05.03.2015, 13:03
If you can change it in R12 then I will use this plugin. Do you have a list of memory hacking functions? Or a list of non memory hacking functions - whichever is shorter. Thanks
CMD:shotme(playerid, params[])
{
new playertwo;
if(sscanf(params, "u", playertwo)) return SendClientMessage(playerid, 0xFF0000AA, "USAGE: /shotme <playertwo>");
new Float:x, Float:y, Float:z;
GetPlayerPos(playertwo, x, y, z);
SendBulletData(playertwo, playerid, BULLET_HIT_TYPE_PLAYER, x, y, z, 0.0, 0.0, 0.0, 0.1, 0.1, 0.1);
return 1;
}
Per-player gang zones are per-player, global for each player.
I don't want to highlight myself, but if you go back, you can see that I already update YSF to newer samp versions since 2011 (?). So don't worry ![]() |
Tested and works. If doesn't, then get the .dll which I uploaded here and it will. (This is beta of R12, still need to to some small things and will be released)
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./src/Hooks.cpp:60:14: error: expected ‘;’ at end of member declaration static bool __thiscall Send(void* ppRakServer, RakNet::BitStream* parameters, int priority, int reliability, unsigned orderingChannel, PlayerID playerId, bool broadcast); ^ ./src/Hooks.cpp:60:170: error: ISO C++ forbids declaration of ‘Send’ with no type [-fpermissive] static bool __thiscall Send(void* ppRakServer, RakNet::BitStream* parameters, int priority, int reliability, unsigned orderingChannel, PlayerID playerId, bool broadcast); ^ ./src/Hooks.cpp:478:17: error: expected initializer before ‘CHookRakServer’ bool __thiscall CHookRakServer::Send(void* ppRakServer, RakNet::BitStream* parameters, int priority, int reliability, unsigned orderingChannel, PlayerID playerId, bool broadcast) ^ ./src/Hooks.cpp: In function ‘void InstallPostHooks()’: ./src/Hooks.cpp:981:75: error: invalid use of non-static member function ‘int CHookRakServer::Send(void*, RakNet::BitStream*, int, int, unsigned int, PlayerID, bool)’ ((int*)(*(void**)pRakServer))[RAKNET_SEND_OFFSET] = (int)CHookRakServer::Send; ^ makefile:22: recipe for target 'YSF' failed
if(pNetGame->pObjectPool->m_bObjectSlotState[objectid] && pNetGame->pObjectPool->m_bPlayerObjectSlotState[playerid][objectid]) + ret = SELECT_OBJECT_PLAYER_OBJECT; + else + ret = SELECT_OBJECT_GLOBAL_OBJECT;
BYTE ret; if(pNetGame->pObjectPool->m_bObjectSlotState[objectid]) ret = SELECT_OBJECT_GLOBAL_OBJECT; else if(pNetGame->pObjectPool->m_bPlayerObjectSlotState[playerid][objectid]) ret = SELECT_OBJECT_PLAYER_OBJECT; else ret = 0;