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[Duda] Para quй sirven los includes?. - Printable Version

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+---- Thread: [Duda] Para quй sirven los includes?. (/showthread.php?tid=461349)



[Duda] Para quй sirven los includes?. - Exagen - 01.09.2013

Hola otra vez, perdуn por ser tan molesto, pero necesito saber para que sirven los includes.
Sй que es una pregunta boba, pero no sй tanto del tema del Script pero me gustarнa saber tanto como ustedes

Espero un respuesta lуgica

Saludos.



Respuesta: [Duda] Para quй sirven los includes?. - adri1 - 01.09.2013

Todas las funciones nativas de sa-mp salen de ahн, se podrнa decir que sirven para achicar el cуdigo, si no pusieras la lнnea #include <a_samp> habrнa que poner todos los natives a todos los .pwn, y con un include lo puedes simplificar un montуn con tan solo poner una lнnea.

Tu tambiйn puedes hacer tus propios includes.


Respuesta: [Duda] Para quй sirven los includes?. - Exagen - 01.09.2013

Quote:
Originally Posted by adri1
Посмотреть сообщение
Todas las funciones nativas de sa-mp salen de ahн, se podrнa decir que sirven para achicar el cуdigo, si no pusieras la lнnea #include <a_samp> habrнa que poner todos los natives a todos los .pwn, y con un include lo puedes simplificar un montуn con tan solo poner una lнnea.

Tu tambiйn puedes hacer tus propios includes.
Y cuбndo se compila el GM/FS tambiйn se compilan los includes que tiene agregado?.


Respuesta: [Duda] Para quй sirven los includes?. - adri1 - 01.09.2013

Quote:
Originally Posted by Exagen
Посмотреть сообщение
Y cuбndo se compila el GM/FS tambiйn se compilan los includes que tiene agregado?.
Exacto. Tu solo ves una lнnea (#include <a_samp>) pero el pawno.exe ve:
Код:
/*  SA-MP Functions
 *
 *  © Copyright 2005-2012, 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								(1000)
#define INVALID_OBJECT_ID						(0xFFFF)
#define MAX_GANG_ZONES							(1024)
#define MAX_TEXT_DRAWS							(2048)
#define MAX_PLAYER_TEXT_DRAWS					(256)
#define MAX_MENUS								(128)
#define MAX_3DTEXT_GLOBAL						(1024)
#define MAX_3DTEXT_PLAYER						(1024)
#define MAX_PICKUPS								(4096)
#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); // deprecated function
native EnableVehicleFriendlyFire();
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[]);
native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
native GetNetworkStats(retstr[], retstr_size);
native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player

// 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
#define TEXT_DRAW_FONT_SPRITE_DRAW	 4
#define TEXT_DRAW_FONT_MODEL_PREVIEW 5

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 TextDrawSetSelectable(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[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2);

// 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
#define DIALOG_STYLE_PASSWORD	3

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_YES					(65536)
#define KEY_NO					(131072)
#define KEY_CTRL_BACK			(262144)

#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 OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
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[]);
forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerClickTextDraw(playerid, Text:clickedid);
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);

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

#define EDIT_RESPONSE_CANCEL		0
#define EDIT_RESPONSE_FINAL			1
#define EDIT_RESPONSE_UPDATE		2

forward OnPlayerEditObject( playerid, playerobject, objectid, response, 
Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );

forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
Float:fRotX, Float:fRotY, Float:fRotZ,
Float:fScaleX, Float:fScaleY, Float:fScaleZ );

#define SELECT_OBJECT_GLOBAL_OBJECT	1
#define SELECT_OBJECT_PLAYER_OBJECT 2

forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);

// --------------------------------------------------
Y todo eso va compilado en el .amx, aunque tu no lo veas en el .pwn (editable).


Respuesta: [Duda] Para quй sirven los includes?. - Exagen - 01.09.2013

Quote:
Originally Posted by adri1
Посмотреть сообщение
Exacto. Tu solo ves una lнnea (#include <a_samp>) pero el pawno.exe ve:
Код:
/*  SA-MP Functions
 *
 *  © Copyright 2005-2012, 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								(1000)
#define INVALID_OBJECT_ID						(0xFFFF)
#define MAX_GANG_ZONES							(1024)
#define MAX_TEXT_DRAWS							(2048)
#define MAX_PLAYER_TEXT_DRAWS					(256)
#define MAX_MENUS								(128)
#define MAX_3DTEXT_GLOBAL						(1024)
#define MAX_3DTEXT_PLAYER						(1024)
#define MAX_PICKUPS								(4096)
#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); // deprecated function
native EnableVehicleFriendlyFire();
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[]);
native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
native GetNetworkStats(retstr[], retstr_size);
native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player

// 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
#define TEXT_DRAW_FONT_SPRITE_DRAW	 4
#define TEXT_DRAW_FONT_MODEL_PREVIEW 5

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 TextDrawSetSelectable(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[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2);

// 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
#define DIALOG_STYLE_PASSWORD	3

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_YES					(65536)
#define KEY_NO					(131072)
#define KEY_CTRL_BACK			(262144)

#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 OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
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[]);
forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerClickTextDraw(playerid, Text:clickedid);
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);

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

#define EDIT_RESPONSE_CANCEL		0
#define EDIT_RESPONSE_FINAL			1
#define EDIT_RESPONSE_UPDATE		2

forward OnPlayerEditObject( playerid, playerobject, objectid, response, 
Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );

forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
Float:fRotX, Float:fRotY, Float:fRotZ,
Float:fScaleX, Float:fScaleY, Float:fScaleZ );

#define SELECT_OBJECT_GLOBAL_OBJECT	1
#define SELECT_OBJECT_PLAYER_OBJECT 2

forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);

// --------------------------------------------------
Y todo eso va compilado en el .amx, aunque tu no lo veas en el .pwn (editable).
Gracias

Ahora, no es por ser molesto ni nada, pero existe alguna pбgina o algo para crear archivos ".inc"?.



Respuesta: [Duda] Para quй sirven los includes?. - adri1 - 01.09.2013

Los tienes que crear tu, no hace falta ninguna pбgina...

para aсadir tus funciones por ejemplo serнa:
pawn Код:
stock mensaje(playerid)
{
return SendClientMessage(playerid, -1, "mensaje enviado desde un include");
}



Respuesta: [Duda] Para quй sirven los includes?. - Exagen - 01.09.2013

Quote:
Originally Posted by adri1
Посмотреть сообщение
Los tienes que crear tu, no hace falta ninguna pбgina...

para aсadir tus funciones por ejemplo serнa:
pawn Код:
stock mensaje(playerid)
{
return SendClientMessage(playerid, -1, "mensaje enviado desde un include");
}
Si, pero eso estarнa en la GM/FS


Respuesta: [Duda] Para quй sirven los includes?. - OTACON - 01.09.2013

Quote:
Originally Posted by Exagen
Посмотреть сообщение
Si, pero eso estarнa en la GM/FS

ese codigo lo colocas en un bloc de nota, y lo guardas con un nombre que kieras con la extension .inc y despues en tu GM/Fs colocas #include <Nombre que kieras> y el archivo ke creastel oguardas ne pawno/includes, y hay ya tendrias el include creado listo para usar la funcion.



Respuesta: [Duda] Para quй sirven los includes?. - Exagen - 01.09.2013

Ya tengo una duda aclarada

Pero ahora tengo otra, pero no importa

Gracias a todos!.