[Ajuda] Erro ao colocar musica no login
#1

Seguite, estou tentando colocar musica ao player logar, mas da erro ao compilar eu usei o SEARCH mas os tutoriais que eu achei nгo pegaram deu erro, alguem pode me explicar como conserta este erro e como colocar para nгo dar erro vlw.
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#2

Poste o Erro aki
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#3

Quote:
Originally Posted by R3S1D3NT1
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Poste o Erro aki
pawn Код:
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2263) : error 017: undefined symbol "PlayAudioStreamForPlayer"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2264) : error 055: start of function body without function header
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2274) : error 021: symbol already defined: "GetPlayerName"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2276) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2279) : error 021: symbol already defined: "dini_IntSet"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2283) : error 021: symbol already defined: "SetTimerEx"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2285) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2301) : error 025: function heading differs from prototype
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2301) : error 021: symbol already defined: "dini_IntSet"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2302) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2307) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2309) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2314) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2317) : error 021: symbol already defined: "GetPlayerName"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2348) : error 010: invalid function or declaration
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2363) : error 021: symbol already defined: "SetPlayerMapIcon"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2381) : error 021: symbol already defined: "SetPlayerMapIcon"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2388) : error 021: symbol already defined: "SetPlayerMapIcon"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2393) : error 021: symbol already defined: "SetPlayerMapIcon"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2395) : error 021: symbol already defined: "SetPlayerMapIcon"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2420) : error 021: symbol already defined: "SetSpawnInfo"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2421) : error 010: invalid function or declaration variable at a preceding level
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2531) : error 017: undefined symbol "StopAudioStreamForPlayer"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2532) : error 055: start of function body without function header
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2534) : error 021: symbol already defined: "aname"
C:\Documents and Settings\Lucas\Desktop\server criando\gamemodes\LVDM.pwn(2569) : error 010: invalid function or declaration

Compilation aborted.Pawn compiler 3.2.3664          Copyright (c) 1997-2006, ITB CompuPhase


26 Errors.
o code da musica й esses

pawn Код:
//Em OnPlayerConnect
PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls");
pawn Код:
//Em OnPlayerSpawn
StopAudioStreamForPlayer(playerid);
sem colocar esse code compila sertinho veja

pawn Код:
Compilation aborted.Pawn compiler 3.2.3664          Copyright (c) 1997-2006, ITB CompuPhase
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#4

pawn Код:
/*  SA-MP Functions
 *
 *  © Copyright 2005-2012, SA-MP Team
 *
 */


#if defined _samp_included
    #endinput
#endif
#define _samp_included
#pragma library samp

#pragma tabsize 4
// Ignores warning 217 for properly indented PAWNO code
// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8

#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_sampdb>

// Limits and internal constants
#define MAX_PLAYER_NAME                         (24)
#define MAX_PLAYERS                             (500)
#define MAX_VEHICLES                            (2000)
#define INVALID_PLAYER_ID                       (0xFFFF)
#define INVALID_VEHICLE_ID                      (0xFFFF)
#define NO_TEAM                                 (255)
#define MAX_OBJECTS                             (1000)
#define INVALID_OBJECT_ID                       (0xFFFF)
#define MAX_GANG_ZONES                          (1024)
#define MAX_TEXT_DRAWS                          (2048)
#define MAX_PLAYER_TEXT_DRAWS                   (256)
#define MAX_MENUS                               (128)
#define MAX_3DTEXT_GLOBAL                       (1024)
#define MAX_3DTEXT_PLAYER                       (1024)
#define MAX_PICKUPS                             (4096)
#define INVALID_MENU                            (0xFF)
#define INVALID_TEXT_DRAW                       (0xFFFF)
#define INVALID_GANG_ZONE                       (-1)
#define INVALID_3DTEXT_ID                       (0xFFFF)

// --------------------------------------------------
// Natives
// --------------------------------------------------

// Util
native print(const string[]);
native printf(const format[], {Float,_}:...);
native format(output[], len, const format[], {Float,_}:...);
native SendClientMessage(playerid, color, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
native SendPlayerMessageToAll(senderid, const message[]);
native SendDeathMessage(killer,killee,weapon);
native GameTextForAll(const string[],time,style);
native GameTextForPlayer(playerid,const string[],time,style);
native SetTimer(funcname[], interval, repeating);
native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native CallLocalFunction(const function[], const format[], {Float,_}:...);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
native Float:atan2(Float:x, Float:y);

// Game
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native DestroyPickup(pickup);
native ShowNameTags(show);
native ShowPlayerMarkers(mode);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, const weapon[], len);
native EnableTirePopping(enable); // deprecated function
native EnableVehicleFriendlyFire();
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
native EnableZoneNames(enable);
native UsePlayerPedAnims();     // Will cause the players to use CJ running/walking animations
native DisableInteriorEnterExits();  // will disable all interior enter/exits in the game.
native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
native LimitGlobalChatRadius(Float:chat_radius);
native LimitPlayerMarkerRadius(Float:marker_radius);

// Npc
native ConnectNPC(name[], script[]);
native IsPlayerNPC(playerid);

// Admin
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native BanEx(playerid, const reason[]);
native SendRconCommand(command[]);
native GetServerVarAsString(const varname[], buffer[], len);
native GetServerVarAsInt(const varname[]);
native GetServerVarAsBool(const varname[]);
native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
native GetNetworkStats(retstr[], retstr_size);
native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player

// Menu
native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
native DestroyMenu(Menu:menuid);
native AddMenuItem(Menu:menuid, column, const menutext[]);
native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
native ShowMenuForPlayer(Menu:menuid, playerid);
native HideMenuForPlayer(Menu:menuid, playerid);
native IsValidMenu(Menu:menuid);
native DisableMenu(Menu:menuid);
native DisableMenuRow(Menu:menuid, row);
native Menu:GetPlayerMenu(playerid);

// Text Draw
#define TEXT_DRAW_FONT_SPRITE_DRAW   4
#define TEXT_DRAW_FONT_MODEL_PREVIEW 5

native Text:TextDrawCreate(Float:x, Float:y, text[]);
native TextDrawDestroy(Text:text);
native TextDrawLetterSize(Text:text, Float:x, Float:y);
native TextDrawTextSize(Text:text, Float:x, Float:y);
native TextDrawAlignment(Text:text, alignment);
native TextDrawColor(Text:text, color);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:text, color);
native TextDrawSetShadow(Text:text, size);
native TextDrawSetOutline(Text:text, size);
native TextDrawBackgroundColor(Text:text, color);
native TextDrawFont(Text:text, font);
native TextDrawSetProportional(Text:text, set);
native TextDrawSetSelectable(Text:text, set);
native TextDrawShowForPlayer(playerid, Text:text);
native TextDrawHideForPlayer(playerid, Text:text);
native TextDrawShowForAll(Text:text);
native TextDrawHideForAll(Text:text);
native TextDrawSetString(Text:text, string[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2);

// Gang Zones
native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
native GangZoneDestroy(zone);
native GangZoneShowForPlayer(playerid, zone, color);
native GangZoneShowForAll(zone, color);
native GangZoneHideForPlayer(playerid, zone);
native GangZoneHideForAll(zone);
native GangZoneFlashForPlayer(playerid, zone, flashcolor);
native GangZoneFlashForAll(zone, flashcolor);
native GangZoneStopFlashForPlayer(playerid, zone);
native GangZoneStopFlashForAll(zone);

// Global 3D Text Labels
native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
native Delete3DTextLabel(Text3D:id);
native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Update3DTextLabelText(Text3D:id, color, text[]);

// Per-player 3D Text Labels
native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);

// Player GUI Dialog
#define DIALOG_STYLE_MSGBOX     0
#define DIALOG_STYLE_INPUT      1
#define DIALOG_STYLE_LIST       2
#define DIALOG_STYLE_PASSWORD   3

native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);

// --------------------------------------------------
// Defines
// --------------------------------------------------

// States
#define PLAYER_STATE_NONE                       (0)
#define PLAYER_STATE_ONFOOT                     (1)
#define PLAYER_STATE_DRIVER                     (2)
#define PLAYER_STATE_PASSENGER                  (3)
#define PLAYER_STATE_EXIT_VEHICLE               (4) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER       (5) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER    (6) // (used internally)
#define PLAYER_STATE_WASTED                     (7)
#define PLAYER_STATE_SPAWNED                    (8)
#define PLAYER_STATE_SPECTATING                 (9)

// Marker modes used by ShowPlayerMarkers()
#define PLAYER_MARKERS_MODE_OFF         (0)
#define PLAYER_MARKERS_MODE_GLOBAL      (1)
#define PLAYER_MARKERS_MODE_STREAMED    (2)

// Weapons
#define WEAPON_BRASSKNUCKLE             (1)
#define WEAPON_GOLFCLUB                 (2)
#define WEAPON_NITESTICK                (3)
#define WEAPON_KNIFE                    (4)
#define WEAPON_BAT                      (5)
#define WEAPON_SHOVEL                   (6)
#define WEAPON_POOLSTICK                (7)
#define WEAPON_KATANA                   (8)
#define WEAPON_CHAINSAW                 (9)
#define WEAPON_DILDO                    (10)
#define WEAPON_DILDO2                   (11)
#define WEAPON_VIBRATOR                 (12)
#define WEAPON_VIBRATOR2                (13)
#define WEAPON_FLOWER                   (14)
#define WEAPON_CANE                     (15)
#define WEAPON_GRENADE                  (16)
#define WEAPON_TEARGAS                  (17)
#define WEAPON_MOLTOV                   (18)
#define WEAPON_COLT45                   (22)
#define WEAPON_SILENCED                 (23)
#define WEAPON_DEAGLE                   (24)
#define WEAPON_SHOTGUN                  (25)
#define WEAPON_SAWEDOFF                 (26)
#define WEAPON_SHOTGSPA                 (27)
#define WEAPON_UZI                      (28)
#define WEAPON_MP5                      (29)
#define WEAPON_AK47                     (30)
#define WEAPON_M4                       (31)
#define WEAPON_TEC9                     (32)
#define WEAPON_RIFLE                    (33)
#define WEAPON_SNIPER                   (34)
#define WEAPON_ROCKETLAUNCHER           (35)
#define WEAPON_HEATSEEKER               (36)
#define WEAPON_FLAMETHROWER             (37)
#define WEAPON_MINIGUN                  (38)
#define WEAPON_SATCHEL                  (39)
#define WEAPON_BOMB                     (40)
#define WEAPON_SPRAYCAN                 (41)
#define WEAPON_FIREEXTINGUISHER         (42)
#define WEAPON_CAMERA                   (43)
#define WEAPON_PARACHUTE                (46)
#define WEAPON_VEHICLE                  (49)
#define WEAPON_DROWN                    (53)
#define WEAPON_COLLISION                (54)

// Keys
#define KEY_ACTION              (1)
#define KEY_CROUCH              (2)
#define KEY_FIRE                (4)
#define KEY_SPRINT              (8)
#define KEY_SECONDARY_ATTACK    (16)
#define KEY_JUMP                (32)
#define KEY_LOOK_RIGHT          (64)
#define KEY_HANDBRAKE           (128)
#define KEY_LOOK_LEFT           (256)
#define KEY_SUBMISSION          (512)
#define KEY_LOOK_BEHIND         (512)
#define KEY_WALK                (1024)
#define KEY_ANALOG_UP           (2048)
#define KEY_ANALOG_DOWN         (4096)
#define KEY_ANALOG_LEFT         (8192)
#define KEY_ANALOG_RIGHT        (16384)
#define KEY_YES                 (65536)
#define KEY_NO                  (131072)
#define KEY_CTRL_BACK           (262144)

#define KEY_UP                  (-128)
#define KEY_DOWN                (128)
#define KEY_LEFT                (-128)
#define KEY_RIGHT               (128)

// --------------------------------------------------
// Forwards (Callback declarations)
// --------------------------------------------------

forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid, reason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playerid, killerid, reason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleid, killerid);
forward OnPlayerText(playerid, text[]);
forward OnPlayerCommandText(playerid, cmdtext[]);
forward OnPlayerRequestClass(playerid, classid);
forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
forward OnPlayerExitVehicle(playerid, vehicleid);
forward OnPlayerStateChange(playerid, newstate, oldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerRequestSpawn(playerid);
forward OnObjectMoved(objectid);
forward OnPlayerObjectMoved(playerid, objectid);
forward OnPlayerPickUpPickup(playerid, pickupid);
forward OnVehicleMod(playerid, vehicleid, componentid);
forward OnEnterExitModShop(playerid, enterexit, interiorid);
forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
forward OnVehicleRespray(playerid, vehicleid, color1, color2);
forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
forward OnPlayerSelectedMenuRow(playerid, row);
forward OnPlayerExitedMenu(playerid);
forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
forward OnRconLoginAttempt( ip[], password[], success );
forward OnPlayerUpdate(playerid);
forward OnPlayerStreamIn(playerid, forplayerid);
forward OnPlayerStreamOut(playerid, forplayerid);
forward OnVehicleStreamIn(vehicleid, forplayerid);
forward OnVehicleStreamOut(vehicleid, forplayerid);
forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerClickTextDraw(playerid, Text:clickedid);
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);

#define CLICK_SOURCE_SCOREBOARD     0
forward OnPlayerClickPlayer(playerid, clickedplayerid, source);

#define EDIT_RESPONSE_CANCEL        0
#define EDIT_RESPONSE_FINAL         1
#define EDIT_RESPONSE_UPDATE        2

forward OnPlayerEditObject( playerid, playerobject, objectid, response,
Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );

forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
Float:fRotX, Float:fRotY, Float:fRotZ,
Float:fScaleX, Float:fScaleY, Float:fScaleZ );

#define SELECT_OBJECT_GLOBAL_OBJECT 1
#define SELECT_OBJECT_PLAYER_OBJECT 2

forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);

// --------------------------------------------------
Atualize a sua a_samp com esse cуdigo acima substitua tua include por essa e atualize sua a_players por essa:

pawn Код:
/*  SA-MP Player Functions
 *
 *  © Copyright 2005-2012, SA-MP Team
 *
 */


#if defined _players_included
    #endinput
#endif
#define _players_included
#pragma library players

#define SPECIAL_ACTION_NONE             0
#define SPECIAL_ACTION_DUCK             1
#define SPECIAL_ACTION_USEJETPACK       2
#define SPECIAL_ACTION_ENTER_VEHICLE    3
#define SPECIAL_ACTION_EXIT_VEHICLE     4
#define SPECIAL_ACTION_DANCE1           5
#define SPECIAL_ACTION_DANCE2           6
#define SPECIAL_ACTION_DANCE3           7
#define SPECIAL_ACTION_DANCE4           8
#define SPECIAL_ACTION_HANDSUP          10
#define SPECIAL_ACTION_USECELLPHONE     11
#define SPECIAL_ACTION_SITTING          12
#define SPECIAL_ACTION_STOPUSECELLPHONE 13
#define SPECIAL_ACTION_DRINK_BEER       20
#define SPECIAL_ACTION_SMOKE_CIGGY      21
#define SPECIAL_ACTION_DRINK_WINE       22
#define SPECIAL_ACTION_DRINK_SPRUNK     23
#define SPECIAL_ACTION_CUFFED           24
#define SPECIAL_ACTION_CARRY            25

#define FIGHT_STYLE_NORMAL              4
#define FIGHT_STYLE_BOXING              5
#define FIGHT_STYLE_KUNGFU              6
#define FIGHT_STYLE_KNEEHEAD            7
#define FIGHT_STYLE_GRABKICK            15
#define FIGHT_STYLE_ELBOW               16

#define WEAPONSKILL_PISTOL              0
#define WEAPONSKILL_PISTOL_SILENCED     1
#define WEAPONSKILL_DESERT_EAGLE        2
#define WEAPONSKILL_SHOTGUN             3
#define WEAPONSKILL_SAWNOFF_SHOTGUN     4
#define WEAPONSKILL_SPAS12_SHOTGUN      5
#define WEAPONSKILL_MICRO_UZI           6
#define WEAPONSKILL_MP5                 7
#define WEAPONSKILL_AK47                8
#define WEAPONSKILL_M4                  9
#define WEAPONSKILL_SNIPERRIFLE         10

#define WEAPONSTATE_UNKNOWN             -1
#define WEAPONSTATE_NO_BULLETS          0
#define WEAPONSTATE_LAST_BULLET         1
#define WEAPONSTATE_MORE_BULLETS        2
#define WEAPONSTATE_RELOADING           3

// Player
native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native SpawnPlayer(playerid);

// Player info
native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
native SetPlayerFacingAngle(playerid,Float:ang);
native GetPlayerFacingAngle(playerid,&Float:ang);
native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
native IsPlayerStreamedIn(playerid, forplayerid);
native SetPlayerInterior(playerid,interiorid);
native GetPlayerInterior(playerid);
native SetPlayerHealth(playerid, Float:health);
native GetPlayerHealth(playerid, &Float:health);
native SetPlayerArmour(playerid, Float:armour);
native GetPlayerArmour(playerid, &Float:armour);
native SetPlayerAmmo(playerid, weaponslot, ammo);
native GetPlayerAmmo(playerid);
native GetPlayerWeaponState(playerid);
native GetPlayerTargetPlayer(playerid);
native SetPlayerTeam(playerid, teamid);
native GetPlayerTeam(playerid);
native SetPlayerScore(playerid,score);
native GetPlayerScore(playerid);
native GetPlayerDrunkLevel(playerid);
native SetPlayerDrunkLevel(playerid, level);
native SetPlayerColor(playerid,color);
native GetPlayerColor(playerid);
native SetPlayerSkin(playerid, skinid);
native GetPlayerSkin(playerid);
native GivePlayerWeapon(playerid, weaponid, ammo);
native ResetPlayerWeapons(playerid);
native SetPlayerArmedWeapon(playerid, weaponid);
native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
native GivePlayerMoney(playerid,money);
native ResetPlayerMoney(playerid);
native SetPlayerName(playerid, const name[]);
native GetPlayerMoney(playerid);
native GetPlayerState(playerid);
native GetPlayerIp(playerid, name[], len);
native GetPlayerPing(playerid);
native GetPlayerWeapon(playerid);
native GetPlayerKeys(playerid, &keys, &updown, &leftright);
native GetPlayerName(playerid, const name[], len);
native SetPlayerTime(playerid, hour, minute);
native GetPlayerTime(playerid, &hour, &minute);
native TogglePlayerClock(playerid, toggle);
native SetPlayerWeather(playerid, weather);
native ForceClassSelection(playerid);
native SetPlayerWantedLevel(playerid, level);
native GetPlayerWantedLevel(playerid);
native SetPlayerFightingStyle(playerid, style);
native GetPlayerFightingStyle(playerid);
native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
native PlayCrimeReportForPlayer(playerid, suspectid, crime);
native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
native StopAudioStreamForPlayer(playerid);
native SetPlayerShopName(playerid, shopname[]);
native SetPlayerSkillLevel(playerid, skill, level);
native GetPlayerSurfingVehicleID(playerid);
native GetPlayerSurfingObjectID(playerid);
native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);

// Attached to bone objects

#define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9

native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
native RemovePlayerAttachedObject(playerid, index);
native IsPlayerAttachedObjectSlotUsed(playerid, index);
native EditAttachedObject(playerid, index);

// Per-player TextDraws
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
native PlayerTextDrawDestroy(playerid, PlayerText:text);
native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
native PlayerTextDrawColor(playerid, PlayerText:text, color);
native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
native PlayerTextDrawFont(playerid, PlayerText:text, font);
native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
native PlayerTextDrawShow(playerid, PlayerText:text);
native PlayerTextDrawHide(playerid, PlayerText:text);
native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);

// Per-player variable system (PVars)
native SetPVarInt(playerid, varname[], int_value);
native GetPVarInt(playerid, varname[]);
native SetPVarString(playerid, varname[], string_value[]);
native GetPVarString(playerid, varname[], string_return[], len);
native SetPVarFloat(playerid, varname[], Float:float_value);
native Float:GetPVarFloat(playerid, varname[]);
native DeletePVar(playerid, varname[]);

// PVar enumeration
#define PLAYER_VARTYPE_NONE         0
#define PLAYER_VARTYPE_INT          1
#define PLAYER_VARTYPE_STRING       2
#define PLAYER_VARTYPE_FLOAT        3

native GetPVarsUpperIndex(playerid);
native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
native GetPVarType(playerid, varname[]);

#define MAX_CHATBUBBLE_LENGTH 144
native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);

// Player controls
native PutPlayerInVehicle(playerid, vehicleid, seatid);
native GetPlayerVehicleID(playerid);
native GetPlayerVehicleSeat(playerid);
native RemovePlayerFromVehicle(playerid);
native TogglePlayerControllable(playerid, toggle);
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
native ClearAnimations(playerid, forcesync = 0);
native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
native GetPlayerSpecialAction(playerid);
native SetPlayerSpecialAction(playerid,actionid);

// Player world/map related
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
native DisablePlayerCheckpoint(playerid);
native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
native DisablePlayerRaceCheckpoint(playerid);
native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);

#define MAPICON_LOCAL             0 // displays in the player's local are
#define MAPICON_GLOBAL            1 // displays always
#define MAPICON_LOCAL_CHECKPOINT  2 // displays in the player's local area and has a checkpoint marker
#define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker

native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
native RemovePlayerMapIcon(playerid, iconid);

native AllowPlayerTeleport(playerid, allow);

// Player camera
native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);

#define CAMERA_CUT  2
#define CAMERA_MOVE 1

native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
native SetCameraBehindPlayer(playerid);
native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraMode(playerid);
native AttachCameraToObject(playerid, objectid);
native AttachCameraToPlayerObject(playerid, playerobjectid);
native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);

// Player conditionals
native IsPlayerConnected(playerid);
native IsPlayerInVehicle(playerid, vehicleid);
native IsPlayerInAnyVehicle(playerid);
native IsPlayerInCheckpoint(playerid);
native IsPlayerInRaceCheckpoint(playerid);

// Virtual Worlds
native SetPlayerVirtualWorld(playerid, worldid);
native GetPlayerVirtualWorld(playerid);

// Insane Stunts
native EnableStuntBonusForPlayer(playerid, enable);
native EnableStuntBonusForAll(enable);

// Spectating
#define SPECTATE_MODE_NORMAL    1
#define SPECTATE_MODE_FIXED     2
#define SPECTATE_MODE_SIDE      3

native TogglePlayerSpectating(playerid, toggle);
native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);

// Recording for NPC playback
#define PLAYER_RECORDING_TYPE_NONE      0
#define PLAYER_RECORDING_TYPE_DRIVER    1
#define PLAYER_RECORDING_TYPE_ONFOOT    2

native StartRecordingPlayerData(playerid, recordtype, recordname[]);
native StopRecordingPlayerData(playerid);

native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
native CancelSelectTextDraw(playerid)// cancel textdraw selection with the mouse
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pawn Код:
/*  SA-MP Functions
 *
 *  © Copyright 2005-2012, SA-MP Team
 *
 */


#if defined _samp_included
    #endinput
#endif
#define _samp_included
#pragma library samp

#pragma tabsize 4
// Ignores warning 217 for properly indented PAWNO code
// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8

#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_sampdb>

// Limits and internal constants
#define MAX_PLAYER_NAME                         (24)
#define MAX_PLAYERS                             (500)
#define MAX_VEHICLES                            (2000)
#define INVALID_PLAYER_ID                       (0xFFFF)
#define INVALID_VEHICLE_ID                      (0xFFFF)
#define NO_TEAM                                 (255)
#define MAX_OBJECTS                             (1000)
#define INVALID_OBJECT_ID                       (0xFFFF)
#define MAX_GANG_ZONES                          (1024)
#define MAX_TEXT_DRAWS                          (2048)
#define MAX_PLAYER_TEXT_DRAWS                   (256)
#define MAX_MENUS                               (128)
#define MAX_3DTEXT_GLOBAL                       (1024)
#define MAX_3DTEXT_PLAYER                       (1024)
#define MAX_PICKUPS                             (4096)
#define INVALID_MENU                            (0xFF)
#define INVALID_TEXT_DRAW                       (0xFFFF)
#define INVALID_GANG_ZONE                       (-1)
#define INVALID_3DTEXT_ID                       (0xFFFF)

// --------------------------------------------------
// Natives
// --------------------------------------------------

// Util
native print(const string[]);
native printf(const format[], {Float,_}:...);
native format(output[], len, const format[], {Float,_}:...);
native SendClientMessage(playerid, color, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
native SendPlayerMessageToAll(senderid, const message[]);
native SendDeathMessage(killer,killee,weapon);
native GameTextForAll(const string[],time,style);
native GameTextForPlayer(playerid,const string[],time,style);
native SetTimer(funcname[], interval, repeating);
native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native CallLocalFunction(const function[], const format[], {Float,_}:...);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
native Float:atan2(Float:x, Float:y);

// Game
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native DestroyPickup(pickup);
native ShowNameTags(show);
native ShowPlayerMarkers(mode);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, const weapon[], len);
native EnableTirePopping(enable); // deprecated function
native EnableVehicleFriendlyFire();
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
native EnableZoneNames(enable);
native UsePlayerPedAnims();     // Will cause the players to use CJ running/walking animations
native DisableInteriorEnterExits();  // will disable all interior enter/exits in the game.
native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
native LimitGlobalChatRadius(Float:chat_radius);
native LimitPlayerMarkerRadius(Float:marker_radius);

// Npc
native ConnectNPC(name[], script[]);
native IsPlayerNPC(playerid);

// Admin
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native BanEx(playerid, const reason[]);
native SendRconCommand(command[]);
native GetServerVarAsString(const varname[], buffer[], len);
native GetServerVarAsInt(const varname[]);
native GetServerVarAsBool(const varname[]);
native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
native GetNetworkStats(retstr[], retstr_size);
native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player

// Menu
native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
native DestroyMenu(Menu:menuid);
native AddMenuItem(Menu:menuid, column, const menutext[]);
native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
native ShowMenuForPlayer(Menu:menuid, playerid);
native HideMenuForPlayer(Menu:menuid, playerid);
native IsValidMenu(Menu:menuid);
native DisableMenu(Menu:menuid);
native DisableMenuRow(Menu:menuid, row);
native Menu:GetPlayerMenu(playerid);

// Text Draw
#define TEXT_DRAW_FONT_SPRITE_DRAW   4
#define TEXT_DRAW_FONT_MODEL_PREVIEW 5

native Text:TextDrawCreate(Float:x, Float:y, text[]);
native TextDrawDestroy(Text:text);
native TextDrawLetterSize(Text:text, Float:x, Float:y);
native TextDrawTextSize(Text:text, Float:x, Float:y);
native TextDrawAlignment(Text:text, alignment);
native TextDrawColor(Text:text, color);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:text, color);
native TextDrawSetShadow(Text:text, size);
native TextDrawSetOutline(Text:text, size);
native TextDrawBackgroundColor(Text:text, color);
native TextDrawFont(Text:text, font);
native TextDrawSetProportional(Text:text, set);
native TextDrawSetSelectable(Text:text, set);
native TextDrawShowForPlayer(playerid, Text:text);
native TextDrawHideForPlayer(playerid, Text:text);
native TextDrawShowForAll(Text:text);
native TextDrawHideForAll(Text:text);
native TextDrawSetString(Text:text, string[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2);

// Gang Zones
native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
native GangZoneDestroy(zone);
native GangZoneShowForPlayer(playerid, zone, color);
native GangZoneShowForAll(zone, color);
native GangZoneHideForPlayer(playerid, zone);
native GangZoneHideForAll(zone);
native GangZoneFlashForPlayer(playerid, zone, flashcolor);
native GangZoneFlashForAll(zone, flashcolor);
native GangZoneStopFlashForPlayer(playerid, zone);
native GangZoneStopFlashForAll(zone);

// Global 3D Text Labels
native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
native Delete3DTextLabel(Text3D:id);
native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Update3DTextLabelText(Text3D:id, color, text[]);

// Per-player 3D Text Labels
native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);

// Player GUI Dialog
#define DIALOG_STYLE_MSGBOX     0
#define DIALOG_STYLE_INPUT      1
#define DIALOG_STYLE_LIST       2
#define DIALOG_STYLE_PASSWORD   3

native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);

// --------------------------------------------------
// Defines
// --------------------------------------------------

// States
#define PLAYER_STATE_NONE                       (0)
#define PLAYER_STATE_ONFOOT                     (1)
#define PLAYER_STATE_DRIVER                     (2)
#define PLAYER_STATE_PASSENGER                  (3)
#define PLAYER_STATE_EXIT_VEHICLE               (4) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER       (5) // (used internally)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER    (6) // (used internally)
#define PLAYER_STATE_WASTED                     (7)
#define PLAYER_STATE_SPAWNED                    (8)
#define PLAYER_STATE_SPECTATING                 (9)

// Marker modes used by ShowPlayerMarkers()
#define PLAYER_MARKERS_MODE_OFF         (0)
#define PLAYER_MARKERS_MODE_GLOBAL      (1)
#define PLAYER_MARKERS_MODE_STREAMED    (2)

// Weapons
#define WEAPON_BRASSKNUCKLE             (1)
#define WEAPON_GOLFCLUB                 (2)
#define WEAPON_NITESTICK                (3)
#define WEAPON_KNIFE                    (4)
#define WEAPON_BAT                      (5)
#define WEAPON_SHOVEL                   (6)
#define WEAPON_POOLSTICK                (7)
#define WEAPON_KATANA                   (8)
#define WEAPON_CHAINSAW                 (9)
#define WEAPON_DILDO                    (10)
#define WEAPON_DILDO2                   (11)
#define WEAPON_VIBRATOR                 (12)
#define WEAPON_VIBRATOR2                (13)
#define WEAPON_FLOWER                   (14)
#define WEAPON_CANE                     (15)
#define WEAPON_GRENADE                  (16)
#define WEAPON_TEARGAS                  (17)
#define WEAPON_MOLTOV                   (18)
#define WEAPON_COLT45                   (22)
#define WEAPON_SILENCED                 (23)
#define WEAPON_DEAGLE                   (24)
#define WEAPON_SHOTGUN                  (25)
#define WEAPON_SAWEDOFF                 (26)
#define WEAPON_SHOTGSPA                 (27)
#define WEAPON_UZI                      (28)
#define WEAPON_MP5                      (29)
#define WEAPON_AK47                     (30)
#define WEAPON_M4                       (31)
#define WEAPON_TEC9                     (32)
#define WEAPON_RIFLE                    (33)
#define WEAPON_SNIPER                   (34)
#define WEAPON_ROCKETLAUNCHER           (35)
#define WEAPON_HEATSEEKER               (36)
#define WEAPON_FLAMETHROWER             (37)
#define WEAPON_MINIGUN                  (38)
#define WEAPON_SATCHEL                  (39)
#define WEAPON_BOMB                     (40)
#define WEAPON_SPRAYCAN                 (41)
#define WEAPON_FIREEXTINGUISHER         (42)
#define WEAPON_CAMERA                   (43)
#define WEAPON_PARACHUTE                (46)
#define WEAPON_VEHICLE                  (49)
#define WEAPON_DROWN                    (53)
#define WEAPON_COLLISION                (54)

// Keys
#define KEY_ACTION              (1)
#define KEY_CROUCH              (2)
#define KEY_FIRE                (4)
#define KEY_SPRINT              (8)
#define KEY_SECONDARY_ATTACK    (16)
#define KEY_JUMP                (32)
#define KEY_LOOK_RIGHT          (64)
#define KEY_HANDBRAKE           (128)
#define KEY_LOOK_LEFT           (256)
#define KEY_SUBMISSION          (512)
#define KEY_LOOK_BEHIND         (512)
#define KEY_WALK                (1024)
#define KEY_ANALOG_UP           (2048)
#define KEY_ANALOG_DOWN         (4096)
#define KEY_ANALOG_LEFT         (8192)
#define KEY_ANALOG_RIGHT        (16384)
#define KEY_YES                 (65536)
#define KEY_NO                  (131072)
#define KEY_CTRL_BACK           (262144)

#define KEY_UP                  (-128)
#define KEY_DOWN                (128)
#define KEY_LEFT                (-128)
#define KEY_RIGHT               (128)

// --------------------------------------------------
// Forwards (Callback declarations)
// --------------------------------------------------

forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid, reason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playerid, killerid, reason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleid, killerid);
forward OnPlayerText(playerid, text[]);
forward OnPlayerCommandText(playerid, cmdtext[]);
forward OnPlayerRequestClass(playerid, classid);
forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
forward OnPlayerExitVehicle(playerid, vehicleid);
forward OnPlayerStateChange(playerid, newstate, oldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerRequestSpawn(playerid);
forward OnObjectMoved(objectid);
forward OnPlayerObjectMoved(playerid, objectid);
forward OnPlayerPickUpPickup(playerid, pickupid);
forward OnVehicleMod(playerid, vehicleid, componentid);
forward OnEnterExitModShop(playerid, enterexit, interiorid);
forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
forward OnVehicleRespray(playerid, vehicleid, color1, color2);
forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat);
forward OnPlayerSelectedMenuRow(playerid, row);
forward OnPlayerExitedMenu(playerid);
forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
forward OnRconLoginAttempt( ip[], password[], success );
forward OnPlayerUpdate(playerid);
forward OnPlayerStreamIn(playerid, forplayerid);
forward OnPlayerStreamOut(playerid, forplayerid);
forward OnVehicleStreamIn(vehicleid, forplayerid);
forward OnVehicleStreamOut(vehicleid, forplayerid);
forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid);
forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerClickTextDraw(playerid, Text:clickedid);
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);

#define CLICK_SOURCE_SCOREBOARD     0
forward OnPlayerClickPlayer(playerid, clickedplayerid, source);

#define EDIT_RESPONSE_CANCEL        0
#define EDIT_RESPONSE_FINAL         1
#define EDIT_RESPONSE_UPDATE        2

forward OnPlayerEditObject( playerid, playerobject, objectid, response,
Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );

forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
Float:fRotX, Float:fRotY, Float:fRotZ,
Float:fScaleX, Float:fScaleY, Float:fScaleZ );

#define SELECT_OBJECT_GLOBAL_OBJECT 1
#define SELECT_OBJECT_PLAYER_OBJECT 2

forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);

// --------------------------------------------------
Atualize a sua a_samp com esse cуdigo acima substitua tua include por essa e atualize sua a_players por essa:

pawn Код:
/*  SA-MP Player Functions
 *
 *  © Copyright 2005-2012, SA-MP Team
 *
 */


#if defined _players_included
    #endinput
#endif
#define _players_included
#pragma library players

#define SPECIAL_ACTION_NONE             0
#define SPECIAL_ACTION_DUCK             1
#define SPECIAL_ACTION_USEJETPACK       2
#define SPECIAL_ACTION_ENTER_VEHICLE    3
#define SPECIAL_ACTION_EXIT_VEHICLE     4
#define SPECIAL_ACTION_DANCE1           5
#define SPECIAL_ACTION_DANCE2           6
#define SPECIAL_ACTION_DANCE3           7
#define SPECIAL_ACTION_DANCE4           8
#define SPECIAL_ACTION_HANDSUP          10
#define SPECIAL_ACTION_USECELLPHONE     11
#define SPECIAL_ACTION_SITTING          12
#define SPECIAL_ACTION_STOPUSECELLPHONE 13
#define SPECIAL_ACTION_DRINK_BEER       20
#define SPECIAL_ACTION_SMOKE_CIGGY      21
#define SPECIAL_ACTION_DRINK_WINE       22
#define SPECIAL_ACTION_DRINK_SPRUNK     23
#define SPECIAL_ACTION_CUFFED           24
#define SPECIAL_ACTION_CARRY            25

#define FIGHT_STYLE_NORMAL              4
#define FIGHT_STYLE_BOXING              5
#define FIGHT_STYLE_KUNGFU              6
#define FIGHT_STYLE_KNEEHEAD            7
#define FIGHT_STYLE_GRABKICK            15
#define FIGHT_STYLE_ELBOW               16

#define WEAPONSKILL_PISTOL              0
#define WEAPONSKILL_PISTOL_SILENCED     1
#define WEAPONSKILL_DESERT_EAGLE        2
#define WEAPONSKILL_SHOTGUN             3
#define WEAPONSKILL_SAWNOFF_SHOTGUN     4
#define WEAPONSKILL_SPAS12_SHOTGUN      5
#define WEAPONSKILL_MICRO_UZI           6
#define WEAPONSKILL_MP5                 7
#define WEAPONSKILL_AK47                8
#define WEAPONSKILL_M4                  9
#define WEAPONSKILL_SNIPERRIFLE         10

#define WEAPONSTATE_UNKNOWN             -1
#define WEAPONSTATE_NO_BULLETS          0
#define WEAPONSTATE_LAST_BULLET         1
#define WEAPONSTATE_MORE_BULLETS        2
#define WEAPONSTATE_RELOADING           3

// Player
native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native SpawnPlayer(playerid);

// Player info
native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
native SetPlayerFacingAngle(playerid,Float:ang);
native GetPlayerFacingAngle(playerid,&Float:ang);
native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
native IsPlayerStreamedIn(playerid, forplayerid);
native SetPlayerInterior(playerid,interiorid);
native GetPlayerInterior(playerid);
native SetPlayerHealth(playerid, Float:health);
native GetPlayerHealth(playerid, &Float:health);
native SetPlayerArmour(playerid, Float:armour);
native GetPlayerArmour(playerid, &Float:armour);
native SetPlayerAmmo(playerid, weaponslot, ammo);
native GetPlayerAmmo(playerid);
native GetPlayerWeaponState(playerid);
native GetPlayerTargetPlayer(playerid);
native SetPlayerTeam(playerid, teamid);
native GetPlayerTeam(playerid);
native SetPlayerScore(playerid,score);
native GetPlayerScore(playerid);
native GetPlayerDrunkLevel(playerid);
native SetPlayerDrunkLevel(playerid, level);
native SetPlayerColor(playerid,color);
native GetPlayerColor(playerid);
native SetPlayerSkin(playerid, skinid);
native GetPlayerSkin(playerid);
native GivePlayerWeapon(playerid, weaponid, ammo);
native ResetPlayerWeapons(playerid);
native SetPlayerArmedWeapon(playerid, weaponid);
native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
native GivePlayerMoney(playerid,money);
native ResetPlayerMoney(playerid);
native SetPlayerName(playerid, const name[]);
native GetPlayerMoney(playerid);
native GetPlayerState(playerid);
native GetPlayerIp(playerid, name[], len);
native GetPlayerPing(playerid);
native GetPlayerWeapon(playerid);
native GetPlayerKeys(playerid, &keys, &updown, &leftright);
native GetPlayerName(playerid, const name[], len);
native SetPlayerTime(playerid, hour, minute);
native GetPlayerTime(playerid, &hour, &minute);
native TogglePlayerClock(playerid, toggle);
native SetPlayerWeather(playerid, weather);
native ForceClassSelection(playerid);
native SetPlayerWantedLevel(playerid, level);
native GetPlayerWantedLevel(playerid);
native SetPlayerFightingStyle(playerid, style);
native GetPlayerFightingStyle(playerid);
native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
native PlayCrimeReportForPlayer(playerid, suspectid, crime);
native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
native StopAudioStreamForPlayer(playerid);
native SetPlayerShopName(playerid, shopname[]);
native SetPlayerSkillLevel(playerid, skill, level);
native GetPlayerSurfingVehicleID(playerid);
native GetPlayerSurfingObjectID(playerid);
native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);

// Attached to bone objects

#define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9

native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
native RemovePlayerAttachedObject(playerid, index);
native IsPlayerAttachedObjectSlotUsed(playerid, index);
native EditAttachedObject(playerid, index);

// Per-player TextDraws
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
native PlayerTextDrawDestroy(playerid, PlayerText:text);
native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
native PlayerTextDrawColor(playerid, PlayerText:text, color);
native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
native PlayerTextDrawFont(playerid, PlayerText:text, font);
native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
native PlayerTextDrawShow(playerid, PlayerText:text);
native PlayerTextDrawHide(playerid, PlayerText:text);
native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);

// Per-player variable system (PVars)
native SetPVarInt(playerid, varname[], int_value);
native GetPVarInt(playerid, varname[]);
native SetPVarString(playerid, varname[], string_value[]);
native GetPVarString(playerid, varname[], string_return[], len);
native SetPVarFloat(playerid, varname[], Float:float_value);
native Float:GetPVarFloat(playerid, varname[]);
native DeletePVar(playerid, varname[]);

// PVar enumeration
#define PLAYER_VARTYPE_NONE         0
#define PLAYER_VARTYPE_INT          1
#define PLAYER_VARTYPE_STRING       2
#define PLAYER_VARTYPE_FLOAT        3

native GetPVarsUpperIndex(playerid);
native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
native GetPVarType(playerid, varname[]);

#define MAX_CHATBUBBLE_LENGTH 144
native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);

// Player controls
native PutPlayerInVehicle(playerid, vehicleid, seatid);
native GetPlayerVehicleID(playerid);
native GetPlayerVehicleSeat(playerid);
native RemovePlayerFromVehicle(playerid);
native TogglePlayerControllable(playerid, toggle);
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
native ClearAnimations(playerid, forcesync = 0);
native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
native GetPlayerSpecialAction(playerid);
native SetPlayerSpecialAction(playerid,actionid);

// Player world/map related
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
native DisablePlayerCheckpoint(playerid);
native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
native DisablePlayerRaceCheckpoint(playerid);
native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);

#define MAPICON_LOCAL             0 // displays in the player's local are
#define MAPICON_GLOBAL            1 // displays always
#define MAPICON_LOCAL_CHECKPOINT  2 // displays in the player's local area and has a checkpoint marker
#define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker

native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
native RemovePlayerMapIcon(playerid, iconid);

native AllowPlayerTeleport(playerid, allow);

// Player camera
native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);

#define CAMERA_CUT  2
#define CAMERA_MOVE 1

native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
native SetCameraBehindPlayer(playerid);
native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraMode(playerid);
native AttachCameraToObject(playerid, objectid);
native AttachCameraToPlayerObject(playerid, playerobjectid);
native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);

// Player conditionals
native IsPlayerConnected(playerid);
native IsPlayerInVehicle(playerid, vehicleid);
native IsPlayerInAnyVehicle(playerid);
native IsPlayerInCheckpoint(playerid);
native IsPlayerInRaceCheckpoint(playerid);

// Virtual Worlds
native SetPlayerVirtualWorld(playerid, worldid);
native GetPlayerVirtualWorld(playerid);

// Insane Stunts
native EnableStuntBonusForPlayer(playerid, enable);
native EnableStuntBonusForAll(enable);

// Spectating
#define SPECTATE_MODE_NORMAL    1
#define SPECTATE_MODE_FIXED     2
#define SPECTATE_MODE_SIDE      3

native TogglePlayerSpectating(playerid, toggle);
native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);

// Recording for NPC playback
#define PLAYER_RECORDING_TYPE_NONE      0
#define PLAYER_RECORDING_TYPE_DRIVER    1
#define PLAYER_RECORDING_TYPE_ONFOOT    2

native StartRecordingPlayerData(playerid, recordtype, recordname[]);
native StopRecordingPlayerData(playerid);

native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
native CancelSelectTextDraw(playerid)// cancel textdraw selection with the mouse
deu os mesmos erros
Reply
#6

verifique onde vc estб colocando os code poode estar entre outras funзoes, returns etc.
Reply
#7

Quote:
Originally Posted by Noobster157
Посмотреть сообщение
verifique onde vc estб colocando os code poode estar entre outras funзoes, returns etc.
Em OnPlayerConect
pawn Код:
public OnPlayerConnect(playerid)
PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls"); //aqui esta ele o code da musica
{
blockpm[playerid] = 0;
morar[playerid] = 0;
moradia[playerid] = 0;
convitede[playerid] = 0;
PlayerInfo[playerid][LoginsFalsos] = 0;
pAdmin[playerid] = 0;
emcasa[playerid] = 0;
ResetPlayerGrana(playerid);
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
if(dini_Int(file, "Casa") == 1){
Create3DTextLabel(aname,Amarelo,dini_Int(file, "CasaX"),dini_Int(file, "CasaY"),dini_Int(file, "CasaZ"),80.0,0);
}
dini_IntSet(file, "DM", 0);
TextDrawShowForPlayer(playerid, bottomblack);
TextDrawShowForPlayer(playerid, topblack);
//settimers
SetTimerEx("semporte", 1000, 1,"e",playerid);
//variavels
CPSERVICE_actualcp[playerid] = 0;
AFK[playerid]=0;
multar[playerid]= 0;
autoescola[playerid] = 0;
nogame[playerid] = 0;
noevento[playerid] = 0;
PlayerInfo[playerid][Logged] = 0;
vip[playerid] = 0;
GPS_Spawned[playerid] = 0;
DMLiberado[playerid] = 0;
Mute[playerid] = 0;
//news
new Pname[MAX_PLAYER_NAME];
new string[256];
new sstring[256];
//-----------------------------------------------------------------------------------------------------------------------------------//

Em OnPlayerSpawn
pawn Код:
public OnPlayerSpawn(playerid)
StopAudioStreamForPlayer(playerid); //o outro code aqui
{
emcasa[playerid] = 0;
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
TextDrawHideForPlayer(playerid, topblack);
TextDrawHideForPlayer(playerid, bottomblack);
TextDrawHideForPlayer(playerid, drogas1);
TextDrawHideForPlayer(playerid, drogas2);
TextDrawShowForPlayer(playerid, Relogio);
Reply
#8

--'

Cara coloque abaixo do {


pawn Код:
public OnPlayerConnect(playerid)
{
PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls");
blockpm[playerid] = 0;
morar[playerid] = 0;
moradia[playerid] = 0;
convitede[playerid] = 0;
PlayerInfo[playerid][LoginsFalsos] = 0;
pAdmin[playerid] = 0;
emcasa[playerid] = 0;
ResetPlayerGrana(playerid);
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
if(dini_Int(file, "Casa") == 1){
Create3DTextLabel(aname,Amarelo,dini_Int(file, "CasaX"),dini_Int(file, "CasaY"),dini_Int(file, "CasaZ"),80.0,0);
}
dini_IntSet(file, "DM", 0);
TextDrawShowForPlayer(playerid, bottomblack);
TextDrawShowForPlayer(playerid, topblack);
//settimers
SetTimerEx("semporte", 1000, 1,"e",playerid);
//variavels
CPSERVICE_actualcp[playerid] = 0;
AFK[playerid]=0;
multar[playerid]= 0;
autoescola[playerid] = 0;
nogame[playerid] = 0;
noevento[playerid] = 0;
PlayerInfo[playerid][Logged] = 0;
vip[playerid] = 0;
GPS_Spawned[playerid] = 0;
DMLiberado[playerid] = 0;
Mute[playerid] = 0;
//news
new Pname[MAX_PLAYER_NAME];
new string[256];
new sstring[256];
//-----------------------------------------------------------------------------------------------------------------------------------//


pawn Код:
public OnPlayerSpawn(playerid)
{
StopAudioStreamForPlayer(playerid); //o outro code aqui
emcasa[playerid] = 0;
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
TextDrawHideForPlayer(playerid, topblack);
TextDrawHideForPlayer(playerid, bottomblack);
TextDrawHideForPlayer(playerid, drogas1);
TextDrawHideForPlayer(playerid, drogas2);
TextDrawShowForPlayer(playerid, Relogio);
Reply
#9

Connect

public OnPlayerConnect(playerid)
{
PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls"); //aqui esta ele o code da musica


Spawn

public OnPlayerSpawn(playerid)
{
StopAudioStreamForPlayer(playerid); //o outro code aqui

coloque assim nos comeзo das public
Reply
#10

Quote:
Originally Posted by davi54723
Посмотреть сообщение
--'

Cara coloque abaixo do {


pawn Код:
public OnPlayerConnect(playerid)
{
PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls");
blockpm[playerid] = 0;
morar[playerid] = 0;
moradia[playerid] = 0;
convitede[playerid] = 0;
PlayerInfo[playerid][LoginsFalsos] = 0;
pAdmin[playerid] = 0;
emcasa[playerid] = 0;
ResetPlayerGrana(playerid);
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
if(dini_Int(file, "Casa") == 1){
Create3DTextLabel(aname,Amarelo,dini_Int(file, "CasaX"),dini_Int(file, "CasaY"),dini_Int(file, "CasaZ"),80.0,0);
}
dini_IntSet(file, "DM", 0);
TextDrawShowForPlayer(playerid, bottomblack);
TextDrawShowForPlayer(playerid, topblack);
//settimers
SetTimerEx("semporte", 1000, 1,"e",playerid);
//variavels
CPSERVICE_actualcp[playerid] = 0;
AFK[playerid]=0;
multar[playerid]= 0;
autoescola[playerid] = 0;
nogame[playerid] = 0;
noevento[playerid] = 0;
PlayerInfo[playerid][Logged] = 0;
vip[playerid] = 0;
GPS_Spawned[playerid] = 0;
DMLiberado[playerid] = 0;
Mute[playerid] = 0;
//news
new Pname[MAX_PLAYER_NAME];
new string[256];
new sstring[256];
//-----------------------------------------------------------------------------------------------------------------------------------//


pawn Код:
public OnPlayerSpawn(playerid)
{
StopAudioStreamForPlayer(playerid); //o outro code aqui
emcasa[playerid] = 0;
new aname[MAX_PLAYER_NAME];
GetPlayerName(playerid, aname, MAX_PLAYER_NAME);
format(file, sizeof(file), PASTA_CONTAS, aname);
TextDrawHideForPlayer(playerid, topblack);
TextDrawHideForPlayer(playerid, bottomblack);
TextDrawHideForPlayer(playerid, drogas1);
TextDrawHideForPlayer(playerid, drogas2);
TextDrawShowForPlayer(playerid, Relogio);
'-' funfou valew eu nгo tinha reparado essa chave quando eu tiver mais level te dou +rep
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