What is difference between IsPlayerConnected and ReturnUser?
#1

What's the difference between stock ReturnUser and IsPlayerConnected? I know Isplayerconnected is used to check if the id of the player is used by a player (simple words, the player is connected), but I don't understand what ReturnUser does. Any help is appreciated.
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#2

The ReturnUser function is not a native SA-MP function, as far as I know, so I cannot give you any answer to what it does without the stock or include.
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#3

pawn Code:
ReturnUser(text[], playerid = INVALID_PLAYER_ID)
{
        new pos = 0;
        while (text[pos] < 0x21) // Strip out leading spaces
        {
                if (text[pos] == 0) return INVALID_PLAYER_ID; // No passed text
                pos++;
        }
        new userid = INVALID_PLAYER_ID;
        if (IsNumeric(text[pos])) // Check whole passed string
        {
                // If they have a numeric name you have a problem (although names are checked on id failure)
                userid = strval(text[pos]);
                if (userid >=0 && userid < MAX_PLAYERS)
                {
                        if(!IsPlayerConnected(userid))
                        {
                                /*if (playerid != INVALID_PLAYER_ID)
                                {
                                        SendClientMessage(playerid, 0xFF0000AA, "User not connected");
                                }*/

                                userid = INVALID_PLAYER_ID;
                        }
                        else
                        {
                                return userid; // A player was found
                        }
                }
                /*else
                {
                        if (playerid != INVALID_PLAYER_ID)
                        {
                                SendClientMessage(playerid, 0xFF0000AA, "Invalid user ID");
                        }
                        userid = INVALID_PLAYER_ID;
                }
                return userid;*/

                // Removed for fallthrough code
        }
        // They entered [part of] a name or the id search failed (check names just incase)
        new len = strlen(text[pos]);
        new count = 0;
        new name[MAX_PLAYER_NAME];
        for (new i = 0; i < MAX_PLAYERS; i++)
        {
                if (IsPlayerConnected(i))
                {
                        GetPlayerName(i, name, sizeof (name));
                        if (strcmp(name, text[pos], true, len) == 0) // Check segment of name
                        {
                                if (len == strlen(name)) // Exact match
                                {
                                        return i; // Return the exact player on an exact match
                                        // Otherwise if there are two players:
                                        // Me and MeYou any time you entered Me it would find both
                                        // And never be able to return just Me's id
                                }
                                else // Partial match
                                {
                                        count++;
                                        userid = i;
                                }
                        }
                }
        }
        if (count != 1)
        {
                if (playerid != INVALID_PLAYER_ID)
                {
                        if (count)
                        {
                                SendClientMessage(playerid, 0xFF0000AA, "Multiple users found, please narrow earch");
                        }
                        else
                        {
                                SendClientMessage(playerid, 0xFF0000AA, "No matching user found");
                        }
                }
                userid = INVALID_PLAYER_ID;
        }
        return userid; // INVALID_USER_ID for bad return
}
IsNumeric(const string[])
{
        for (new i = 0, j = strlen(string); i < j; i++)
        {
                if (string[i] > '9' || string[i] < '0') return 0;
        }
        return 1;
}
What does it do basically, and how does it differ from IsPlayerConnected?
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