25.01.2018, 14:19
(
Последний раз редактировалось Dayrion; 30.08.2018 в 21:48.
)
actor_plus
v5.0.2
v5.0.2
Hey.
This is a simple include which give you some functions to manipulate actors and interact with them more easily. This include differentiates dynamic actors from static actors. You must specify this when using the functions below. By the way, if you don't have streamer ; you doesn't have to specify if the actor is dynamic or not.
I recommed to have YSI (from ******) library for better performance (the include use y_iterate and y_timers when they are included before). Also using streamer and dynamic actors can improve performance too.
I'll copy/paste the «documentation» which already on GitHub. I recommend to read it, the presentation is more clear.
https://github.com/Dayrion/actor_plu...ster/README.md
Description
An include with a bunch of useful functions and callback for actors. Functions returning 1 on success, 2 for specific success, 0 on failure or cellmin for specific failure. Please, check the wiki for more specific informations.
Documentation
Constant
Can not be redefined
- MULTIPLE_TARGET_FOUND: Returned by GetNearestActorForPlayer or GetNearestActorByCoord when multiple actors are found and when return_multiple_target is set to true
- DEFAULT_ACTOR_VALUE: Using this one instead of any other value result taking the value from the actor.
- DEFAULT_CHECKING_TIME: Used to detect OnPlayerTargetActor.
- ALL_VALUES_INCLUDED: If ALL_VALUES_INCLUDED is returned by a function, it means it will appear at every stage (like interior or virtual world).
- DEFAULT_ACTOR_REPLACEMENT: Time before an actor is being re-placed at his old position.
- AP_DEBUG_ENABLED: If some debugs printed messages are needed
- MAX_ANIMATION_LIBRARY_LENGTH: Maximum animation library length name
- MAX_ANIMATION_NAME_LENGTH: Maximum animation length name
- DEFAULT_IS_DYNAMIC_PARAMETER: Set to true if streamer is included otherwise, it set to false
- DEFAULT_ACTOR_DRAW_DISTANCE: Distance that label is displayed | (type: float)
- MAX_ACTOR_LABEL_LENGTH: Max length for a text in a label | (type: integer)
- DEFAULT_ACTOR_COLOR: Default actor color text | (type: hexadecimal)
- DEFAULT_ACTOR_COLOR_NAME: Default actor color name | (type: hexadecimal)
- DONT_DETECT_OPTA: You can define it before the include to deactivated OnPlayerTargetActor detection (which using timer) | (type: N/A)
- DEFAULT_TEXT_RANGE_DETECTION: This allows you to change the distance at which the actor (for OnPlayerTextNearActor only) is detected | (type: float)
General functions
PHP код:
native RespawnActor(actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorSkin(actorid, skinid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native IsActorDead(actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorSkin(actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native ActorPlaySound(actorid, soundid, Float:x, Float:y, Float:z, Float:max_range, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorName(actorid, const actor_name[], bool:display, bool:contain_id = false, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorName(actorid, actor_name[], length = sizeof(actor_name), bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native ToggleActorName(actorid, bool:toggle, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorTextLabel(actorid, text[], length = sizeof(text), bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorLabelColor(actorid, bool:ToRGB = false, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER); // output -> RGBA
native GetActorNameColor(actorid, bool:ToRGB = false, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER); // output -> RGBA
native SetActorLabelColor(actorid, color, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorNameColor(actorid, color, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native ActorHasAttachedLabel(actorid, &bool:name_displayed = false, &bool:text_displayed = false, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native UpdateAttachedActor3DTextLabel(actorid, const text[], color, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native DestroyActor3DTextLabel(actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorChatBubble(actorid, text[], color, Float:drawdistance, expiretime, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
PHP код:
native Attach3DTextLabelToActor(actorid, const text[], bool:isdynamic, color, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:drawdistance, testlos = 0, worldid = DEFAULT_ACTOR_VALUE, interiorid = DEFAULT_ACTOR_VALUE, playerid = DEFAULT_ACTOR_VALUE, Float:streamdistance = STREAMER_3D_TEXT_LABEL_SD, areaid = DEFAULT_ACTOR_VALUE, priority = 0, bool:store_string = true);
// Used to get the real internal actor id used by SA-MP
native GetInternalActorIDForPlayer(forplayerid, actorid);
// In addition to the streamer
native GetDynamicActorInterior(actorid);
native SetDynamicActorInterior(actorid, interiorid);
native DestroyAllDynamicActors(serverwide);
native CountDynamicActors(serverwide);
native UpdateDynamicActorForPlayer(playerid);
native CountStreamedActorForPlayer(playerid, serverwide);
native STREAMER_TAG_AREA GetDynamicActorArea(actorid);
native SetDynamicActorArea(actorid, STREAMER_TAG_AREA areaid);
native GetDynamicActorPriority(actorid);
native SetDynamicActorPriority(actorid, priority);
native GetInternalActorIdForPlayer(forplayerid, actorid);
PHP код:
native Attach3DTextLabelToActor(actorid, text[], color, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:drawdistance, virtualworld = DEFAULT_ACTOR_VALUE, testlos = 0, bool:store_string = true);
native SetActorInvulnerable(actorid, invulnerable = true); // Force actor re-stream
native SetActorVirtualWorld(actorid, vworld); // Force actor re-stream
native SetActorFacingAngle(actorid, Float:ang); // Force actor re-stream
native CountStaticActors();
PHP код:
native GetNearestActorForPlayer(playerid, &bool:isdynamic = false, type = SEARCH_TYPE_ALL, bool:return_multiple_target = false);
native GetNearestActorByCoord(Float:x, Float:y, Float:z, &bool:isdynamic = false, type = SEARCH_TYPE_ALL, bool:return_multiple_target = false, Float:max_range = INVALID_RANGE_ID);
native Float:GetActorDistanceFromPoint(actorid, Float:x, Float:y, Float:z, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native IsPlayerInRangeOfActor(playerid, actorid, Float:range = 2.0, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native IsPlayerAimingActor(playerid, actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native IsActorInPlayerFacingAngle(playerid, actorid, Float:max_angle = 90.0, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorSpawnInfo(actorid, &skinid, &Float:fX, &Float:fY, &Float:fZ, &Float:fAngle, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native GetActorAnimationName(actorid, animlib[], size_animlib = sizeof(animlib), animname[], size_animname = sizeof(animname)); // Static actors only
native GetActorAnimation(actorid, animlib[], size_animlib = sizeof(animlib), animname[], size_animname = sizeof(animname), &Float:fDelta, &loop, &lockx, &locky, &freeze, &time); // Static actors only
native ToggleActorAnimationLoop(actorid, bool:toggle); // Static actors only
native bool:IsActorPlayingAnimation(actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native CountAllActors();
- SEARCH_TYPE_DYNAMIC: Search only for dynamics actors
- SEARCH_TYPE_STATIC: Search only for statics actors
- SEARCH_TYPE_ALL: Search for dynamics and statics actors
Per-players functions (Pawn RakNet dependency)
PHP код:
native HideActorForPlayer(forplayerid, actorid, hide_type, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native BringBackActorForPlayer(forplayerid, actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorHideTypeForPlayer(forplayerid, actorid, hide_type, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native RemoveAllHiddenActorForPlayer(playerid);
native ApplyActorAnimationForPlayer(forplayerid, actorid, repeated_animation, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native ClearActorAnimationsForPlayer(forplayerid, actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native SetActorPosForPlayer(forplayerid, actorid, fake_position_type, Float:x, Float:y, Float:z, Float:angle, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
native BringBackActorPosForPlayer(forplayerid, actorid, bool:isdynamic = DEFAULT_IS_DYNAMIC_PARAMETER);
Hide type
- HIDE_TYPE_NONE: Default value
- HIDE_TYPE_ONE_TIME: The actor will be hidden one time and reappear when it be streamed
- HIDE_TYPE_PERMANENT: The actor will be hidden until the script make it come back even if the player re-stream the actor
Repeated animation type
- ANIMATION_PLAY_NONE: Default value
- ANIMATION_PLAY_ONE_TIME: The actor will play an animation one time and stop it when it be streamed even if the animation is looped
- ANIMATION_PLAY_PERMANENT: The actor will permently play the same animation. Restream the actor doesn't stop the process
Per players positions type
- FAKE_POSITION_NONE: Default value
- FAKE_POSITION_ONE_TIME: The actor will be placed, one time, at the specified coordinates. Re-stream the actor will place him at server sided coordinates
- FAKE_POSITION_PERMANENT: The actor will be placed at specified coordinates. Re-stream it won't change anything the coordinates.
Callbacks
PHP код:
forward OnPlayerShotActor(playerid, actorid, weaponid, bool:IsDynamicActor);
forward OnPlayerTargetActor(playerid, actorid, weaponid);
forward OnPlayerStopTargetActor(playerid, actorid, weaponid);
forward OnPlayerMakeDamageToActor(playerid, damaged_actorid, Float:amount, weaponid, bodypart, bool:death, bool:IsDynamicActor);
forward OnActorDeath(actorid, killerid, reason, bool:IsDynamicActor);
forward OnActorSpawn(actorid, bool:IsDynamicActor);
forward OnPlayerStreamForActor(forplayerid, actorid, actor_flags, bool:IsDynamicActor); // Pawn RakNet dependency
forward OnActorVirtualWorldChange(actorid, oldvw, newvw, bool:IsDynamicActor);
forward OnPlayerTextNearActor(playerid, actorid, text[], bool:IsDynamicActor);
forward OnDynamicActorInteriorChange(actorid, oldinterior, newinteriorid);
- OnPlayerShotActor: Called when a player shot an actor even if the actor is invulnerable
- OnPlayerTargetActor: Called when a player stop aiming an actor.
- OnPlayerStopTargetActor: Called when a player aim an actor.
- OnPlayerMakeDamageToActor: Called when a player damage an actor with a firearm. bool:death is set to true when the actor will die after processing damage.
Returning 0 to this call prevent applying damage to the actor. - OnActorDeath: Called when a actor die. Set actor's HP to 0 trigger this callback too.
- OnActorSpawn: Called when a player spawn (is created).
- OnPlayerStreamForActor: Called when a player stream IN an actor even if the actor is hidden for the player.
Important: actor_flags should be used with different flags type defined below - OnActorVirtualWorldChange: Called when a virtualworld is set to an actor.
- OnPlayerTextNearActor: Called when a player chat near an actor
- OnDynamicActorInteriorChange: Called when an interior is set to a dynamic actor.
You need to use the latest version of Zeex's compiler because of implicit 4D arrays. You can find the download here: https://github.com/pawn-lang/compiler/releases
Zeex's compiler is an improved version of the actual compiler with a lot of bugfixs and new features (like 4D arrays).
My english is a mess, I apologize for that. Any tips, comments, whatever can make me go further will be appreciated.