14.11.2016, 14:44
Hello i wanna ask why snow in my gm not showing, last year that same script worked well but now no, on every gamemode?
Код:
#include <a_samp> #include <streamer> #include <zcmd> #undef MAX_PLAYERS #define MAX_SLOTS 20 #define MAX_SNOW_OBJECTS 2 #define UPDATE_INTERVAL 750 #if MAX_SLOTS == -1 #error Change MAX_SLOTS to the max players of your server! (At line 6) #endif #define ploop(%0) for(new %0 = 0; %0 < MAX_SLOTS; %0++) if(IsPlayerConnected(%0)) #define CB:%0(%1) forward %0(%1); public %0(%1) new bool:snowOn[MAX_SLOTS char], snowObject[MAX_SLOTS][MAX_SNOW_OBJECTS], updateTimer[MAX_SLOTS char] ; public OnFilterScriptExit() { ploop(i) { if(snowOn{i}) { for(new j = 0; j < MAX_SNOW_OBJECTS; j++) DestroyDynamicObject(snowObject[i][j]); KillTimer(updateTimer{i}); } } return 1; } public OnPlayerConnect(playerid) { ploop(i) //This is included in my FS! It's the '#define ploop(%0)' thing. { if(snowOn{i}) continue; CreateSnow(i); } return 1; } public OnPlayerDisconnect(playerid) { if(snowOn{playerid}) { for(new i = 0; i < MAX_SNOW_OBJECTS; i++) DestroyDynamicObject(snowObject[playerid][i]); snowOn{playerid} = false; KillTimer(updateTimer{playerid}); } return 1; } CB:UpdateSnow(playerid) { if(!snowOn{playerid}) return 0; new Float:pPos[3]; GetPlayerPos(playerid, pPos[0], pPos[1], pPos[2]); for(new i = 0; i < MAX_SNOW_OBJECTS; i++) SetDynamicObjectPos(snowObject[playerid][i], pPos[0] + random(25), pPos[1] + random(25), pPos[2] - 5 + random(10)); return 1; } stock CreateSnow(playerid) { if(snowOn{playerid}) return 0; new Float:pPos[3]; GetPlayerPos(playerid, pPos[0], pPos[1], pPos[2]); for(new i = 0; i < MAX_SNOW_OBJECTS; i++) snowObject[playerid][i] = CreateDynamicObject(18864, pPos[0] + random(25), pPos[1] + random (25), pPos[2] - 5 + random(10), random(280), random(280), 0, -1, -1, playerid); snowOn{playerid} = true; updateTimer{playerid} = SetTimerEx("UpdateSnow", UPDATE_INTERVAL, true, "i", playerid); return 1; } stock DeleteSnow(playerid) { if(!snowOn{playerid}) return 0; for(new i = 0; i < MAX_SNOW_OBJECTS; i++) DestroyDynamicObject(snowObject[playerid][i]); KillTimer(updateTimer{playerid}); snowOn{playerid} = false; return 1; } CMD:allsnowon(playerid, params[]) { if(!IsPlayerAdmin(playerid)) return 0; ploop(i) //This is included in my FS! It's the '#define ploop(%0)' thing. { if(snowOn{i}) continue; CreateSnow(i); } return 1; } CMD:allsnowoff(playerid, params[]) { if(!IsPlayerAdmin(playerid)) return 0; ploop(i) { if(!snowOn{i}) continue; DeleteSnow(i); } return 1; }