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?.
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/* 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); // --------------------------------------------------
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); // -------------------------------------------------- |
stock mensaje(playerid)
{
return SendClientMessage(playerid, -1, "mensaje enviado desde un include");
}
Los tienes que crear tu, no hace falta ninguna pбgina...
para aсadir tus funciones por ejemplo serнa: pawn Код:
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