need help :/ [Scavenge & survive GM]
#1

So I decided to check the gamemode how it looks ingame
but there Is some errors
pawn Код:
SS/Core/Vehicle/Core.pwn(688) : error 025: function heading differs from prototype
SS/Core/Player/IRC.pwn(61) : error 017: undefined symbol "IRC_SetIntData"
SS/Core/Player/IRC.pwn(296) : error 025: function heading differs from prototype
SS/Core/Player/IRC.pwn(313) : error 025: function heading differs from prototype
SS/Core/Player/IRC.pwn(335) : warning 235: public function lacks forward declaration (symbol "IRC_OnKickedFromChannel")
SS/Core/Player/IRC.pwn(360) : warning 235: public function lacks forward declaration (symbol "IRC_OnUserKickedFromChannel")
Pawn compiler 3.2.3664          Copyright (c) 1997-2006, ITB CompuPhase


4 Errors.
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#2

https://sampforum.blast.hk/showthread.php?tid=98803
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#3

now only this small stupid error :/
can you help me ?
pawn Код:
SS/Core/Vehicle/Core.pwn(688) : error 025: function heading differs from prototype
Pawn compiler 3.2.3664          Copyright (c) 1997-2006, ITB CompuPhase


1 Error.
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#4

Where is Line 688's Code?
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#5

pawn Код:
public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
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#6

give me the issue part

example:
Код:
public ............
{
    return ......;
}
._.
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#7

Core.pwn*

pawn Код:
#include <YSI\y_hooks>


#define VEHICLE_HEALTH_MIN                  (250.0)
#define VEHICLE_HEALTH_CHUNK_1              (300.0)
#define VEHICLE_HEALTH_CHUNK_2              (450.0)
#define VEHICLE_HEALTH_CHUNK_3              (650.0)
#define VEHICLE_HEALTH_CHUNK_4              (800.0)
#define VEHICLE_HEALTH_MAX                  (990.0)

#define VEHICLE_HEALTH_CHUNK_1_COLOUR       0xFF0000FF
#define VEHICLE_HEALTH_CHUNK_2_COLOUR       0xFF7700FF
#define VEHICLE_HEALTH_CHUNK_3_COLOUR       0xFFFF00FF
#define VEHICLE_HEALTH_CHUNK_4_COLOUR       0x808000FF

#define VEHICLE_UI_INACTIVE                 0xFF0000FF
#define VEHICLE_UI_ACTIVE                   0x808000FF



enum E_VEHICLE_DATA
{
        veh_type,
Float:  veh_health,
Float:  veh_Fuel,
        veh_key,
        veh_engine,
        veh_panels,
        veh_doors,
        veh_lights,
        veh_tires,
        veh_armour,
        veh_colour1,
        veh_colour2,
Float:  veh_spawnX,
Float:  veh_spawnY,
Float:  veh_spawnZ,
Float:  veh_spawnR,

        veh_lastUsed,
        veh_used,
        veh_occupied,
        veh_dead
}


static
            veh_Data                [MAX_VEHICLES][E_VEHICLE_DATA],
            veh_TypeCount           [MAX_VEHICLE_TYPE];

new
Iterator:   veh_Index<MAX_VEHICLES>;

static
PlayerText: veh_FuelUI              [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},
PlayerText: veh_DamageUI            [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},
PlayerText: veh_EngineUI            [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},
PlayerText: veh_DoorsUI             [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},
PlayerText: veh_NameUI              [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},
PlayerText: veh_SpeedUI             [MAX_PLAYERS] = {PlayerText:INVALID_TEXT_DRAW, ...},

Float:      veh_TempHealth          [MAX_PLAYERS],
Float:      veh_TempVelocity        [MAX_PLAYERS],
            veh_Entering            [MAX_PLAYERS],
            veh_EnterTick           [MAX_PLAYERS];


forward OnVehicleCreated(vehicleid);
forward OnVehicleDestroyed(vehicleid);
forward OnVehicleReset(oldid, newid);


hook OnPlayerConnect(playerid)
{
    veh_NameUI[playerid]            =CreatePlayerTextDraw(playerid, 621.000000, 415.000000, "Infernus");
    PlayerTextDrawAlignment         (playerid, veh_NameUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_NameUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_NameUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_NameUI[playerid], 0.349999, 1.799998);
    PlayerTextDrawColor             (playerid, veh_NameUI[playerid], -1);
    PlayerTextDrawSetOutline        (playerid, veh_NameUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_NameUI[playerid], 1);

    veh_SpeedUI[playerid]           =CreatePlayerTextDraw(playerid, 620.000000, 401.000000, "220km/h");
    PlayerTextDrawAlignment         (playerid, veh_SpeedUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_SpeedUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_SpeedUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_SpeedUI[playerid], 0.250000, 1.599998);
    PlayerTextDrawColor             (playerid, veh_SpeedUI[playerid], -1);
    PlayerTextDrawSetOutline        (playerid, veh_SpeedUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_SpeedUI[playerid], 1);

    veh_FuelUI[playerid]            =CreatePlayerTextDraw(playerid, 620.000000, 386.000000, "0.0/0.0L");
    PlayerTextDrawAlignment         (playerid, veh_FuelUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_FuelUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_FuelUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_FuelUI[playerid], 0.250000, 1.599999);
    PlayerTextDrawColor             (playerid, veh_FuelUI[playerid], -1);
    PlayerTextDrawSetOutline        (playerid, veh_FuelUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_FuelUI[playerid], 1);

    veh_DamageUI[playerid]          =CreatePlayerTextDraw(playerid, 620.000000, 371.000000, "DMG");
    PlayerTextDrawAlignment         (playerid, veh_DamageUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_DamageUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_DamageUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_DamageUI[playerid], 0.250000, 1.599999);
    PlayerTextDrawColor             (playerid, veh_DamageUI[playerid], RED);
    PlayerTextDrawSetOutline        (playerid, veh_DamageUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_DamageUI[playerid], 1);

    veh_EngineUI[playerid]          =CreatePlayerTextDraw(playerid, 620.000000, 356.000000, "ENG");
    PlayerTextDrawAlignment         (playerid, veh_EngineUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_EngineUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_EngineUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_EngineUI[playerid], 0.250000, 1.599999);
    PlayerTextDrawColor             (playerid, veh_EngineUI[playerid], RED);
    PlayerTextDrawSetOutline        (playerid, veh_EngineUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_EngineUI[playerid], 1);

    veh_DoorsUI[playerid]           =CreatePlayerTextDraw(playerid, 620.000000, 341.000000, "DOR");
    PlayerTextDrawAlignment         (playerid, veh_DoorsUI[playerid], 3);
    PlayerTextDrawBackgroundColor   (playerid, veh_DoorsUI[playerid], 255);
    PlayerTextDrawFont              (playerid, veh_DoorsUI[playerid], 2);
    PlayerTextDrawLetterSize        (playerid, veh_DoorsUI[playerid], 0.250000, 1.599999);
    PlayerTextDrawColor             (playerid, veh_DoorsUI[playerid], RED);
    PlayerTextDrawSetOutline        (playerid, veh_DoorsUI[playerid], 1);
    PlayerTextDrawSetProportional   (playerid, veh_DoorsUI[playerid], 1);
}

SetPlayerVehicleSpeedUI(playerid, str[])
{
    PlayerTextDrawSetString(playerid, veh_SpeedUI[playerid], str);
}


/*==============================================================================

    Core

==============================================================================*/



stock CreateWorldVehicle(type, Float:x, Float:y, Float:z, Float:r, colour1, colour2, world = 0)
{
    if(!(0 <= type < veh_TypeTotal))
    {
        printf("ERROR: Tried to create invalid vehicle type (%d).", type);
        return 0;
    }

    //printf("[CreateWorldVehicle] Creating vehicle of type %d model %d at %f, %f, %f", type, veh_TypeData[type][veh_modelId], x, y, z);

    new vehicleid = _veh_create(type, x, y, z, r, colour1, colour2, world);

    veh_TypeCount[type]++;

    CallLocalFunction("OnVehicleCreated", "d", vehicleid);
    _veh_SyncData(vehicleid);

    return vehicleid;
}

stock DestroyWorldVehicle(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    CallLocalFunction("OnVehicleDestroyed", "d", vehicleid);
    DestroyVehicle(vehicleid, 3);
    Iter_Remove(veh_Index, vehicleid);

    return 1;
}

stock ResetVehicle(vehicleid)
{
    new
        type = GetVehicleType(vehicleid),
        tmp[E_VEHICLE_DATA],
        newid;

    tmp = veh_Data[vehicleid];

    DestroyVehicle(vehicleid, 4);

    newid = _veh_create(type,
        veh_Data[vehicleid][veh_spawnX],
        veh_Data[vehicleid][veh_spawnY],
        veh_Data[vehicleid][veh_spawnZ],
        veh_Data[vehicleid][veh_spawnR],
        veh_Data[vehicleid][veh_colour1],
        veh_Data[vehicleid][veh_colour2]);

    CallLocalFunction("OnVehicleReset", "dd", vehicleid, newid);

    veh_Data[newid] = tmp;

    _veh_SyncData(newid);
    SetVehicleSpawnPoint(newid, veh_Data[newid][veh_spawnX], veh_Data[newid][veh_spawnY], veh_Data[newid][veh_spawnZ], veh_Data[newid][veh_spawnR]);
}

stock RespawnVehicle(vehicleid)
{
    SetVehicleToRespawn(vehicleid);
    _veh_SyncData(vehicleid);
}


/*==============================================================================

    Internal

==============================================================================*/



_veh_create(type, Float:x, Float:y, Float:z, Float:r, colour1, colour2, world = 0)
{
    new vehicleid = CreateVehicle(GetVehicleTypeModel(type), x, y, z, r, colour1, colour2, 864000);

    if(!IsValidVehicle(vehicleid))
        return 0;

    SetVehicleVirtualWorld(vehicleid, world);

    veh_Data[vehicleid][veh_type]       = type;
    veh_Data[vehicleid][veh_health]     = VEHICLE_HEALTH_MAX;
    veh_Data[vehicleid][veh_Fuel]       = 0.0;
    veh_Data[vehicleid][veh_key]        = 0;

    veh_Data[vehicleid][veh_engine]     = 0;
    veh_Data[vehicleid][veh_panels]     = 0;
    veh_Data[vehicleid][veh_doors]      = 0;
    veh_Data[vehicleid][veh_lights]     = 0;
    veh_Data[vehicleid][veh_tires]      = 0;

    veh_Data[vehicleid][veh_armour]     = 0;

    veh_Data[vehicleid][veh_colour1]    = colour1;
    veh_Data[vehicleid][veh_colour2]    = colour2;

    veh_Data[vehicleid][veh_spawnX]     = x;
    veh_Data[vehicleid][veh_spawnY]     = y;
    veh_Data[vehicleid][veh_spawnZ]     = z;
    veh_Data[vehicleid][veh_spawnR]     = r;

    veh_Data[vehicleid][veh_lastUsed]   = 0;
    veh_Data[vehicleid][veh_used]       = 0;
    veh_Data[vehicleid][veh_occupied]   = 0;
    veh_Data[vehicleid][veh_dead]       = 0;

    return vehicleid;
}

_veh_SyncData(vehicleid)
{
    if(veh_Data[vehicleid][veh_health] > VEHICLE_HEALTH_MAX)
        veh_Data[vehicleid][veh_health] = VEHICLE_HEALTH_CHUNK_4;

    SetVehicleHealth(vehicleid, veh_Data[vehicleid][veh_health]);

    UpdateVehicleDamageStatus(vehicleid, veh_Data[vehicleid][veh_panels], veh_Data[vehicleid][veh_doors], veh_Data[vehicleid][veh_lights], veh_Data[vehicleid][veh_tires]);

    if(VEHICLE_CATEGORY_MOTORBIKE <= GetVehicleTypeCategory(GetVehicleType(vehicleid)) <= VEHICLE_CATEGORY_PUSHBIKE)
        SetVehicleParamsEx(vehicleid, 1, 0, 0, 0, 0, 0, 0);

    else
        SetVehicleParamsEx(vehicleid, 0, 0, 0, IsVehicleLocked(vehicleid), 0, 0, 0);

    return 1;
}


hook OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
    if(IsPlayerKnockedOut(playerid))
        return 0;

    if(IsPlayerInAnyVehicle(playerid))
    {
        new vehicleid = GetPlayerVehicleID(playerid);

        if(newkeys & KEY_YES)
        {
            if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)
            {
                new
                    Float:health,
                    type = GetVehicleType(vehicleid);

                GetVehicleHealth(vehicleid, health);

                if(GetVehicleTypeMaxFuel(type) > 0.0)
                {
                    if(health >= 300.0)
                    {
                        if(GetVehicleFuel(vehicleid) > 0.0)
                            SetVehicleEngine(vehicleid, !GetVehicleEngine(vehicleid));
                    }
                }
            }
        }
        if(newkeys & KEY_NO)
        {
            VehicleLightsState(vehicleid, !VehicleLightsState(vehicleid));
        }
        if(newkeys & KEY_CTRL_BACK)//262144)
        {
            ShowRadioUI(playerid);
        }

        return 1;
    }

/*
    if(HOLDING(KEY_SPRINT) || PRESSED(KEY_SPRINT) || RELEASED(KEY_SPRINT))
    {
        if(GetPlayerState(playerid) == PLAYER_STATE_ENTER_VEHICLE_DRIVER)
        {
            foreach(new i : Player)
            {
                if(i == playerid)
                    continue;

                if(GetPlayerVehicleID(i) == veh_Entering[playerid])
                    CancelPlayerMovement(playerid);
            }
        }
    }
*/

    return 1;
}

PlayerVehicleUpdate(playerid)
{
    new
        vehicleid,
        vehicletype,
        Float:health,
//      Float:velocitychange,
        Float:maxfuel,
        Float:fuelcons,
        playerstate;

    vehicleid = GetPlayerVehicleID(playerid);
    vehicletype = GetVehicleType(vehicleid);

    if(!IsValidVehicleType(vehicletype))
        return;

    if(GetVehicleTypeCategory(vehicletype) == VEHICLE_CATEGORY_PUSHBIKE)
        return;

    GetVehicleHealth(vehicleid, health);
//  velocitychange = floatabs(veh_TempVelocity[playerid] - GetPlayerTotalVelocity(playerid));
    maxfuel = GetVehicleTypeMaxFuel(vehicletype);
    fuelcons = GetVehicleTypeFuelConsumption(vehicletype);
    playerstate = GetPlayerState(playerid);

    if(playerstate == PLAYER_STATE_DRIVER)
    {
        if(health > 300.0)
        {
            new Float:diff = veh_TempHealth[playerid] - health;

            if(diff > 10.0 && veh_TempHealth[playerid] < VEHICLE_HEALTH_MAX)
            {
                health += diff * 0.8;
                SetVehicleHealth(vehicleid, health);
            }
        }
        else
        {
            SetVehicleHealth(vehicleid, 299.0);
        }
    }

//  if(velocitychange > 70.0)
//  {
//      switch(GetVehicleTypeCategory(vehicletype))
//      {
//          case VEHICLE_CATEGORY_HELICOPTER, VEHICLE_CATEGORY_PLANE:
//              SetVehicleAngularVelocity(vehicleid, 0.0, 0.0, 1.0);
//
//          default:
//              PlayerInflictWound(INVALID_PLAYER_ID, playerid, E_WND_TYPE:1, velocitychange * 0.0001136, velocitychange * 0.00166, -1, BODY_PART_HEAD, "Collision");
//      }
//  }

    if(health <= VEHICLE_HEALTH_CHUNK_1)
        PlayerTextDrawColor(playerid, veh_DamageUI[playerid], VEHICLE_HEALTH_CHUNK_1_COLOUR);

    else if(health <= VEHICLE_HEALTH_CHUNK_2)
        PlayerTextDrawColor(playerid, veh_DamageUI[playerid], VEHICLE_HEALTH_CHUNK_1_COLOUR);

    else if(health <= VEHICLE_HEALTH_CHUNK_3)
        PlayerTextDrawColor(playerid, veh_DamageUI[playerid], VEHICLE_HEALTH_CHUNK_2_COLOUR);

    else if(health <= VEHICLE_HEALTH_CHUNK_4)
        PlayerTextDrawColor(playerid, veh_DamageUI[playerid], VEHICLE_HEALTH_CHUNK_3_COLOUR);

    else if(health <= VEHICLE_HEALTH_MAX)
        PlayerTextDrawColor(playerid, veh_DamageUI[playerid], VEHICLE_HEALTH_CHUNK_4_COLOUR);

    if(maxfuel > 0.0) // If the vehicle is a fuel powered vehicle
    {
        new
            Float:fuel = GetVehicleFuel(vehicleid),
            str[18];

        if(fuel <= 0.0)
        {
            SetVehicleEngine(vehicleid, 0);
            PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_INACTIVE);
        }

        format(str, 18, "%.2fL/%.2f", GetVehicleFuel(vehicleid), maxfuel);
        PlayerTextDrawSetString(playerid, veh_FuelUI[playerid], str);
        PlayerTextDrawShow(playerid, veh_FuelUI[playerid]);

        if(GetVehicleEngine(vehicleid))
        {
            if(fuel > 0.0)
                fuel -= ((fuelcons / 100) * (((GetPlayerTotalVelocity(playerid)/60)/60)/10) + 0.0001);

            SetVehicleFuel(vehicleid, fuel);
            PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_ACTIVE);

            if(health <= VEHICLE_HEALTH_CHUNK_1)
            {
                SetVehicleEngine(vehicleid, 0);
                PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_INACTIVE);
            }
            else if(health <= VEHICLE_HEALTH_CHUNK_2 && GetPlayerTotalVelocity(playerid) > 1.0)
            {
                new Float:enginechance = (20 - ((health - VEHICLE_HEALTH_CHUNK_2) / 3));

                SetVehicleHealth(vehicleid, health - ((VEHICLE_HEALTH_CHUNK_1 - (health - VEHICLE_HEALTH_CHUNK_1)) / 1000.0));

                if(GetPlayerTotalVelocity(playerid) > 30.0)
                {
                    if(random(100) < enginechance)
                    {
                        VehicleEngineState(vehicleid, 0);
                        PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_INACTIVE);
                    }
                }
                else
                {
                    if(random(100) < 100 - enginechance)
                    {
                        VehicleEngineState(vehicleid, 1);
                        PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_ACTIVE);
                    }
                }
            }
        }
        else
        {
            PlayerTextDrawColor(playerid, veh_EngineUI[playerid], VEHICLE_UI_INACTIVE);
        }
    }
    else
    {
        PlayerTextDrawHide(playerid, veh_FuelUI[playerid]);
    }

    if(IsVehicleTypeLockable(vehicletype))
    {
        if(VehicleDoorsState(vehicleid))
            PlayerTextDrawColor(playerid, veh_DoorsUI[playerid], VEHICLE_UI_ACTIVE);

        else
            PlayerTextDrawColor(playerid, veh_DoorsUI[playerid], VEHICLE_UI_INACTIVE);

        PlayerTextDrawShow(playerid, veh_DoorsUI[playerid]);
    }
    else
    {
        PlayerTextDrawHide(playerid, veh_DoorsUI[playerid]);
    }

    PlayerTextDrawShow(playerid, veh_DamageUI[playerid]);
    PlayerTextDrawShow(playerid, veh_EngineUI[playerid]);

    if(IsWeaponDriveby(GetPlayerWeapon(playerid)))
    {
        if(GetTickCountDifference(GetTickCount(), GetPlayerVehicleExitTick(playerid)) > 3000 && playerstate == PLAYER_STATE_DRIVER)
            SetPlayerArmedWeapon(playerid, 0);
    }

    veh_TempVelocity[playerid] = GetPlayerTotalVelocity(playerid);
    veh_TempHealth[playerid] = health;

    return;
}

VehicleSurfingCheck(playerid)
{
    new
        vehicleid = GetPlayerSurfingVehicleID(playerid),
        Float:vx,
        Float:vy,
        Float:vz,
        Float:velocity;

    if(IsVehicleTypeSurfable(GetVehicleType(vehicleid)))
        return;

    GetVehicleVelocity(vehicleid, vx, vy, vz);
    velocity = floatsqroot( (vx * vx) + (vy * vy) + (vz * vz) ) * 150.0;

    if(velocity > 40.0)
    {
        if(!IsPlayerKnockedOut(playerid))
        {
            new
                Float:x,
                Float:y,
                Float:z;

            GetPlayerPos(playerid, x, y, z);
            SetPlayerPos(playerid, x - (vx * 2.0), y - (vy * 2.0), z - 0.5);

            SetPlayerVelocity(playerid, 0.0, 0.0, 0.0);

            KnockOutPlayer(playerid, 3000);
        }
    }

    return;
}

hook OnPlayerStateChange(playerid, newstate, oldstate)
{
    veh_TempHealth[playerid] = 0.0;
    veh_TempVelocity[playerid] = 0.0;
    veh_Entering[playerid] = -1;

    if(newstate == PLAYER_STATE_DRIVER)
    {
        new
            vehicleid,
            vehicletype,
            vehiclename[32],
            Float:x,
            Float:y,
            Float:z;

        vehicleid = GetPlayerVehicleID(playerid);
        vehicletype = GetVehicleType(vehicleid);
        GetVehicleTypeName(vehicletype, vehiclename);
        GetVehiclePos(vehicleid, x, y, z);

        if(GetVehicleTypeCategory(GetVehicleType(vehicleid)) == VEHICLE_CATEGORY_PUSHBIKE)
            SetVehicleEngine(vehicleid, 1);

        else
            VehicleEngineState(vehicleid, veh_Data[vehicleid][veh_engine]);

        veh_Data[vehicleid][veh_used] = true;
        veh_Data[vehicleid][veh_occupied] = true;

        ShowVehicleUI(playerid, vehicleid);

        veh_EnterTick[playerid] = GetTickCount();

        logf("[VEHICLE] %p entered vehicle as driver %d (%s) at %f, %f, %f", playerid, vehicleid, vehiclename, x, y, z);
    }

    if(oldstate == PLAYER_STATE_DRIVER)
    {
        new
            vehicleid,
            vehicletype,
            vehiclename[32];

        vehicleid = GetPlayerLastVehicle(playerid);
        vehicletype = GetVehicleType(vehicleid);
        GetVehicleTypeName(vehicletype, vehiclename);
        GetVehiclePos(vehicleid, veh_Data[vehicleid][veh_spawnX], veh_Data[vehicleid][veh_spawnY], veh_Data[vehicleid][veh_spawnZ]);
        GetVehicleZAngle(vehicleid, veh_Data[vehicleid][veh_spawnR]);

        veh_Data[vehicleid][veh_occupied] = false;
        veh_Data[vehicleid][veh_lastUsed] = GetTickCount();

        SetVehicleExternalLock(vehicleid, 0);
        SetCameraBehindPlayer(playerid);
        HideVehicleUI(playerid);

        logf("[VEHICLE] %p exited vehicle as driver %d (%s) at %f, %f, %f", playerid, vehicleid, vehiclename, veh_Data[vehicleid][veh_spawnX], veh_Data[vehicleid][veh_spawnY], veh_Data[vehicleid][veh_spawnZ]);
    }

    if(newstate == PLAYER_STATE_PASSENGER)
    {
        new
            vehicleid,
            vehicletype,
            vehiclename[32],
            Float:x,
            Float:y,
            Float:z;

        vehicleid = GetPlayerVehicleID(playerid);
        vehicletype = GetVehicleType(vehicleid);
        GetVehicleTypeName(vehicletype, vehiclename);
        GetVehiclePos(vehicleid, x, y, z);

        ShowVehicleUI(playerid, GetPlayerVehicleID(playerid));

        logf("[VEHICLE] %p entered vehicle as passenger %d (%s) at %f, %f, %f", playerid, vehicleid, vehiclename, x, y, z);
    }

    if(oldstate == PLAYER_STATE_PASSENGER)
    {
        new
            vehicleid,
            vehicletype,
            vehiclename[32],
            Float:x,
            Float:y,
            Float:z;

        vehicleid = GetPlayerLastVehicle(playerid);
        vehicletype = GetVehicleType(vehicleid);
        GetVehicleTypeName(vehicletype, vehiclename);
        GetVehiclePos(vehicleid, x, y, z);

        SetVehicleExternalLock(GetPlayerLastVehicle(playerid), 0);
        HideVehicleUI(playerid);
        logf("[VEHICLE] %p exited vehicle as passenger %d (%s) at %f, %f, %f", playerid, vehicleid, vehiclename, x, y, z);
    }

    return 1;
}

ShowVehicleUI(playerid, vehicleid)
{
    new vehiclename[MAX_VEHICLE_TYPE_NAME];

    GetVehicleTypeName(GetVehicleType(vehicleid), vehiclename);

    PlayerTextDrawSetString(playerid, veh_NameUI[playerid], vehiclename);
    PlayerTextDrawShow(playerid, veh_NameUI[playerid]);
    PlayerTextDrawShow(playerid, veh_SpeedUI[playerid]);

    if(GetVehicleTypeCategory(GetVehicleType(vehicleid)) != VEHICLE_CATEGORY_PUSHBIKE)
    {
        PlayerTextDrawShow(playerid, veh_FuelUI[playerid]);
        PlayerTextDrawShow(playerid, veh_DamageUI[playerid]);
        PlayerTextDrawShow(playerid, veh_EngineUI[playerid]);
        PlayerTextDrawShow(playerid, veh_DoorsUI[playerid]);
    }
}

HideVehicleUI(playerid)
{
    PlayerTextDrawHide(playerid, veh_NameUI[playerid]);
    PlayerTextDrawHide(playerid, veh_SpeedUI[playerid]);
    PlayerTextDrawHide(playerid, veh_FuelUI[playerid]);
    PlayerTextDrawHide(playerid, veh_DamageUI[playerid]);
    PlayerTextDrawHide(playerid, veh_EngineUI[playerid]);
    PlayerTextDrawHide(playerid, veh_DoorsUI[playerid]);
}

public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
    if(!ispassenger)
        veh_Entering[playerid] = vehicleid;

    return 1;
}

public OnPlayerExitVehicle(playerid, vehicleid)
{
    veh_Data[vehicleid][veh_lastUsed] = GetTickCount();
}

public OnVehicleDamageStatusUpdate(vehicleid, playerid)
{
    // TODO: Some anticheat magic before syncing.
    GetVehicleDamageStatus(vehicleid,
        veh_Data[vehicleid][veh_panels],
        veh_Data[vehicleid][veh_doors],
        veh_Data[vehicleid][veh_lights],
        veh_Data[vehicleid][veh_tires]);
}

public OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z)
{
    if(IsValidVehicle(GetTrailerVehicleID(vehicleid)))
        return 1;

    new Float:distance = GetVehicleDistanceFromPoint(vehicleid, new_x, new_y, new_z);

    if(distance > 0.0)
    {
        if(GetTickCountDifference(GetTickCount(), veh_Data[vehicleid][veh_lastUsed]) < 10000)
            return 1;

        new Float:thresh;

        switch(GetVehicleTypeCategory(GetVehicleType(vehicleid)))
        {
            case VEHICLE_CATEGORY_TRUCK:
                thresh = 0.05;

            case VEHICLE_CATEGORY_MOTORBIKE, VEHICLE_CATEGORY_PUSHBIKE:
                thresh = 0.2;

            case VEHICLE_CATEGORY_BOAT:
                thresh = 2.6;

            case VEHICLE_CATEGORY_HELICOPTER, VEHICLE_CATEGORY_PLANE:
                thresh = 0.01;

            default:
                thresh = 0.1;
        }

        if(distance > thresh)
        {
            new
                Float:x,
                Float:y,
                Float:z;

            GetVehiclePos(vehicleid, x, y, z);
            SetVehiclePos(vehicleid, x, y, z);
        }

        return 0;
    }
   
    #if defined veh_OnUnoccupiedVehicleUpdate
        return veh_OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, new_x, new_y, new_z, vel_x, vel_y, vel_z);
    #else
        return 1;
    #endif
}
#if defined _ALS_OnUnoccupiedVehicleUpdate
    #undef OnUnoccupiedVehicleUpdate
#else
    #define _ALS_OnUnoccupiedVehicleUpdate
#endif
 
#define OnUnoccupiedVehicleUpdate veh_OnUnoccupiedVehicleUpdate
#if defined veh_OnUnoccupiedVehicleUpdate
    forward veh_OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z);
#endif

IsVehicleValidOutOfBounds(vehicleid)
{
    if(!IsPointInMapBounds(veh_Data[vehicleid][veh_spawnX], veh_Data[vehicleid][veh_spawnY], veh_Data[vehicleid][veh_spawnZ]))
    {
        switch(GetVehicleTypeCategory(GetVehicleType(vehicleid)))
        {
            case VEHICLE_CATEGORY_HELICOPTER, VEHICLE_CATEGORY_PLANE:
                return 1;

            default:
                return 0;
        }
    }

    return 0;
}

/*
    Handling vehicle deaths:
    When a vehicle "dies" (reported by the client) it might be false. This hook
    aims to fix bugs with vehicle deaths and all code that's intended to run
    when a vehicle is destroyed should be put under OnVehicleDestroy(ed).
*/

public OnVehicleDeath(vehicleid, killerid)
{
    new name[MAX_PLAYER_NAME];

    GetPlayerName(killerid, name, MAX_PLAYER_NAME);
    GetVehiclePos(vehicleid, veh_Data[vehicleid][veh_spawnX], veh_Data[vehicleid][veh_spawnY], veh_Data[vehicleid][veh_spawnZ]);

    veh_Data[vehicleid][veh_dead] = true;

    printf("[OnVehicleDeath] Vehicle %d killed by %s at %f %f %f", vehicleid, name, veh_Data[vehicleid][veh_spawnX], veh_Data[vehicleid][veh_spawnY], veh_Data[vehicleid][veh_spawnZ]);
}

public OnVehicleSpawn(vehicleid)
{
    if(veh_Data[vehicleid][veh_dead])
    {
        if(IsVehicleValidOutOfBounds(vehicleid))
        {
            printf("Dead Vehicle %d Spawned, is valid out-of-bounds vehicle, resetting.", vehicleid);

            veh_Data[vehicleid][veh_dead] = false;
            ResetVehicle(vehicleid);
        }
        else
        {
            printf("Dead Vehicle %d Spawned, spawning as inactive.", vehicleid);

            veh_Data[vehicleid][veh_health] = 300.0;
            VehicleDoorsState(vehicleid, true);
            ResetVehicle(vehicleid);
        }
    }

    return 1;
}

/*
    Hook for CreateVehicle, if the first parameter isn't a valid model ID but is
    a valid vehicle-type from this index, use the index create function instead.
*/

stock vti_CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay)
{
    #pragma unused vehicletype, x, y, z, rotation, color1, color2, respawn_delay
    printf("ERROR: Cannot create vehicle by model ID.");

    return 0;
}
#if defined _ALS_CreateVehicle
    #undef CreateVehicle
#else
    #define _ALS_CreateVehicle
#endif
#define CreateVehicle vti_CreateVehicle


/*==============================================================================

    Interface

==============================================================================*/



// veh_type
stock GetVehicleType(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return INVALID_VEHICLE_TYPE;

    return veh_Data[vehicleid][veh_type];
}

// veh_health
stock Float:GetVehicleHP(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0.0;

    return veh_Data[vehicleid][veh_health];
}

stock SetVehicleHP(vehicleid, Float:health)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_health] = health;
    _veh_SyncData(vehicleid); // hotfix

    return 1;
}

// veh_Fuel
forward Float:GetVehicleFuel(vehicleid);
stock Float:GetVehicleFuel(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0.0;

    if(veh_Data[vehicleid][veh_Fuel] < 0.0)
        veh_Data[vehicleid][veh_Fuel] = 0.0;

    return veh_Data[vehicleid][veh_Fuel];
}

stock SetVehicleFuel(vehicleid, Float:amount)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    new Float:maxfuel = GetVehicleTypeMaxFuel(GetVehicleType(vehicleid));

    if(amount > maxfuel)
        amount = maxfuel;

    veh_Data[vehicleid][veh_Fuel] = amount;

    return 1;
}

stock GiveVehicleFuel(vehicleid, Float:amount)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    new maxfuel = GetVehicleTypeMaxFuel(GetVehicleType(vehicleid));

    veh_Data[vehicleid][veh_Fuel] += amount;

    if(veh_Data[vehicleid][veh_Fuel] > maxfuel)
        veh_Data[vehicleid][veh_Fuel] = maxfuel;

    return 1;
}

// veh_key
stock GetVehicleKey(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return -1;

    return veh_Data[vehicleid][veh_key];
}

stock SetVehicleKey(vehicleid, key)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_key] = key;

    return 1;
}

// veh_engine
stock GetVehicleEngine(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    return veh_Data[vehicleid][veh_engine];
}

stock SetVehicleEngine(vehicleid, toggle)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_engine] = toggle;
    VehicleEngineState(vehicleid, toggle);

    return 1;
}

// veh_panels
// veh_doors
// veh_lights
// veh_tires
stock SetVehicleDamageData(vehicleid, panels, doors, lights, tires)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_panels] = panels;
    veh_Data[vehicleid][veh_doors] = doors;
    veh_Data[vehicleid][veh_lights] = lights;
    veh_Data[vehicleid][veh_tires] = tires;

    UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);

    return 1;
}

// veh_armour

// veh_colour1
// veh_colour2
stock GetVehicleColours(vehicleid, &colour1, &colour2)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    colour1 = veh_Data[vehicleid][veh_colour1];
    colour2 = veh_Data[vehicleid][veh_colour2];

    return 1;
}

stock SetVehicleColours(vehicleid, colour1, colour2)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_colour1] = colour1;
    veh_Data[vehicleid][veh_colour2] = colour2;

    return 1;
}

// veh_spawnX
// veh_spawnY
// veh_spawnZ
// veh_spawnR
stock SetVehicleSpawnPoint(vehicleid, Float:x, Float:y, Float:z, Float:r)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    veh_Data[vehicleid][veh_spawnX] = x;
    veh_Data[vehicleid][veh_spawnY] = y;
    veh_Data[vehicleid][veh_spawnZ] = z;
    veh_Data[vehicleid][veh_spawnR] = r;

    return 1;
}

stock GetVehicleSpawnPoint(vehicleid, &Float:x, &Float:y, &Float:z, &Float:r)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    x = veh_Data[vehicleid][veh_spawnX];
    y = veh_Data[vehicleid][veh_spawnY];
    z = veh_Data[vehicleid][veh_spawnZ];
    r = veh_Data[vehicleid][veh_spawnR];

    return 1;
}

// veh_lastUsed
stock GetVehicleLastUseTick(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    return veh_Data[vehicleid][veh_lastUsed];
}

// veh_used
stock IsVehicleUsed(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    return veh_Data[vehicleid][veh_used];
}

// veh_occupied
stock IsVehicleOccupied(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    return veh_Data[vehicleid][veh_occupied];
}


// veh_dead
stock IsVehicleDead(vehicleid)
{
    if(!IsValidVehicle(vehicleid))
        return 0;

    return veh_Data[vehicleid][veh_dead];
}

// veh_TypeCount
stock GetVehicleTypeCount(vehicletype)
{
    if(!(0 <= vehicletype < veh_TypeTotal))
        return 0;

    return veh_TypeCount[vehicletype];
}

// veh_Entering
stock GetPlayerEnteringVehicle(playerid)
{
    if(!IsPlayerConnected(playerid))
        return 0;

    return veh_Entering[playerid];
}
// veh_EnterTick
stock GetPlayerVehicleEnterTick(playerid)
{
    if(!IsPlayerConnected(playerid))
        return 0;

    return veh_EnterTick[playerid];
}
Reply
#8

pastebin.com plz :d
Reply
#9

Pastebin
Reply
#10

Not Compiling lol / Keeping on crashing.
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