29.12.2012, 04:55
I fund the problem.
this is in sscanf2:
What to do?
this is in sscanf2:
Код:
/* OnPlayerConnect Called when a player connects. Actually increments an internal count so that if a script ends and "OnPlayerDisconnect" is called then "sscanf" still knows that the player is really connected. Also stores their name internally. */ public OnPlayerConnect(playerid) { new name[MAX_PLAYER_NAME]; GetPlayerName(playerid, name, sizeof (name)); SSCANF_Join(playerid, name, IsPlayerNPC(playerid)); return SSCANF_OnPlayerConnect(playerid); } #if defined _ALS_OnPlayerConnect #undef OnPlayerConnect #else #define _ALS_OnPlayerConnect #endif #define OnPlayerConnect(%0) SSCANF_OnPlayerConnect(%0) <_ALS_:hooked> forward SSCANF_OnPlayerConnect(playerid); public SSCANF_OnPlayerConnect(playerid) <_ALS_:unhooked> { return 1; } public SSCANF_OnPlayerConnect(playerid) <> { return 1; }