Reload weapons!
    {
        format(wepStr, sizeof(wepStr), "RPMod/Weapons/%d.ini", w);
           
        if(fexist(wepStr))
        {
            INI_ParseFile(wepStr, "LoadWeapon_%s", .bExtra = true, .extra = w);
        }
    }
    return true;
}
Now, my problem is, once I pick up the weapon, it should delete the file (which it does), but the files information still remains in the enum, which I thought LoadWeapons() would update the enum, but apparently it doesn't.

How do I fix this?


Re: enum not updating. - MP2 - 23.02.2012

tl;dr. Just explain BRIEFLY what the problem is and show the absolutley RELEVANT code, not your entire gamemode.


Re: enum not updating. - 2KY - 23.02.2012

Quote:
Originally Posted by MP2
Посмотреть сообщение
tl;dr. Just explain BRIEFLY what the problem is and show the absolutley RELEVANT code, not your entire gamemode.
That's far from my entire gamemode. The sad part is, all of the above code is completely required as it's part of the system which is not working. The problem is, it's not updating the enum after a file is deleted. Simple enough? I still don't see how the above code was not relevant, however.


Re: enum not updating. - dice7 - 23.02.2012

You never actually reset any info in your enum, you just update it. If the file doesn't exist, then you need to reset/delete the info in the enum for that file/weapon


Re: enum not updating. - 2KY - 23.02.2012

Quote:
Originally Posted by dice7
Посмотреть сообщение
You never actually reset any info in your enum, you just update it. If the file doesn't exist, then you need to reset/delete the info in the enum for that file/weapon
How would I go about resetting the enum? Sorry, dynamic systems are a whole new world for me.


Re: enum not updating. - dice7 - 23.02.2012

pawn Код:
droppedWepInfo[some index][some index][0] = 0
droppedWepInfo[some index][some index][1] = 0
//etc
or something