12.08.2018, 18:35
The real problem would come to me as poor system design. You should have your own include to handle actor data.
I always do it the same way, create enum and variable then list the functions you know you will need. In this case you know how many actors are possible so you array size needs to be the same as that. That way you can simply reference any array index by actorid.
Код:
enum ACTORINFO {
Float:Actor_X,
Float:Actor_Y,
Float:Actor_Z,
Float:Actor_FA,
Actor_Type,
Actor_Dialog,
}
g_ActorData[MAX_ACTORS][ACTORINFO];
CreateSpecialActor(Float:x, Float:y, Float:z, Float:fa, Float:AType, Float:ADialog)
DeleteSpecialActor(actorid)
GetSpecialActorData(actorid, &Float:x, &Float:y, &Float:z, &Float:fa, &AType, &ADialog)
UpdateSpecialActorDat(actorid, Float:x, Float:y, Float:z, Float:fa, AType, ADialog)

