se_samp.inc | Swyft's and Emmet's Functions | V2 -
Swyft™ - 08.06.2013
Hey guys, Swyft here. Displaying my new include that's basically a new version of the <a_samp> include. Now before I get started there
are lots of people I need to thank here.
Credits
- Emmet (His Kick/Ban Timing include, and helping with my RangeBan, ecmd, Per-Player Pickup)
- Swyft - The include
New Functions
pawn Код:
GetPlayerInfractions(playerid); // This will get the players Infractions.
CreatePlayerPickup(playerid, model, type, Float:x, Float:y, Float:z);
DestroyPlayerPickup(playerid, pickupid);
GetPlayerPickupPos(playerid, pickupid, &Float:x, &Float:y, &Float:z);
GetPlayerPickupModel(playerid, pickupid);
IsValidPlayerPickup(playerid, pickupid);
Callbacks
pawn Код:
OnCharacterUpdate(playerid) // A more improved version of OnPlayerUpdate, uses less CPU
OnServerUpdate(playerid) // Not much use towards it yet, but could be used for security reasons.
OnPlayerPickUp(playerid, pickupid) // Per-Player Pickups, very useful!
OnPlayerEnterSeat(playerid, vehicleid, seatid) // When someone enters the vehicle a message displays... Not the same as OnPlayerEnterVehicle
More improved stuff :P
pawn Код:
// Kick(playerid), Ban(playerid) and BanEx(playerid) are fixed, it caused some delay issues.. We are also going to introduce a NEW one for you all :)
RBanEx(playerid, "Ban String here"); // This will range ban a player (tested, thanks to Emmet)
// AntiDeAMX, No need to put AntiDeAMX(); under any of your callbacks, it is already being called in our include :)
// Emmet's Command Processor [Faster then ZCMD]
Tutorial
Well, I just want to point out now, that when you put this #include in your script, you do not need
#include <a_samp
pawn Код:
#include <s_samp>
// Your other includes here, no need for a_samp
Version: 1.0
SA-MP Default Filterscript, with the Swyft Functions included
Re: s_samp.inc | Swyft's Functions [BETA] - Emmet_ - 08.06.2013
Very Nice Script. One Suggestion Though. You Should Add A CallBack Named OnPlayerShootWeapon. This Is A Good Include Though, Good Job.
Re: s_samp.inc | Swyft's Functions [BETA] -
Swyft™ - 08.06.2013
Quote:
Originally Posted by Emmet_
Very Nice Script. One Suggestion Though. You Should Add A CallBack Named OnPlayerShootWeapon. This Is A Good Include Though, Good Job.
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Will do
Re: s_samp.inc | Swyft's Functions [BETA] -
dEcooR - 08.06.2013
Nice,i like your avatar
Re: s_samp.inc | Swyft's Functions [BETA] -
Swyft™ - 08.06.2013
Thanks
Re: s_samp.inc | Swyft's Functions [BETA] -
Excel™ - 08.06.2013
Nice logo, although nice work with the efforts.
Re: s_samp.inc | Swyft's Functions [BETA] -
Kaperstone - 08.06.2013
pawn Код:
// Emmet's Command Processor [Faster then ZCMD]
Than*
Can you explain what does they check and/or when they're being called ? (the callbacks below)
pawn Код:
OnCharacterUpdate(playerid) // A more improved version of OnPlayerUpdate, uses less CPU
OnServerUpdate(playerid) // Not much use towards it yet, but could be used for security reasons.
Re: s_samp.inc | Swyft's Functions [BETA] -
Basssiiie - 08.06.2013
What's the difference between OnCharacterUpdate and OnServerUpdate, except for the fact that OnServerUpdate actually does something?
OnCharacterUpdate is never called, so yes, you could say uses less CPU.
Re: s_samp.inc | Swyft's Functions [BETA] -
Swyft™ - 08.06.2013
Quote:
Originally Posted by Excel™
Nice logo, although nice work with the efforts.
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Thanks!
Quote:
Originally Posted by xkirill
pawn Код:
// Emmet's Command Processor [Faster then ZCMD]
Than*
Can you explain what does they check and/or when they're being called ? (the callbacks below)
pawn Код:
OnCharacterUpdate(playerid) // A more improved version of OnPlayerUpdate, uses less CPU OnServerUpdate(playerid) // Not much use towards it yet, but could be used for security reasons.
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OnCharacterUpdate and OnServerUpdate will call each second
Quote:
Originally Posted by Basssiiie
What's the difference between OnCharacterUpdate and OnServerUpdate, except for the fact that OnServerUpdate actually does something?
OnCharacterUpdate is never called, so yes, you could say uses less CPU. 
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I fixed OnCharacterUpdate, the callback had a different name before. Sorry :P
Re: s_samp.inc | Swyft's Functions [BETA] -
Pottus - 08.06.2013
I would recommend taking out a lot of the IsPlayerConnected() checks makes no sense to me to do that it should be up to the user not the function to determine if a player is connected. If your code is done correctly you would never need to that.