16.10.2018, 12:00
Error:
CE_UpdateDynamic3DTextLabelText not work also if call function directly
This is my current Include file, Already remove them.
Код:
_ALS_UpdateDynamic3DTextLabelTe" is truncated to 31 characters...
Код:
#if defined _streamer_included stock STREAMER_TAG_3D_TEXT_LABEL CE_CreateDynamic3DTextLabel(const text[], color, Float:x, Float:y, Float:z, Float:drawdistance, attachedplayer = INVALID_PLAYER_ID, attachedvehicle = INVALID_VEHICLE_ID, testlos = 0, worldid = -1, interiorid = -1, playerid = -1, Float:distance = 100.0) { CE_Convert(text); new STREAMER_TAG_3D_TEXT_LABEL ce_3dtextid = CreateDynamic3DTextLabel(text, color, x, y, z, drawdistance, attachedplayer, attachedvehicle, testlos, worldid, interiorid, playerid, distance); return ce_3dtextid; } stock CE_UpdateDynamic3DTextLabelText(STREAMER_TAG_3D_TEXT_LABEL id, color, const text[]) { CE_Convert(text); UpdateDynamic3DTextLabelText(id, color, text); } #endif stock Text3D:CE_Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld = -1, testLOS = 0) { CE_Convert(text); new Text3D:ce_3dtextid = Create3DTextLabel(text, color, X, Y, Z, DrawDistance, virtualworld, testLOS); return ce_3dtextid; } stock CE_Update3DTextLabelText(Text3D:id, color, text[]) { CE_Convert(text); Update3DTextLabelText(id, color, text); } #if defined _streamer_included #if defined _ALS_CreateDynamic3DTextLabel #undef CreateDynamic3DTextLabel #else #define _ALS_CreateDynamic3DTextLabel #endif #define CreateDynamic3DTextLabel CE_CreateDynamic3DTextLabel #define UpdateDynamic3DTextLabelText CE_UpdateDynamic3DTextLabelText #endif
Код:
native CE_Convert(const string[]); native CE_CountTag(const string[]); native CE_Convert_TAPLIST(const string[]); new ce_dialog_btn1[32]; stock CE_SendClientMessage(playerid, color, const text[], {Float, _}:...) { static args, str[144]; if ((args = numargs()) == 3) { CE_Convert(text); SendClientMessage(playerid, color, text); } else { while (--args >= 3) { #emit LCTRL 5 #emit LOAD.alt args #emit SHL.C.alt 2 #emit ADD.C 12 #emit ADD #emit LOAD.I #emit PUSH.pri } #emit PUSH.S text #emit PUSH.C 144 #emit PUSH.C str #emit PUSH.S 8 #emit SYSREQ.C format #emit LCTRL 5 #emit SCTRL 4 CE_Convert(str); SendClientMessage(playerid, color, str); #emit RETN } return 1; } stock CE_SendClientMessageToAll(color, const text[], {Float, _}:...) { static args, str[144]; if ((args = numargs()) == 2) { CE_Convert(text); SendClientMessageToAll(color, text); } else { while (--args >= 2) { #emit LCTRL 5 #emit LOAD.alt args #emit SHL.C.alt 2 #emit ADD.C 12 #emit ADD #emit LOAD.I #emit PUSH.pri } #emit PUSH.S text #emit PUSH.C 144 #emit PUSH.C str #emit LOAD.S.pri 8 #emit ADD.C 4 #emit PUSH.pri #emit SYSREQ.C format #emit LCTRL 5 #emit SCTRL 4 CE_Convert(str); SendClientMessageToAll(color, str); #emit RETN } return 1; } stock CE_ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]) { CE_Convert(caption); if(strlen(button1) > 1) { format(ce_dialog_btn1, sizeof ce_dialog_btn1, button1); } if(style == 4 || style == 5) { // DIALOG_STYLE_TABLIST & DIALOG_STYLE_TABLIST_HEADERS CE_Convert_TAPLIST(info); } else { CE_Convert(info); } // Need to save that button1 text because after CE_Convert will increase length by 1 then make button1 not work !! return ShowPlayerDialog(playerid, dialogid, style, caption, info, ce_dialog_btn1, button2); } #if defined CE_AUTO #if defined _ALS_ShowPlayerDialog #undef ShowPlayerDialog #else #define _ALS_ShowPlayerDialog #endif #define ShowPlayerDialog CE_ShowPlayerDialog #if defined _ALS_SendClientMessage #undef SendClientMessage #else #define _ALS_SendClientMessage #endif #define SendClientMessage CE_SendClientMessage #if defined _ALS_SendClientMessageToAll #undef SendClientMessageToAll #else #define _ALS_SendClientMessageToAll #endif #define SendClientMessageToAll CE_SendClientMessageToAll #endif