c_arlib:
• BubbleSort(array[],length,bool:AscOrDes)
• SelectionSort(array[],length,bool:AscOrDes)
• InsertionSort(array[],length,bool:AscOrDes)
• quickSortAsc(array[],left,right)
• quickSortDes(array[],left,right)
• LinearSearch(array[],length,ToSearch)
• BinarySearch(array[],length,ToSearch)
• SwapElement(Array,element1,element2)
• ElementPos(Array[],element)
c_rclib:
• IsArmstrong(value)
• IsNeon(value)
• IsPerfect(value)
• IsPrime(value)
• IsMagic(value)
• IsEvenOrOdd(value)
• MaxDigit(value)
• MinDigit(value)
• DigitFreq(value)
• Truncate(Float:value)
• ToPositive(Float:value)
• ToNegitive(Float:value)
• Calculate(Float:number1,Float:number2,choice)
• SumFirstLast(value)
• NumberLength(value)
• Pow(value,pow)
• MiddleDigit(value)
c_strlib:
• isPalindrome(input[])
• isDigit(character[])
• isLetter(character[])
• isSpace(character[])
• isUnderscore(character[])
• isSpecial(character[])
• isAnagram(string1[],string2[])
• isUpperCase(character[])
• isLowerCase(character[])
• isNumeric(string[])
• isAlphaNumeric(string[])
• ToPalindrome(input[])
• toUpperCase(string[])
• toLowerCase(string[])
• Find(haystack[],needle[],bool:Case)
• Frequency(string[],character[])
• WordFreq(string[],word[],bool:Case)
• Equals(string1[],string2[])
• ExtNum(string[])
• ExtStr(string[])
• Reverse(string[])
• ReplaceChar(string[],character[],replacewith[])
• FirstIndexOf(string[],character[])
• LastIndexOf(string[],character[])
• Compare(string1[],string2[])
• Concat(string1[],string2[])
• Substring(string[],firstindex,lastindex)
• null(string[])
• CharAt(string[],index)
• StringDel(string[],fromindex,toindex)
• FindChar(string[],tofind[])
c_utils:
• PingKick(playerid,Amount)
• AddHydraulic(vehicleid)
• AddNitro(vehicleid,Amount)
• EnableRangeSuntBonus(playerid,Float:Range,Float:x,Float:y,Float:z,bool:enable)
• EnableRangeSuntBonusForAll(playerid,Float:Range,Float:x,Float:y,Float:z,bool:enable)
• PlayerToClass(playerid) //Forces player to class selection.
• GetDistanceBetweenObjects(objectid1,objectid2)
• GetDistanceBetweenPO(playerid,objectid) //Returns the distance between a player and an object.
• GetDistanceBetweenPV(playerid,vehicleid) //Returns the distance between a player and a vehicle.
• GetDistanceBetweenPlayers(playerid,targetid)
• GetDistanceBetweenVehicles(vehicleid1,vehicleid2)
• IsTargetInRangeBetweenPlayers(targetid,playerid1,playerid2)
• CreatePlayerRangeGravity(playerid,Float:Range,Float:x,Float:y,Float:z,Float:gravity,vw=0) //YSF
• SetGravityForAll(Float:gravity) //YSF
• CreateRangeGravityForAll(Float:Range,Float:x,Float:y,Float:z,Float:gravity,vw=0)//YSF
• IncreaseGravity(playerid,increaseby)//YSF
• GetBulletShotDistance(playerid)
c_stclib:
State Checkers:
* IsPlayerFalling(playerid)
* IsPlayerRunning(playerid)
* IsPlayerCrouching(playerid)
* IsPlayerInWater(playerid)
* IsPlayerSwimming(playerid)
* IsPlayerJumping(playerid)
* IsPlayerEnteringInterior(playerid)
* IsPlayerStanding(playerid)
* IsPlayerClimbing(playerid)
* IsPlayerMovingWhileAiming(playerid)
* IsPlayerGettingUp(playerid)
* IsPlayerPissing(playerid)
* IsPlayerUsingJP(playerid)
* IsPlayerGettingInitialised(playerid)
* IsPlayerSelectingClass(playerid)
* IsPlayerDriver(playerid)
* IsPlayerPassenger(playerid)
* IsPlayerSpectating(playerid)
* IsPlayerInAir(playerid)
* IsPlayerGliding(playerid)
* IsPlayerOpeningCarDoor(playerid)
* IsPlayerOpeningTruckDoor(playerid)
* IsPlayerBlocking(playerid)
Functions:
* GetPlayerParaState(playerid)
* GetBikeEnteringStyle(playerid)
* GetCarEnteringStyle(playerid)
* KicForOffensiveWeapon(offensive_weapon,targetid)
CallBacks:
• OnPlayerSkydiving(playerid)
• OnPlayerFall(playerid)
• OnPlayerMovingWhileAiming(playerid)
• OnPlayerSwim(playerid)
• OnPlayerBlock(playerid)
• OnPlayerStandIdle(playerid)
• OnPlayerAmmoZero(playerid) //Mind the melee weapons
• OnPlayerJump(playerid)
• OnPlayerCrouch(playerid)
• OnPlayerUseJetpack(playerid)
• OnPlayerConnectWithRolePlayName(playerid);
#include <CRF\include name> //Mind the slash.
DO NOT try and write your own password hashes. The standard ones have literally YEARS of mathematical analysis behind them to show their strength, and are developed by experts. Knocking one up in 10 minutes gives the impression of being secure with none of the proof. If it was that simple to write secure hashes, they wouldn't be so far and far between. People get awarded doctorates for making new ones!
|
#define GetVehicleMaxSpeed(%1) (max_vehicle_speed(%1)-400)
// modelid.
static const Float:max_vehicle_speed[][] =
{
{....},.....
};
#define GetVehicleMaxSpeed(%1) (max_vehicle_speed(%1)-400)
// modelid.
static const Float:max_vehicle_speed[][] =
{
{....},.....
};
Thank you for you suggestion, if you have some more ideas please do share it.
By the way... why -(minus)400 ? pawn Код:
|
• c_arlib: • SwapElement(Array[],element1,element2) • ElementPos(Array[],element) • c_rclib: • SumFirstLast(value) • c_utils: • IsPlayerInRangeBetweenPlayers(targetid,playerid1,playerid2)
c_rclib: • NumberLength(value) • Pow(value,pow) //something is special about it. Go through README.txt. • MiddleDigit(value) c_utils: • CreatePlayerRangeGravity(playerid,Float:Range,Float:x,Float:y,Float:z,Float:gravity,vw=0) //YSF • SetGravityForAll(Float:gravity) //YSF • CreateRangeGravityForAll(Float:Range,Float:x,Float:y,Float:z,Float:gravity,vw=0)//YSF • AddGravityPoint(playerid,addby)//YSF • SetDistanceFromPoint(playerid,Float:distance,Float:x,Float:y,Float:z)
• c_strlib: • FindChar(string[],tofind[]) • c_utils: • GetBulletShotDistance(playerid) • c_cblib: • OnPlayerConnectWithRolePlayName(playerid)