Just a small question.
#1

Well, this randomly came in my mind and i was wondering about it.

For coloring the client messages, i saw most of the released gamemodes have the messages used like;

SendClientMessage(playerid, -1, "{FFFF00}Hello.");

Writing the color code with the string. (It makes the timestamp white ingame :P) and other method, using a direct defined color in SendClientMessage.

Does these 2 stuffs really makes difference?
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#2

It doesn't make a difference to my knowledge, but some codes like that are because people can be too lazy to define color codes.
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#3

Nope makes no difference but as gazzy said people are too lazy to ****** SAMP COLORS. Which is a released inc that defines most colors.
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#4

No, i don't think so cause what if a person want to use multiple colors in Client message.
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#5

The only difference is in the length/capacity of a message (string). The parameter/argument doesn't take up string-length and the other one does.

pawn Код:
// [ DEVELOPMENT GAMEMODE ]

// INCLUDES:

#include <a_samp>

// MAIN:

main()
{
    print("Development Mode: color_length.amx");

    new string[144];
    format(string, sizeof(string), "{FFFFFF}%s is a chicken!", "Larva");
    SendClientMessageToAll(-1, string);

    printf("%d", strlen(string));

    format(string, sizeof(string), "%s is a chicken!", "Larva");
    SendClientMessageToAll(-1, string);

    printf("%d", strlen(string));
}

// CALLBACKS:

public OnGameModeInit()
{
    return 1;
}

public OnGameModeExit()
{
    return 1;
}


Length capacity: 144.
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