Files
linguist/samples/PAWN/fixes.inc
2015-07-20 12:07:27 +03:00

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252 KiB
PHP

/*
* ===============
* INTRODUCTION:
* ===============
*
* fixes.inc - Community patch for buggy SA:MP functions.
*
* ================
* LIST OF FIXES:
* ================
*
* FIX: GetPlayerColor
* PROBLEM: Returns "0" if "SetPlayerColor" has never been called.
* SOLUTION: Call "SetPlayerColor" in "OnPlayerConnect".
* SEE: "OnPlayerConnect".
* AUTHOR: KoczkaHUN
* POST: http://forum.sa-mp.com/showpost.php?p=1486048
*
* FIX: FILTERSCRIPT
* PROBLEM: Despite the fact that is in every new script, many people don't
* define "FILTERSCRIPT" where appropriate.
* SOLUTION: Provide an "IS_FILTERSCRIPT" variable (note the naming to match
* the original macro).
* AUTHOR: Y_Less
* SEE: "OnFilterScriptInit" and "OnGameModeInit".
*
* FIX: SpawnPlayer
* PROBLEM: Kills the player if they are in a vehicle.
* SOLUTION: Remove the from the vehicle.
* SEE: "FIXES_SpawnPlayer".
* AUTHOR: Y_Less
*
* FIX: SetPlayerName
* PROBLEM: Using "SetPlayerName" when the new name only differs from the old
* name in case does not alter the name at all.
* SOLUTION: Change their name twice - once to "_FIXES TEMP NAME" and then to
* the actual required name.
* SEE: "OnPlayerConnect" and "FIXES_SetPlayerName".
* AUTHOR: Y_Less/Slice/xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/3
*
* FIX: GetPlayerSkin
* PROBLEM: Returns the new skin after "SetSpawnInfo" is called but before the
* player actually respawns to get the new skin.
* SOLUTION: Record the skin in "OnPlayerSpawn" and always return that one.
* SEE: "OnPlayerSpawn", "FIXES_GetPlayerSkin" and "FIXES_SetPlayerSkin".
* AUTHOR: Y_Less
*
* FIX: GetWeaponName
* PROBLEM: Returns nothing for 18, 44, and 45.
* SOLUTION: Return the correct names ("Molotov Cocktail", "Thermal Goggles",
* and "Night vision Goggles").
* SEE: "FIXES_GetWeaponName".
* AUTHOR: Y_Less
*
* FIX: SetPlayerWorldBounds
* PROBLEM: Aiming can bypass the edge.
* SOLUTION: Check for the player leaving the area and reset them to their last
* good position if they leave the area (aiming or not).
* SEE: "OnPlayerUpdate" and "FIXES_SetPlayerWorldBounds".
* AUTHOR: Y_Less
*
* FIX: TogglePlayerControllable
* PROBLEM: Other players see you moving on the spot.
* SOLUTION: Return 0 in OnPlayerUpdate.
* SEE: "FIXES_TogglePlayerControllable" and "OnPlayerUpdate".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=876854
*
* FIX: HydraSniper
* PROBLEM: Entering military aircraft with a sniper rifle messes up views.
* SOLUTION: Set their armed weapon to fists.
* SEE: "OnPlayerStateChange", "FIXES_GivePlayerWeapon",
* "FIXES_SetPlayerArmedWeapon".
* AUTHOR: funky1234
* POST: http://forum.sa-mp.com/showpost.php?p=965644
*
* FIX: IsPlayerInCheckpoint
* PROBLEM: Function returns an undefined value if it is called before any
* other checkpoint functions are called to initialise the value.
* SOLUTION: Call "DisablePlayerCheckpoint" when they connect.
* SEE: "OnPlayerConnect".
* AUTHOR: Y_Less
*
* FIX: IsPlayerInRaceCheckpoint
* PROBLEM: Function returns an undefined value if it is called before any
* other race checkpoint functions are called to initialise the value.
* SOLUTION: Call "DisablePlayerRaceCheckpoint" when they connect.
* SEE: "OnPlayerConnect".
* AUTHOR: Y_Less
*
* FIX: GetPlayerWeapon
* PROBLEM: Returns the old value after using "SetPlayerArmedWeapon" when they
* are in a vehicle.
* SOLUTION: If "SetPlayerArmedWeapon" is called in a vehicle, store the new
* value and return that instead.
* SEE: "OnPlayerStateChange", "FIXES_SetPlayerArmedWeapon", and
* "FIXES_GetPlayerWeapon".
* AUTHOR: Y_Less
*
* FIX: PutPlayerInVehicle
* PROBLEM: If this is used on a passenger the driver of their old vehicle
* doesn't see them in their new vehicle.
* SOLUTION: Remove them from the vehicle first.
* SEE: "OnPlayerStateChange" and "FIXES_PutPlayerInVehicle".
* AUTHOR: leong124/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1265965
*
* FIX: KEY_AIM
* PROBLEM: "KEY_AIM" isn't defined by default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: Y_Less
*
* FIX: SetPlayerCheckpoint
* PROBLEM: If a checkpoint is already set it will use the size of that
* checkpoint instead of the new one.
* SOLUTION: Call "DisablePlayerCheckpoint" before setting the checkpoint.
* SEE: "FIXES_SetPlayerCheckpoint".
* AUTHOR: KoczkaHUN
* POST: http://forum.sa-mp.com/showpost.php?p=1482401
*
* FIX: SetPlayerRaceCheckpoint
* PROBLEM: If a checkpoint is already set it will use the size of that
* checkpoint instead of the new one.
* SOLUTION: Call "DisablePlayerRaceCheckpoint" before setting the checkpoint.
* SEE: "FIXES_SetPlayerRaceCheckpoint".
* AUTHOR: KoczkaHUN
* POST: http://forum.sa-mp.com/showpost.php?p=1482401
*
* FIX: TextDrawCreate
* PROBLEM: Crashes on a blank string.
* SOLUTION: Intercept blank strings.
* SEE: "FIXES_TextDrawCreate".
* AUTHOR: wups
* POST: http://forum.sa-mp.com/showpost.php?p=1484008
*
* FIX: TextDrawSetString
* PROBLEM: Crashes on a blank string and size greater than 1024.
* SOLUTION: Intercept blank strings and truncate long strings.
* SEE: "FIXES_TextDrawSetString".
* AUTHOR: TomTrox
* POST: http://forum.sa-mp.com/showpost.php?p=1487870
*
* FIX: CreatePlayerTextDraw
* PROBLEM: Crashes on a blank string.
* SOLUTION: Intercept blank strings.
* SEE: "FIXES_CreatePlayerTextDraw".
* AUTHOR: wups/Y_Less
*
* FIX: PlayerTextDrawSetString
* PROBLEM: Crashes on a blank string and size greater than 1024.
* SOLUTION: Intercept blank strings and truncate long strings.
* SEE: "FIXES_PlayerTextDrawSetString".
* AUTHOR: TomTrox/Y_Less
*
* FIX: AllowInteriorWeapons
* PROBLEM: Does nothing.
* SOLUTION: Set the player's weapon to fists in an interior.
* SEE: "FIXES_AllowInteriorWeapons", "OnGameModeInit" and
* "OnPlayerUpdate".
* AUTHOR: KoczkaHUN
* POST: http://forum.sa-mp.com/showpost.php?p=1502696
*
* FIX: OnPlayerEnterVehicle
* PROBLEM: Crashes other players when people enter an invalid seat.
* SOLUTION: Desync the people with invalid seats.
* SEE: "OnPlayerStateChange" and "OnPlayerUpdate".
* AUTHOR: RyDeR`/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1410296
*
* FIX: OnPlayerEnterVehicle_2
* PROBLEM: Crashes the server when hacks enter an invalid vehicle.
* SOLUTION: Desync the people with invalid vehicles.
* SEE: "OnPlayerEnterVehicle".
* AUTHOR: im/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=2340900
*
* FIX: AllowTeleport
* PROBLEM: 0.3dRC9 removed "AllowPlayerTeleport" and "AllowAdminTeleport" in
* favour of "OnPlayerClickMap". Some scripts used the old code and.
* SOLUTION: Teleport the player in "OnPlayerClickMap".
* SEE: "OnPlayerClickMap", "FIXES_AllowPlayerTeleport", and
* "FIXES_AllowAdminTeleport".
* AUTHOR: Y_Less
*
* FIX: SetPlayerSpecialAction
* PROBLEM: Removing jetpacks from players by setting their special action to 0
* causes the sound to stay until death.
* SOLUTION: Call "ClearAnimations" before "SetPlayerSpecialAction".
* SEE: "FIXES_SetPlayerSpecialAction".
* AUTHOR: MP2
* POST: Private message from MP2.
*
* FIX: OnDialogResponse
* PROBLEM: Cheaters can spoof the dialogid they are using to respond to ones
* they can't actually see.
* SOLUTION: Store the displayed dialogid and use that instead.
* SEE: "FIXES_OnDialogResponse", "FIXES_ShowPlayerDialog".
* AUTHOR: Y_Less
* FIXED IN: 0.3e RC6
*
* FIX: GetPlayerDialog
* PROBLEM: This function doesn't exist. Fixed for hidden dialogs.
* SOLUTION: Add it. DEFAULTS TO FALSE!
* SEE: "FIXES_GetPlayerDialog".
* AUTHOR: Y_Less/xX_Simon_Xx
* POST: http://forum.sa-mp.com/showpost.php?p=2141254
*
* FIX: PlayerDialogResponse
* PROBLEM: A player's dialog doesn't hide when the gamemode restarts, causing
* the server to print "Warning: PlayerDialogResponse PlayerId: 0
* dialog ID doesn't match last sent dialog ID".
* SOLUTION: Hide it.
* SEE: "OnPlayerConnect", "OnGameModeExit".
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/2
*
* FIX: SetSpawnInfo
* PROBLEM: Kicks the player if "SpawnPlayer" is called before "SetSpawnInfo".
* SOLUTION: Call "SetSpawnInfo" at least once.
* SEE: "OnPlayerConnect".
* AUTHOR: Y_Less
*
* FIX: SetPlayerSkin
* PROBLEM: Breaks sitting on bikes.
* SOLUTION: Put them back in the vehicle after setting their skin.
* SEE: "FIXES_SetPlayerSkin".
* AUTHOR: CyNiC
* POST: http://forum.sa-mp.com/showpost.php?p=1756094
*
* FIX: HideMenuForPlayer
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_HideMenuForPlayer".
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1787297
*
* FIX: valstr
* PROBLEM: Crashes on large numbers.
* SOLUTION: Use "format" instead.
* SEE: "FIXES_valstr".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fclose
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fclose".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fwrite
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fwrite".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fread
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fread".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fputchar
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fputchar".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fgetchar
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fgetchar".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fblockwrite
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fblockwrite".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fblockread
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fblockread".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: fseek
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_fseek".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: flength
* PROBLEM: Crashes on an invalid handle.
* SOLUTION: Check for an invalid handle.
* SEE: "FIXES_flength".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1790300
*
* FIX: file_inc
* PROBLEM: Includes or excludes all the file function fixes together (can
* cause major overhead).
* SOLUTION: Optionally group them all under one define. DEFAULTS TO FALSE!
* SEE: "FIX_file_inc".
* AUTHOR: Y_Less
*
* FIX: IsPlayerAttachedObjectSlotUsed
* PROBLEM: Doesn't work in OnPlayerDisconnect.
* SOLUTION: Maintain an internal record of slots used.
* SEE: "FIXES_SetPlayerAttachedObject",
* "FIXES_RemovePlayerAttachedObject",
* "FIXES_IsPAttachedObjectSlotUsed", and
* "OnPlayerDisconnect".
* AUTHOR: Y_Less
*
* FIX: SetPlayerAttachedObject
* PROBLEM: Doesn't remove objects when the mode ends.
* SOLUTION: Remove them.
* SEE: "FIXES_SetPlayerAttachedObject",
* "FIXES_RemovePlayerAttachedObject", and
* "OnPlayerDisconnect".
* AUTHOR: Y_Less
*
* FIX: OnPlayerDeath
* PROBLEM: Clients get stuck when they die with an animation applied.
* SOLUTION: Clear their animations.
* SEE: "OnPlayerDeath" and "OnPlayerUpdate".
* AUTHOR: h02
* POST: http://forum.sa-mp.com/showpost.php?p=1641144
*
* FIX: strins
* PROBLEM: Ignores the "maxlength" parameter causing possible crashes.
* SOLUTION: Manually check the length.
* SEE: "FIXES_strins".
* AUTHOR: Slice/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1860495
* POST: http://forum.sa-mp.com/showpost.php?p=1864706
*
* FIX: IsPlayerConnected
* PROBLEM: Only uses the lower two bytes of a passed ID.
* SOLUTION: Mask the numbers.
* SEE: "FIXES_IsPlayerConnected".
* AUTHOR: Slice
* POST: http://forum.sa-mp.com/showpost.php?p=1860464
*
* FIX: OnPlayerCommandText
* PROBLEM: Can crash ZCMD when passed a null string.
* SOLUTION: Pass NULL if invalid inputs given.
* SEE: "OnPlayerCommandText".
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1909511
*
* FIX: TrainExit
* PROBLEM: When getting out of a train entered by "PutPlayerInVehicle", the
* camera does not reset properly.
* SOLUTION: Reset the camera.
* SEE: "FIXES_PutPlayerInVehicle", "FIXES_OnPlayerStateChange".
* AUTHOR: Terminator3/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1980214
*
* FIX: Kick
* PROBLEM: Calling "Kick" in "OnPlayerConnect" doesn't work properly.
* SOLUTION: Defer it.
* SEE: "OnPlayerConnect", "FIXES_Kick".
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1989453
* FIXED IN: 0.3x
*
* FIX: OnVehicleMod
* PROBLEM: Crashes other players when invalid mods are applied.
* SOLUTION: Desync the player.
* SEE: "OnVehicleMod".
* AUTHOR: JernejL/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1671500
*
* FIX: random
* PROBLEM: Doesn't work with negative numbers.
* SOLUTION: Invert then reinvert. DEFAULTS TO FALSE!
* SEE: "FIXES_random".
* AUTHOR: xX_Simon_Xx
* POST: http://forum.sa-mp.com/showpost.php?p=2141254
*
* FIX: sleep
* PROBLEM: Leaks bytes from the stack.
* SOLUTION: Call a function to store the correct value.
* SEE: "FIXES_sleep".
* AUTHOR: Y_Less
*
* FIX: AddMenuItem
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_AddMenuItem".
* AUTHOR: Y_Less
*
* FIX: SetMenuColumnHeader
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_SetMenuColumnHeader".
* AUTHOR: Y_Less
*
* FIX: ShowMenuForPlayer
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_ShowMenuForPlayer".
* AUTHOR: Y_Less
*
* FIX: HideMenuForPlayer
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_HideMenuForPlayer".
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=1787297
*
* FIX: HideMenuForPlayer_2
* PROBLEM: Ignores the "menuid" parameter.
* SOLUTION: Only hide the correct menu. DEFAULTS TO FALSE!
* SEE: "FIXES_HideMenuForPlayer".
* AUTHOR: Y_Less
*
* FIX: DisableMenu
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_DisableMenu".
* AUTHOR: Y_Less
*
* FIX: DisableMenuRow
* PROBLEM: Crashes when passed an invalid menu ID.
* SOLUTION: Don't hide it when passed an invalid menu.
* SEE: "FIXES_DisableMenuRow".
* AUTHOR: Y_Less
*
* FIX: Menus
* PROBLEM: All menu function fixes are included separately for major overhead.
* SOLUTION: Optionally group them all under one define.
* SEE: "FIX_Menus", "_FIX_Menus"
* AUTHOR: Y_Less
*
* FIX: GetPlayerMenu
* PROBLEM: Returns previous menu when none is displayed.
* SOLUTION: Return the correct value.
* SEE: "FIXES_GetPlayerMenu", "OnPlayerSelectedMenuRow".
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=2295867
*
* FIX: GetPlayerInterior
* PROBLEM: Always returns 0 for NPCs.
* SOLUTION: Return the correct value.
* SEE: "FIXES_GetPlayerInterior", "FIXES_SetPlayerInterior".
* AUTHOR: Y_Less/xX_Simon_Xx
* POST: http://forum.sa-mp.com/showpost.php?p=2309246
*
* FIX: ClearAnimations
* PROBLEM: Use ClearAnimation while you are in a vehicle cause the player exit
* from it.
* SOLUTION: Apply an animation instead of clear animation.
* SEE: "FIXES_ClearAnimations".
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/4
*
* FIX: ClearAnimations_2
* PROBLEM: ClearAnimations doesn't do anything when the animation ends if we
* pass 1 for the freeze parameter in ApplyAnimation.
* SOLUTION: Apply an idle animation for stop and then use ClearAnimation.
* SEE: "FIXES_ClearAnimations".
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/4
*
* FIX: DriveBy
* PROBLEM: If you press KEY_CROUCH while you're passenger and if you are
* armed, the player start to aim; if you repress KEY_CROUCH the
* player don't return in vehicle.
* SOLUTION: Apply the animation to return the player in the vehicle.
* SEE: "OnPlayerKeyStateChange".
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/13
*
* FIX: GangZoneCreate
* PROBLEM: Gang zones bug on the main map for players at certain angles
* relative to them.
* SOLUTION: Set a non floating value for the gang zone co-ordinate.
* SEE: "FIXES_GangZoneCreate".
* AUTHOR: xX_Simon_Xx/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=2144109
*
* FIX: SPECIAL_ACTION_PISSING
* PROBLEM: "SPECIAL_ACTION_PISSING" isn't defined by default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/6
*
* FIX: IsValidVehicle
* PROBLEM: "IsValidVehicle" isn't defined by default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: xX_Simon_Xx
* POST: http://forum.sa-mp.com/showpost.php?p=2693650
*
* FIX: ApplyAnimation
* PROBLEM: Passing an invalid animation library in ApplyAnimation causes a
* client crash for streamed in players.
* SOLUTION: Block ApplyAnimation when an invalid library is passed.
* SEE: "FIXES_ApplyAnimation".
* AUTHOR: xX_Simon_Xx
* POST: https://github.com/Y-Less/sa-mp-fixes/issues/5
*
* FIX: ApplyAnimation_2
* PROBLEM: First time a library is used, it does nothing.
* SOLUTION: Apply animations twice when first using a library.
* SEE: "FIXES_ApplyAnimation".
* AUTHOR: xX_Simon_Xx/Lordzy/Y_Less
* POST: http://forum.sa-mp.com/showpost.php?p=3052627
*
* FIX: OnPlayerSpawn
* PROBLEM: San Andreas deducts $100 from players.
* SOLUTION: Give them it back.
* SEE: "OnPlayerSpawn".
* AUTHOR: Y_Less
*
* FIX: GetGravity
* PROBLEM: "GetGravity" isn't defined by default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: Whitetiger
* POST: http://forum.sa-mp.com/showpost.php?p=1706447
*
* FIX: gpci
* PROBLEM: "gpci" isn't defined by default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: xX_Simon_Xx
* POST: http://pastebin.com/VQSGpbSm
*
* FIX: Natives
* PROBLEM: Several natives are included by default, this enables or disables
* them all. Therefore this is an umbrella fix for several fixes.
* SOLUTION: Define them.
* SEE: "FIX_GetGravity", "FIX_gpci", "FIX_IsValidVehicle".
* AUTHOR: Y_Less
*
* FIX: OnPlayerConnect
* PROBLEM: This function isn't called for players when a filterscript starts.
* SOLUTION: Call it for all connected players.
* SEE: "FIXES_OnFilterScriptInit".
* AUTHOR: Y_Less
*
* FIX: OnPlayerDisconnect
* PROBLEM: This function isn't called for players when a filterscript ends.
* SOLUTION: Call it for all connected players.
* SEE: "FIXES_OnFilterScriptExit".
* AUTHOR: Y_Less
*
* FIX: GameText
* PROBLEM: Several styles do not display for the time specified.
* SOLUTION: Recreate the styles in Text Draws and use those instead.
* SEE: "FIXES_GameTextForAll", "FIXES_GameTextForPlayer".
* AUTHOR: Y_Less
*
* FIX: GameTextStyles
* PROBLEM: San Andreas has fixed styles for area and vehicle names, but they
* are not included in the GameText styles list.
* SOLUTION: Add them. DEFAULTS TO FALSE.
* SEE: "FIXES_GameTextForAll", "FIXES_GameTextForPlayer".
* AUTHOR: Y_Less
*
* FIX: HideGameText
* PROBLEM: There is no "HideGameTextForXYZ" function.
* SOLUTION: Show a single space for a game text. DEFAULTS TO FALSE.
* SEE: "FIXES_HideGameTextForAll", "FIXES_HideGameTextForPlayer".
* AUTHOR: Y_Less
*
* FIX: BODYPARTS
* PROBLEM: The bodyparts to be used in OnPlayer(Take/Give)Damage are not
* defined by default
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: Whitetiger
*
* FIX: CAMERAMODES
* PROBLEM: The camera modes for GetPlayerCameraMode are not defined by
* default.
* SOLUTION: Define it.
* SEE: N/A.
* AUTHOR: Whitetiger
* POST: http://forum.sa-mp.com/showpost.php?p=1309730
*
* FIX: SetPlayerCamera
* PROBLEM: Using the camera functions directly after enabling spectator mode
* doesn't work.
* SOLUTION: Defer them.
* SEE: "FIXES_SetPlayerCameraPos", "FIXES_SetPlayerCameraLookAt",
* "FIXES_TogglePlayerSpectating".
* AUTHOR: Emmet_
*
* FIX: SetPlayerTime
* PROBLEM: Using this function under "OnPlayerConnect" doesn't work.
* SOLUTION: Defer it.
* SEE: "FIXES_SetPlayerTime"
* AUTHOR: Emmet_
*
* FIX: OnPlayerRequestClass
* PROBLEM: Random blunts and bottles sometimes appear in class selection.
* SOLUTION: Call "RemoveBuildingForPlayer".
* SEE: "OnPlayerRequestClass"
* AUTHOR: Y_Less
*
* FIX: SetPlayerColor
* PROBLEM: If used under OnPlayerConnect, the affecting player will not
* see the color in the TAB menu.
* SOLUTION: Defer it.
* SEE: "FIXES_SetPlayerColor"
* AUTHOR: Emmet_
* POST: http://forum.sa-mp.com/showthread.php?t=452407
*
* FIX: FileMaths
* PROBLEM: You can write gibberish like "File:a; ++a;".
* SOLUTION: Remove the operators.
* SEE: "File:operator"
* AUTHOR: Y_Less
*
* FIX: GetPlayerWeaponData
* PROBLEM: Old weapons with no ammo left are still returned.
* SOLUTION: Set "weapons" to 0. DEFAULTS TO FALSE!
* SEE: "FIXES_GetPlayerWeaponData"
* AUTHOR: Y_Less
* POST: http://forum.sa-mp.com/showthread.php?t=567400
*
* ==============
* STYLE RULES:
* ==============
*
* All globals should be "static stock" whenever possible (so they can only be
* accessed from this one file).
*
* Statics must start with "FIXES_gs", and all other globals with "FIXES_g".
*
* All functions not overriding existing functions must start with "FIXES_".
*
* Macros must be upper case, use underscores, and start "FIXES_":
* "FIXES_LIKE_THIS".
*
* Functions should be upper camel case (as the original functions are)
* "FIXES_LikeThis".
*
* Globals (after the prefix) should be upper camel case "LikeThis", and locals
* lower camel case "likeThis".
*
* ALS should be used to hook functions and callbacks. See this topic for more
* details:
*
* http://forum.sa-mp.com/showthread.php?t=441293
*
* The ALS prefix for chaining is "FIXES_".
*
* When redefining a native, add a "BAD_" external name declaration with the
* "_ALS_" definition so that others may use the original native if they so
* desire (with the caveat that it may break all fixes). Note the "BAD_"
* name is meant to indicate the possibility of breaking the fix, not a
* comment on the original native function.
*
* The ALS hook defines used here are a little different to the normal ones as
* this file assumes that it is always first. The pattern is:
*
* #if defined _ALS_NameOfFixHere
* #error _ALS_NameOfFixHere defined
* #endif
* native BAD_NameOfFixHere(params) = NameOfFixHere;
*
* #if FIX_NameOfFixHere
* stock FIXES_NameOfFixHere(params)
* {
* return 0;
* }
*
* #define _ALS_NameOfFixHere
* #define NameOfFixHere FIXES_NameOfFixHere
* #endif
*
* A copyable version of this pattern is at the end of the file.
*
* Enums start with "E_" or "e_" depending on type, then follow rules for
* macros.
*
* NO libraries should be included - not even the default SA:MP ones. Let the
* user do it.
*
* Due to the above rule, you cannot assume any third party libraries AT ALL, so
* do not use them. This can lead to some code duplication, but also means
* that the version of the code used here can be tailored for optimisations.
*
* Certain terms may be shortened when dealing with long callback names to avoid
* compile truncation warnings (max symbol length is 31). Current list:
*
* "Checkpoint" -> "CP"
* "Update" -> "Upd"
* "TextDraw" -> "TD"
* "Object" -> "Obj"
* "Player" -> "P"
*
* Document all fixes at the top of the file, and highlight code.
*
* 4 space TABS - do not edit this file in PAWNO unless you know how to correct
* the indentation.
*
* All rules have exceptions, but they must be justifiable. For example
* "IS_FILTERSCRIPT" is a global variable, but is not called
* "FIXES_gIsFilterscript" to better match the "FILTERSCRIPT" macro it
* replaces. Now a macro for "_FIXES_gIsFilterscript".
*
* Variables which need to be fully global (i.e. not "static"), but should not
* actually be used by other people (e.g. appear inside a macro) should be
* prefixed with "_FIXES" instead of "FIXES" to indicate their private use.
*
* No comments beyond the end of column 80 (where the line in "PAWNO" is).
*
* If a bug is fixed in some version of the server it can be conditionally
* included here. This is done by checking for the existance of a native
* function introduced in the same server version. For example
* "TogglePlayerControllable" was fixed in 0.3eRC6, the same time as the
* "SetObjectMaterial" native was introduced, thus the inclusion becomes:
*
* #if !defined FIX_TogglePlayerControllable
* #if defined SetObjectMaterial
* #define FIX_TogglePlayerControllable (0)
* #else
* #define FIX_TogglePlayerControllable (1)
* #endif
* #elseif _FIXES_IS_UNSET(FIX_TogglePlayerControllable)
* #undef FIX_TogglePlayerControllable
* #define FIX_TogglePlayerControllable (2)
* #endif
*
* This only includes this fix if that native doesn't exist. A copyable
* version of this pattern is at the end of the file.
*
* To reduce general memory consumption, strings in this include are stored
* globally in constant arrays and referenced. This is EXACTLY as fast as
* using the string constants directly, but means that strings are not
* stored in the assembly multiple times (unless the string is only used
* once, in which case it's more work for no gain). See this post for more
* details:
*
* http://forum.sa-mp.com/showpost.php?p=1795601
*
* DO NOT EDIT THIS FILE IN PAWNO OR ON GITHUB. Both mess up the spacing -
* GitHub in an almost irreversible way (except for the fact that nothing is
* irreversible in source control. Pawno spacing is less tricky to solve,
* and can be worked around if you know when it uses spaces and tabs - in
* short, always write code first THEN indent and you won't have a problem
* (in that editor at least, that is normally a bad way to write code).
*
* Documentation explanation:
*
* FIX: <Short name>
* PROBLEM: <Description of problem>
* SOLUTION: <Description of solution>
* SEE: <List of relevant functions>
* AUTHOR: <Person who wrote the fix>
* POST: <Optional link to the original post where applicable>
* FIXED IN: <Optional server version of official fix where applicable>
*
*/
#if defined _INC_SAMP_Community_fixes
#endinput
#endif
#define _INC_SAMP_Community_fixes
#if !defined _inc_fixes
#define _inc_fixes
#endif
#define _FIXES_IS_UNSET(%0) ((2*%0-1+1)==-1)
// We can add server version compiler code here to only compile fixes that apply
// to the version of the includes for which the user is compiling.
#if !defined FIX_GetPlayerColour
#if defined FIX_GetPlayerColor
#if _FIXES_IS_UNSET(FIX_GetPlayerColor)
#define FIX_GetPlayerColour (2)
#else
#define FIX_GetPlayerColour (FIX_GetPlayerColor)
#endif
#else
#define FIX_GetPlayerColour (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_GetPlayerColour)
#undef FIX_GetPlayerColour
#define FIX_GetPlayerColour (2)
#endif
#if !defined FIX_FILTERSCRIPT
#define FIX_FILTERSCRIPT (1)
#elseif _FIXES_IS_UNSET(FIX_FILTERSCRIPT)
#undef FIX_FILTERSCRIPT
#define FIX_FILTERSCRIPT (2)
#endif
#if !defined FIX_SpawnPlayer
#define FIX_SpawnPlayer (1)
#elseif _FIXES_IS_UNSET(FIX_SpawnPlayer)
#undef FIX_SpawnPlayer
#define FIX_SpawnPlayer (2)
#endif
#if !defined FIX_SetPlayerName
#define FIX_SetPlayerName (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerName)
#undef FIX_SetPlayerName
#define FIX_SetPlayerName (2)
#endif
#if !defined FIX_GetPlayerSkin
#define FIX_GetPlayerSkin (1)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerSkin)
#undef FIX_GetPlayerSkin
#define FIX_GetPlayerSkin (2)
#endif
#if !defined FIX_GetWeaponName
#define FIX_GetWeaponName (1)
#elseif _FIXES_IS_UNSET(FIX_GetWeaponName)
#undef FIX_GetWeaponName
#define FIX_GetWeaponName (2)
#endif
#if !defined FIX_SetPlayerWorldBounds
#define FIX_SetPlayerWorldBounds (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerWorldBounds)
#undef FIX_SetPlayerWorldBounds
#define FIX_SetPlayerWorldBounds (2)
#endif
#if !defined FIX_TogglePlayerControllable
#if defined SetObjectMaterial
#define FIX_TogglePlayerControllable (0)
#else
#define FIX_TogglePlayerControllable (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_TogglePlayerControllable)
#undef FIX_TogglePlayerControllable
#define FIX_TogglePlayerControllable (2)
#endif
#if !defined FIX_HydraSniper
#define FIX_HydraSniper (1)
#elseif _FIXES_IS_UNSET(FIX_HydraSniper)
#undef FIX_HydraSniper
#define FIX_HydraSniper (2)
#endif
#if !defined FIX_IsPlayerInCheckpoint
#define FIX_IsPlayerInCheckpoint (1)
#elseif _FIXES_IS_UNSET(FIX_IsPlayerInCheckpoint)
#undef FIX_IsPlayerInCheckpoint
#define FIX_IsPlayerInCheckpoint (2)
#endif
#if !defined FIX_IsPlayerInRaceCheckpoint
#define FIX_IsPlayerInRaceCheckpoint (1)
#elseif _FIXES_IS_UNSET(FIX_IsPlayerInRaceCheckpoint)
#undef FIX_IsPlayerInRaceCheckpoint
#define FIX_IsPlayerInRaceCheckpoint (2)
#endif
#if !defined FIX_GetPlayerWeapon
#define FIX_GetPlayerWeapon (1)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerWeapon)
#undef FIX_GetPlayerWeapon
#define FIX_GetPlayerWeapon (2)
#endif
#if !defined FIX_PutPlayerInVehicle
#define FIX_PutPlayerInVehicle (1)
#elseif _FIXES_IS_UNSET(FIX_PutPlayerInVehicle)
#undef FIX_PutPlayerInVehicle
#define FIX_PutPlayerInVehicle (2)
#endif
#if !defined FIX_KEY_AIM
#if defined KEY_AIM
#define FIX_KEY_AIM (0)
#else
#define FIX_KEY_AIM (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_KEY_AIM)
#undef FIX_KEY_AIM
#define FIX_KEY_AIM (2)
#endif
#if !defined FIX_SPECIAL_ACTION_PISSING
#if defined SPECIAL_ACTION_PISSING
#define FIX_SPECIAL_ACTION_PISSING (0)
#else
#define FIX_SPECIAL_ACTION_PISSING (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_SPECIAL_ACTION_PISSING)
#undef FIX_SPECIAL_ACTION_PISSING
#define FIX_SPECIAL_ACTION_PISSING (2)
#endif
#if !defined FIX_Natives
#define FIX_Natives (1)
#elseif _FIXES_IS_UNSET(FIX_Natives)
#undef FIX_Natives
#define FIX_Natives (2)
#endif
#if !defined FIX_IsValidVehicle
#if defined IsValidVehicle
#define FIX_IsValidVehicle (0)
#else
#define FIX_IsValidVehicle (FIX_Natives)
#endif
#elseif _FIXES_IS_UNSET(FIX_IsValidVehicle)
#undef FIX_IsValidVehicle
#define FIX_IsValidVehicle (2)
#endif
#if !defined FIX_GetGravity
#if defined GetGravity
#define FIX_GetGravity (0)
#else
#define FIX_GetGravity (FIX_Natives)
#endif
#elseif _FIXES_IS_UNSET(FIX_GetGravity)
#undef FIX_GetGravity
#define FIX_GetGravity (2)
#endif
#if !defined FIX_gpci
#if defined gpci
#define FIX_gpci (0)
#else
#define FIX_gpci (FIX_Natives)
#endif
#elseif _FIXES_IS_UNSET(FIX_gpci)
#undef FIX_gpci
#define FIX_gpci (2)
#endif
#if !defined FIX_BODYPARTS
#if defined BODY_PART_TORSO
#define FIX_BODYPARTS (0)
#else
#define FIX_BODYPARTS (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_BODYPARTS)
#undef FIX_BODYPARTS
#define FIX_BODYPARTS (2)
#endif
#if !defined FIX_CAMERAMODES
#if defined CAM_MODE_NONE
#define FIX_CAMERAMODES (0)
#else
#define FIX_CAMERAMODES (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_CAMERAMODES)
#undef FIX_CAMERAMODES
#define FIX_CAMERAMODES (2)
#endif
#if !defined FIX_DriveBy
#define FIX_DriveBy (1)
#elseif _FIXES_IS_UNSET(FIX_DriveBy)
#undef FIX_DriveBy
#define FIX_DriveBy (2)
#endif
#if !defined FIX_SetPlayerCheckpoint
#define FIX_SetPlayerCheckpoint (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerCheckpoint)
#undef FIX_SetPlayerCheckpoint
#define FIX_SetPlayerCheckpoint (2)
#endif
#if !defined FIX_SetPlayerRaceCheckpoint
#define FIX_SetPlayerRaceCheckpoint (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerRaceCheckpoint)
#undef FIX_SetPlayerRaceCheckpoint
#define FIX_SetPlayerRaceCheckpoint (2)
#endif
#if !defined FIX_TextDrawCreate
#define FIX_TextDrawCreate (1)
#elseif _FIXES_IS_UNSET(FIX_TextDrawCreate)
#undef FIX_TextDrawCreate
#define FIX_TextDrawCreate (2)
#endif
#if !defined FIX_TextDrawSetString
#define FIX_TextDrawSetString (1)
#elseif _FIXES_IS_UNSET(FIX_TextDrawSetString)
#undef FIX_TextDrawSetString
#define FIX_TextDrawSetString (2)
#endif
#if !defined FIX_AllowInteriorWeapons
#define FIX_AllowInteriorWeapons (1)
#elseif _FIXES_IS_UNSET(FIX_AllowInteriorWeapons)
#undef FIX_AllowInteriorWeapons
#define FIX_AllowInteriorWeapons (2)
#endif
#if !defined FIX_OnPlayerEnterVehicle
#if defined OnPlayerClickMap
#define FIX_OnPlayerEnterVehicle (0)
#else
#define FIX_OnPlayerEnterVehicle (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_OnPlayerEnterVehicle)
#undef FIX_OnPlayerEnterVehicle
#define FIX_OnPlayerEnterVehicle (2)
#endif
#if !defined FIX_OnPlayerEnterVehicle_2
#define FIX_OnPlayerEnterVehicle_2 (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerEnterVehicle)
#undef FIX_OnPlayerEnterVehicle_2
#define FIX_OnPlayerEnterVehicle_2 (2)
#endif
#if !defined FIX_AllowTeleport
#if defined OnPlayerClickMap
#define FIX_AllowTeleport (1)
#else
#define FIX_AllowTeleport (0)
#endif
#elseif _FIXES_IS_UNSET(FIX_AllowTeleport)
#undef FIX_AllowTeleport
#define FIX_AllowTeleport (2)
#endif
#if !defined FIX_SetPlayerSpecialAction
#define FIX_SetPlayerSpecialAction (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerSpecialAction)
#undef FIX_SetPlayerSpecialAction
#define FIX_SetPlayerSpecialAction (2)
#endif
#if !defined FIX_ClearAnimations
#define FIX_ClearAnimations (1)
#elseif _FIXES_IS_UNSET(FIX_ClearAnimations)
#undef FIX_ClearAnimations
#define FIX_ClearAnimations (2)
#endif
#if !defined FIX_ClearAnimations_2
#define FIX_ClearAnimations_2 (1)
#elseif _FIXES_IS_UNSET(FIX_ClearAnimations_2)
#undef FIX_ClearAnimations_2
#define FIX_ClearAnimations_2 (2)
#endif
#if !defined FIX_GangZoneCreate
#define FIX_GangZoneCreate (1)
#elseif _FIXES_IS_UNSET(FIX_GangZoneCreate)
#undef FIX_GangZoneCreate
#define FIX_GangZoneCreate (2)
#endif
#if !defined FIX_OnDialogResponse
#if defined GetVehicleModelInfo
#define FIX_OnDialogResponse (0)
#else
#define FIX_OnDialogResponse (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_OnDialogResponse)
#undef FIX_OnDialogResponse
#define FIX_OnDialogResponse (2)
#endif
#if !defined FIX_GetPlayerDialog
#define FIX_GetPlayerDialog (0)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerDialog)
#undef FIX_GetPlayerDialog
#define FIX_GetPlayerDialog (2)
#endif
#if !defined FIX_PlayerDialogResponse
#define FIX_PlayerDialogResponse (1)
#elseif _FIXES_IS_UNSET(FIX_PlayerDialogResponse)
#undef FIX_PlayerDialogResponse
#define FIX_PlayerDialogResponse (2)
#endif
#if !defined FIX_SetSpawnInfo
#if defined GetPlayerVersion
#define FIX_SetSpawnInfo (0)
#else
#define FIX_SetSpawnInfo (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_SetSpawnInfo)
#undef FIX_SetSpawnInfo
#define FIX_SetSpawnInfo (2)
#endif
#if !defined FIX_SetPlayerSkin
#define FIX_SetPlayerSkin (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerSkin)
#undef FIX_SetPlayerSkin
#define FIX_SetPlayerSkin (2)
#endif
#if !defined FIX_HideMenuForPlayer
#define FIX_HideMenuForPlayer (1)
#elseif _FIXES_IS_UNSET(FIX_HideMenuForPlayer)
#undef FIX_HideMenuForPlayer
#define FIX_HideMenuForPlayer (2)
#endif
#if !defined FIX_valstr
#define FIX_valstr (1)
#elseif _FIXES_IS_UNSET(FIX_valstr)
#undef FIX_valstr
#define FIX_valstr (2)
#endif
#if !defined FIX_file_inc
#define FIX_file_inc (0)
#elseif _FIXES_IS_UNSET(FIX_file_inc)
#undef FIX_file_inc
#define FIX_file_inc (2)
#endif
#if !defined FIX_fclose
#define FIX_fclose (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fclose)
#undef FIX_fclose
#define FIX_fclose (2)
#endif
#if !defined FIX_fwrite
#define FIX_fwrite (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fwrite)
#undef FIX_fwrite
#define FIX_fwrite (2)
#endif
#if !defined FIX_fread
#define FIX_fread (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fread)
#undef FIX_fread
#define FIX_fread (2)
#endif
#if !defined FIX_fputchar
#define FIX_fputchar (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fputchar)
#undef FIX_fputchar
#define FIX_fputchar (2)
#endif
#if !defined FIX_fgetchar
#define FIX_fgetchar (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fgetchar)
#undef FIX_fgetchar
#define FIX_fgetchar (2)
#endif
#if !defined FIX_fblockwrite
#define FIX_fblockwrite (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fblockwrite)
#undef FIX_fblockwrite
#define FIX_fblockwrite (2)
#endif
#if !defined FIX_fblockread
#define FIX_fblockread (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fblockread)
#undef FIX_fblockread
#define FIX_fblockread (2)
#endif
#if !defined FIX_fseek
#define FIX_fseek (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_fseek)
#undef FIX_fseek
#define FIX_fseek (2)
#endif
#if !defined FIX_flength
#define FIX_flength (FIX_file_inc)
#elseif _FIXES_IS_UNSET(FIX_flength)
#undef FIX_flength
#define FIX_flength (2)
#endif
#if !defined FIX_IsPlayerAttachedObjSlotUsed
#define FIX_IsPlayerAttachedObjSlotUsed (1)
#elseif _FIXES_IS_UNSET(FIX_IsPlayerAttachedObjSlotUsed)
#undef FIX_IsPlayerAttachedObjSlotUsed
#define FIX_IsPlayerAttachedObjSlotUsed (2)
#endif
#if !defined FIX_SetPlayerAttachedObject
#define FIX_SetPlayerAttachedObject (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerAttachedObject)
#undef FIX_SetPlayerAttachedObject
#define FIX_SetPlayerAttachedObject (2)
#endif
#if !defined FIX_OnPlayerDeath
#define FIX_OnPlayerDeath (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerDeath)
#undef FIX_OnPlayerDeath
#define FIX_OnPlayerDeath (2)
#endif
#if !defined FIX_strins
#define FIX_strins (1)
#elseif _FIXES_IS_UNSET(FIX_strins)
#undef FIX_strins
#define FIX_strins (2)
#endif
#if !defined FIX_IsPlayerConnected
#define FIX_IsPlayerConnected (1)
#elseif _FIXES_IS_UNSET(FIX_IsPlayerConnected)
#undef FIX_IsPlayerConnected
#define FIX_IsPlayerConnected (2)
#endif
#if !defined FIX_OnPlayerCommandText
#define FIX_OnPlayerCommandText (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerCommandText)
#undef FIX_OnPlayerCommandText
#define FIX_OnPlayerCommandText (2)
#endif
#if !defined FIX_TrainExit
#define FIX_TrainExit (1)
#elseif _FIXES_IS_UNSET(FIX_TrainExit)
#undef FIX_TrainExit
#define FIX_TrainExit (2)
#endif
#if !defined FIX_Kick
#if defined EnableVehicleFriendlyFire
#define FIX_Kick (0)
#else
#define FIX_Kick (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_Kick)
#undef FIX_Kick
#define FIX_Kick (2)
#endif
#if !defined FIX_OnVehicleMod
#define FIX_OnVehicleMod (1)
#elseif _FIXES_IS_UNSET(FIX_OnVehicleMod)
#undef FIX_OnVehicleMod
#define FIX_OnVehicleMod (2)
#endif
#if !defined FIX_random
#define FIX_random (0)
#elseif _FIXES_IS_UNSET(FIX_random)
#undef FIX_random
#define FIX_random (2)
#endif
#if !defined FIX_sleep
#define FIX_sleep (1)
#elseif _FIXES_IS_UNSET(FIX_sleep)
#undef FIX_sleep
#define FIX_sleep (2)
#endif
#if !defined FIX_Menus
#define FIX_Menus (1)
#elseif _FIXES_IS_UNSET(FIX_Menus)
#undef FIX_Menus
#define FIX_Menus (2)
#endif
#if !defined FIX_AddMenuItem
#define FIX_AddMenuItem (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_AddMenuItem)
#undef FIX_AddMenuItem
#define FIX_AddMenuItem (2)
#endif
#if !defined FIX_SetMenuColumnHeader
#define FIX_SetMenuColumnHeader (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_SetMenuColumnHeader)
#undef FIX_SetMenuColumnHeader
#define FIX_SetMenuColumnHeader (2)
#endif
#if !defined FIX_ShowMenuForPlayer
#define FIX_ShowMenuForPlayer (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_ShowMenuForPlayer)
#undef FIX_ShowMenuForPlayer
#define FIX_ShowMenuForPlayer (2)
#endif
#if !defined FIX_HideMenuForPlayer
#define FIX_HideMenuForPlayer (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_HideMenuForPlayer)
#undef FIX_HideMenuForPlayer
#define FIX_HideMenuForPlayer (2)
#endif
#if !defined FIX_GetPlayerMenu
#define FIX_GetPlayerMenu (1)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerMenu)
#undef FIX_GetPlayerMenu
#define FIX_GetPlayerMenu (2)
#endif
#if !defined FIX_HideMenuForPlayer_2
#define FIX_HideMenuForPlayer_2 (0)
#elseif _FIXES_IS_UNSET(FIX_HideMenuForPlayer_2)
#undef FIX_HideMenuForPlayer_2
#define FIX_HideMenuForPlayer_2 (2)
#elseif FIX_HideMenuForPlayer_2 && !FIX_GetPlayerMenu
#error FIX_HideMenuForPlayer_2 requires FIX_GetPlayerMenu
#endif
#if !defined FIX_DisableMenu
#define FIX_DisableMenu (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_DisableMenu)
#undef FIX_DisableMenu
#define FIX_DisableMenu (2)
#endif
#if !defined FIX_DisableMenuRow
#define FIX_DisableMenuRow (FIX_Menus)
#elseif _FIXES_IS_UNSET(FIX_DisableMenuRow)
#undef FIX_DisableMenuRow
#define FIX_DisableMenuRow (2)
#endif
#if FIX_Menus || FIX_AddMenuItem || FIX_SetMenuColumnHeader || FIX_ShowMenuForPlayer || FIX_HideMenuForPlayer || FIX_DisableMenu || FIX_DisableMenuRow
#define _FIX_Menus (1)
#else
#define _FIX_Menus (2)
#endif
#if !defined FIX_GetPlayerInterior
#define FIX_GetPlayerInterior (1)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerInterior)
#undef FIX_GetPlayerInterior
#define FIX_GetPlayerInterior (2)
#endif
#if !defined FIX_ApplyAnimation
#define FIX_ApplyAnimation (1)
#elseif _FIXES_IS_UNSET(FIX_ApplyAnimation)
#undef FIX_ApplyAnimation
#define FIX_ApplyAnimation (2)
#endif
#if !defined FIX_ApplyAnimation_2
#define FIX_ApplyAnimation_2 (1)
#elseif _FIXES_IS_UNSET(FIX_ApplyAnimation_2)
#undef FIX_ApplyAnimation_2
#define FIX_ApplyAnimation_2 (2)
#endif
#if !defined FIX_OnPlayerSpawn
#define FIX_OnPlayerSpawn (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerSpawn)
#undef FIX_OnPlayerSpawn
#define FIX_OnPlayerSpawn (2)
#endif
#if !defined FIX_GameText
#define FIX_GameText (1)
#elseif _FIXES_IS_UNSET(FIX_GameText)
#undef FIX_GameText
#define FIX_GameText (2)
#endif
#if !defined FIX_HideGameText
#define FIX_HideGameText (0)
#elseif _FIXES_IS_UNSET(FIX_HideGameText)
#undef FIX_HideGameText
#define FIX_HideGameText (2)
#endif
#if !defined FIX_GameTextStyles
#define FIX_GameTextStyles (0)
#elseif _FIXES_IS_UNSET(FIX_GameTextStyles)
#undef FIX_GameTextStyles
#define FIX_GameTextStyles (2)
#elseif FIX_GameTextStyles && !FIX_GameText
#error FIX_GameTextStyles requires FIX_GameText
#endif
#if !defined FIX_OnPlayerConnect
#define FIX_OnPlayerConnect (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerConnect)
#undef FIX_OnPlayerConnect
#define FIX_OnPlayerConnect (2)
#endif
#if !defined FIX_OnPlayerDisconnect
#define FIX_OnPlayerDisconnect (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerDisconnect)
#undef FIX_OnPlayerDisconnect
#define FIX_OnPlayerDisconnect (2)
#endif
#if !defined FIX_CreatePlayerTextDraw
#define FIX_CreatePlayerTextDraw (1)
#elseif _FIXES_IS_UNSET(FIX_CreatePlayerTextDraw)
#undef FIX_CreatePlayerTextDraw
#define FIX_CreatePlayerTextDraw (2)
#endif
#if !defined FIX_PlayerTextDrawSetString
#define FIX_PlayerTextDrawSetString (1)
#elseif _FIXES_IS_UNSET(FIX_PlayerTextDrawSetString)
#undef FIX_PlayerTextDrawSetString
#define FIX_PlayerTextDrawSetString (2)
#endif
#if !defined FIX_SetPlayerCamera
#define FIX_SetPlayerCamera (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerCamera)
#undef FIX_SetPlayerCamera
#define FIX_SetPlayerCamera (2)
#endif
#if !defined FIX_SetPlayerTime
#define FIX_SetPlayerTime (1)
#elseif _FIXES_IS_UNSET(FIX_SetPlayerTime)
#undef FIX_SetPlayerTime
#define FIX_SetPlayerTime (2)
#endif
#if !defined FIX_OnPlayerRequestClass
#define FIX_OnPlayerRequestClass (1)
#elseif _FIXES_IS_UNSET(FIX_OnPlayerRequestClass)
#undef FIX_OnPlayerRequestClass
#define FIX_OnPlayerRequestClass (2)
#endif
#if !defined FIX_SetPlayerColour
#if defined FIX_SetPlayerColor
#if _FIXES_IS_UNSET(FIX_SetPlayerColor)
#define FIX_SetPlayerColour (2)
#else
#define FIX_SetPlayerColour (FIX_SetPlayerColor)
#endif
#else
#define FIX_SetPlayerColour (1)
#endif
#elseif _FIXES_IS_UNSET(FIX_SetPlayerColour)
#undef FIX_SetPlayerColour
#define FIX_SetPlayerColour (2)
#endif
#if !defined FIX_FileMaths
#define FIX_FileMaths (1)
#elseif _FIXES_IS_UNSET(FIX_FileMaths)
#undef FIX_FileMaths
#define FIX_FileMaths (2)
#endif
#if !defined FIX_GetPlayerWeaponData
#define FIX_GetPlayerWeaponData (0)
#elseif _FIXES_IS_UNSET(FIX_GetPlayerWeaponData)
#undef FIX_GetPlayerWeaponData
#define FIX_GetPlayerWeaponData (2)
#endif
/*
* CHAIN_ORDER
*
* Allows y_hooks to call things in the correct order when it exists.
*/
#if !defined CHAIN_ORDER
#define CHAIN_ORDER() 0
#endif
/*
* PRE_HOOK
*
* A method of pre-hooking callbacks to still have them called before any ones
* re-written by y_hooks.
*/
#define PRE_HOOK(%0) forward @CO_%0();public @CO_%0(){return CHAIN_ORDER()+1;}
PRE_HOOK(FIXES)
#undef CHAIN_ORDER
#define CHAIN_ORDER @CO_FIXES
/*
* _FIXES_IncludeStates
*
* Define the "_ALS" states used by hooks.
*/
static stock _FIXES_IncludeStates() <_ALS : _ALS_x0, _ALS : _ALS_x1, _ALS : _ALS_x2, _ALS : _ALS_x3>
{
}
static stock _FIXES_IncludeStates() <_ALS : _ALS_go>
{
}
/*
* FIXES_GT_STYLE_COUNT
*
* The number of GameText styles recreated using TextDraw functions. This is 4
* by default, but can be extended to 6 if you want location and vehicle styles.
*/
#if FIX_GameText
#if FIX_GameTextStyles
#define FIXES_GT_STYLE_COUNT (14)
#else
#define FIXES_GT_STYLE_COUNT (7)
#endif
#endif
/*
* FIXES_SilentKick
*
* If this define is set to 1, then players will not be given a message when
* they are kicked for cheats, instead they will just loose connection to the
* server.
*/
#if !defined FIXES_SilentKick
#define FIXES_SilentKick 0
#elseif _FIXES_IS_UNSET(FIXES_SilentKick)
#undef FIXES_SilentKick
#define FIXES_SilentKick 2
#endif
/*
* FIXES_Debug
*
* If this define is set to 1, then debug printing is turned on for any
* functions which may use it. Otherwise, the compiler entirely removes the
* code to print anything, leaving 0 run-time overhead.
*/
#if defined FIXES_Debug
#if _FIXES_IS_UNSET(FIXES_Debug)
#undef FIXES_Debug
#elseif FIXES_Debug == 1
#define FIXES_PRINTF(%0); print(_FIXES_gIsFilterscript ? ("* FIXES_PRINTF (FS):") : ("* FIXES_PRINTF (GM):")),printf("*** " %0);
#else
#undef FIXES_Debug
#endif
#endif
/*
* FIXES_UseStateHooks
*
* A marker to indicate that this version of fixes.inc uses state-based hooks.
*/
#define FIXES_UseStateHooks
/*
* FIXES_PRINTF
*
* A special "printf" function only compiled when "FIXES_Debug" is set.
*/
#if !defined FIXES_PRINTF
#define FIXES_Debug 0
#define FIXES_PRINTF(%0);
#endif
/*
* INVALID_DIALOG_ID
*
* Set when a player can't see a dialog.
*/
#if !defined INVALID_DIALOG_ID
#define INVALID_DIALOG_ID (-1)
#endif
/*
* FIXES_Single
*
* If this define is set to 1, then the old style include is used, with no
* support for multiple scripts running at the same time on the server (i.e. no
* gamemodes and filter scripts at the same time). You can only have one or the
* other or bugs.
*/
#if !defined FIXES_Single
#define FIXES_Single (1)
#elseif _FIXES_IS_UNSET(FIXES_Single)
#undef FIXES_Single
#define FIXES_Single (2)
#endif
/*
* _FIXES_IS_IN_CHARGE
*
* Test to see if this script is in command or not (master).
*/
#if FIXES_Single
#define _FIXES_IS_IN_CHARGE(%0)
#else
#define _FIXES_IS_IN_CHARGE(%0) if (%0(FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE))
#endif
/*
* E_FIXES_WORLDBOUND_DATA
*
* Store data for each player on their worldbound data.
*/
enum E_FIXES_WORLDBOUND_DATA
{
// "Previous".
Float:E_FIXES_WORLDBOUND_DATA_PX,
Float:E_FIXES_WORLDBOUND_DATA_PY,
Float:E_FIXES_WORLDBOUND_DATA_PZ,
// "Lower".
Float:E_FIXES_WORLDBOUND_DATA_LX,
Float:E_FIXES_WORLDBOUND_DATA_LY,
// "Upper".
Float:E_FIXES_WORLDBOUND_DATA_UX,
Float:E_FIXES_WORLDBOUND_DATA_UY
}
/*
* e_FIXES_BOOLS
*
* Collection of boolean values for players, designed to collect multiple checks
* in to one variable to reduce memory consumption.
*/
enum e_FIXES_BOOLS (<<= 1)
{
// Handy definition for nothing set.
e_FIXES_BOOLS_NONE = 0,
// Does this player have worldbounds enabled?
e_FIXES_BOOLS_WORLDBOUNDS = 1,
e_FIXES_BOOLS_UNCONTROLLABLE,
e_FIXES_BOOLS_PUT_IN_VEHICLE,
e_FIXES_BOOLS_BLOCK,
e_FIXES_BOOLS_TELEPORT,
e_FIXES_BOOLS_CONNECTED,
e_FIXES_BOOLS_INTERIOR,
e_FIXES_BOOLS_PUT_IN_TRAIN,
e_FIXES_BOOLS_KICKED,
e_FIXES_BOOLS_ON_PLAYER_CONNECT,
e_FIXES_BOOLS_DRIVE_BY,
e_FIXES_BOOLS_FIRST_SPAWN,
e_FIXES_BOOLS_FIRST_CLASS,
e_FIXES_BOOLS_SPECTATING,
e_FIXES_BOOLS_CP_DELAYED,
e_FIXES_BOOLS_RACE_CP_DELAYED
}
/*
* e_FIXES_SETTINGS
*
* Collection of boolean values for the script as a whole. Stores a variety of
* settings that are true/false.
*/
enum e_FIXES_SETTINGS (<<= 1)
{
// Handy definition for nothing set.
e_FIXES_SETTINGS_NONE = 0,
e_FIXES_SETTINGS_INTERIOR = 1,
e_FIXES_SETTINGS_ADMIN_TELEPORT,
e_FIXES_SETTINGS_IN_CHARGE,
e_FIXES_SETTINGS_DROP_ALL_DATA,
e_FIXES_SETTINGS_MENU_SET,
e_FIXES_SETTINGS_ENDING,
e_FIXES_SETTINGS_ENDED,
e_FIXES_SETTINGS_NO_GAME_TEXT,
e_FIXES_SETTINGS_SECOND_USE
}
/*
* _FIXES_CEILDIV
*
* Do a ceiling division of the first number by the second number.
*/
#define _FIXES_CEILDIV(%0,%1) (((%0) + (%1) - 1) / (%1))
/*
* _FIXES_INFINITY
*
* IEEE 754 definition of infinity.
*/
#define _FIXES_INFINITY (Float:0x7F800000)
/*
* _FIXES_N_INFINITY
*
* IEEE 754 definition of negative infinity.
*/
#define _FIXES_N_INFINITY (Float:0xFF800000)
/*
* _FIXES_ATTACHMENTS
*
* The number of players whose attachment data (10-bits) can be stored in one
* cell.
*/
#define _FIXES_ATTACHMENTS (cellbits / MAX_PLAYER_ATTACHED_OBJECTS)
/*
* _FIXES_FOREACH
*
* A new version of "foreach", but just for this library.
*/
#define _FIXES_FOREACH(%1,%0) for (new %0 = MAX_PLAYERS; (%0 = %1[%0]) != MAX_PLAYERS; )
/*
* _FIXES_IN_RANGE
*
* Checks if the first parameter is between the other two: %1 <= %0 < %2 (but
* faster).
*/
#define _FIXES_IN_RANGE(%0,%1,%2) (((%0) - ((%1) + cellmin)) < ((%2) - ((%1) + cellmin)))
/*
* _FIXES_NO_RANGE
*
* Checks if the first parameter is not between the other two: !(%1 <= %0 < %2)
* (but faster).
*/
#define _FIXES_NO_RANGE(%0,%1,%2) (((%0) - ((%1) + cellmin)) >= ((%2) - ((%1) + cellmin)))
/*
* _FIXES_FORWARD
*
* Forwards a hooked callbacks, and defines the default state implementations.
*/
#define _FIXES_FORWARD%0(%1); \
forward%0(%1); \
public%0(%1) <_ALS : _ALS_x0, _ALS : _ALS_x1> { return 1; } \
public%0(%1) <> { return 1; }
/*
* _FIXES_IS_PLAYER_CONNECTED
*
* Always valid "IsPlayerConnected" check.
*/
#define _FIXES_IS_PLAYER_CONNECTED(%0) (_FIXES_IN_RANGE((%0), 0, MAX_PLAYERS) && IsPlayerConnected((%0)))
// These varaibles are NOT pre-processor dependent as they are stock. It's just
// simpler than trying to figure out when or if a semi-colon is needed.
#if !FIX_FILTERSCRIPT
static
#endif
stock
/*
* bool:_FIXES_gIsFilterscript
*
* Runtime equivalent of "FILTERSCRIPT" for when it is not set by the user.
*/
bool:_FIXES_gIsFilterscript;
stock
/*
* FIXES_gscSpace[]
*
* A single re-usable space.
*/
FIXES_gscSpace[] = " ";
#if FIXES_Debug
new
#else
static stock
#endif
/*
* FIXES_gsValidMenus[_FIXES_CEILDIV(MAX_MENUS, cellbits)]
*
* A record of which menus have and haven't been shown yet. We ensure that
* this only exists when required, since it depends on add and remove
* functions to be called at the right time.
*/
#if _FIX_Menus || FIX_GetPlayerMenu || FIX_OnPlayerDisconnect || FIX_GameText || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
FIXES_gsPlayersIterator[MAX_PLAYERS + 1] = {0, 1, ...},
#endif
/*
* FIXES_gsValidMenus[_FIXES_CEILDIV(MAX_MENUS, cellbits)]
*
* A record of which menus have and haven't been shown yet.
*/
FIXES_gsValidMenus[_FIXES_CEILDIV(MAX_MENUS, cellbits)],
/*
* FIXES_gsPlayerIP[MAX_PLAYERS]
*
* A player's IP as a 32-bit integer.
*/
FIXES_gsPlayerIP[MAX_PLAYERS] = {-1, ...},
/*
* FIXES_gsPlayerSkin[MAX_PLAYERS]
*
* The skin the player is currently using.
*/
FIXES_gsPlayerSkin[MAX_PLAYERS],
/*
* e_FIXES_BOOLEAN_DATA:FIXES_gsPlayerBools[MAX_PLAYERS]
*
* Collection of boolean values for players.
*/
e_FIXES_BOOLS:FIXES_gsPlayerBools[MAX_PLAYERS],
/*
* FIXES_gsWorldbounds[MAX_PLAYERS][E_FIXES_WORLDBOUND_DATA]
*
* All data for players on where their worldbounds are and where they last
* were before they went through the bounds by crouching.
*/
#if FIX_SetPlayerWorldBounds
FIXES_gsWorldbounds[MAX_PLAYERS][E_FIXES_WORLDBOUND_DATA],
#endif
/*
* FIXES_gsPlayerWeapon[MAX_PLAYERS]
*
* Stores the weapon set by "SetPlayerArmedWeapon" when in a vehicle.
*/
FIXES_gsPlayerWeapon[MAX_PLAYERS],
/*
* FIXES_gsVehicleSeatData[MAX_PLAYERS]
*
* What vehicle the player is due to go in.
*/
FIXES_gsVehicleSeatData[MAX_PLAYERS],
/*
* FIXES_gsVehicleLocked[(MAX_PLAYERS * MAX_VEHICLES + cellbits - 1) / cellbits]
*
* Is this vehicle locked for a player. This is a compressed 2D binary
* array, made by concatenating many bits together (saves 1kb-3kb)! Is
* there a reason this array exists?
*/
//FIXES_gsVehicleLocked[_FIXES_CEILDIV(MAX_PLAYERS * MAX_VEHICLES, cellbits)],
/*
* FIXES_gsDialogID[MAX_PLAYERS]
*
* Stores the true ID of the dialog the player is looking at to prevent
* spoofing.
*/
FIXES_gsDialogID[MAX_PLAYERS] = {-1, ...},
/*
* FIXES_gsInterior[MAX_PLAYERS]
*
* The player's current interior.
*/
FIXES_gsInterior[MAX_PLAYERS],
/*
* e_FIXES_SETTINGS:FIXES_gsSettings
*
* A collection of 1-bit options, compressed together to save space.
*/
e_FIXES_SETTINGS:FIXES_gsSettings = e_FIXES_SETTINGS_SECOND_USE,
/*
* FIXES_gsObjectSlots[_FIXES_CEILDIV(MAX_PLAYERS, _FIXES_ATTACHMENTS)]
*
* A record of which attached object slots a player has used.
*/
FIXES_gsObjectSlots[_FIXES_CEILDIV(MAX_PLAYERS, _FIXES_ATTACHMENTS)],
/*
* FIXES_gsLastAnimation[MAX_PLAYERS]
*
* The last animation a player used.
*/
FIXES_gsLastAnimation[MAX_PLAYERS],
/*
* FIXES_gsLastCash[MAX_PLAYERS]
*
* A player's cash before dying.
*/
FIXES_gsLastCash[MAX_PLAYERS],
/*
* FIXES_gsDriveByWeapon[MAX_PLAYERS]
*
* The weapon to set after re-enter to vehicle.
*/
FIXES_gsDriveByWeapon[MAX_PLAYERS],
/*
* FIXES_gsCurrentMenu[MAX_PLAYERS]
*
* The menu the player can currently see.
*/
Menu:FIXES_gsCurrentMenu[MAX_PLAYERS] = {Menu:INVALID_MENU, ...},
/*
* Text:FIXES_gsGTStyle[FIXES_GT_STYLE_COUNT]
*
* The pre-defined TextDraw styles used to recreate the bugged GameText
* styles for GameTextForAll.
*/
#if FIX_GameText
Text:FIXES_gsGTStyle[FIXES_GT_STYLE_COUNT],
#endif
/*
* FIXES_gsPlayerPGTShown[FIXES_GT_STYLE_COUNT][MAX_PLAYERS + 1]
*
* A linked list of which players can see a certain GameText style.
*/
#if FIX_GameText
FIXES_gsPlayerPGTShown[FIXES_GT_STYLE_COUNT][MAX_PLAYERS + 1],
#endif
/*
* PlayerText:FIXES_gsPGTStyle[FIXES_GT_STYLE_COUNT][MAX_PLAYERS]
*
* The predefined TextDraw styles used to recreate the bugged GameText
* styles for GameTextForPlayer.
*/
#if FIX_GameText
PlayerText:FIXES_gsPGTStyle[MAX_PLAYERS][FIXES_GT_STYLE_COUNT],
#endif
/*
* FIXES_gsPGTTimer[FIXES_GT_STYLE_COUNT][MAX_PLAYERS]
*
* The timers used to hide per-player GameText messages.
*/
#if FIX_GameText
FIXES_gsGTTimer[FIXES_GT_STYLE_COUNT][MAX_PLAYERS + 1],
#endif
/*
* FIXES_gsClassAnimTimer[MAX_PLAYERS],
*
* Used for storing the timer ID for deferring class selection animation
* application.
*/
FIXES_gsAnimTimer[MAX_PLAYERS],
/*
* FIXES_gsClassAnimName[MAX_PLAYERS][60],
*
* Used for storing the animation name.
*/
#if FIX_ApplyAnimation_2
FIXES_gsClassAnimName[MAX_PLAYERS][60],
#endif
/*
* FIXES_gsPlayerAnimLibs[MAX_PLAYERS][_FIXES_CEILDIV(135, cellbits)],
*
* Which animation libraries the player has synced.
*/
#if FIX_ApplyAnimation_2
FIXES_gsPlayerAnimLibs[MAX_PLAYERS][_FIXES_CEILDIV(135, cellbits)],
#endif
/*
* FIXES_pvarNotNewPlayer[]
*
* This variable records wether or not this player is brand new to the
* server, and not just having "OnPlayerConnect" called due to a script
* load. There are certain functions that need applying only the very first
* time they connect, then this gets set.
*/
FIXES_pvarNotNewPlayer[] = "FIXES_pvarNotNewPlayer",
/*
* FIXES_pvarPlayerWeapon[]
*
* Name of the pvar in which to store the player's current weapon.
*/
FIXES_pvarPlayerWeapon[] = "FIXES_pvarPlayerWeapon",
/*
* FIXES_pvarPlayerSkin[]
*
* Name of the pvar in which to store the player's current skin.
*/
FIXES_pvarPlayerSkin[] = "FIXES_pvarPlayerSkin",
/*
* FIXES_pvarPlayerSpectate[]
*
* Name of the pvar in which to store the player's spectator mode.
*/
FIXES_pvarPlayerSpectate[] = "FIXES_pvarPlayerSpectate",
/*
* FIXES_gscKick[]
*
* Name of the kick timer function.
*/
FIXES_gscKick[] = "_FIXES_Kick",
/*
* FIXES_pvarKick[]
*
* Name of the pvar in which to store a player's kick timer.
*/
FIXES_pvarKick[] = "FIXES_pvarKick",
/*
* FIXES_pvarPlayerDialog[]
*
* Name of the pvar in which to store the player's current dialogid.
*/
FIXES_pvarPlayerDialog[] = "FIXES_pvarPlayerDialog",
/*
* FIXES_pvarPlayerInterior[]
*
* A player's current interior.
*/
FIXES_pvarPlayerInterior[] = "FIXES_pvarPlayerInterior",
/*
* FIXES_pvarCurrentDialog[]
*
* Used in OnDialogResponse to be able to get the correct ID in multiple
* scripts while still correctly resetting the ID for future use.
*/
FIXES_pvarCurrentDialog[] = "FIXES_pvarCurrentDialog",
/*
* FIXES_pvarPlayerLastCash[]
*
* Used in OnPlayerDeath to save a player's cash before death.
*/
FIXES_pvarPlayerLastCash[] = "FIXES_pvarPlayerLastCash",
/*
* FIXES_gscHideGameTextTimer[]
*
* Name of the GameText hide timer function.
*/
FIXES_gscHideGameTextTimer[] = "_FIXES_HideGameTextTimer",
/*
* FIXES_gscDriveBy[]
*
* Name of the Drive-By timer function.
*/
FIXES_gscDriveBy[] = "_FIXES_DriveBy",
/*
* FIXES_gscSetCamera[]
*
* Name of the SetCamera timer function.
*/
FIXES_gscSetCamera[] = "_FIXES_SetCamera",
/*
* FIXES_gscSetTime[]
*
* Name of the SetTime timer function.
*/
FIXES_gscSetTime[] = "_FIXES_SetTime",
/*
* FIXES_gscSetColor[]
*
* Name of the SetColor timer function.
*/
FIXES_gscSetColor[] = "_FIXES_SetColor",
/*
* FIXES_gscSetCheckpoint[]
*
* Name of the SetCheckpoint timer function.
*/
FIXES_gscSetCheckpoint[] = "_FIXES_SetCheckpoint",
/*
* FIXES_pvarPlayerCheckpoint[]
*
* Name of the pvar in which to store the player's checkpoint state.
*/
FIXES_pvarPlayerCheckpoint[] = "FIXES_pvarPlayerCheckpoint",
/*
* FIXES_gscSetRaceCheckpoint[]
*
* Name of the SetRaceCheckpoint timer function.
*/
FIXES_gscSetRaceCheckpoint[] = "_FIXES_SetRaceCheckpoint",
/*
* FIXES_pvarPlayerRaceCheckpoint[]
*
* Name of the pvar in which to store the player's race checkpoint state.
*/
FIXES_pvarPlayerRaceCheckpoint[] = "FIXES_pvarPlayerRaceCheckpoint",
/*
* FIXES_gscNULL[]
*
* NULL. This is stored as a global string to reduce memory usage.
*/
FIXES_gscNULL[] = "\1";
static stock const
/*
* FIXES_gscPlayerColours[100]
*
* There are only 100 colours used by default, with SA:MP looping through
* them repeatedly.
*/
#if FIX_GetPlayerColour
FIXES_gscPlayerColours[100] =
{
0xFF8C13FF, 0xC715FFFF, 0x20B2AAFF, 0xDC143CFF, 0x6495EDFF,
0xF0E68CFF, 0x778899FF, 0xFF1493FF, 0xF4A460FF, 0xEE82EEFF,
0xFFD720FF, 0x8B4513FF, 0x4949A0FF, 0x148B8BFF, 0x14FF7FFF,
0x556B2FFF, 0x0FD9FAFF, 0x10DC29FF, 0x534081FF, 0x0495CDFF,
0xEF6CE8FF, 0xBD34DAFF, 0x247C1BFF, 0x0C8E5DFF, 0x635B03FF,
0xCB7ED3FF, 0x65ADEBFF, 0x5C1ACCFF, 0xF2F853FF, 0x11F891FF,
0x7B39AAFF, 0x53EB10FF, 0x54137DFF, 0x275222FF, 0xF09F5BFF,
0x3D0A4FFF, 0x22F767FF, 0xD63034FF, 0x9A6980FF, 0xDFB935FF,
0x3793FAFF, 0x90239DFF, 0xE9AB2FFF, 0xAF2FF3FF, 0x057F94FF,
0xB98519FF, 0x388EEAFF, 0x028151FF, 0xA55043FF, 0x0DE018FF,
0x93AB1CFF, 0x95BAF0FF, 0x369976FF, 0x18F71FFF, 0x4B8987FF,
0x491B9EFF, 0x829DC7FF, 0xBCE635FF, 0xCEA6DFFF, 0x20D4ADFF,
0x2D74FDFF, 0x3C1C0DFF, 0x12D6D4FF, 0x48C000FF, 0x2A51E2FF,
0xE3AC12FF, 0xFC42A8FF, 0x2FC827FF, 0x1A30BFFF, 0xB740C2FF,
0x42ACF5FF, 0x2FD9DEFF, 0xFAFB71FF, 0x05D1CDFF, 0xC471BDFF,
0x94436EFF, 0xC1F7ECFF, 0xCE79EEFF, 0xBD1EF2FF, 0x93B7E4FF,
0x3214AAFF, 0x184D3BFF, 0xAE4B99FF, 0x7E49D7FF, 0x4C436EFF,
0xFA24CCFF, 0xCE76BEFF, 0xA04E0AFF, 0x9F945CFF, 0xDCDE3DFF,
0x10C9C5FF, 0x70524DFF, 0x0BE472FF, 0x8A2CD7FF, 0x6152C2FF,
0xCF72A9FF, 0xE59338FF, 0xEEDC2DFF, 0xD8C762FF, 0xD8C762FF
},
#endif
/*
* FIXES_gscMaxPassengers[]
*
* This is a compressed (4-bit) list of the maximum number of passengers in
* any vehicle, confirmed by a number of sources. "F" (15) means invalid
* vehicle.
*/
#if FIX_OnPlayerEnterVehicle
FIXES_gscMaxPassengers[] =
{
0x10331113, 0x11311131, 0x11331313, 0x80133301, 0x1381F110, 0x10311103, 0x10001F10, 0x11113311, 0x13113311,
0x31101100, 0x30001301, 0x11031311, 0x11111331, 0x10013111, 0x01131100, 0x11111110, 0x11100031, 0x11130221,
0x33113311, 0x11111101, 0x33101133, 0x101001F0, 0x03133111, 0xFF11113F, 0x13330111, 0xFF131111, 0x0000FF3F
},
#endif
/*
* FIXES_gscVehicleMods[]
*
* This is a bit array of all the valid mods (-1000) for all vehicles (-400)
* EXCEPT for vehicle 576 (Tornado), which has just TWO extra mods on it,
* that should spill over in to an extra cell of data (requiring an extra
* 848 bytes of data total to make the array work). Instead this (hopefully
* rare) case is handled explicitly in "OnVehicleMod". It seems that most
* vehicles are:
*
* 0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
*
* I don't know yet if this can be used to our advantage to improve the code
* somehow - it seems like that would require more explicit model handling.
*/
#if FIX_OnVehicleMod
FIXES_gscVehicleMods[] =
{
0x033C2700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x021A27FA, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x023B2785, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02BC4703, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x03BA278A, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x028E078A, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02310744, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x0228073A, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02BD4701, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x023A2780, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x0228077A, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x027A27CA, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x0282278A, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x023E07C0, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x03703730, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x031D2775, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02BE4788, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02010771, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x029A0FCE, 0x00000000, 0x00FFFE00, 0x00000007, 0x0000C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x03382700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x023F8795, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x029F078C, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x029627EA, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x0236C782, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x029E1FCA, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0xFC000437, 0x00000000, 0x021C0000,
0x02000700, 0x00000000, 0x00FFFE00, 0x03FE6007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00001B87, 0x00000001, 0x01E00000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x039E07D2, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x023CC700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00030000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x038E07D6, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x023D0709, 0x00000000, 0x00FFFE00, 0x00000007, 0x0000C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x029E1F8A, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x029C077A, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02BD076C, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0xFFFFFE00, 0x00000007, 0x00000000, 0x000001F8,
0x02000700, 0x00000000, 0x00FFFFFE, 0x00000007, 0xC0000000, 0x00002007,
0xFE000700, 0x00000003, 0x00FFFE00, 0x00000007, 0x00003C00, 0x00000600,
0xCE000700, 0xFF800000, 0x00FFFE01, 0x00000007, 0x3C000000, 0x00000000,
0x02000700, 0x000003FC, 0x00FFFE00, 0x00000007, 0x003C0000, 0x00001800,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x007FE000, 0x00FFFE00, 0x00000007, 0x03C00000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000047, 0x0000003E, 0x3C000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00001C00, 0x00FFFE00, 0x0000000F, 0x00000000, 0x0003C000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x000003C0, 0xC0000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x029607C2, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x03FFE7CD, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x031727F1, 0x00000000, 0x00FFFE00, 0x00000007, 0x00030000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x025627F0, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x039E07C2, 0x00000000, 0x00FFFE00, 0x00000007, 0x0003C000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000,
0x02000700, 0x00000000, 0x00FFFE00, 0x00000007, 0x00000000, 0x00000000
},
#endif
/*
* FIXES_gscAnimIndexes[]
*
* Which index each letter starts at. Sometimes crashes the compiler...
*/
#if FIX_ApplyAnimation || FIX_ApplyAnimation_2
FIXES_gscAnimIndexes[24] =
{
0, 2, 21, 35, 42, 42, 53, 62, 64, 67, 68, 71, 75, 81, 82, 84, 94, 96, 104, 122, 127, 128, 131, 135
},
#endif
/*
* FIXES_gscAnimLib[]
*
* List of valid animation libraries.
*/
#if FIX_ApplyAnimation || FIX_ApplyAnimation_2
FIXES_gscAnimLib[135][] =
{
"AIRPORT", "ATTRACTORS", "BAR", "BASEBALL", "BD_FIRE",
"BEACH", "BENCHPRESS", "BF_INJECTION", "BIKE_DBZ", "BIKED",
"BIKEH", "BIKELEAP", "BIKES", "BIKEV", "BLOWJOBZ",
"BMX", "BOMBER", "BOX", "BSKTBALL", "BUDDY",
"BUS", "CAMERA", "CAR", "CAR_CHAT", "CARRY",
"CASINO", "CHAINSAW", "CHOPPA", "CLOTHES", "COACH",
"COLT45", "COP_AMBIENT", "COP_DVBYZ", "CRACK", "CRIB",
"DAM_JUMP", "DANCING", "DEALER", "DILDO", "DODGE",
"DOZER", "DRIVEBYS", "FAT", "FIGHT_B", "FIGHT_C",
"FIGHT_D", "FIGHT_E", "FINALE", "FINALE2", "FLAME",
"FLOWERS", "FOOD", "FREEWEIGHTS", "GANGS", "GFUNK",
"GHANDS", "GHETTO_DB", "GOGGLES", "GRAFFITI", "GRAVEYARD",
"GRENADE", "GYMNASIUM", "HAIRCUTS", "HEIST9", "INT_HOUSE",
"INT_OFFICE", "INT_SHOP", "JST_BUISNESS", "KART", "KISSING",
"KNIFE", "LAPDAN1", "LAPDAN2", "LAPDAN3", "LOWRIDER",
"MD_CHASE", "MD_END", "MEDIC", "MISC", "MTB",
"MUSCULAR", "NEVADA", "ON_LOOKERS", "OTB", "PARACHUTE",
"PARK", "PAULNMAC", "PED", "PLAYER_DVBYS", "PLAYIDLES",
"POLICE", "POOL", "POOR", "PYTHON", "QUAD",
"QUAD_DBZ", "RAPPING", "RIFLE", "RIOT", "ROB_BANK",
"ROCKET", "RUNNINGMAN", "RUSTLER", "RYDER", "SAMP",
"SCRATCHING", "SEX", "SHAMAL", "SHOP", "SHOTGUN",
"SILENCED", "SKATE", "SMOKING", "SNIPER", "SNM",
"SPRAYCAN", "STRIP", "SUNBATHE", "SWAT", "SWEET",
"SWIM", "SWORD", "TANK", "TATTOOS", "TEC",
"TRAIN", "TRUCK", "UZI", "VAN", "VENDING",
"VORTEX", "WAYFARER", "WEAPONS", "WOP", "WUZI"
},
#endif
/*
* FIXES_gscDot[]
*
* ".".
*/
FIXES_gscDot[] = ".",
/*
* FIXES_gscSpec@[]
*
* Specifier "".
*/
FIXES_gscSpec@[] = "",
/*
* FIXES_gscSpec@i[]
*
* Specifier "i".
*/
FIXES_gscSpec@i[] = "i",
/*
* FIXES_gscSpec@ii[]
*
* Specifier "ii".
*/
FIXES_gscSpec@ii[] = "ii",
/*
* FIXES_gscSpec@ai[]
*
* Specifier "ai".
*/
FIXES_gscSpec@ai[] = "ai",
/*
* FIXES_gscSpec@is[]
*
* Specifier "is".
*/
FIXES_gscSpec@is[] = "is",
/*
* FIXES_gscSpec@iii[]
*
* Specifier "iii".
*/
FIXES_gscSpec@iii[] = "iii",
/*
* FIXES_gscSpec@isii[]
*
* Specifier "isii".
*/
FIXES_gscSpec@isii[] = "isii",
/*
* FIXES_gscSpec@ifff[]
*
* Specifier "ifff".
*/
FIXES_gscSpec@ifff[] = "ifff",
/*
* FIXES_gscSpec@iifff[]
*
* Specifier "iifff".
*/
FIXES_gscSpec@iifff[] = "iifff",
/*
* FIXES_gscSpec@iifffffff[]
*
* Specifier "iifffffff".
*/
FIXES_gscSpec@iifffffff[] = "iifffffff",
/*
* FIXES_gscSpec@iffff[]
*
* Specifier "iffff".
*/
FIXES_gscSpec@iffff[] = "iffff",
/*
* FIXES_gscSpec@iiiis[]
*
* Specifier "iiiis".
*/
FIXES_gscSpec@iiiis[] = "iiiis",
/*
* FIXES_gscSpec@iiiii[]
*
* Specifier "iiiii".
*/
FIXES_gscSpec@iiiii[] = "iiiii",
/*
* FIXES_gscSpec@iiiiii[]
*
* Specifier "iiiiii".
*/
FIXES_gscSpec@iiiiii[] = "iiiiii",
/*
* FIXES_gscTempName[]
*
* The temporary name to give when renaming people.
*/
FIXES_gscTempName[] = "FIXES_TEMP_NAME",
/*
* FIXES_gscOrderProperty[]
*
* The property to check for script ordering.
*/
FIXES_gscOrderProperty[] = "FIXES_gscOrderProperty",
/*
* FIXES_gscNoGMProperty[]
*
* Call "_FIXES_DetermineOrder" in the GM or not?
*/
FIXES_gscNoGMProperty[] = "FIXES_gscNoGMProperty",
/*
* FIXES_gscDetermineOrder[]
*
* Name of the ordering callback.
*/
FIXES_gscDetermineOrder[] = "_FIXES_DetermineOrder",
/*
* FIXES_gscSetPlayerMenu[]
*
* Name of the remote set player menu function.
*/
FIXES_gscSetPlayerMenu[] = "_FIXES_SetPlayerMenu",
/*
* FIXES_gscClearPlayerMenu[]
*
* Name of the remote function to clear a player's menu set.
*/
FIXES_gscClearPlayerMenu[] = "_FIXES_ClearPlayerMenu",
/*
* FIXES_gscAllowTeleport[]
*
* Name of the remote allow teleport function.
*/
FIXES_gscAllowTeleport[] = "_FIXES_AllowTeleport",
/*
* FIXES_gscPutPlayerInVehicle[]
*
* Name of the remote vehicle entry function.
*/
FIXES_gscPutPlayerInVehicle[] = "_FIXES_PutPlayerInVehicle",
/*
* FIXES_gscAllowInteriorWeapons[]
*
* Name of the remote interior weapons function.
*/
FIXES_gscAllowInteriorWeapons[] = "_FIXES_AllowInteriorWeapons",
/*
* FIXES_gscSetPlayerAttachedObj[]
*
* Name of the remote attache object function.
*/
FIXES_gscSetPlayerAttachedObj[] = "_FIXES_SetPlayerAttachedObject",
/*
* FIXES_gscTogglePlayerControl[]
*
* Name of the remote player toggle function.
*/
FIXES_gscTogglePlayerControl[] = "_FIXES_TogglePlayerControllable",
/*
* FIXES_gscSetPlayerWorldBounds[]
*
* Name of the remote world bounds function.
*/
FIXES_gscSetPlayerWorldBounds[] = "_FIXES_SetPlayerWorldBounds",
/*
* FIXES_gscGameTextShow[]
*
* Name of the remote GameText show function.
*/
FIXES_gscGameTextShow[] = "_FIXES_GameTextShow",
/*
* FIXES_gscReturnProperty[]
*
* The property for accurate returns.
*/
FIXES_gscReturnProperty[] = "FIXES_gscReturnProperty",
/*
* FIXES_gscSingleProperty[]
*
* The property for checking this is the only running script with fixes in.
*/
FIXES_gscSingleProperty[] = "FIXES_gscSingleProperty",
/*
* FIXES_gscMenuProperty[]
*
* The property for a player's current menu.
*/
FIXES_gscMenuProperty[] = "FIXES_gscMenuProperty",
/*
* FIXES_gscFixesError[]
*
* Error shown when multiple scripts are detected.
*/
FIXES_gscFixesError[] = "\7\7\7\7\7" "\n" \
"*** fixes.inc error: Running multiple scripts compiled with \"fixes.inc\"..." "\n" \
"*** Please compile your modes with \"#define FIXES_Single 0\" at the top, as" "\n" \
"*** this setting is no longer the default (to improve the more common case)." ;
/*
* _FIXES_KEY_AIM
* KEY_AIM
*
* Because the default SA:MP includes missed this one.
*/
#define _FIXES_KEY_AIM (128)
#if FIX_KEY_AIM
#define KEY_AIM _FIXES_KEY_AIM
#endif
/*
* _FIXES_SPECIAL_ACTION_PISSING
* SPECIAL_ACTION_PISSING
*
* Because the default SA:MP includes missed this one.
*/
#define _FIXES_SPECIAL_ACTION_PISSING (68)
#if FIX_SPECIAL_ACTION_PISSING
#define SPECIAL_ACTION_PISSING _FIXES_SPECIAL_ACTION_PISSING
#endif
/*
* IsValidVehicle
*
* Because the default SA:MP includes missed this one.
*/
#if FIX_IsValidVehicle
native IsValidVehicle(vehicleid);
#endif
/*
* GetGravity
*
* Because the default SA:MP includes missed this one.
*/
#if FIX_GetGravity
native Float:GetGravity();
#endif
/*
* gpci
*
* Because the default SA:MP includes missed this one.
*/
#if FIX_gpci
native gpci(playerid, serial[], maxlen);
#endif
/*
* BODYPARTS
*
* Because the default SA:MP includes missed these.
*/
#if FIX_BODYPARTS
#define BODY_PART_TORSO (3)
#define BODY_PART_GROIN (4)
#define BODY_PART_LEFT_ARM (5)
#define BODY_PART_RIGHT_ARM (6)
#define BODY_PART_LEFT_LEG (7)
#define BODY_PART_RIGHT_LEG (8)
#define BODY_PART_HEAD (9)
#endif
/*
* CAMERAMODES
*
* Because the default SA:MP includes missed these.
*/
#if FIX_CAMERAMODES
#define CAM_MODE_DISCONNECTED (-1)
#define CAM_MODE_NONE (0)
#define CAM_MODE_BEHINDCAR (3)
#define CAM_MODE_FOLLOWPED (4)
#define CAM_MODE_SNIPER (7)
#define CAM_MODE_ROCKETLAUNCHER (8)
#define CAM_MODE_FIXED (15)
#define CAM_MODE_1STPERSON (16)
#define CAM_MODE_CAM_ON_A_STRING (18)
#define CAM_MODE_BEHINDBOAT (22)
#define CAM_MODE_CAMERA (46)
#define CAM_MODE_ROCKETLAUNCHER_HS (51)
#define CAM_MODE_AIMWEAPON (53)
#define CAM_MODE_AIMWEAPON_FROMCAR (55)
#define CAM_MODE_DW_HELI_CHASE (56)
#endif
/*
* IS_FILTERSCRIPT
*
* "FILTERSCRIPT" can't always be relied on to be set. This is not a pre-
* processor macro, but may be better than nothing (also used internally).
*/
#if FIX_FILTERSCRIPT
#define IS_FILTERSCRIPT _FIXES_gIsFilterscript
#endif
/*
* File operators
*
* Forwards for operators that shouldn't exist, so they won't exist.
*/
#if FIX_FileMaths
forward File:operator++(File:a);
forward File:operator--(File:a);
forward File:operator-(File:a);
forward File:operator+(File:a, File:b);
forward File:operator+(File:a, _:b);
forward File:operator-(File:a, File:b);
forward File:operator-(_:a, File:b);
forward File:operator-(File:a, _:b);
forward File:operator*(File:a, File:b);
forward File:operator*(File:a, _:b);
forward File:operator/(File:a, File:b);
forward File:operator/(_:a, File:b);
forward File:operator/(File:a, _:b);
forward File:operator%(File:a, File:b);
forward File:operator%(_:a, File:b);
forward File:operator%(File:a, _:b);
forward bool:operator<(File:a, File:b);
forward bool:operator<(_:a, File:b);
forward bool:operator<(File:a, _:b);
forward bool:operator<=(File:a, File:b);
forward bool:operator<=(_:a, File:b);
forward bool:operator<=(File:a, _:b);
forward bool:operator>(File:a, File:b);
forward bool:operator>(_:a, File:b);
forward bool:operator>(File:a, _:b);
forward bool:operator>=(File:a, File:b);
forward bool:operator>=(_:a, File:b);
forward bool:operator>=(File:a, _:b);
#endif
/*
* FIXES_DetermineOrder()
*
* Figure out which script is called first by callbacks.
*/
#if !FIXES_Single
forward _FIXES_DetermineOrder();
static FIXES_DetermineOrder()
{
deleteproperty(5, FIXES_gscOrderProperty),
// Called in the Game Mode first (thus needs correcting).
setproperty(5, FIXES_gscNoGMProperty, 1),
CallRemoteFunction(FIXES_gscDetermineOrder, FIXES_gscSpec@),
deleteproperty(5, FIXES_gscNoGMProperty),
CallRemoteFunction(FIXES_gscDetermineOrder, FIXES_gscSpec@);
}
#endif
/*
* FIXES_IsPlayerConnected(playerid)
*
* FIXES:
* IsPlayerConnected
*/
#if defined _ALS_IsPlayerConnected
#error _ALS_IsPlayerConnected defined
#endif
native BAD_IsPlayerConnected(playerid) = IsPlayerConnected;
#if FIX_IsPlayerConnected
stock FIXES_IsPlayerConnected(playerid)
{
return _FIXES_IS_PLAYER_CONNECTED(playerid);
}
#define _ALS_IsPlayerConnected
#define IsPlayerConnected FIXES_IsPlayerConnected
#endif
/*
* _FIXES_CreateGameTextDraws(playerid, test)
*
* Create the text draws used to replicate game texts.
*
* FIXES:
* GameText
*/
#if FIX_GameText
static _FIXES_CreateGameTextDraws(const playerid)
{
if (playerid == INVALID_PLAYER_ID)
{
new
Text:t;
#if FIX_GameTextStyles
// Global style 7 (vehicle name).
t = FIXES_gsGTStyle[7] = TextDrawCreate(608.000000, 344.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 1.000000, 3.000000),
TextDrawAlignment(t, 3),
TextDrawColor(t, 0x36682CFF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 10.0, 200.0);
// Global style 8 (location name).
t = FIXES_gsGTStyle[8] = TextDrawCreate(608.000000, 386.500000, FIXES_gscSpace),
TextDrawLetterSize(t, 1.200000, 3.799998),
TextDrawAlignment(t, 3),
TextDrawColor(t, 0xACCBF1FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 0),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 10.0, 200.0);
// Global style 9 (radio name).
t = FIXES_gsGTStyle[9] = TextDrawCreate(320.000000, 22.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.600000, 1.899999),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0x906210FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 1),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 10 (radio switch).
t = FIXES_gsGTStyle[10] = TextDrawCreate(320.000000, 22.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.600000, 1.899999),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0x969696FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 1),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 11 (positive money).
t = FIXES_gsGTStyle[11] = TextDrawCreate(607.000000, 78.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.550000, 2.150000),
TextDrawAlignment(t, 3),
TextDrawColor(t, 0x36682CFF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000FF),
TextDrawFont(t, 3),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 10.0, 200.0);
// Global style 12 (negative money).
t = FIXES_gsGTStyle[12] = TextDrawCreate(607.000000, 78.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.550000, 2.150000),
TextDrawAlignment(t, 3),
TextDrawColor(t, 0xB4191DFF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000FF),
TextDrawFont(t, 3),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 10.0, 200.0);
// Global style 13 (stunt).
t = FIXES_gsGTStyle[13] = TextDrawCreate(380.000000, 341.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.579999, 2.400000),
TextDrawTextSize(t, 40.000000, 460.000000),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0xD7D3CCFF),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0),
TextDrawSetShadow(t, 2),
TextDrawSetOutline(t, 0),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 1),
TextDrawSetProportional(t, 1),
#endif
// Global style 0.
t = FIXES_gsGTStyle[0] = TextDrawCreate(320.0, 214.0, FIXES_gscSpace),
TextDrawLetterSize(t, 1.3, 3.6),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0x906210FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 3),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 1.
t = FIXES_gsGTStyle[1] = TextDrawCreate(620.0, 310.0, FIXES_gscSpace),
TextDrawLetterSize(t, 1.0, 2.6),
TextDrawAlignment(t, 3),
TextDrawColor(t, 0x906210FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 3),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 10.0, 200.0);
// Global style 2.
t = FIXES_gsGTStyle[2] = TextDrawCreate(320.0, 156.0, FIXES_gscSpace),
TextDrawLetterSize(t, 2.1, 4.2),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0xE1E1E1FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 3),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 0),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 3.
t = FIXES_gsGTStyle[3] = TextDrawCreate(320.000000, 154.500000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.600000, 2.750000),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0x906210FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 4.
t = FIXES_gsGTStyle[4] = TextDrawCreate(320.000000, 115.500000, FIXES_gscSpace),
TextDrawLetterSize(t, 0.600000, 2.750000),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0x906210FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 5.
t = FIXES_gsGTStyle[5] = TextDrawCreate(320.0, 217.0, FIXES_gscSpace),
TextDrawLetterSize(t, 0.6, 2.75),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0xE1E1E1FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 2),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
// Global style 6.
t = FIXES_gsGTStyle[6] = TextDrawCreate(320.000000, 60.000000, FIXES_gscSpace),
TextDrawLetterSize(t, 1.000000, 3.599998),
TextDrawAlignment(t, 2),
TextDrawColor(t, 0xACCBF1FF),
TextDrawSetShadow(t, 0),
TextDrawSetOutline(t, 2),
TextDrawBackgroundColor(t, 0x000000AA),
TextDrawFont(t, 3),
TextDrawSetProportional(t, 1),
TextDrawUseBox(t, true),
TextDrawBoxColor(t, 0x00000000),
TextDrawTextSize(t, 200.0, 620.0);
}
else
{
new
PlayerText:t;
#if FIX_GameTextStyles
// Global style 7 (playerid, vehicle name).
t = FIXES_gsPGTStyle[playerid][7] = CreatePlayerTextDraw(playerid, 608.000000, 344.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 1.000000, 3.000000),
PlayerTextDrawAlignment(playerid, t, 3),
PlayerTextDrawColor(playerid, t, 0x36682CFF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 10.0, 200.0);
// Global style 8 (playerid, location name).
t = FIXES_gsPGTStyle[playerid][8] = CreatePlayerTextDraw(playerid, 608.000000, 386.500000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 1.200000, 3.799998),
PlayerTextDrawAlignment(playerid, t, 3),
PlayerTextDrawColor(playerid, t, 0xACCBF1FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 0),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 10.0, 200.0);
// Global style 9 (playerid, radio name).
t = FIXES_gsPGTStyle[playerid][9] = CreatePlayerTextDraw(playerid, 320.000000, 22.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.600000, 1.899999),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0x906210FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 1),
PlayerTextDrawBackgroundColor(playerid, t, 170),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 10 (playerid, radio switch).
t = FIXES_gsPGTStyle[playerid][10] = CreatePlayerTextDraw(playerid, 320.000000, 22.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.600000, 1.899999),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0x969696FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 1),
PlayerTextDrawBackgroundColor(playerid, t, 170),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 11 (playerid, positive money).
t = FIXES_gsPGTStyle[playerid][11] = CreatePlayerTextDraw(playerid, 607.000000, 78.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.550000, 2.150000),
PlayerTextDrawAlignment(playerid, t, 3),
PlayerTextDrawColor(playerid, t, 0x36682CFF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000FF),
PlayerTextDrawFont(playerid, t, 3),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 10.0, 200.0);
// Global style 12 (playerid, negative money).
t = FIXES_gsPGTStyle[playerid][12] = CreatePlayerTextDraw(playerid, 607.000000, 78.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.550000, 2.150000),
PlayerTextDrawAlignment(playerid, t, 3),
PlayerTextDrawColor(playerid, t, 0xB4191DFF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000FF),
PlayerTextDrawFont(playerid, t, 3),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 10.0, 200.0);
// Global style 13 (playerid, stunt).
t = FIXES_gsPGTStyle[playerid][13] = CreatePlayerTextDraw(playerid, 380.000000, 341.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.579999, 2.400000),
PlayerTextDrawTextSize(playerid, t, 40.000000, 460.000000),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0xD7D3CCFF),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0),
PlayerTextDrawSetShadow(playerid, t, 2),
PlayerTextDrawSetOutline(playerid, t, 0),
PlayerTextDrawBackgroundColor(playerid, t, 170),
PlayerTextDrawFont(playerid, t, 1),
PlayerTextDrawSetProportional(playerid, t, 1);
#endif
// Global style 0.
t = FIXES_gsPGTStyle[playerid][0] = CreatePlayerTextDraw(playerid, 320.0, 214.0, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 1.3, 3.6),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0x906210FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 3),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 1.
t = FIXES_gsPGTStyle[playerid][1] = CreatePlayerTextDraw(playerid, 620.0, 310.0, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 1.0, 2.6),
PlayerTextDrawAlignment(playerid, t, 3),
PlayerTextDrawColor(playerid, t, 0x906210FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 3),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 10.0, 200.0);
// Global style 2.
t = FIXES_gsPGTStyle[playerid][2] = CreatePlayerTextDraw(playerid, 320.0, 156.0, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 2.1, 4.2),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0xE1E1E1FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 3),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 0),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 3.
t = FIXES_gsPGTStyle[playerid][3] = CreatePlayerTextDraw(playerid, 320.000000, 154.500000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.600000, 2.750000),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0x906210FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 4.
t = FIXES_gsPGTStyle[playerid][4] = CreatePlayerTextDraw(playerid, 320.000000, 115.500000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.600000, 2.750000),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0x906210FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 5.
t = FIXES_gsPGTStyle[playerid][5] = CreatePlayerTextDraw(playerid, 320.0, 217.0, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 0.6, 2.75),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0xE1E1E1FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 2),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
// Global style 6.
t = FIXES_gsPGTStyle[playerid][6] = CreatePlayerTextDraw(playerid, 320.000000, 60.000000, FIXES_gscSpace),
PlayerTextDrawLetterSize(playerid, t, 1.000000, 3.599998),
PlayerTextDrawAlignment(playerid, t, 2),
PlayerTextDrawColor(playerid, t, 0xACCBF1FF),
PlayerTextDrawSetShadow(playerid, t, 0),
PlayerTextDrawSetOutline(playerid, t, 2),
PlayerTextDrawBackgroundColor(playerid, t, 0x000000AA),
PlayerTextDrawFont(playerid, t, 3),
PlayerTextDrawSetProportional(playerid, t, 1),
PlayerTextDrawUseBox(playerid, t, true),
PlayerTextDrawBoxColor(playerid, t, 0x00000000),
PlayerTextDrawTextSize(playerid, t, 200.0, 620.0);
}
}
#endif
/*
* OnFilterScriptInit()
*
* Set "IS_FILTERSCRIPT" to true as this callback is ONLY called if this script
* is actually a FilterScript. Then call "FIXES_OnScriptInit".
*
* FIXES:
* IS_FILTERSCRIPT
* OnPlayerConnect
* GameText
*/
public OnFilterScriptInit()
{
// It is possible for this to be the only thing done in this function!
_FIXES_gIsFilterscript = true;
state _ALS : _ALS_go;
#if FIXES_Single
// Check this really IS the only script running.
if (existproperty(5, FIXES_gscSingleProperty))
{
print(FIXES_gscFixesError);
}
else
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_SECOND_USE,
setproperty(5, FIXES_gscSingleProperty, 1);
}
#endif
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
for (new i = 0; i != sizeof (FIXES_gsPlayerPGTShown); ++i)
{
FIXES_gsPlayerPGTShown[i][MAX_PLAYERS] = MAX_PLAYERS;
}
#endif
#if FIXES_Single
#if FIX_GameText
_FIXES_CreateGameTextDraws(INVALID_PLAYER_ID);
#endif
// =================
// END: GameText
// =================
#else
FIXES_DetermineOrder(),
FIXES_gsSettings &= ~e_FIXES_SETTINGS_DROP_ALL_DATA;
#endif
#if !FIXES_Single && FIX_GameText && FIX_OnPlayerConnect
FIXES_gsSettings |= e_FIXES_SETTINGS_NO_GAME_TEXT;
#endif
// These are all the fixes that use "_FIXES_FOREACH".
#if FIX_OnPlayerConnect || _FIX_Menus || FIX_GetPlayerMenu || FIX_OnPlayerDisconnect || FIX_GameText || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
for (new playerid = 0; playerid != MAX_PLAYERS; ++playerid)
{
if (BAD_IsPlayerConnected(playerid))
{
// No "defined" checks - if you don't want this fix because
// you don't have an "OnPlayerConnect", just don't use it!
// Of course, it helps that the copy of "OnPlayerConnect"
// in this include is almost always called!
#if FIX_OnPlayerConnect
// ========================
// BEGIN: OnPlayerConnect
// ========================
OnPlayerConnect(playerid);
// ========================
// END: OnPlayerConnect
// ========================
#else
_FIXES_AddInternal(FIXES_gsPlayersIterator, playerid, MAX_PLAYERS);
#if FIX_GameText
// =================
// BEGIN: GameText
// =================
_FIXES_IS_IN_CHARGE()
{
_FIXES_CreateGameTextDraws(playerid);
}
// =================
// END: GameText
// =================
#endif
#endif
}
}
#endif
#if !FIXES_Single && FIX_GameText && FIX_OnPlayerConnect
FIXES_gsSettings &= ~e_FIXES_SETTINGS_NO_GAME_TEXT;
#endif
return FIXES_OnFilterScriptInit();
}
#if defined _ALS_OnFilterScriptInit
#error _ALS_OnFilterScriptInit defined
#endif
#define _ALS_OnFilterScriptInit
#define OnFilterScriptInit(%0) FIXES_OnFilterScriptInit(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnFilterScriptInit();
/*
* OnGameModeInit()
*
* Call "FIXES_OnScriptInit" if this is not a FilterScript.
*
* FIXES:
* IS_FILTERSCRIPT
* AllowInteriorWeapons
* AllowTeleport
*/
public OnGameModeInit()
{
state _ALS : _ALS_go;
#if FIXES_Single
// Check this really IS the only script running. Properties reset when
// a gamemode restarts, so we don't have to worry about filterscipts
// detecting themselves.
if (FIXES_gsSettings & e_FIXES_SETTINGS_SECOND_USE)
{
if (existproperty(5, FIXES_gscSingleProperty))
{
print(FIXES_gscFixesError);
}
else
{
setproperty(5, FIXES_gscSingleProperty, 1);
}
}
else
{
// When the server starts, we need to allow an FS to load with a GM
// that doesn't use fixes.inc. This is the only case where a
// property can be set while a ganemode isn't running. This will
// mean that the FS won't complain if they are both using fixes, but
// the GM still will, so all is good.
FIXES_gsSettings |= e_FIXES_SETTINGS_SECOND_USE;
}
#endif
// =============================
// BEGIN: AllowInteriorWeapons
// =============================
// ======================
// BEGIN: AllowTeleport
// ======================
#if FIX_AllowInteriorWeapons && FIX_AllowTeleport && !defined FILTERSCRIPT
FIXES_gsSettings &= ~(e_FIXES_SETTINGS_INTERIOR | e_FIXES_SETTINGS_ADMIN_TELEPORT);
#elseif FIX_AllowInteriorWeapons
FIXES_gsSettings &= ~e_FIXES_SETTINGS_INTERIOR;
#elseif FIX_AllowTeleport && !defined FILTERSCRIPT
FIXES_gsSettings &= ~e_FIXES_SETTINGS_ADMIN_TELEPORT;
#endif
// ======================
// END: AllowTeleport
// ======================
// ===========================
// END: AllowInteriorWeapons
// ===========================
#if FIX_GameText || !FIXES_Single
if (!_FIXES_gIsFilterscript)
{
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
for (new i = 0; i != sizeof (FIXES_gsPlayerPGTShown); ++i)
{
FIXES_gsPlayerPGTShown[i][MAX_PLAYERS] = MAX_PLAYERS;
}
#if FIXES_Single
_FIXES_CreateGameTextDraws(INVALID_PLAYER_ID);
#endif
#endif
// =================
// END: GameText
// =================
#if !FIXES_Single
FIXES_DetermineOrder();
#endif
}
#endif
#if !FIXES_Single
FIXES_gsSettings &= ~e_FIXES_SETTINGS_DROP_ALL_DATA;
#endif
return FIXES_OnGameModeInit();
}
#if defined _ALS_OnGameModeInit
#error _ALS_OnGameModeInit defined
#endif
#define _ALS_OnGameModeInit
#define OnGameModeInit(%0) FIXES_OnGameModeInit(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnGameModeInit();
/*
* OnGameModeExit()
*
* Fast way of detecting not to retain any data.
*/
#if !FIXES_Single || FIX_PlayerDialogResponse
public OnGameModeExit()
{
#if !FIXES_Single
FIXES_gsSettings |= e_FIXES_SETTINGS_DROP_ALL_DATA;
if (!_FIXES_gIsFilterscript && FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE)
{
FIXES_gsSettings |= e_FIXES_SETTINGS_ENDING,
FIXES_DetermineOrder();
}
#endif
// =============================
// BEGIN: PlayerDialogResponse
// =============================
#if FIX_PlayerDialogResponse
for (new playerid = 0; playerid != MAX_PLAYERS; ++playerid)
{
ShowPlayerDialog(playerid, -1, 0, FIXES_gscSpace, FIXES_gscSpace, FIXES_gscSpace, FIXES_gscSpace);
}
#endif
// =============================
// END: PlayerDialogResponse
// =============================
return FIXES_OnGameModeExit();
}
#if defined _ALS_OnGameModeExit
#error _ALS_OnGameModeExit defined
#endif
#define _ALS_OnGameModeExit
#define OnGameModeExit(%0) FIXES_OnGameModeExit(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnGameModeExit();
#endif
/*
* OnFilterScriptExit()
*
* Fast way of detecting not to retain any data.
*/
#if !FIXES_Single || FIX_GameText || FIX_OnPlayerDisconnect
public OnFilterScriptExit()
{
#if FIX_OnPlayerDisconnect
// Removal safe loop.
for (new next, playerid = FIXES_gsPlayersIterator[MAX_PLAYERS]; playerid != MAX_PLAYERS; playerid = next)
{
next = FIXES_gsPlayersIterator[playerid],
OnPlayerDisconnect(playerid, 4);
#if FIXES_Single
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
#if FIX_GameTextStyles
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][13]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][12]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][11]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][10]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][9]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][8]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][7]),
#endif
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][6]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][5]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][4]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][3]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][2]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][1]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][0]);
#endif
#endif
}
#endif
#if FIXES_Single
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
#if defined FIXES_OnFilterScriptExit
FIXES_OnFilterScriptExit();
#endif
#if !FIX_OnPlayerDisconnect
_FIXES_FOREACH(FIXES_gsPlayersIterator, playerid)
{
#if FIX_GameTextStyles
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][13]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][12]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][11]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][10]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][9]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][8]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][7]),
#endif
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][6]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][5]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][4]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][3]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][2]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][1]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][0]);
}
#endif
return
#if FIX_GameTextStyles
TextDrawDestroy(FIXES_gsGTStyle[13]),
TextDrawDestroy(FIXES_gsGTStyle[12]),
TextDrawDestroy(FIXES_gsGTStyle[11]),
TextDrawDestroy(FIXES_gsGTStyle[10]),
TextDrawDestroy(FIXES_gsGTStyle[9]),
TextDrawDestroy(FIXES_gsGTStyle[8]),
TextDrawDestroy(FIXES_gsGTStyle[7]),
#endif
TextDrawDestroy(FIXES_gsGTStyle[6]),
TextDrawDestroy(FIXES_gsGTStyle[5]),
TextDrawDestroy(FIXES_gsGTStyle[4]),
TextDrawDestroy(FIXES_gsGTStyle[3]),
TextDrawDestroy(FIXES_gsGTStyle[2]),
TextDrawDestroy(FIXES_gsGTStyle[1]),
TextDrawDestroy(FIXES_gsGTStyle[0]);
#else
return FIXES_OnFilterScriptExit();
#endif
// =================
// END: GameText
// =================
#else
if (FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE)
{
FIXES_gsSettings |= e_FIXES_SETTINGS_ENDING,
FIXES_DetermineOrder();
}
return FIXES_OnFilterScriptExit();
#endif
}
#if defined _ALS_OnFilterScriptExit
#error _ALS_OnFilterScriptExit defined
#endif
#define _ALS_OnFilterScriptExit
#define OnFilterScriptExit(%0) FIXES_OnFilterScriptExit(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnFilterScriptExit();
#endif
/*
* OnPlayerCommandText(playerid, cmdtext[])
*
* FIXES:
* OnPlayerCommandText
*/
#if FIX_OnPlayerCommandText
public OnPlayerCommandText(playerid, cmdtext[])
{
// ============================
// BEGIN: OnPlayerCommandText
// ============================
#if FIX_OnPlayerCommandText
// If this "#if" is around the whole function, it doesn't always
// compile properly.
return FIXES_OnPlayerCommandText(playerid, (cmdtext[0] <= '\1') ? FIXES_gscNULL : cmdtext);
#endif
// ============================
// END: OnPlayerCommandText
// ============================
}
#if defined _ALS_OnPlayerCommandText
#error _ALS_OnPlayerCommandText defined
#endif
#define _ALS_OnPlayerCommandText
#define OnPlayerCommandText(%0) FIXES_OnPlayerCommandText(%0) <_ALS : _ALS_go>
forward FIXES_OnPlayerCommandText(playerid, cmdtext[]);
public FIXES_OnPlayerCommandText(playerid, cmdtext[]) <_ALS : _ALS_x0, _ALS : _ALS_x1> { return 0; }
public FIXES_OnPlayerCommandText(playerid, cmdtext[]) <> { return 0; }
#endif
/*
* OnPlayerConnect(playerid)
*
* Almost every fix uses this callback for initialisation. It is only
* explicitly referenced for those fixes where this is all the code. The
* inclusion code was approaching the 512 line length limit, so I shrank it.
*
* FIXES:
* TogglePlayerControllable
* SetPlayerWorldBounds
* GetPlayerColor
* SetPlayerName
* GetPlayerSkin
* IsPlayerInCheckpoint
* IsPlayerInRaceCheckpoint
* GetPlayerWeapon
* PutPlayerInVehicle
* OnPlayerEnterVehicle
* AllowTeleport
* OnDialogResponse
* SetSpawnInfo
* AllowInteriorWeapons
* TrainExit
* Kick
* OnPlayerEnterVehicle_2
* PlayerDialogResponse
* OnPlayerSpawn
* ApplyAnimation_2
*/
#if FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable || FIX_SetPlayerName || FIX_GetPlayerColour
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_GetPlayerSkin || FIX_IsPlayerInCheckpoint || FIX_IsPlayerInRaceCheckpoint || FIX_GetPlayerWeapon
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_PutPlayerInVehicle || FIX_OnPlayerEnterVehicle || FIX_AllowTeleport || FIX_OnDialogResponse
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_GetPlayerDialog || FIX_SetSpawnInfo || FIX_AllowInteriorWeapons || FIX_TrainExit
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_Kick || FIX_OnPlayerEnterVehicle_2 || FIX_PlayerDialogResponse || FIX_GetPlayerInterior
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_OnPlayerSpawn || FIX_ApplyAnimation_2 || FIX_GameText || _FIX_Menus
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_GetPlayerMenu || FIX_OnPlayerDisconnect || FIX_OnPlayerConnect || FIX_SetPlayerTime
#define _FIXES_ON_PLAYER_CONNECT
#elseif FIX_SetPlayerColour
#define _FIXES_ON_PLAYER_CONNECT
#endif
#if defined _FIXES_ON_PLAYER_CONNECT
public OnPlayerConnect(playerid)
{
// =========================
// BEGIN: ApplyAnimation_2
// =========================
#if FIX_ApplyAnimation_2
FIXES_gsPlayerAnimLibs[playerid][0] =
FIXES_gsPlayerAnimLibs[playerid][1] =
FIXES_gsPlayerAnimLibs[playerid][2] =
FIXES_gsPlayerAnimLibs[playerid][3] =
FIXES_gsPlayerAnimLibs[playerid][4] = -1;
#endif
// =======================
// END: ApplyAnimation_2
// =======================
#if _FIX_Menus || FIX_GetPlayerMenu || FIX_OnPlayerDisconnect || FIX_GameText || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
_FIXES_AddInternal(FIXES_gsPlayersIterator, playerid, MAX_PLAYERS);
#endif
FIXES_PRINTF("FIXES_OnPlayerConnect: %d", playerid);
// This is only reset when the Game Mode changes or when a new
#if FIX_Kick || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable || FIX_PutPlayerInVehicle || FIX_OnPlayerEnterVehicle || FIX_AllowTeleport || FIX_AllowInteriorWeapons || FIX_TrainExit || FIX_OnPlayerEnterVehicle_2 || FIX_SetPlayerColour
// player connects, which is what we want. The other items are the
// same, but must be done only once. This variable will tend to
// hold data relevant only in the master script (the first
// filterscript).
#if FIX_Kick || FIX_SetPlayerTime || FIX_SetPlayerColour
FIXES_gsPlayerBools[playerid] = e_FIXES_BOOLS_ON_PLAYER_CONNECT;
#else
FIXES_gsPlayerBools[playerid] = e_FIXES_BOOLS_NONE;
#endif
#endif
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
#if !FIXES_Single
if (FIXES_gsSettings & (e_FIXES_SETTINGS_NO_GAME_TEXT | e_FIXES_SETTINGS_IN_CHARGE) == e_FIXES_SETTINGS_IN_CHARGE)
#endif
{
_FIXES_CreateGameTextDraws(playerid);
}
#endif
// =================
// END: GameText
// =================
#if !FIXES_Single
if (!GetPVarInt(playerid, FIXES_pvarNotNewPlayer))
#endif
{
FIXES_PRINTF("FIXES_OnPlayerConnect: First (%d)", FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE);
// ======================
// BEGIN: SetPlayerName
// ======================
#if FIX_SetPlayerName
new
name[MAX_PLAYER_NAME];
GetPlayerName(playerid, name, MAX_PLAYER_NAME);
if (strcmp(name, FIXES_gscTempName) == 0)
{
Kick(playerid);
}
#endif
// ======================
// END: SetPlayerName
// ======================
// =============================
// BEGIN: SetPlayerWorldBounds
// =============================
#if FIX_SetPlayerWorldBounds && !FIXES_Single
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LX] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UX] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LY] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UY] =
0.0;
#endif
// =============================
// END: SetPlayerWorldBounds
// =============================
// =======================
// BEGIN: GetPlayerColor
// =======================
#if FIX_GetPlayerColour
SetPlayerColor(playerid, FIXES_gscPlayerColours[playerid % 100]);
#endif
// =======================
// END: GetPlayerColor
// =======================
// ======================
// BEGIN: GetPlayerSkin
// ======================
#if FIX_GetPlayerSkin
#if FIXES_Single
FIXES_gsPlayerSkin[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerSkin, 0);
#endif
#endif
// ======================
// END: GetPlayerSkin
// ======================
// =============================
// BEGIN: IsPlayerInCheckpoint
// =============================
#if FIX_IsPlayerInCheckpoint
DisablePlayerCheckpoint(playerid);
#endif
// =============================
// END: IsPlayerInCheckpoint
// =============================
// =================================
// BEGIN: IsPlayerInRaceCheckpoint
// =================================
#if FIX_IsPlayerInRaceCheckpoint
DisablePlayerRaceCheckpoint(playerid);
#endif
// =================================
// END: IsPlayerInRaceCheckpoint
// =================================
// ========================
// BEGIN: GetPlayerWeapon
// ========================
#if FIX_GetPlayerWeapon
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = -1;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, -1);
#endif
#endif
// ========================
// END: GetPlayerWeapon
// ========================
// ==========================
// BEGIN: GetPlayerInterior
// ==========================
#if FIX_GetPlayerInterior
#if FIXES_Single
FIXES_gsInterior[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerInterior, 0);
#endif
#endif
// ==========================
// END: GetPlayerInterior
// ==========================
// =========================
// BEGIN: OnDialogResponse
// =========================
#if FIX_OnDialogResponse || FIX_GetPlayerDialog
#if FIXES_Single
FIXES_gsDialogID[playerid] = INVALID_DIALOG_ID;
#else
SetPVarInt(playerid, FIXES_pvarPlayerDialog, INVALID_DIALOG_ID);
#endif
#endif
// =========================
// END: OnDialogResponse
// =========================
// =============================
// BEGIN: PlayerDialogResponse
// =============================
#if FIX_PlayerDialogResponse
ShowPlayerDialog(playerid, -1, 0, FIXES_gscSpace, FIXES_gscSpace, FIXES_gscSpace, FIXES_gscSpace);
#endif
// =============================
// END: PlayerDialogResponse
// =============================
// =====================
// BEGIN: SetSpawnInfo
// =====================
#if FIX_SetSpawnInfo
SetSpawnInfo(playerid, NO_TEAM, 0, 0.0, 0.0, 0.0, 0.0, 0, 0, 0, 0, 0, 0);
#endif
// =====================
// END: SetSpawnInfo
// =====================
// ======================
// BEGIN: OnPlayerSpawn
// ======================
#if FIX_OnPlayerSpawn
#if FIXES_Single
FIXES_gsLastCash[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerLastCash, 0);
#endif
#endif
// ======================
// END: OnPlayerSpawn
// ======================
#if !FIXES_Single
// No longer their first time.
SetPVarInt(playerid, FIXES_pvarNotNewPlayer, 1);
#endif
}
// =============
// BEGIN: Kick
// =============
#if FIX_Kick || FIX_SetPlayerTime || FIX_SetPlayerColour
new
ret = FIXES_OnPlayerConnect(playerid);
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_ON_PLAYER_CONNECT;
return ret;
#else
return FIXES_OnPlayerConnect(playerid);
#endif
// =============
// END: Kick
// =============
}
#if defined _ALS_OnPlayerConnect
#error _ALS_OnPlayerConnect defined
#endif
#define _ALS_OnPlayerConnect
#define OnPlayerConnect(%0) FIXES_OnPlayerConnect(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerConnect(playerid);
#endif
/*
* OnPlayerDisconnect(playerid, reason)
*
* FIXES:
* SetPlayerAttachedObject
* IsPlayerAttachedObjectSlotUsed
* Kick
* GetPlayerMenu
*/
#if FIX_SetPlayerAttachedObject || FIX_IsPlayerAttachedObjSlotUsed || FIX_Kick || (FIXES_SilentKick && (FIX_OnVehicleMod || FIX_OnPlayerEnterVehicle || FIX_OnPlayerEnterVehicle_2)) || FIX_GetPlayerMenu || _FIX_Menus || FIX_OnPlayerDisconnect || FIX_GameText || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable || FIX_ApplyAnimation_2
public OnPlayerDisconnect(playerid, reason)
{
new
ret = FIXES_OnPlayerDisconnect(playerid, reason);
// =========================
// BEGIN: ApplyAnimation_2
// =========================
#if FIX_ApplyAnimation_2
if (FIXES_gsAnimTimer[playerid])
{
KillTimer(FIXES_gsAnimTimer[playerid]),
FIXES_gsAnimTimer[playerid] = 0;
}
#endif
// =======================
// END: ApplyAnimation_2
// =======================
// ======================
// BEGIN: GetPlayerMenu
// ======================
#if FIX_GetPlayerMenu
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
#endif
// ======================
// END: GetPlayerMenu
// ======================
// ==========================
// BEGIN: FIXES_SilentKick
// ==========================
#if FIXES_SilentKick && (FIX_OnVehicleMod || FIX_OnPlayerEnterVehicle || FIX_OnPlayerEnterVehicle_2)
new
shift = FIXES_gsPlayerIP[playerid];
if (shift != -1)
{
// Unban the IP (timed out).
new
ip[16];
format(ip, sizeof (ip), "unbanip %d.%d.%d.%d", shift >>> 24, (shift >>> 16) & 0xFF, (shift >>> 8) & 0xFF, shift & 0xFF),
FIXES_gsPlayerIP[playerid] = -1;
}
#endif
// ==========================
// END: FIXES_SilentKick
// ==========================
// ================================
// BEGIN: SetPlayerAttachedObject
// ================================
#if FIX_SetPlayerAttachedObject
#if !(FIXES_SilentKick && (FIX_OnVehicleMod || FIX_OnPlayerEnterVehicle || FIX_OnPlayerEnterVehicle_2))
new
#endif
shift = playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS;
#pragma tabsize 4
new
slot = playerid / _FIXES_ATTACHMENTS;
#if !FIXES_Single
if (!_FIXES_gIsFilterscript)
#endif
{
for (new i = 0; i != MAX_PLAYER_ATTACHED_OBJECTS; ++i)
{
if (FIXES_gsObjectSlots[slot] & 1 << shift + i)
{
RemovePlayerAttachedObject(playerid, i);
}
}
}
#pragma tabsize 4
FIXES_gsObjectSlots[slot] &= ~((1 << MAX_PLAYER_ATTACHED_OBJECTS) - 1 << shift);
#endif
// ================================
// END: SetPlayerAttachedObject
// ================================
// =======================================
// BEGIN: IsPlayerAttachedObjectSlotUsed
// =======================================
#if FIX_IsPlayerAttachedObjSlotUsed && !FIX_SetPlayerAttachedObject
FIXES_gsObjectSlots[playerid / _FIXES_ATTACHMENTS] &= ~((1 << MAX_PLAYER_ATTACHED_OBJECTS) - 1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS);
#endif
// =======================================
// END: IsPlayerAttachedObjectSlotUsed
// =======================================
// =============
// BEGIN: Kick
// =============
#if FIX_Kick
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_KICKED)
{
// Stop the timer if it is still running.
KillTimer(GetPVarInt(playerid, FIXES_pvarKick));
}
#endif
// =============
// END: Kick
// =============
#if _FIX_Menus || FIX_GetPlayerMenu || FIX_OnPlayerDisconnect || FIX_GameText || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
_FIXES_RemoveInternal(FIXES_gsPlayersIterator, playerid, MAX_PLAYERS);
#endif
return ret;
}
#if defined _ALS_OnPlayerDisconnect
#error _ALS_OnPlayerDisconnect defined
#endif
#define _ALS_OnPlayerDisconnect
#define OnPlayerDisconnect(%0) FIXES_OnPlayerDisconnect(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerDisconnect(playerid, reason);
#endif
/*
* OnPlayerDeath(playerid, killerid, reason)
*
* FIXES:
* OnPlayerDeath
* OnPlayerSpawn
*/
#if FIX_OnPlayerDeath || FIX_OnPlayerSpawn
public OnPlayerDeath(playerid, killerid, reason)
{
_FIXES_IS_IN_CHARGE()
{
// ======================
// BEGIN: OnPlayerDeath
// ======================
#if FIX_OnPlayerDeath
static
sAnimlib[32],
sAnimname[32];
GetAnimationName(FIXES_gsLastAnimation[playerid], sAnimlib, sizeof (sAnimlib), sAnimname, sizeof (sAnimname));
if (strcmp(sAnimlib, "PED", true))
{
ClearAnimations(playerid);
}
#endif
// ======================
// END: OnPlayerDeath
// ======================
}
// ======================
// BEGIN: OnPlayerSpawn
// ======================
#if FIX_OnPlayerSpawn
new
ret = FIXES_OnPlayerDeath(playerid, killerid, reason);
#if FIXES_Single
FIXES_gsLastCash[playerid] = GetPlayerMoney(playerid);
#else
SetPVarInt(playerid, FIXES_pvarPlayerLastCash, GetPlayerMoney(playerid));
#endif
return ret;
#else
return FIXES_OnPlayerDeath(playerid, killerid, reason);
#endif
// ======================
// END: OnPlayerSpawn
// ======================
}
#if defined _ALS_OnPlayerDeath
#error _ALS_OnPlayerDeath defined
#endif
#define _ALS_OnPlayerDeath
#define OnPlayerDeath(%0) FIXES_OnPlayerDeath(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerDeath(playerid, killerid, reason);
#endif
/*
* FIXES_SpawnPlayer(playerid)
*
* FIXES:
* SpawnPlayer
*/
#if defined _ALS_SpawnPlayer
#error _ALS_SpawnPlayer defined
#endif
native BAD_SpawnPlayer(playerid) = SpawnPlayer;
#if FIX_SpawnPlayer
stock FIXES_SpawnPlayer(playerid)
{
// Valid "playerid" check inside "GetPlayerVehicleID".
new
vid = GetPlayerVehicleID(playerid);
if (vid)
{
new
Float:x,
Float:y,
Float:z;
// Remove them without the animation.
GetVehiclePos(vid, x, y, z),
SetPlayerPos(playerid, x, y, z);
}
return SpawnPlayer(playerid);
}
#define _ALS_SpawnPlayer
#define SpawnPlayer FIXES_SpawnPlayer
#endif
/*
* FIXES_SetPlayerName(playerid, name[])
*
* FIXES:
* SetPlayerName
*/
#if defined _ALS_SetPlayerName
#error _ALS_SetPlayerName defined
#endif
native BAD_SetPlayerName(playerid, const name[]) = SetPlayerName;
#if FIX_SetPlayerName
stock FIXES_SetPlayerName(playerid, name[])
{
static
sOldName[MAX_PLAYER_NAME];
GetPlayerName(playerid, sOldName, sizeof (sOldName));
if (!strcmp(name, sOldName, true))
{
if(strcmp(name, sOldName, false))
{
SetPlayerName(playerid, FIXES_gscTempName);
if(SetPlayerName(playerid, name) == -1)
{
SetPlayerName(playerid, sOldName);
return -1;
}
return 1;
}
else
{
return 0;
}
}
return SetPlayerName(playerid, name);
}
#define _ALS_SetPlayerName
#define SetPlayerName FIXES_SetPlayerName
#endif
/*
* OnPlayerRequestClass(playerid, classid)
*
* FIXES:
* OnPlayerRequestClass
*/
#if FIX_OnPlayerRequestClass
public OnPlayerRequestClass(playerid, classid)
{
// =============================
// BEGIN: OnPlayerRequestClass
// =============================
#if FIX_OnPlayerRequestClass
new
Float:x,
Float:y,
Float:z;
GetPlayerPos(playerid, x, y, z),
RemoveBuildingForPlayer(playerid, 1484, x, y, z, 10.0),
RemoveBuildingForPlayer(playerid, 1485, x, y, z, 10.0),
RemoveBuildingForPlayer(playerid, 1486, x, y, z, 10.0);
#endif
// ===========================
// END: OnPlayerRequestClass
// ===========================
return FIXES_OnPlayerRequestClass(playerid, classid);
}
#if defined _ALS_OnPlayerRequestClass
#error _ALS_OnPlayerRequestClass defined
#endif
#define _ALS_OnPlayerRequestClass
#define OnPlayerRequestClass(%0) FIXES_OnPlayerRequestClass(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerRequestClass(playerid, classid);
#endif
/*
* OnPlayerSpawn(playerid)
*
* FIXES:
* GetPlayerSkin
* TogglePlayerControllable
* GetPlayerInterior
* OnPlayerSpawn
* GameText
*/
#if FIX_GetPlayerSkin || FIX_TogglePlayerControllable || FIX_GetPlayerInterior || FIX_OnPlayerSpawn || FIX_GameText
public OnPlayerSpawn(playerid)
{
_FIXES_IS_IN_CHARGE()
{
// ======================
// BEGIN: OnPlayerSpawn
// ======================
#if FIX_OnPlayerSpawn
ResetPlayerMoney(playerid);
#if FIXES_Single
GivePlayerMoney(playerid, FIXES_gsLastCash[playerid]);
FIXES_gsLastCash[playerid] = 0;
#else
GivePlayerMoney(playerid, GetPVarInt(playerid, FIXES_pvarPlayerLastCash));
SetPVarInt(playerid, FIXES_pvarPlayerLastCash, 0);
#endif
#endif
// ======================
// END: OnPlayerSpawn
// ======================
// ==========================
// BEGIN: GetPlayerInterior
// ==========================
#if FIX_GetPlayerInterior
#if FIXES_Single
FIXES_gsInterior[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerInterior, 0);
#endif
#endif
// ==========================
// END: GetPlayerInterior
// ==========================
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
// Per-player GTs.
#define _FIXES_PER_PLAYER_GT(%0) if (FIXES_gsPlayerPGTShown[%0][playerid] > playerid) PlayerTextDrawHide(playerid, FIXES_gsPGTStyle[playerid][%0]), _FIXES_RemoveInternal(FIXES_gsPlayerPGTShown[%0], playerid, MAX_PLAYERS)
#if FIX_GameTextStyles
_FIXES_PER_PLAYER_GT(13);
_FIXES_PER_PLAYER_GT(12);
_FIXES_PER_PLAYER_GT(11);
_FIXES_PER_PLAYER_GT(10);
_FIXES_PER_PLAYER_GT(9);
_FIXES_PER_PLAYER_GT(8);
_FIXES_PER_PLAYER_GT(7);
#endif
_FIXES_PER_PLAYER_GT(6);
_FIXES_PER_PLAYER_GT(5);
_FIXES_PER_PLAYER_GT(4);
_FIXES_PER_PLAYER_GT(3);
_FIXES_PER_PLAYER_GT(2);
_FIXES_PER_PLAYER_GT(1);
_FIXES_PER_PLAYER_GT(0);
#undef _FIXES_PER_PLAYER_GT
// Global GTs.
#if FIX_GameTextStyles
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[13]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[12]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[11]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[10]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[9]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[8]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[7]);
#endif
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[6]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[5]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[4]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[3]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[2]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[1]),
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[0]);
#endif
// =================
// END: GameText
// =================
}
// ======================
// BEGIN: GetPlayerSkin
// ======================
#if FIX_GetPlayerSkin
#if FIXES_Single
FIXES_gsPlayerSkin[playerid] = GetPlayerSkin(playerid);
#else
SetPVarInt(playerid, FIXES_pvarPlayerSkin, GetPlayerSkin(playerid));
#endif
#endif
// ======================
// END: GetPlayerSkin
// ======================
// =================================
// BEGIN: TogglePlayerControllable
// =================================
#if FIX_TogglePlayerControllable
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_UNCONTROLLABLE;
#endif
// =================================
// END: TogglePlayerControllable
// =================================
return FIXES_OnPlayerSpawn(playerid);
}
#if defined _ALS_OnPlayerSpawn
#error _ALS_OnPlayerSpawn defined
#endif
#define _ALS_OnPlayerSpawn
#define OnPlayerSpawn(%0) FIXES_OnPlayerSpawn(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerSpawn(playerid);
#endif
/*
* OnVehicleMod(playerid, vehicleid, componentid)
*
* FIXES:
* OnVehicleMod
*/
#if FIX_OnVehicleMod
public OnVehicleMod(playerid, vehicleid, componentid)
{
#if !FIXES_Single
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE))
{
return FIXES_OnVehicleMod(playerid, vehicleid, componentid);
}
#endif
// =====================
// BEGIN: OnVehicleMod
// =====================
new
modelid = GetVehicleModel(vehicleid);
if (_FIXES_IN_RANGE(modelid, 400, 611 + 1))
{
switch (componentid)
{
case 1000 .. 1191:
{
if (FIXES_gscVehicleMods[(modelid - 400) * 6 + (componentid - 1000 >>> 5)] & 1 << (componentid - 1000 & 0b00011111))
{
return FIXES_OnVehicleMod(playerid, vehicleid, componentid);
}
}
case 1192, 1193:
{
if (modelid == 576)
{
// This save a whole cell off EVERY other vehicle! This
// is the ONLY vehicle with any mods over "6 * 32 + 999"
// (1191), the highest value you can fit in 6 cells of a
// bit array (minus 1000).
return FIXES_OnVehicleMod(playerid, vehicleid, componentid);
}
}
}
}
// Desync the player entirely.
FIXES_BlockUpdate(playerid, true);
return 0;
// =====================
// END: OnVehicleMod
// =====================
}
#if defined _ALS_OnVehicleMod
#error _ALS_OnVehicleMod defined
#endif
#define _ALS_OnVehicleMod
#define OnVehicleMod(%0) FIXES_OnVehicleMod(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnVehicleMod(playerid, vehicleid, componentid);
#endif
/*
* FIXES_SetPlayerSkin(playerid, skinid)
*
* FIXES:
* GetPlayerSkin
* SetPlayerSkin
*/
#if defined _ALS_SetPlayerSkin
#error _ALS_SetPlayerSkin defined
#endif
native BAD_SetPlayerSkin(playerid, skinid) = SetPlayerSkin;
#if FIX_GetPlayerSkin || FIX_SetPlayerSkin
stock FIXES_SetPlayerSkin(playerid, skinid)
{
// ======================
// BEGIN: SetPlayerSkin
// ======================
#if FIX_SetPlayerSkin
new
vehicleid = GetPlayerVehicleID(playerid);
if (vehicleid)
{
new
seat = GetPlayerVehicleSeat(playerid);
ClearAnimations(playerid);
new
ret = SetPlayerSkin(playerid, skinid);
PutPlayerInVehicle(playerid, vehicleid, seat);
// ======================
// BEGIN: GetPlayerSkin
// ======================
#if FIX_GetPlayerSkin
#if FIXES_Single
FIXES_gsPlayerSkin[playerid] = skinid;
#else
SetPVarInt(playerid, FIXES_pvarPlayerSkin, skinid);
#endif
#endif
// ======================
// END: GetPlayerSkin
// ======================
return ret;
}
// ======================
// BEGIN: GetPlayerSkin
// ======================
#if FIX_GetPlayerSkin
else
#endif
// ======================
// END: GetPlayerSkin
// ======================
#endif
// ======================
// END: SetPlayerSkin
// ======================
// ======================
// BEGIN: GetPlayerSkin
// ======================
#if FIX_GetPlayerSkin
// Watch fot the "else" above if this code ever changes.
#if FIXES_Single
FIXES_gsPlayerSkin[playerid] = skinid;
#else
SetPVarInt(playerid, FIXES_pvarPlayerSkin, skinid);
#endif
#endif
// ======================
// END: GetPlayerSkin
// ======================
return SetPlayerSkin(playerid, skinid);
}
#define _ALS_SetPlayerSkin
#define SetPlayerSkin FIXES_SetPlayerSkin
#endif
/*
* FIXES_GetPlayerSkin(playerid, skinid)
*
* FIXES:
* GetPlayerSkin
*/
#if defined _ALS_GetPlayerSkin
#error _ALS_GetPlayerSkin defined
#endif
native BAD_GetPlayerSkin(playerid) = GetPlayerSkin;
#if FIX_GetPlayerSkin
stock FIXES_GetPlayerSkin(playerid)
{
#if FIXES_Single
return FIXES_gsPlayerSkin[playerid];
#else
return GetPVarInt(playerid, FIXES_pvarPlayerSkin);
#endif
}
#define _ALS_GetPlayerSkin
#define GetPlayerSkin FIXES_GetPlayerSkin
#endif
/*
* FIXES_GetWeaponName(weaponid, weapon[], len)
*
* FIXES:
* GetWeaponName
*/
#if defined _ALS_GetWeaponName
#error _ALS_GetWeaponName defined
#endif
native BAD_GetWeaponName(weaponid, weapon[], len) = GetWeaponName;
#if FIX_GetWeaponName
stock FIXES_GetWeaponName(weaponid, weapon[], len)
{
switch (weaponid)
{
case 18:
{
return
weapon[0] = 0,
strcat(weapon, "Molotov Cocktail", len),
1;
}
case 44:
{
return
weapon[0] = 0,
strcat(weapon, "Night Vision Goggles", len),
1;
}
case 45:
{
return
weapon[0] = 0,
strcat(weapon, "Thermal Goggles", len),
1;
}
default:
{
return GetWeaponName(weaponid, weapon, len);
}
}
return 0;
}
#define _ALS_GetWeaponName
#define GetWeaponName FIXES_GetWeaponName
#endif
/*
* OnPlayerUpdate(playerid)
*
* FIXES:
* SetPlayerWorldBounds
* TogglePlayerControllable
* AllowInteriorWeapons
* OnPlayerDeath
* Kick
* OnVehicleMod
* OnPlayerEnterVehicle
* OnPlayerEnterVehicle_2
*/
#if FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable || FIX_AllowInteriorWeapons || FIX_OnPlayerEnterVehicle || FIX_OnPlayerEnterVehicle_2 || FIX_OnPlayerDeath || FIX_Kick || FIX_OnVehicleMod
public OnPlayerUpdate(playerid)
{
// =============================
// BEGIN: OnPlayerEnterVehicle
// =============================
#if FIX_OnPlayerEnterVehicle || FIX_Kick || FIX_OnVehicleMod || FIX_OnPlayerEnterVehicle_2
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_BLOCK)
{
return 0;
}
#endif
// =============================
// END: OnPlayerEnterVehicle
// =============================
#if !FIXES_Single
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE))
{
return FIXES_OnPlayerUpdate(playerid);
}
#endif
#if FIX_OnPlayerEnterVehicle || FIX_AllowInteriorWeapons || FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
new
e_FIXES_BOOLS:pbools = FIXES_gsPlayerBools[playerid];
#endif
// =============================
// BEGIN: AllowInteriorWeapons
// =============================
#if FIX_AllowInteriorWeapons
if (pbools & e_FIXES_BOOLS_INTERIOR)
{
// DONE: May need integration with "FIX_GetPlayerWeapon".
SetPlayerArmedWeapon(playerid, 0);
}
#endif
// ============================
// END: AllowInteriorWeapons
// ============================
#if FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
new
ud,
lr,
keys;
GetPlayerKeys(playerid, keys, ud, lr);
#endif
#if FIX_SetPlayerWorldBounds && !FIX_TogglePlayerControllable
#pragma unused ud, lr
#endif
// =============================
// BEGIN: SetPlayerWorldBounds
// =============================
#if FIX_SetPlayerWorldBounds
if (pbools & e_FIXES_BOOLS_WORLDBOUNDS && keys & _FIXES_KEY_AIM)
{
new
Float:x,
Float:y,
Float:z;
GetPlayerPos(playerid, x, y, z);
if (FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LX] < x < FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UX] && FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LY] < y < FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UY])
{
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PX] = x,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PY] = y,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PZ] = z;
}
else
{
SetPlayerPos(playerid, FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PX], FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PY], FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PZ]);
}
}
#endif
// =============================
// END: SetPlayerWorldBounds
// =============================
// ======================
// BEGIN: OnPlayerDeath
// ======================
#if FIX_OnPlayerDeath
FIXES_gsLastAnimation[playerid] = GetPlayerAnimationIndex(playerid);
#endif
// ======================
// END: OnPlayerDeath
// ======================
// =================================
// BEGIN: TogglePlayerControllable
// =================================
#if FIX_TogglePlayerControllable
// MUST come last.
if (pbools & e_FIXES_BOOLS_UNCONTROLLABLE)
{
// Keys based sync blocking, modified based on a post by Slice:
// http://forum.sa-mp.com/showpost.php?p=876854 Use "playerid"
// here as it's a variable that already exists, but note that
// after this point, you CANNOT use "playerid" as it has been
// "clobbered" (and yes, that's the technical term). This is
// just to avoid "statement has no effect" warnings. ALWAYS
// return 0 in this case, regardless of what other callbacks
// return.
playerid = FIXES_OnPlayerUpdate(playerid);
if (keys || ud || lr)
{
return 0;
}
else
{
return playerid;
}
}
#endif
// =================================
// END: TogglePlayerControllable
// =================================
return FIXES_OnPlayerUpdate(playerid);
}
#if defined _ALS_OnPlayerUpdate
#error _ALS_OnPlayerUpdate defined
#endif
#define _ALS_OnPlayerUpdate
#define OnPlayerUpdate(%0) FIXES_OnPlayerUpdate(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerUpdate(playerid);
#endif
/*
* FIXES_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min)
*
* TODO: Modify this to remove aim animations when they get to the boundaries.
*
* FIXES:
* SetPlayerWorldBounds
*/
#if defined _ALS_SetPlayerWorldBounds
#error _ALS_SetPlayerWorldBounds defined
#endif
native BAD_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min) = SetPlayerWorldBounds;
#if FIX_SetPlayerWorldBounds
#if FIXES_Single
stock FIXES_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
FIXES_PRINTF("Call SetPlayerWorldBounds");
if (x_max == x_min || y_max == y_min)
{
// Impossibly small area, disable checks entirely.
return
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_WORLDBOUNDS,
SetPlayerWorldBounds(playerid, _FIXES_INFINITY, _FIXES_N_INFINITY, _FIXES_INFINITY, _FIXES_N_INFINITY);
}
// This code could do with a way to mostly remove the checks. Maybe
// when setting everything to FIXES_INFINITY (with default
// parameters).
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_WORLDBOUNDS;
new
Float:tmp;
if (x_max < x_min)
{
tmp = x_min,
x_min = x_max,
x_max = tmp;
}
if (y_max < y_min)
{
tmp = y_min,
y_min = y_max,
y_max = tmp;
}
// Give a little leway so this fix isn't noticed if you're not
// trying to break through the world bounds. Leway removed in
// favour of keys.
return
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LX] = x_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UX] = x_max,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LY] = y_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UY] = y_max,
GetPlayerPos(playerid, tmp, tmp, tmp),
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PX] = (x_max - x_min) / 2 + x_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PY] = (y_max - y_min) / 2 + y_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PZ] = tmp,
SetPlayerWorldBounds(playerid, x_max, x_min, y_max, y_min);
}
return 0;
}
#else
forward _FIXES_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min);
stock FIXES_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
FIXES_PRINTF("Call SetPlayerWorldBounds");
return
CallRemoteFunction(FIXES_gscSetPlayerWorldBounds, FIXES_gscSpec@iffff, playerid, x_max, x_min, y_max, y_min),
getproperty(5, FIXES_gscReturnProperty);
}
return 0;
}
public _FIXES_SetPlayerWorldBounds(playerid, Float:x_max, Float:x_min, Float:y_max, Float:y_min)
{
FIXES_PRINTF("_FIXES_SetPlayerWorldBounds: %d %.2f %.2f %.2f %.2f", playerid, x_max, x_min, y_max, y_min);
_FIXES_IS_IN_CHARGE()
{
FIXES_PRINTF("SetPlayerWorldBounds");
//if (x_max == _FIXES_INFINITY && x_min == _FIXES_INFINITY && y_max == _FIXES_INFINITY && y_min == _FIXES_INFINITY)
if (x_max == x_min || y_max == y_min)
{
// Impossibly small area, disable checks entirely.
return
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_WORLDBOUNDS,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LX] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UX] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LY] =
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UY] =
0.0,
setproperty(5, FIXES_gscReturnProperty, SetPlayerWorldBounds(playerid, _FIXES_INFINITY, _FIXES_N_INFINITY, _FIXES_INFINITY, _FIXES_N_INFINITY)),
-1;
}
// This code could do with a way to mostly remove the checks. Maybe
// when setting everything to FIXES_INFINITY (with default
// parameters).
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_WORLDBOUNDS;
new
Float:tmp;
if (x_max < x_min)
{
tmp = x_min,
x_min = x_max,
x_max = tmp;
}
if (y_max < y_min)
{
tmp = y_min,
y_min = y_max,
y_max = tmp;
}
// Give a little leway so this fix isn't noticed if you're not
// trying to break through the world bounds. Leway removed in
// favour of keys.
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LX] = x_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UX] = x_max,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_LY] = y_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_UY] = y_max,
GetPlayerPos(playerid, tmp, tmp, tmp),
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PX] = (x_max - x_min) / 2 + x_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PY] = (y_max - y_min) / 2 + y_min,
FIXES_gsWorldbounds[playerid][E_FIXES_WORLDBOUND_DATA_PZ] = tmp,
setproperty(5, FIXES_gscReturnProperty, SetPlayerWorldBounds(playerid, x_max, x_min, y_max, y_min));
}
return 0;
}
#endif
#define _ALS_SetPlayerWorldBounds
#define SetPlayerWorldBounds FIXES_SetPlayerWorldBounds
#endif
/*
* FIXES_TogglePlayerControllable(playerid, toggle)
*
* FIXES:
* TogglePlayerControllable
*/
#if defined _ALS_TogglePlayerControllable
#error _ALS_TogglePlayerControllable defined
#endif
native BAD_TogglePlayerControllable(playerid, toggle) = TogglePlayerControllable;
#if FIX_TogglePlayerControllable
#if FIXES_Single
stock FIXES_TogglePlayerControllable(playerid, toggle)
{
if (TogglePlayerControllable(playerid, toggle))
{
if (toggle)
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_UNCONTROLLABLE;
}
else
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_UNCONTROLLABLE;
}
return 1;
}
return 0;
}
#else
forward _FIXES_TogglePlayerControllable(playerid, toggle);
stock FIXES_TogglePlayerControllable(playerid, toggle)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
return
CallRemoteFunction(FIXES_gscTogglePlayerControl, FIXES_gscSpec@ii, playerid, toggle),
getproperty(5, FIXES_gscReturnProperty);
}
return 0;
}
public _FIXES_TogglePlayerControllable(playerid, toggle)
{
_FIXES_IS_IN_CHARGE()
{
if (toggle)
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_UNCONTROLLABLE;
}
else
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_UNCONTROLLABLE;
}
setproperty(5, FIXES_gscReturnProperty, TogglePlayerControllable(playerid, toggle));
}
}
#endif
#define _ALS_TogglePlayerControllable
#define TogglePlayerControllable FIXES_TogglePlayerControllable
#endif
/*
* OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
*
* FIXES:
* AllowInteriorWeapons
* GetPlayerInterior
*/
#if FIX_AllowInteriorWeapons || FIX_GetPlayerInterior
public OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid)
{
// ==========================
// BEGIN: GetPlayerInterior
// ==========================
#if FIX_GetPlayerInterior
#if FIXES_Single
FIXES_gsInterior[playerid] = newinteriorid;
#else
_FIXES_IS_IN_CHARGE()
{
SetPVarInt(playerid, FIXES_pvarPlayerInterior, newinteriorid);
}
#endif
#endif
// ==========================
// END: GetPlayerInterior
// ==========================
// =============================
// BEGIN: AllowInteriorWeapons
// =============================
#if FIX_AllowInteriorWeapons
if (newinteriorid)
{
if (FIXES_gsSettings & e_FIXES_SETTINGS_INTERIOR)
{
// This only needs doing here if "GetPlayerWeapon" is set.
// If it isn't, even though "AllowInteriorWeapons" can use
// this code on its own, it doesn't as "OnPlayerUpdate"
// takes care of it all.
// TODO: Rewrite this code to use a single bit to indicate
// if a player can have a weapon or not, and just use the in
// the "OnPlayerUpdate" callback, instead of several checks.
// DONE!
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_INTERIOR;
_FIXES_IS_IN_CHARGE()
{
SetPlayerArmedWeapon(playerid, 0);
#if FIX_GetPlayerWeapon
if (IsPlayerInAnyVehicle(playerid))
{
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, 0);
#endif
}
#endif
}
}
}
else
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_INTERIOR;
}
#endif
// ===========================
// END: AllowInteriorWeapons
// ===========================
return FIXES_OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
}
#if defined _ALS_OnPlayerInteriorChange
#error _ALS_OnPlayerInteriorChange defined
#endif
#define _ALS_OnPlayerInteriorChange
#define OnPlayerInteriorChange(%0) FIXES_OnPlayerInteriorChange(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
#endif
/*
* _FIXES_DriveBy(playerid)
*
* FIXES:
* DriveBy
*/
#if FIX_DriveBy
forward _FIXES_DriveBy(playerid);
public _FIXES_DriveBy(playerid)
{
if (GetPlayerState(playerid) == PLAYER_STATE_PASSENGER)
{
SetPlayerArmedWeapon(playerid, FIXES_gsDriveByWeapon[playerid]);
}
return FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_DRIVE_BY;
}
#endif
/*
* OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
*
* FIXES:
* DriveBy
*/
#if FIX_DriveBy
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// ===============================
// BEGIN: DriveBy
// ===============================
#if FIX_DriveBy
#if !FIXES_Single
if (FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE)
#endif
{
if ((newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH) && GetPlayerState(playerid) == PLAYER_STATE_PASSENGER && GetPlayerCameraMode(playerid) == 55 && !(FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_DRIVE_BY))
{
FIXES_gsDriveByWeapon[playerid] = GetPlayerWeapon(playerid),
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_DRIVE_BY,
SetPlayerArmedWeapon(playerid, 0),
ApplyAnimation(playerid, "PED", "CAR_GETIN_RHS", 4.1, 0, 0, 0, 0, 1, 1),
SetTimerEx(FIXES_gscDriveBy, 500, 0, FIXES_gscSpec@i, playerid);
}
}
#endif
// =============================
// END: DriveBy
// =============================
return FIXES_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
}
#if defined _ALS_OnPlayerKeyStateChange
#error _ALS_OnPlayerKeyStateChange defined
#endif
#define _ALS_OnPlayerKeyStateChange
#define OnPlayerKeyStateChange(%0) FIXES_OnPlayerKeyStateChange(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
#endif
/*
* OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
*
* FIXES:
* OnPlayerEnterVehicle_2
*/
#if FIX_OnPlayerEnterVehicle_2
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
// ===============================
// BEGIN: OnPlayerEnterVehicle_2
// ===============================
#if FIX_OnPlayerEnterVehicle_2
if (0 < vehicleid < MAX_VEHICLES)
{
return FIXES_OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
}
FIXES_BlockUpdate(playerid, true);
return 0;
#endif
// =============================
// END: OnPlayerEnterVehicle_2
// =============================
}
#if defined _ALS_OnPlayerEnterVehicle
#error _ALS_OnPlayerEnterVehicle defined
#endif
#define _ALS_OnPlayerEnterVehicle
#define OnPlayerEnterVehicle(%0) FIXES_OnPlayerEnterVehicle(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
#endif
/*
* OnPlayerExitVehicle(playerid, vehicleid)
*
* FIXES:
* OnPlayerEnterVehicle_2
*/
#if FIX_OnPlayerEnterVehicle_2
public OnPlayerExitVehicle(playerid, vehicleid)
{
// ===============================
// BEGIN: OnPlayerEnterVehicle_2
// ===============================
#if FIX_OnPlayerEnterVehicle_2
if (0 < vehicleid < MAX_VEHICLES)
{
return FIXES_OnPlayerExitVehicle(playerid, vehicleid);
}
FIXES_BlockUpdate(playerid, true);
return 0;
#endif
// =============================
// END: OnPlayerEnterVehicle_2
// =============================
}
#if defined _ALS_OnPlayerExitVehicle
#error _ALS_OnPlayerExitVehicle defined
#endif
#define _ALS_OnPlayerExitVehicle
#define OnPlayerExitVehicle(%0) FIXES_OnPlayerExitVehicle(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerExitVehicle(playerid, vehicleid);
#endif
/*
* FIXES_BlockUpdate(playerid, bool:block)
*
* Block a player from using OnPlayerUpdate at all.
*/
#if FIX_OnPlayerEnterVehicle || FIX_OnPlayerEnterVehicle_2 || FIX_Kick || FIX_OnVehicleMod
static stock FIXES_BlockUpdate(playerid, bool:block, kick = 6)
{
if (kick)
{
#if FIXES_SilentKick
new
ip[22];
GetPlayerIp(playerid, ip, sizeof (ip)),
format(ip, sizeof (ip), "banip %s", ip),
SendRconCommand(ip),
FIXES_gsPlayerIP[playerid] = strval(ip[kick]) << 24,
kick = strfind(ip, FIXES_gscDot, false, kick) + 1,
FIXES_gsPlayerIP[playerid] |= strval(ip[kick]) << 16,
kick = strfind(ip, FIXES_gscDot, false, kick) + 1,
FIXES_gsPlayerIP[playerid] |= strval(ip[kick]) << 8,
kick = strfind(ip, FIXES_gscDot, false, kick) + 1,
FIXES_gsPlayerIP[playerid] |= strval(ip[kick]);
#else
Kick(playerid);
#endif
}
if (block)
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_BLOCK;
return 0;
}
else
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_BLOCK;
return 1;
}
}
#endif
/*
* OnPlayerSelectedMenuRow(playerid, row)
*
* FIXES:
* GetPlayerMenu
*/
#if FIX_GetPlayerMenu
public OnPlayerSelectedMenuRow(playerid, row)
{
// ======================
// BEGIN: GetPlayerMenu
// ======================
#if FIXES_Single
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
new
ret = FIXES_OnPlayerSelectedMenuRow(playerid, row);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
}
return ret;
#else
new
Menu:cur = FIXES_gsCurrentMenu[playerid];
_FIXES_IS_IN_CHARGE()
{
setproperty(5, FIXES_gscMenuProperty, _:cur);
CallRemoteFunction(FIXES_gscClearPlayerMenu, FIXES_gscSpec@i, playerid);
FIXES_gsCurrentMenu[playerid] = cur;
new
ret = FIXES_OnPlayerSelectedMenuRow(playerid, row);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
}
return ret;
}
else
{
FIXES_gsCurrentMenu[playerid] = Menu:getproperty(5, FIXES_gscMenuProperty);
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
new
ret = FIXES_OnPlayerSelectedMenuRow(playerid, row);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = cur;
}
return ret;
}
#endif
// ======================
// END: GetPlayerMenu
// ======================
}
#if defined _ALS_OnPlayerSelectedMenuRow
#error _ALS_OnPlayerSelectedMenuRow defined
#endif
#define _ALS_OnPlayerSelectedMenuRow
#define OnPlayerSelectedMenuRow(%0) FIXES_OnPlayerSelectedMenuRow(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerSelectedMenuRow(playerid, row);
#endif
/*
* OnPlayerExitedMenu(playerid)
*
* FIXES:
* GetPlayerMenu
*/
#if FIX_GetPlayerMenu
public OnPlayerExitedMenu(playerid)
{
// ======================
// BEGIN: GetPlayerMenu
// ======================
#if FIXES_Single
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
new
ret = FIXES_OnPlayerExitedMenu(playerid);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
}
return ret;
#else
new
Menu:cur = FIXES_gsCurrentMenu[playerid];
_FIXES_IS_IN_CHARGE()
{
setproperty(5, FIXES_gscMenuProperty, _:cur);
CallRemoteFunction(FIXES_gscClearPlayerMenu, FIXES_gscSpec@i, playerid);
FIXES_gsCurrentMenu[playerid] = cur;
new
ret = FIXES_OnPlayerExitedMenu(playerid);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
}
return ret;
}
else
{
FIXES_gsCurrentMenu[playerid] = Menu:getproperty(5, FIXES_gscMenuProperty);
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
new
ret = FIXES_OnPlayerExitedMenu(playerid);
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_MENU_SET))
{
FIXES_gsCurrentMenu[playerid] = cur;
}
return ret;
}
#endif
// ======================
// END: GetPlayerMenu
// ======================
}
#if defined _ALS_OnPlayerExitedMenu
#error _ALS_OnPlayerExitedMenu defined
#endif
#define _ALS_OnPlayerExitedMenu
#define OnPlayerExitedMenu(%0) FIXES_OnPlayerExitedMenu(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerExitedMenu(playerid);
#endif
/*
* FIXES_IS_VALID_MENU(Menu:menuid)
*
* FIXES:
* Menus
*/
#if _FIX_Menus
#define FIXES_IS_VALID_MENU(%0) (_FIXES_IN_RANGE(_:(%0), 0, MAX_MENUS) && (FIXES_gsValidMenus[_:(%0) >>> 5] & (1 << (_:(%0) & 0x1F))))
#endif
/*
* Menu:FIXES_CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0)
*
* FIXES:
* Menus
*/
#if defined _ALS_CreateMenu
#error _ALS_CreateMenu defined
#endif
native Menu:BAD_CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0) = CreateMenu;
#if _FIX_Menus
#if !FIXES_Single
forward _FIXES_CreateMenu(ret);
public _FIXES_CreateMenu(ret)
{
FIXES_gsValidMenus[ret >>> 5] |= 1 << (ret & 0x1F);
}
#endif
stock Menu:FIXES_CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0)
{
new
Menu:ret = CreateMenu(title, columns, x, y, col1width, col2width);
if (_FIXES_IN_RANGE(_:ret, 0, MAX_MENUS))
{
#if FIXES_Single
FIXES_gsValidMenus[_:ret >>> 5] |= 1 << (_:ret & 0x1F);
#else
CallRemoteFunction("_FIXES_CreateMenu", FIXES_gscSpec@i, _:ret);
#endif
}
return ret;
}
#define _ALS_CreateMenu
#define CreateMenu FIXES_CreateMenu
#endif
/*
* _FIXES_SetPlayerMenu(playerid, Menu:menuid)
*
* FIXES:
* GetPlayerMenu
*/
#if FIX_GetPlayerMenu && !FIXES_Single
forward _FIXES_SetPlayerMenu(playerid, Menu:menuid);
public _FIXES_SetPlayerMenu(playerid, Menu:menuid)
{
FIXES_gsSettings |= e_FIXES_SETTINGS_MENU_SET;
FIXES_gsCurrentMenu[playerid] = menuid;
}
#endif
/*
* _FIXES_ClearPlayerMenu(playerid)
*
* FIXES:
* GetPlayerMenu
*/
#if FIX_GetPlayerMenu && !FIXES_Single
forward _FIXES_ClearPlayerMenu(playerid);
public _FIXES_ClearPlayerMenu(playerid)
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
}
#endif
/*
* Menu:FIXES_DestroyMenu(Menu:menuid)
*
* FIXES:
* GetPlayerMenu
*/
#if defined _ALS_DestroyMenu
#error _ALS_DestroyMenu defined
#endif
native BAD_DestroyMenu(Menu:menuid) = DestroyMenu;
#if _FIX_Menus || FIX_GetPlayerMenu
#if _FIX_Menus && !FIXES_Single
forward _FIXES_DestroyMenu(ret);
public _FIXES_DestroyMenu(ret)
{
FIXES_gsValidMenus[ret >>> 5] &= ~(1 << (ret & 0x1F));
}
#endif
stock FIXES_DestroyMenu(Menu:menuid)
{
#if _FIX_Menus
if (FIXES_IS_VALID_MENU(menuid))
#endif
{
if (DestroyMenu(Menu:menuid))
{
#if _FIX_Menus
#if FIXES_Single
FIXES_gsValidMenus[_:menuid >>> 5] &= ~(1 << (_:menuid & 0x1F));
#else
CallRemoteFunction("_FIXES_DestroyMenu", FIXES_gscSpec@i, _:menuid);
#endif
#endif
_FIXES_FOREACH(FIXES_gsPlayersIterator, playerid)
{
if (FIXES_gsCurrentMenu[playerid] == menuid)
{
if (HideMenuForPlayer(menuid, playerid))
{
#if FIXES_Single
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
#else
CallRemoteFunction(FIXES_gscSetPlayerMenu, FIXES_gscSpec@ii, playerid, INVALID_MENU);
#endif
}
}
}
return 1;
}
}
return 0;
}
#define _ALS_DestroyMenu
#define DestroyMenu FIXES_DestroyMenu
#endif
/*
* FIXES_AddMenuItem(Menu:menuid, column, const menutext[])
*
* FIXES:
* AddMenuItem
*/
#if defined _ALS_AddMenuItem
#error _ALS_AddMenuItem defined
#endif
native BAD_AddMenuItem(Menu:menuid, column, const menutext[]) = AddMenuItem;
#if FIX_AddMenuItem
stock FIXES_AddMenuItem(Menu:menuid, column, const menutext[])
{
if (FIXES_IS_VALID_MENU(menuid))
{
return AddMenuItem(menuid, column, menutext);
}
return 0;
}
#define _ALS_AddMenuItem
#define AddMenuItem FIXES_AddMenuItem
#endif
/*
* FIXES_SetMenuColumnHeader(Menu:menuid, column, const columnheader[])
*
* FIXES:
* SetMenuColumnHeader
*/
#if defined _ALS_SetMenuColumnHeader
#error _ALS_SetMenuColumnHeader defined
#endif
native BAD_SetMenuColumnHeader(Menu:menuid, column, const columnheader[]) = SetMenuColumnHeader;
#if FIX_SetMenuColumnHeader
stock FIXES_SetMenuColumnHeader(Menu:menuid, column, const columnheader[])
{
if (FIXES_IS_VALID_MENU(menuid))
{
return SetMenuColumnHeader(menuid, column, columnheader);
}
return 0;
}
#define _ALS_SetMenuColumnHeader
#define SetMenuColumnHeader FIXES_SetMenuColumnHeader
#endif
/*
* FIXES_ShowMenuForPlayer(Menu:menuid, playerid)
*
* FIXES:
* ShowMenuForPlayer
* GetPlayerMenu
*/
#if defined _ALS_ShowMenuForPlayer
#error _ALS_ShowMenuForPlayer defined
#endif
native BAD_ShowMenuForPlayer(Menu:menuid, playerid) = ShowMenuForPlayer;
#if FIX_ShowMenuForPlayer || FIX_GetPlayerMenu
stock FIXES_ShowMenuForPlayer(Menu:menuid, playerid)
{
#if FIX_ShowMenuForPlayer
if (FIXES_IS_VALID_MENU(menuid))
#endif
{
#if FIX_GetPlayerMenu
if (ShowMenuForPlayer(menuid, playerid))
{
#if FIXES_Single
FIXES_gsSettings |= e_FIXES_SETTINGS_MENU_SET;
FIXES_gsCurrentMenu[playerid] = menuid;
#else
CallRemoteFunction(FIXES_gscSetPlayerMenu, FIXES_gscSpec@ii, playerid, _:menuid);
#endif
return 1;
}
#else
return ShowMenuForPlayer(menuid, playerid);
#endif
}
return 0;
}
#define _ALS_ShowMenuForPlayer
#define ShowMenuForPlayer FIXES_ShowMenuForPlayer
#endif
/*
* FIXES_HideMenuForPlayer(Menu:menuid, playerid)
*
* FIXES:
* HideMenuForPlayer
* HideMenuForPlayer_2
* GetPlayerMenu
*/
#if defined _ALS_HideMenuForPlayer
#error _ALS_HideMenuForPlayer defined
#endif
native BAD_HideMenuForPlayer(Menu:menuid, playerid) = HideMenuForPlayer;
#if FIX_HideMenuForPlayer || FIX_GetPlayerMenu
stock FIXES_HideMenuForPlayer(Menu:menuid, playerid)
{
#if FIX_HideMenuForPlayer
if (FIXES_IS_VALID_MENU(menuid))
#endif
{
#if FIX_GetPlayerMenu
#if FIX_HideMenuForPlayer_2
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS) && FIXES_gsCurrentMenu[playerid] == menuid)
#else
if (FIXES_gsCurrentMenu[playerid] == menuid && HideMenuForPlayer(menuid, playerid))
#endif
{
#if FIXES_Single
FIXES_gsSettings &= ~e_FIXES_SETTINGS_MENU_SET;
FIXES_gsCurrentMenu[playerid] = Menu:INVALID_MENU;
#else
CallRemoteFunction(FIXES_gscSetPlayerMenu, FIXES_gscSpec@ii, playerid, INVALID_MENU);
#endif
#if FIX_HideMenuForPlayer_2
return HideMenuForPlayer(menuid, playerid);
#else
return 1;
#endif
}
#else
return HideMenuForPlayer(menuid, playerid);
#endif
}
return 0;
}
#define _ALS_HideMenuForPlayer
#define HideMenuForPlayer FIXES_HideMenuForPlayer
#endif
/*
* FIXES_DisableMenu(Menu:menuid)
*
* FIXES:
* DisableMenu
*/
#if defined _ALS_DisableMenu
#error _ALS_DisableMenu defined
#endif
native BAD_DisableMenu(Menu:menuid) = DisableMenu;
#if FIX_DisableMenu
stock FIXES_DisableMenu(Menu:menuid)
{
if (FIXES_IS_VALID_MENU(menuid))
{
return DisableMenu(menuid);
}
return 0;
}
#define _ALS_DisableMenu
#define DisableMenu FIXES_DisableMenu
#endif
/*
* FIXES_DisableMenuRow(Menu:menuid, row)
*
* FIXES:
* DisableMenuRow
*/
#if defined _ALS_DisableMenuRow
#error _ALS_DisableMenuRow defined
#endif
native BAD_DisableMenuRow(Menu:menuid, row) = DisableMenuRow;
#if FIX_DisableMenuRow
stock FIXES_DisableMenuRow(Menu:menuid, row)
{
if (FIXES_IS_VALID_MENU(menuid))
{
return DisableMenuRow(menuid, row);
}
return 0;
}
#define _ALS_DisableMenuRow
#define DisableMenuRow FIXES_DisableMenuRow
#endif
/*
* Menu:FIXES_GetPlayerMenu(playerid)
*
* FIXES:
* GetPlayerMenu
*/
#if defined _ALS_GetPlayerMenu
#error _ALS_GetPlayerMenu defined
#endif
native BAD_GetPlayerMenu(playerid) = GetPlayerMenu;
#if FIX_GetPlayerMenu
stock Menu:FIXES_GetPlayerMenu(playerid)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
return FIXES_gsCurrentMenu[playerid];
}
return Menu:INVALID_MENU;
}
#define _ALS_GetPlayerMenu
#define GetPlayerMenu FIXES_GetPlayerMenu
#endif
/*
* OnPlayerStateChange(playerid, newstate, oldstate)
*
* FIXES:
* HydraSniper
* GetPlayerWeapon
* PutPlayerInVehicle
* TrainExit
*/
#if FIX_HydraSniper || FIX_GetPlayerWeapon || FIX_PutPlayerInVehicle || FIX_OnPlayerEnterVehicle || FIX_TrainExit
public OnPlayerStateChange(playerid, newstate, oldstate)
{
#if !FIXES_Single
if (!(FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE))
{
return FIXES_OnPlayerStateChange(playerid, newstate, oldstate);
}
#endif
// =============================
// BEGIN: OnPlayerEnterVehicle
// =============================
#if FIX_OnPlayerEnterVehicle
if (newstate == PLAYER_STATE_PASSENGER)
{
new
model = GetVehicleModel(GetPlayerVehicleID(playerid)) - 400;
if (_FIXES_IN_RANGE(model, 0, 211 + 1))
{
new
seat = GetPlayerVehicleSeat(playerid);
if (seat != 128)
{
model = (FIXES_gscMaxPassengers[model >>> 3] >>> ((model & 7) << 2)) & 0xF;
if (model == 0 || model == 15)
{
// Shouldn't be in this vehicle at all.
FIXES_BlockUpdate(playerid, true);
}
else if (!(0 < seat <= model)) // Slower with "_FIXES_NO_RANGE".
{
// In an out of range seat.
FIXES_BlockUpdate(playerid, true);
}
}
}
else
{
FIXES_BlockUpdate(playerid, true);
}
}
else if (newstate == PLAYER_STATE_DRIVER)
{
new
model = GetPlayerVehicleSeat(playerid);
if (model != 128)
{
if (model == 0)
{
model = GetVehicleModel(GetPlayerVehicleID(playerid)) - 400;
if (_FIXES_NO_RANGE(model, 0, 211 + 1) || FIXES_gscMaxPassengers[model >>> 3] >>> ((model & 7) << 2) & 0xF == 15)
{
// In an invalid vehicle (one you can't drive).
FIXES_BlockUpdate(playerid, true);
}
}
else
{
// They are a driver, but not in the driver's seat.
FIXES_BlockUpdate(playerid, true);
}
}
#if FIX_HydraSniper
else
{
model = GetVehicleModel(GetPlayerVehicleID(playerid));
}
#endif
#if !FIX_HydraSniper
}
#endif
#endif
// =============================
// END: OnPlayerEnterVehicle
// =============================
// ====================
// BEGIN: HydraSniper
// ====================
#if FIX_HydraSniper
#if !FIX_OnPlayerEnterVehicle
// Only called if the same check above isn't called.
if (newstate == PLAYER_STATE_DRIVER)
{
new
model = GetVehicleModel(GetPlayerVehicleID(playerid));
#endif
if (GetPlayerWeapon(playerid) == 34 && (model == 520 || model == 425))
{
SetPlayerArmedWeapon(playerid, 0);
#if FIX_GetPlayerWeapon
// This is the first cross-dependednt fix.
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, 0);
#endif
#endif
}
}
#endif
// ====================
// END: HydraSniper
// ====================
#if FIX_GetPlayerWeapon || FIX_PutPlayerInVehicle || FIX_TrainExit
#if PLAYER_STATE_PASSENGER != PLAYER_STATE_DRIVER + 1
#error FIX_GetPlayerWeapon/FIX_PutPlayerInVehicle state assertation failed.
#endif
if (_FIXES_IN_RANGE(oldstate, PLAYER_STATE_DRIVER, PLAYER_STATE_PASSENGER + 1))
{
#if FIX_PutPlayerInVehicle || FIX_TrainExit
new
e_FIXES_BOOLS:bools = FIXES_gsPlayerBools[playerid];
#endif
// ========================
// BEGIN: GetPlayerWeapon
// ========================
#if FIX_GetPlayerWeapon
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = -1;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, -1);
#endif
#endif
// ========================
// END: GetPlayerWeapon
// ========================
// ==================
// BEGIN: TrainExit
// ==================
#if FIX_TrainExit
FIXES_PRINTF("train exit");
if (bools & e_FIXES_BOOLS_PUT_IN_TRAIN)
{
FIXES_PRINTF("OK");
SetCameraBehindPlayer(playerid),
bools &= ~e_FIXES_BOOLS_PUT_IN_TRAIN;
}
#endif
// ==================
// END: TrainExit
// ==================
// ===========================
// BEGIN: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle
// Update their vehicle once we KNOW the client has done the
// removal from the vehicle.
if (bools & e_FIXES_BOOLS_PUT_IN_VEHICLE)
{
new
vid = FIXES_gsVehicleSeatData[playerid] & 0x00FFFFFF;
// Limited to "only" 16777216 vehicles and 256 seats.
PutPlayerInVehicle(playerid, vid, FIXES_gsVehicleSeatData[playerid] >>> 24),
bools &= ~e_FIXES_BOOLS_PUT_IN_VEHICLE;
#if FIX_TrainExit
switch (GetVehicleModel(vid))
{
case 449, 537, 538:
{
bools |= e_FIXES_BOOLS_PUT_IN_TRAIN;
}
}
#endif
}
#endif
// ===========================
// END: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle || FIX_TrainExit
FIXES_gsPlayerBools[playerid] = bools;
#endif
}
#endif
return FIXES_OnPlayerStateChange(playerid, newstate, oldstate);
}
#if defined _ALS_OnPlayerStateChange
#error _ALS_OnPlayerStateChange defined
#endif
#define _ALS_OnPlayerStateChange
#define OnPlayerStateChange(%0) FIXES_OnPlayerStateChange(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerStateChange(playerid, newstate, oldstate);
#endif
/*
* FIXES_GivePlayerWeapon(playerid, weaponid, ammo)
*
* FIXES:
* HydraSniper
*/
#if defined _ALS_GivePlayerWeapon
#error _ALS_GivePlayerWeapon defined
#endif
native BAD_GivePlayerWeapon(playerid, weaponid, ammo) = GivePlayerWeapon;
#if FIX_HydraSniper
stock FIXES_GivePlayerWeapon(playerid, weaponid, ammo)
{
new
vid = GetPlayerVehicleID(playerid);
if (vid)
{
vid = GetVehicleModel(vid);
if (weaponid == 34 && (vid == 520 || vid == 425))
{
vid = GivePlayerWeapon(playerid, weaponid, ammo),
SetPlayerArmedWeapon(playerid, 0);
#if FIX_GetPlayerWeapon
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = 0;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, 0);
#endif
#endif
return vid;
}
}
return GivePlayerWeapon(playerid, weaponid, ammo);
}
#define _ALS_GivePlayerWeapon
#define GivePlayerWeapon FIXES_GivePlayerWeapon
#endif
/*
* FIXES_SetPlayerArmedWeapon(playerid, weaponid)
*
* FIXES:
* GetPlayerWeapon
*/
#if defined _ALS_SetPlayerArmedWeapon
#error _ALS_SetPlayerArmedWeapon defined
#endif
native BAD_SetPlayerArmedWeapon(playerid, weaponid) = SetPlayerArmedWeapon;
#if FIX_GetPlayerWeapon
stock FIXES_SetPlayerArmedWeapon(playerid, weaponid)
{
#if FIX_AllowInteriorWeapons
if (FIXES_gsSettings & e_FIXES_SETTINGS_INTERIOR && GetPlayerInterior(playerid))
{
// Not allowed weapons.
return 0;
}
#endif
new
vid = GetPlayerVehicleID(playerid);
if (vid)
{
#if FIX_HydraSniper
vid = GetVehicleModel(vid);
if (weaponid == 34 && (vid == 520 || vid == 425))
{
return 0;
}
#endif
//FIXES_gsPlayerWeapon[playerid] = weaponid;
#if FIXES_Single
FIXES_gsPlayerWeapon[playerid] = weaponid;
#else
SetPVarInt(playerid, FIXES_pvarPlayerWeapon, weaponid);
#endif
}
return SetPlayerArmedWeapon(playerid, weaponid);
}
#define _ALS_SetPlayerArmedWeapon
#define SetPlayerArmedWeapon FIXES_SetPlayerArmedWeapon
#endif
/*
* FIXES_GetPlayerWeapon(playerid)
*
* FIXES:
* GetPlayerWeapon
*/
#if defined _ALS_GetPlayerWeapon
#error _ALS_GetPlayerWeapon defined
#endif
native BAD_GetPlayerWeapon(playerid) = GetPlayerWeapon;
#if FIX_GetPlayerWeapon
stock FIXES_GetPlayerWeapon(playerid)
{
#if FIXES_Single
new
ret = FIXES_gsPlayerWeapon[playerid];
#else
new
ret = GetPVarInt(playerid, FIXES_pvarPlayerWeapon);
#endif
if (ret == -1)
{
return GetPlayerWeapon(playerid);
}
return ret;
}
#define _ALS_GetPlayerWeapon
#define GetPlayerWeapon FIXES_GetPlayerWeapon
#endif
/*
* FIXES_PutPlayerInVehicle(playerid, vehicleid, seatid)
*
* FIXES:
* PutPlayerInVehicle
*/
#if defined _ALS_PutPlayerInVehicle
#error _ALS_PutPlayerInVehicle defined
#endif
native BAD_PutPlayerInVehicle(playerid, vehicleid, seatid) = PutPlayerInVehicle;
#if FIX_PutPlayerInVehicle || FIX_TrainExit
#if FIXES_Single
stock FIXES_PutPlayerInVehicle(playerid, vehicleid, seatid)
{
// ==================
// BEGIN: TrainExit
// ==================
#if FIX_TrainExit
FIXES_PRINTF("TrainExit %d", GetVehicleModel(vehicleid));
switch (GetVehicleModel(vehicleid))
{
case 449, 537, 538:
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_PUT_IN_TRAIN;
}
}
#endif
// ==================
// END: TrainExit
// ==================
// ===========================
// BEGIN: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle
new
vid = GetPlayerVehicleID(playerid);
if (vid)
{
new
Float:x,
Float:y,
Float:z;
// Remove them without the animation.
return
GetVehiclePos(vid, x, y, z),
SetPlayerPos(playerid, x, y, z),
FIXES_gsVehicleSeatData[playerid] = seatid << 24 | vehicleid,
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_PUT_IN_VEHICLE,
1;
}
#endif
// ===========================
// END: PutPlayerInVehicle
// ===========================
return PutPlayerInVehicle(playerid, vehicleid, seatid);
}
#else
forward _FIXES_PutPlayerInVehicle(playerid, vehicleid, seatid, from, data);
stock FIXES_PutPlayerInVehicle(playerid, vehicleid, seatid)
{
FIXES_PRINTF("NOT SINGLE");
// ===========================
// BEGIN: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle
new
vid = GetPlayerVehicleID(playerid);
if (vid)
{
new
Float:x,
Float:y,
Float:z;
// Remove them without the animation.
return
GetVehiclePos(vid, x, y, z),
SetPlayerPos(playerid, x, y, z),
CallRemoteFunction(FIXES_gscPutPlayerInVehicle, FIXES_gscSpec@iiiii, playerid, vehicleid, seatid, 1, vid),
1;
}
#endif
// ===========================
// END: PutPlayerInVehicle
// ===========================
// ==================
// BEGIN: TrainExit
// ==================
#if FIX_TrainExit
new
model = GetVehicleModel(vehicleid);
switch (model)
{
case 449, 537, 538:
{
CallRemoteFunction(FIXES_gscPutPlayerInVehicle, FIXES_gscSpec@iiiii, playerid, vehicleid, seatid, 0, model);
//FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_PUT_IN_TRAIN;
}
}
#endif
// ==================
// END: TrainExit
// ==================
return PutPlayerInVehicle(playerid, vehicleid, seatid);
}
public _FIXES_PutPlayerInVehicle(playerid, vehicleid, seatid, from, data)
{
FIXES_PRINTF("IN CHARGE: %d", (FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE));
_FIXES_IS_IN_CHARGE()
{
// ===========================
// BEGIN: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle
if (from)
{
FIXES_gsVehicleSeatData[playerid] = seatid << 24 | vehicleid,
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_PUT_IN_VEHICLE;
}
#endif
// ===========================
// END: PutPlayerInVehicle
// ===========================
// ==================
// BEGIN: TrainExit
// ==================
#if FIX_TrainExit
#if FIX_PutPlayerInVehicle
else
#else
if (!from)
#endif
{
switch (data)
{
case 449, 537, 538:
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_PUT_IN_TRAIN;
}
}
}
#endif
// ==================
// END: TrainExit
// ==================
}
return 1;
}
#endif
#define _ALS_PutPlayerInVehicle
#define PutPlayerInVehicle FIXES_PutPlayerInVehicle
#endif
/*
* _FIXES_SetCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size)
*
* FIXES:
* SetPlayerCheckpoint
*/
#if FIX_SetPlayerCheckpoint
forward _FIXES_SetCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
public _FIXES_SetCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size)
{
#if FIXES_Single
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_CP_DELAYED)
#else
if (GetPVarInt(playerid, FIXES_pvarPlayerCheckpoint))
#endif
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_CP_DELAYED,
#else
DeletePVar(playerid, FIXES_pvarPlayerCheckpoint),
#endif
SetPlayerCheckpoint(playerid, x, y, z, size);
}
return 0;
}
#endif
/*
* FIXES_SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size)
*
* FIXES:
* SetPlayerCheckpoint
*/
#if defined _ALS_SetPlayerCheckpoint
#error _ALS_SetPlayerCheckpoint defined
#endif
native BAD_SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size) = SetPlayerCheckpoint;
#if FIX_SetPlayerCheckpoint
stock FIXES_SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size)
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_CP_DELAYED,
#else
SetPVarInt(playerid, FIXES_pvarPlayerCheckpoint, 1),
#endif
DisablePlayerCheckpoint(playerid),
SetTimerEx(FIXES_gscSetCheckpoint, 50, 0, FIXES_gscSpec@iffff, playerid, x, y, z, size),
1;
}
#define _ALS_SetPlayerCheckpoint
#define SetPlayerCheckpoint FIXES_SetPlayerCheckpoint
#endif
/*
* FIXES_DisablePlayerCheckpoint(playerid)
*
* FIXES:
* SetPlayerCheckpoint
*/
#if defined _ALS_DisablePlayerCheckpoint
#error _ALS_DisablePlayerCheckpoint defined
#endif
native BAD_DisablePlayerCheckpoint(playerid) = DisablePlayerCheckpoint;
#if FIX_SetPlayerCheckpoint
stock FIXES_DisablePlayerCheckpoint(playerid)
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_CP_DELAYED,
#else
DeletePVar(playerid, FIXES_pvarPlayerCheckpoint),
#endif
DisablePlayerCheckpoint(playerid);
}
#define _ALS_DisablePlayerCheckpoint
#define DisablePlayerCheckpoint FIXES_DisablePlayerCheckpoint
#endif
/*
* _FIXES_SetRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size)
*
* FIXES:
* SetPlayerRaceCheckpoint
*/
#if FIX_SetPlayerRaceCheckpoint
forward _FIXES_SetRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
public _FIXES_SetRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size)
{
#if FIXES_Single
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_RACE_CP_DELAYED)
#else
if (GetPVarInt(playerid, FIXES_pvarPlayerRaceCheckpoint))
#endif
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_RACE_CP_DELAYED,
#else
DeletePVar(playerid, FIXES_pvarPlayerRaceCheckpoint),
#endif
SetPlayerRaceCheckpoint(playerid, type, x, y, z, nextx, nexty, nextz, size);
}
return 0;
}
#endif
/*
* FIXES_SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size)
*
* FIXES:
* SetPlayerRaceCheckpoint
*/
#if defined _ALS_SetPlayerRaceCheckpoint
#error _ALS_SetPlayerRaceCheckpoint defined
#endif
native BAD_SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size) = SetPlayerRaceCheckpoint;
#if FIX_SetPlayerRaceCheckpoint
stock FIXES_SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size)
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_RACE_CP_DELAYED,
#else
SetPVarInt(playerid, FIXES_pvarPlayerRaceCheckpoint, 1),
#endif
DisablePlayerRaceCheckpoint(playerid),
SetTimerEx(FIXES_gscSetRaceCheckpoint, 50, 0, FIXES_gscSpec@iifffffff, playerid, type, x, y, z, nextx, nexty, nextz, size),
1;
}
#define _ALS_SetPlayerRaceCheckpoint
#define SetPlayerRaceCheckpoint FIXES_SetPlayerRaceCheckpoint
#endif
/*
* FIXES_DisablePlayerRaceCheckpoint(playerid)
*
* FIXES:
* SetPlayerRaceCheckpoint
*/
#if defined _ALS_DisablePlayerRaceCP
#error _ALS_DisablePlayerRaceCP defined
#endif
native BAD_DisablePlayerRaceCheckpoint(playerid) = DisablePlayerRaceCheckpoint;
#if FIX_SetPlayerRaceCheckpoint
stock FIXES_DisablePlayerRaceCP(playerid)
{
return
#if FIXES_Single
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_RACE_CP_DELAYED,
#else
DeletePVar(playerid, FIXES_pvarPlayerRaceCheckpoint),
#endif
DisablePlayerRaceCheckpoint(playerid);
}
#define _ALS_DisablePlayerRaceCP
#define DisablePlayerRaceCheckpoint FIXES_DisablePlayerRaceCP
#endif
/*
* _FIXES_HideGameTextForPlayer(playerid, style, parr[])
*
* Hides a GameText style for one or more players, and accounts for the fact
* that they may have different messages being shown.
*
* FIXES:
* GameText
*/
#if FIX_GameText
static stock _FIXES_HideGameTextForPlayer(playerid, style, parr[])
{
switch (playerid)
{
case MAX_PLAYERS:
{
// Remove the global GameText for everyone that can see it.
TextDrawHideForAll(FIXES_gsGTStyle[style]);
}
case INVALID_PLAYER_ID:
{
// Hide any player-local ones. This is similar to "foreach".
playerid = parr[MAX_PLAYERS],
parr[MAX_PLAYERS] = MAX_PLAYERS;
for (new next; playerid != MAX_PLAYERS; playerid = next)
{
PlayerTextDrawHide(playerid, FIXES_gsPGTStyle[playerid][style]),
next = parr[playerid],
parr[playerid] = 0;
}
}
default:
{
// Remove.
PlayerTextDrawHide(playerid, FIXES_gsPGTStyle[playerid][style]),
_FIXES_RemoveInternal(parr, playerid, MAX_PLAYERS);
}
}
}
#endif
/*
* _FIXES_HideGameTextTimer(playerid, style)
*
* FIXES:
* GameText
*/
#if FIX_GameText
forward _FIXES_HideGameTextTimer(playerid, style);
public _FIXES_HideGameTextTimer(playerid, style)
{
if (GetTickCount() >= FIXES_gsGTTimer[style][playerid])
{
// Only hide it if it hasn't been re-shown in the interim.
_FIXES_HideGameTextForPlayer(playerid, style, FIXES_gsPlayerPGTShown[style]);
}
}
#endif
/*
* _FIXES_GameTextShow(playerid, string[], time, style)
*
* FIXES:
* GameText
*/
#if FIX_GameText
forward _FIXES_GameTextShow(playerid, string[], time, style);
public _FIXES_GameTextShow(playerid, string[], time, style)
{
_FIXES_IS_IN_CHARGE()
{
if (playerid == MAX_PLAYERS)
{
_FIXES_HideGameTextForPlayer(INVALID_PLAYER_ID, style, FIXES_gsPlayerPGTShown[style]),
TextDrawSetString(FIXES_gsGTStyle[style], string),
TextDrawShowForAll(FIXES_gsGTStyle[style]);
}
else
{
TextDrawHideForPlayer(playerid, FIXES_gsGTStyle[style]),
PlayerTextDrawSetString(playerid, FIXES_gsPGTStyle[playerid][style], string),
PlayerTextDrawShow(playerid, FIXES_gsPGTStyle[playerid][style]),
_FIXES_AddInternal(FIXES_gsPlayerPGTShown[style], playerid, MAX_PLAYERS);
}
if (time)
{
// Tiny offset because timers are inaccurate.
FIXES_gsGTTimer[style][playerid] = GetTickCount() + time - 10,
// Don't need to save the timer's ID.
SetTimerEx(FIXES_gscHideGameTextTimer, time, false, FIXES_gscSpec@ii, playerid, style);
}
}
return 1;
}
#endif
/*
* FIXES_GameTextForAll(string[], time, style)
*
* FIXES:
* GameText
*/
#if defined _ALS_GameTextForAll
#error _ALS_GameTextForAll defined
#endif
native BAD_GameTextForAll(const string[], time, style) = GameTextForAll;
#if FIX_GameText
stock FIXES_GameTextForAll(string[], time, style)
{
if (_FIXES_IN_RANGE(style, 0, FIXES_GT_STYLE_COUNT))
{
if ((string[0] == '\0') || (string[0] == '\1' && string[1] == '\0'))
{
#if FIXES_Single
return _FIXES_GameTextShow(MAX_PLAYERS, FIXES_gscSpace, time, style);
#else
return CallRemoteFunction(FIXES_gscGameTextShow, FIXES_gscSpec@isii, MAX_PLAYERS, FIXES_gscSpace, time, style);
#endif
}
else
{
#if FIXES_Single
return _FIXES_GameTextShow(MAX_PLAYERS, string, time, style);
#else
return CallRemoteFunction(FIXES_gscGameTextShow, FIXES_gscSpec@isii, MAX_PLAYERS, string, time, style);
#endif
}
}
return 0;
}
#define _ALS_GameTextForAll
#define GameTextForAll FIXES_GameTextForAll
#endif
/*
* FIXES_GameTextForPlayer(playerid, string[], time, style)
*
* FIXES:
* GameText
*/
#if defined _ALS_GameTextForPlayer
#error _ALS_GameTextForPlayer defined
#endif
native BAD_GameTextForPlayer(playerid, const string[], time, style) = GameTextForPlayer;
#if FIX_GameText
stock FIXES_GameTextForPlayer(playerid, string[], time, style)
{
if (_FIXES_IN_RANGE(style, 0, FIXES_GT_STYLE_COUNT) && _FIXES_IS_PLAYER_CONNECTED(playerid))
{
if ((string[0] <= '\0') || (string[0] == '\1' && string[1] == '\0'))
{
#if FIXES_Single
return _FIXES_GameTextShow(playerid, FIXES_gscSpace, time, style);
#else
return CallRemoteFunction(FIXES_gscGameTextShow, FIXES_gscSpec@isii, playerid, FIXES_gscSpace, time, style);
#endif
}
else
{
#if FIXES_Single
return _FIXES_GameTextShow(playerid, string, time, style);
#else
return CallRemoteFunction(FIXES_gscGameTextShow, FIXES_gscSpec@isii, playerid, string, time, style);
#endif
}
}
return 0;
}
#define _ALS_GameTextForPlayer
#define GameTextForPlayer FIXES_GameTextForPlayer
#endif
/*
* HideGameTextForAll(style)
*
* FIXES:
* HideGameText
*/
#if defined _ALS_HideGameTextForAll
#error _ALS_HideGameTextForAll defined
#endif
native BAD_HideGameTextForAll(style) = HideGameTextForAll;
#if FIX_HideGameText
#define _ALS_HideGameTextForAll
#define HideGameTextForAll(%0) GameTextForAll(FIXES_gscSpace, 0, (%0))
#endif
/*
* HideGameTextForPlayer(playerid, style)
*
* FIXES:
* HideGameText
*/
#if defined _ALS_HideGameTextForPlayer
#error _ALS_HideGameTextForPlayer defined
#endif
native BAD_HideGameTextForPlayer(playerid, style) = HideGameTextForPlayer;
#if FIX_HideGameText
#define _ALS_HideGameTextForPlayer
#define HideGameTextForPlayer(%1,%0) GameTextForPlayer((%1), FIXES_gscSpace, 0, (%0))
#endif
/*
* PlayerText:FIXES_CreatePlayerTextDraw(playerid, Float:x, Float:y, text[])
*
* FIXES:
* CreatePlayerTextDraw
*/
#if defined _ALS_CreatePlayerTextDraw
#error _ALS_CreatePlayerTextDraw defined
#endif
native Text:BAD_CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]) = CreatePlayerTextDraw;
#if FIX_CreatePlayerTextDraw
stock PlayerText:FIXES_CreatePlayerTextDraw(playerid, Float:x, Float:y, text[])
{
if ((text[0] == '\0') || (text[0] == '\1' && text[1] == '\0'))
{
return CreatePlayerTextDraw(playerid, x, y, FIXES_gscSpace);
}
else
{
return CreatePlayerTextDraw(playerid, x, y, text);
}
}
#define _ALS_CreatePlayerTextDraw
#define CreatePlayerTextDraw FIXES_CreatePlayerTextDraw
#endif
/*
* FIXES_PlayerTextDrawSetString(playerid, PlayerText:text, string[])
*
* FIXES:
* PlayerTextDrawSetString
*/
#if defined _ALS_PlayerTextDrawSetString
#error _ALS_PlayerTextDrawSetString defined
#endif
native BAD_PlayerTextDrawSetString(playerid, PlayerText:text, string[]) = PlayerTextDrawSetString;
#if FIX_PlayerTextDrawSetString
stock FIXES_PlayerTextDrawSetString(playerid, PlayerText:text, string[])
{
if ((string[0] == '\0') || (string[0] == '\1' && string[1] == '\0'))
{
return PlayerTextDrawSetString(playerid, text, FIXES_gscSpace);
}
else
{
return PlayerTextDrawSetString(playerid, text, string);
}
}
#define _ALS_PlayerTextDrawSetString
#define PlayerTextDrawSetString FIXES_PlayerTextDrawSetString
#endif
/*
* Text:FIXES_TextDrawCreate(Float:x, Float:y, text[])
*
* FIXES:
* TextDrawCreate
*/
#if defined _ALS_TextDrawCreate
#error _ALS_TextDrawCreate defined
native Text:BAD_TextDrawCreate(Float:x, Float:y, text[]) = TextDrawCreate;
#if FIX_TextDrawCreate
stock Text:FIXES_TextDrawCreate(Float:x, Float:y, text[])
{
if ((text[0] == '\0') || (text[0] == '\1' && text[1] == '\0'))
{
return TextDrawCreate(x, y, FIXES_gscSpace);
}
else
{
return TextDrawCreate(x, y, text);
}
}
#endif
#define _ALS_TextDrawCreate
#define TextDrawCreate FIXES_TextDrawCreate
#endif
/*
* FIXES_TextDrawSetString(Text:text, string[])
*
* FIXES:
* TextDrawSetString
*/
#if defined _ALS_TextDrawSetString
#error _ALS_TextDrawSetString defined
#endif
native BAD_TextDrawSetString(Text:text, string[]) = TextDrawSetString;
#if FIX_TextDrawSetString
stock FIXES_TextDrawSetString(Text:text, string[])
{
if ((string[0] == '\0') || (string[0] == '\1' && string[1] == '\0'))
{
return TextDrawSetString(text, FIXES_gscSpace);
}
else
{
return TextDrawSetString(text, string);
}
}
#define _ALS_TextDrawSetString
#define TextDrawSetString FIXES_TextDrawSetString
#endif
/*
* FIXES_AllowInteriorWeapons(allow)
*
* FIXES:
* AllowInteriorWeapons
*/
#if defined _ALS_AllowInteriorWeapons
#error _ALS_AllowInteriorWeapons defined
#endif
native BAD_AllowInteriorWeapons(allow) = AllowInteriorWeapons;
#if FIX_AllowInteriorWeapons
#if FIXES_Single
stock FIXES_AllowInteriorWeapons(allow)
{
if (allow)
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_INTERIOR;
_FIXES_FOREACH(FIXES_gsPlayersIterator, i)
{
FIXES_gsPlayerBools[i] &= ~e_FIXES_BOOLS_INTERIOR;
}
}
else
{
FIXES_gsSettings |= e_FIXES_SETTINGS_INTERIOR;
_FIXES_FOREACH(FIXES_gsPlayersIterator, i)
{
if (GetPlayerInterior(i))
{
FIXES_gsPlayerBools[i] |= e_FIXES_BOOLS_INTERIOR;
}
}
}
return allow;
}
#else
forward _FIXES_AllowInteriorWeapons(allow);
stock FIXES_AllowInteriorWeapons(allow)
{
CallRemoteFunction(FIXES_gscAllowInteriorWeapons, FIXES_gscSpec@i, allow);
return allow;
}
public _FIXES_AllowInteriorWeapons(allow)
{
if (allow)
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_INTERIOR;
_FIXES_FOREACH(FIXES_gsPlayersIterator, i)
{
FIXES_gsPlayerBools[i] &= ~e_FIXES_BOOLS_INTERIOR;
}
}
else
{
FIXES_gsSettings |= e_FIXES_SETTINGS_INTERIOR;
_FIXES_FOREACH(FIXES_gsPlayersIterator, i)
{
if (GetPlayerInterior(i))
{
FIXES_gsPlayerBools[i] |= e_FIXES_BOOLS_INTERIOR;
}
}
}
return allow;
}
#endif
#define _ALS_AllowInteriorWeapons
#define AllowInteriorWeapons FIXES_AllowInteriorWeapons
#endif
/*
* FIXES_GetPlayerInterior(playerid)
*
* FIXES:
* GetPlayerInterior
*/
#if defined _ALS_GetPlayerInterior
#error _ALS_GetPlayerInterior defined
#endif
native BAD_GetPlayerInterior(playerid) = GetPlayerInterior;
#if FIX_GetPlayerInterior
stock FIXES_GetPlayerInterior(playerid)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
return FIXES_gsInterior[playerid];
#else
return GetPVarInt(playerid, FIXES_pvarPlayerInterior);
#endif
}
return 0;
}
#define _ALS_GetPlayerInterior
#define GetPlayerInterior FIXES_GetPlayerInterior
#endif
/*
* FIXES_SetPlayerInterior(playerid, interiorid)
*
* FIXES:
* GetPlayerInterior
*/
#if defined _ALS_SetPlayerInterior
#error _ALS_SetPlayerInterior defined
#endif
native BAD_SetPlayerInterior(playerid, interiorid) = SetPlayerInterior;
#if FIX_GetPlayerInterior
stock FIXES_SetPlayerInterior(playerid, interiorid)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
FIXES_gsInterior[playerid] = interiorid;
#else
SetPVarInt(playerid, FIXES_pvarPlayerInterior, interiorid);
#endif
return SetPlayerInterior(playerid, interiorid);
}
return 0;
}
#define _ALS_SetPlayerInterior
#define SetPlayerInterior FIXES_SetPlayerInterior
#endif
/*
* OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
*
* FIXES:
* AllowTeleport
*/
#if FIX_AllowTeleport && !defined FILTERSCRIPT
forward _FIXES_AllowTeleport(playerid, allow);
public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
{
// ======================
// BEGIN: AllowTeleport
// ======================
#if FIX_AllowTeleport
if (!_FIXES_gIsFilterscript)
{
// Unusually, the call order here is always Game Mode first -
// most callbacks are Filter Script first.
if ((FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_TELEPORT) || ((FIXES_gsSettings & e_FIXES_SETTINGS_ADMIN_TELEPORT) && (IsPlayerAdmin(playerid))))
{
SetPlayerPosFindZ(playerid, fX, fY, fZ);
}
}
#endif
// ======================
// END: AllowTeleport
// ======================
return FIXES_OnPlayerClickMap(playerid, fX, fY, fZ);
}
#if defined _ALS_OnPlayerClickMap
#error _ALS_OnPlayerClickMap defined
#endif
#define _ALS_OnPlayerClickMap
#define OnPlayerClickMap(%0) FIXES_OnPlayerClickMap(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
#endif
/*
* FIXES_AllowPlayerTeleport(playerid, allow)
*
* FIXES:
* AllowTeleport
*/
#if defined _ALS_AllowPlayerTeleport
#error _ALS_AllowPlayerTeleport defined
#endif
native BAD_AllowPlayerTeleport(playerid, allow) = AllowPlayerTeleport;
#if FIX_AllowTeleport
#if FIXES_Single
stock FIXES_AllowPlayerTeleport(playerid, allow)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
if (allow)
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_TELEPORT;
}
else
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_TELEPORT;
}
}
return 0;
}
#else
stock FIXES_AllowPlayerTeleport(playerid, allow)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
CallRemoteFunction(FIXES_gscAllowTeleport, FIXES_gscSpec@ii, playerid, allow);
}
return 0;
}
#endif
#define _ALS_AllowPlayerTeleport
#define AllowPlayerTeleport FIXES_AllowPlayerTeleport
#endif
/*
* FIXES_AllowAdminTeleport(allow)
*
* FIXES:
* AllowTeleport
*/
#if defined _ALS_AllowAdminTeleport
#error _ALS_AllowAdminTeleport defined
#endif
native BAD_AllowAdminTeleport(allow) = AllowAdminTeleport;
#if FIX_AllowTeleport
#if FIXES_Single
stock FIXES_AllowAdminTeleport(allow)
{
if (allow)
{
FIXES_gsSettings |= e_FIXES_SETTINGS_ADMIN_TELEPORT;
}
else
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_ADMIN_TELEPORT;
}
return allow;
}
#else
stock FIXES_AllowAdminTeleport(allow)
{
return
CallRemoteFunction(FIXES_gscAllowTeleport, FIXES_gscSpec@ii, INVALID_PLAYER_ID, allow),
allow;
}
#endif
#define _ALS_AllowAdminTeleport
#define AllowAdminTeleport FIXES_AllowAdminTeleport
#endif
/*
* FIXES_AllowAdminTeleport(allow)
*
* FIXES:
* AllowTeleport
*/
#if FIX_AllowTeleport && !defined FILTERSCRIPT && !FIXES_Single
public _FIXES_AllowTeleport(playerid, allow)
{
if (!_FIXES_gIsFilterscript)
{
if (playerid == INVALID_PLAYER_ID)
{
if (allow)
{
FIXES_gsSettings |= e_FIXES_SETTINGS_ADMIN_TELEPORT;
}
else
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_ADMIN_TELEPORT;
}
}
else
{
if (allow)
{
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_TELEPORT;
}
else
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_TELEPORT;
}
}
}
}
#endif
/*
* FIXES_SetPlayerSpecialAction(playerid, actionid)
*
* FIXES:
* SetPlayerSpecialAction
*/
#if defined _ALS_SetPlayerSpecialAction
#error _ALS_SetPlayerSpecialAction defined
#endif
native BAD_SetPlayerSpecialAction(playerid, actionid) = SetPlayerSpecialAction;
#if FIX_SetPlayerSpecialAction
stock FIXES_SetPlayerSpecialAction(playerid, actionid)
{
if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_USEJETPACK)
{
ClearAnimations(playerid);
}
SetPlayerSpecialAction(playerid, actionid);
return 1;
}
#define _ALS_SetPlayerSpecialAction
#define SetPlayerSpecialAction FIXES_SetPlayerSpecialAction
#endif
/*
* FIXES_ClearAnimations(playerid, forcesync = 0)
*
* FIXES:
* ClearAnimations
*/
#if defined _ALS_ClearAnimations
#error _ALS_ClearAnimations defined
#endif
native BAD_ClearAnimations(playerid, forcesync = 0) = ClearAnimations;
#if FIX_ClearAnimations || FIX_ClearAnimations_2
stock FIXES_ClearAnimations(playerid, forcesync = 0)
{
#if FIX_ClearAnimations || FIX_ClearAnimations_2
if (IsPlayerInAnyVehicle(playerid))
#endif
#if FIX_ClearAnimations
{
return ApplyAnimation(playerid, "PED", "CAR_SIT", 4.0, 0, 0, 0, 0, 1, forcesync);
}
#endif
#if FIX_ClearAnimations + FIX_ClearAnimations_2 == 1 // XOR
{
return ClearAnimations(playerid, forcesync);
}
#endif
#if FIX_ClearAnimations_2
new
ret = ClearAnimations(playerid, forcesync);
ApplyAnimation(playerid, "PED", "IDLE_STANCE", 4.0, 0, 0, 0, 0, 1, forcesync);
ApplyAnimation(playerid, "PED", "IDLE_CHAT", 4.0, 0, 0, 0, 0, 1, forcesync);
ApplyAnimation(playerid, "PED", "WALK_PLAYER", 4.0, 0, 0, 0, 0, 1, forcesync);
return ret;
#endif
}
#define _ALS_ClearAnimations
#define ClearAnimations FIXES_ClearAnimations
#endif
/*
* FIXES_GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy)
*
* FIXES:
* GangZoneCreate
*/
#if defined _ALS_GangZoneCreate
#error _ALS_GangZoneCreate defined
#endif
native BAD_GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy) = GangZoneCreate;
#if FIX_GangZoneCreate
stock FIXES_GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy)
{
return GangZoneCreate(floatsub(minx, floatfract(minx)), floatsub(miny, floatfract(miny)), floatsub(maxx, floatfract(maxx)), floatsub(maxy, floatfract(maxy)));
}
#define _ALS_GangZoneCreate
#define GangZoneCreate FIXES_GangZoneCreate
#endif
/*
* FIXES_ShowPlayerDialog(playerid, dialog, style, title[], caption[], button1[], button2[])
*
* FIXES:
* OnDialogResponse
* GetPlayerDialog
*/
#if defined _ALS_ShowPlayerDialog
#error _ALS_ShowPlayerDialog defined
#endif
native BAD_ShowPlayerDialog(playerid, dialog, style, title[], caption[], button1[], button2[]) = ShowPlayerDialog;
#if FIX_OnDialogResponse || FIX_GetPlayerDialog
stock FIXES_ShowPlayerDialog(playerid, dialog, style, title[], caption[], button1[], button2[])
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
FIXES_gsDialogID[playerid] = dialog;
#else
SetPVarInt(playerid, FIXES_pvarPlayerDialog, dialog);
#endif
return ShowPlayerDialog(playerid, dialog, style, title, caption, button1, button2);
}
return 0;
}
#define _ALS_ShowPlayerDialog
#define ShowPlayerDialog FIXES_ShowPlayerDialog
#endif
/*
* OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
*
* FIXES:
* OnDialogResponse
* GetPlayerDialog
*/
#if FIX_OnDialogResponse || FIX_GetPlayerDialog
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
// =========================
// BEGIN: OnDialogResponse
// =========================
#if FIX_OnDialogResponse || FIX_GetPlayerDialog
#if FIXES_Single
#if FIX_OnDialogResponse
dialogid = FIXES_gsDialogID[playerid];
#endif
FIXES_gsDialogID[playerid] = INVALID_DIALOG_ID;
#elseif FIX_OnDialogResponse
_FIXES_IS_IN_CHARGE()
{
// If there are multiple scripts, we can't just wipe the
// current dialog data or subsequent scripts will display
// the wrong value.
dialogid = GetPVarInt(playerid, FIXES_pvarPlayerDialog),
SetPVarInt(playerid, FIXES_pvarCurrentDialog, dialogid),
SetPVarInt(playerid, FIXES_pvarPlayerDialog, INVALID_DIALOG_ID);
}
else
{
dialogid = GetPVarInt(playerid, FIXES_pvarCurrentDialog);
}
#else
SetPVarInt(playerid, FIXES_pvarPlayerDialog, INVALID_DIALOG_ID);
#endif
if (inputtext[0])
{
return FIXES_OnDialogResponse(playerid, dialogid, response, listitem, inputtext);
}
else
{
return FIXES_OnDialogResponse(playerid, dialogid, response, listitem, FIXES_gscNULL);
}
#endif
// =========================
// END: OnDialogResponse
// =========================
}
#if defined _ALS_OnDialogResponse
#error _ALS_OnDialogResponse defined
#endif
#define _ALS_OnDialogResponse
#define OnDialogResponse(%0) FIXES_OnDialogResponse(%0) <_ALS : _ALS_go>
_FIXES_FORWARD FIXES_OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
#endif
/*
* FIXES_GetPlayerDialog(playerid)
*
* FIXES:
* GetPlayerDialog
*/
#if defined _ALS_GetPlayerDialog
#error _ALS_GetPlayerDialog defined
#endif
native BAD_GetPlayerDialog(playerid) = GetPlayerDialog;
#if FIX_GetPlayerDialog
stock FIXES_GetPlayerDialog(playerid)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
return FIXES_gsDialogID[playerid];
#else
return GetPVarInt(playerid, FIXES_pvarPlayerDialog);
#endif
}
return -1;
}
#define _ALS_GetPlayerDialog
#define GetPlayerDialog FIXES_GetPlayerDialog
#endif
/*
* FIXES_valstr(dest[], value, bool:pack = false)
*
* FIXES:
* valstr
*/
#if defined _ALS_valstr
#error _ALS_valstr defined
#endif
native BAD_valstr(dest[], value, bool:pack = false) = valstr;
#if FIX_valstr
stock FIXES_valstr(dest[], value, bool:pack = false)
{
// "format" can't handle cellmin properly.
static const
sc_szCellmin[] = !"-2147483648";
if (value == cellmin)
{
pack && strpack(dest, sc_szCellmin, 12) || strunpack(dest, sc_szCellmin, 12);
}
else
{
format(dest, 12, "%d", value),
pack && strpack(dest, dest, 12);
}
return 0;
}
#define _ALS_valstr
#define valstr FIXES_valstr
#endif
/*
* FIXES_fclose(File:handle)
*
* FIXES:
* fclose
*/
#if defined _ALS_fclose
#error _ALS_fclose defined
#endif
native BAD_fclose(File:handle) = fclose;
#if FIX_fclose
stock bool:FIXES_fclose(File:handle)
{
return handle && fclose(handle);
}
#define _ALS_fclose
#define fclose FIXES_fclose
#endif
/*
* FIXES_fwrite(File:handle, const string[])
*
* FIXES:
* fwrite
*/
#if defined _ALS_fwrite
#error _ALS_fwrite defined
#endif
native BAD_fwrite(File:handle, const string[]) = fwrite;
#if FIX_fwrite
stock FIXES_fwrite(File:handle, const string[])
{
return handle && fwrite(handle, string);
}
#define _ALS_fwrite
#define fwrite FIXES_fwrite
#endif
/*
* FIXES_fread(File:handle, string[], size = sizeof (string), bool:pack = false)
*
* FIXES:
* fread
*/
#if defined _ALS_fread
#error _ALS_fread defined
#endif
native BAD_fread(File:handle, string[], size = sizeof (string), bool:pack = false) = fread;
#if FIX_fread
stock FIXES_fread(File:handle, string[], size = sizeof (string), bool:pack = false)
{
return handle && fread(handle, string, size, pack);
}
#define _ALS_fread
#define fread FIXES_fread
#endif
/*
* FIXES_fputchar(File:handle, value, bool:utf8 = true)
*
* FIXES:
* fputchar
*/
#if defined _ALS_fputchar
#error _ALS_fputchar defined
#endif
native BAD_fputchar(File:handle, value, bool:utf8 = true) = fputchar;
#if FIX_fputchar
stock bool:FIXES_fputchar(File:handle, value, bool:utf8 = true)
{
return handle && fputchar(handle, value, utf8);
}
#define _ALS_fputchar
#define fputchar FIXES_fputchar
#endif
/*
* FIXES_fgetchar(File:handle, value, bool:utf8 = true)
*
* FIXES:
* fgetchar
*/
#if defined _ALS_fgetchar
#error _ALS_fgetchar defined
#endif
native BAD_fgetchar(File:handle, value, bool:utf8 = true) = fgetchar;
#if FIX_fgetchar
stock FIXES_fgetchar(File:handle, value, bool:utf8 = true)
{
return handle && fgetchar(handle, value, utf8);
}
#define _ALS_fgetchar
#define fgetchar FIXES_fgetchar
#endif
/*
* FIXES_fblockwrite(File:handle, const buffer[], size = sizeof (buffer))
*
* FIXES:
* fblockwrite
*/
#if defined _ALS_fblockwrite
#error _ALS_fblockwrite defined
#endif
native BAD_fblockwrite(File:handle, const buffer[], size = sizeof (buffer)) = fblockwrite;
#if FIX_fblockwrite
stock FIXES_fblockwrite(File:handle, const buffer[], size = sizeof (buffer))
{
return handle && fblockwrite(handle, buffer, size);
}
#define _ALS_fblockwrite
#define fblockwrite FIXES_fblockwrite
#endif
/*
* FIXES_fblockread(File:handle, buffer[], size = sizeof (buffer))
*
* FIXES:
* fblockread
*/
#if defined _ALS_fblockread
#error _ALS_fblockread defined
#endif
native BAD_fblockread(File:handle, buffer[], size = sizeof (buffer)) = fblockread;
#if FIX_fblockread
stock FIXES_fblockread(File:handle, buffer[], size = sizeof (buffer))
{
return handle && fblockread(handle, buffer, size);
}
#define _ALS_fblockread
#define fblockread FIXES_fblockread
#endif
/*
* FIXES_fseek(File:handle, position = 0, seek_whence:whence = seek_start)
*
* FIXES:
* fseek
*/
#if defined _ALS_fseek
#error _ALS_fseek defined
#endif
native BAD_fseek(File:handle, position = 0, seek_whence:whence = seek_start) = fseek;
#if FIX_fseek
stock FIXES_fseek(File:handle, position = 0, seek_whence:whence = seek_start)
{
return handle && fseek(handle, position, whence);
}
#define _ALS_fseek
#define fseek FIXES_fseek
#endif
/*
* FIXES_flength(File:handle)
*
* FIXES:
* flength
*/
#if defined _ALS_flength
#error _ALS_flength defined
#endif
native BAD_flength(File:handle) = flength;
#if FIX_flength
stock FIXES_flength(File:handle)
{
return handle && flength(handle);
}
#define _ALS_flength
#define flength FIXES_flength
#endif
/*
* FIXES_Kick(playerid)
*
* FIXES:
* Kick
*/
#if defined _ALS_Kick
#error _ALS_Kick defined
#endif
native BAD_Kick(playerid) = Kick;
#if FIX_Kick
forward _FIXES_Kick(playerid);
public _FIXES_Kick(playerid)
{
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_KICKED,
Kick(playerid);
}
#if !FIXES_Single
forward @FIXES_Kick(playerid);
public @FIXES_Kick(playerid)
{
FIXES_BlockUpdate(playerid, true, 0);
}
#endif
stock FIXES_Kick(playerid)
{
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_ON_PLAYER_CONNECT)
{
// Disable as much of the server as possible quickly.
return
#if FIXES_Single
FIXES_BlockUpdate(playerid, true, 0),
#else
CallRemoteFunction("@FIXES_Kick", "i", playerid),
#endif
TogglePlayerSpectating(playerid, true),
TogglePlayerControllable(playerid, false),
SetPVarInt(playerid, FIXES_pvarKick, SetTimerEx(FIXES_gscKick, 1000, 0, FIXES_gscSpec@i, playerid)),
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_KICKED,
1;
}
else
{
return Kick(playerid);
}
}
#define _ALS_Kick
#define Kick FIXES_Kick
#endif
/*
* FIXES_IsPAttachedObjectSlotUsed(playerid, index)
*
* FIXES:
* IsPlayerAttachedObjectSlotUsed
*/
#if defined _ALS_IsPAttachedObjSlotUsed
#error _ALS_IsPAttachedObjSlotUsed defined
#endif
native BAD_IsPlayerAttachedObjSlotUsed(playerid, index) = IsPlayerAttachedObjectSlotUsed;
#if FIX_IsPlayerAttachedObjSlotUsed
stock FIXES_IsPAttachedObjectSlotUsed(playerid, index)
{
if (_FIXES_IS_PLAYER_CONNECTED(playerid))
{
return FIXES_gsObjectSlots[playerid / _FIXES_ATTACHMENTS] & 1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS + index;
}
return 0;
}
#define _ALS_IsPAttachedObjSlotUsed
#define IsPlayerAttachedObjectSlotUsed FIXES_IsPAttachedObjectSlotUsed
#endif
/*
* _FIXES_SetPlayerAttachedObject(slot, to)
*
* FIXES:
* IsPlayerAttachedObjectSlotUsed
*/
#if (FIX_IsPlayerAttachedObjSlotUsed || FIX_SetPlayerAttachedObject) && !FIXES_Single
forward _FIXES_SetPlayerAttachedObject(slot, to);
public _FIXES_SetPlayerAttachedObject(slot, to)
{
FIXES_gsObjectSlots[slot] = to;
}
#endif
/*
* FIXES_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)
*
* FIXES:
* IsPlayerAttachedObjectSlotUsed
* SetPlayerAttachedObject
*/
#if defined _ALS_SetPlayerAttachedObject
#error _ALS_SetPlayerAttachedObject defined
#endif
native BAD_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) = SetPlayerAttachedObject;
#if FIX_IsPlayerAttachedObjSlotUsed || FIX_SetPlayerAttachedObject
stock FIXES_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)
{
if (SetPlayerAttachedObject(playerid, index, modelid, bone, fOffsetX, fOffsetY, fOffsetZ, fRotX, fRotY, fRotZ, fScaleX, fScaleY, fScaleZ, materialcolor1, materialcolor2))
{
#if FIXES_Single
FIXES_gsObjectSlots[playerid / _FIXES_ATTACHMENTS] |= (1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS + index);
#else
new
slot = playerid / _FIXES_ATTACHMENTS;
CallRemoteFunction(FIXES_gscSetPlayerAttachedObj, FIXES_gscSpec@ii, slot, FIXES_gsObjectSlots[slot] | (1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS + index));
#endif
return 1;
}
return 0;
}
#define _ALS_SetPlayerAttachedObject
#define SetPlayerAttachedObject FIXES_SetPlayerAttachedObject
#endif
/*
* FIXES_RemovePlayerAttachedObj(playerid, index)
*
* FIXES:
* IsPlayerAttachedObjectSlotUsed
*/
#if defined _ALS_RemovePlayerAttachedObject
#error _ALS_RemovePlayerAttachedObject defined
#endif
native BAD_RemovePlayerAttachedObject(playerid, index) = RemovePlayerAttachedObject;
#if FIX_IsPlayerAttachedObjSlotUsed || FIX_SetPlayerAttachedObject
stock FIXES_RemovePlayerAttachedObj(playerid, index)
{
if (RemovePlayerAttachedObject(playerid, index))
{
#if FIXES_Single
FIXES_gsObjectSlots[playerid / _FIXES_ATTACHMENTS] &= ~(1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS + index);
#else
new
slot = playerid / _FIXES_ATTACHMENTS;
CallRemoteFunction(FIXES_gscSetPlayerAttachedObj, FIXES_gscSpec@ii, slot, FIXES_gsObjectSlots[slot] & ~(1 << playerid % _FIXES_ATTACHMENTS * MAX_PLAYER_ATTACHED_OBJECTS + index));
#endif
return 1;
}
return 0;
}
#define _ALS_RemovePlayerAttachedObject
#define RemovePlayerAttachedObject FIXES_RemovePlayerAttachedObj
#endif
/*
* _FIXES_DetermineOrder()
*
* Figure out which the first filterscript to be called is so that it can do the
* majority of the work. More detail: Several pieces of code for some fixes
* rely on things like blocking "OnPlayerUpdate". This should be done in the
* first script in which "OnPlayerUpdate" is called only, so we need to find out
* in advance which script will be called first (at least out of all the fixed
* scripts).
*/
#if !FIXES_Single
public _FIXES_DetermineOrder()
{
// TODO: Graceful handoff. I thought I was past all this rubbish!
if (!_FIXES_gIsFilterscript)
{
if (existproperty(5, FIXES_gscNoGMProperty))
{
return 0;
}
// Make sure certain data is synced with what the GM thinks it is.
// =============================
// BEGIN: AllowInteriorWeapons
// =============================
#if FIX_AllowInteriorWeapons
CallRemoteFunction(FIXES_gscAllowInteriorWeapons, FIXES_gscSpec@i, !(FIXES_gsSettings & e_FIXES_SETTINGS_INTERIOR));
#endif
// =============================
// END: AllowInteriorWeapons
// =============================
// ================================
// BEGIN: SetPlayerAttachedObject
// ================================
#if FIX_IsPlayerAttachedObjSlotUsed || FIX_SetPlayerAttachedObject
for (new i = 0; i != _FIXES_ATTACHMENTS; ++i)
{
CallRemoteFunction(FIXES_gscSetPlayerAttachedObj, FIXES_gscSpec@ii, i, FIXES_gsObjectSlots[i]);
}
#endif
// ==============================
// END: SetPlayerAttachedObject
// ==============================
}
if (existproperty(5, FIXES_gscOrderProperty))
{
// Either this is a Filter Script (1) and we don't want gamemodes
// (1) or this isn't a filterscript (0) and we do want gamemodes
// (0). All other cases return here due to a logic mismatch. This
// is to rectify the difference in call orders between
// "CallRemoteFunction" and normal callbacks. Now DOESN'T end on
// the second time round for filterscripts to correctly pass on the
// data to GameModes.
if (!existproperty(5, FIXES_gscNoGMProperty) && _FIXES_gIsFilterscript == bool:getproperty(5, FIXES_gscOrderProperty))
{
// The game mode is not in charge, which means we are checking
// the filterscripts a second time and shouldn't be.
return 0;
}
// If this script was previously the owner, and we are not ending
// the game mode (in which case discard all data), and if we are
// only dealing with filterscripts or the gamemode is now the
// master.
if (FIXES_gsSettings & (e_FIXES_SETTINGS_IN_CHARGE | e_FIXES_SETTINGS_DROP_ALL_DATA) == e_FIXES_SETTINGS_IN_CHARGE)
{
FIXES_PRINTF("_FIXES_DetermineOrder: Was in charge");
// This script is currently in charge, but a new script has
// usurped it! Pass all relevant data over to the new script.
// Also, this wasn't triggered by a game mode change (where we
// just want to dump and reset all data). There is no need to
// reset the admin teleport data as that is always handled by
// the Game Mode, so it will either be correct, or it will be
// blank.
FIXES_gsSettings &= ~e_FIXES_SETTINGS_IN_CHARGE;
#if FIX_SetPlayerWorldBounds || FIX_TogglePlayerControllable
_FIXES_FOREACH(FIXES_gsPlayersIterator, i)
{
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
for (new j = 0; j != FIXES_GT_STYLE_COUNT; ++j)
{
PlayerTextDrawDestroy(i, FIXES_gsPGTStyle[i][j]);
}
#endif
// =================
// END: GameText
// =================
// =============================
// BEGIN: SetPlayerWorldBounds
// =============================
#if FIX_SetPlayerWorldBounds
// I realised that you could have the GM in charge,
// set their bounds, load an FS, remove their bounds
// then unload the FS again and it would result in
// the old GM setting of them HAVING bounds being
// re-applied, so the check is removed.
CallRemoteFunction(FIXES_gscSetPlayerWorldBounds, FIXES_gscSpec@iffff, i, FIXES_gsWorldbounds[i][E_FIXES_WORLDBOUND_DATA_UX], FIXES_gsWorldbounds[i][E_FIXES_WORLDBOUND_DATA_LX], FIXES_gsWorldbounds[i][E_FIXES_WORLDBOUND_DATA_UY], FIXES_gsWorldbounds[i][E_FIXES_WORLDBOUND_DATA_LY]);
#endif
// =============================
// END: SetPlayerWorldBounds
// =============================
// =================================
// BEGIN: TogglePlayerControllable
// =================================
#if FIX_TogglePlayerControllable
CallRemoteFunction(FIXES_gscTogglePlayerControl, FIXES_gscSpec@ii, i, !(FIXES_gsPlayerBools[i] & e_FIXES_BOOLS_UNCONTROLLABLE));
#endif
// =================================
// END: TogglePlayerControllable
// =================================
// ===========================
// BEGIN: PutPlayerInVehicle
// ===========================
#if FIX_PutPlayerInVehicle
if (FIXES_gsPlayerBools[i] & e_FIXES_BOOLS_PUT_IN_VEHICLE)
{
CallRemoteFunction(FIXES_gscPutPlayerInVehicle, FIXES_gscSpec@iii, i, FIXES_gsVehicleSeatData[i] & 0x00FFFFFF, FIXES_gsVehicleSeatData[i] >>> 24);
}
#endif
// ===========================
// END: PutPlayerInVehicle
// ===========================
}
#endif
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
#if FIX_GameTextStyles
TextDrawDestroy(FIXES_gsGTStyle[13]),
TextDrawDestroy(FIXES_gsGTStyle[12]),
TextDrawDestroy(FIXES_gsGTStyle[11]),
TextDrawDestroy(FIXES_gsGTStyle[10]),
TextDrawDestroy(FIXES_gsGTStyle[9]),
TextDrawDestroy(FIXES_gsGTStyle[8]),
TextDrawDestroy(FIXES_gsGTStyle[7]),
#endif
TextDrawDestroy(FIXES_gsGTStyle[6]),
TextDrawDestroy(FIXES_gsGTStyle[5]),
TextDrawDestroy(FIXES_gsGTStyle[4]),
TextDrawDestroy(FIXES_gsGTStyle[3]),
TextDrawDestroy(FIXES_gsGTStyle[2]),
TextDrawDestroy(FIXES_gsGTStyle[1]),
TextDrawDestroy(FIXES_gsGTStyle[0]);
#endif
// =================
// END: GameText
// =================
FIXES_PRINTF("_FIXES_DetermineOrder: Not in charge");
return 0;
}
else
{
FIXES_gsSettings &= ~e_FIXES_SETTINGS_IN_CHARGE;
FIXES_PRINTF("_FIXES_DetermineOrder: Not in charge");
return 0;
}
}
else if (!(FIXES_gsSettings & e_FIXES_SETTINGS_ENDING))
{
setproperty(5, FIXES_gscOrderProperty, _FIXES_gIsFilterscript);
#if FIXES_Debug
if (FIXES_gsSettings & e_FIXES_SETTINGS_IN_CHARGE)
{
FIXES_PRINTF("_FIXES_DetermineOrder: Already in charge");
}
#endif
FIXES_gsSettings |= e_FIXES_SETTINGS_IN_CHARGE;
FIXES_PRINTF("_FIXES_DetermineOrder: Now in charge");
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
// Create all the relevant TextDraws.
_FIXES_FOREACH(FIXES_gsPlayersIterator, playerid)
{
_FIXES_CreateGameTextDraws(playerid);
}
_FIXES_CreateGameTextDraws(INVALID_PLAYER_ID);
#endif
// =================
// END: GameText
// =================
return 1;
}
else if (!(FIXES_gsSettings & e_FIXES_SETTINGS_ENDED))
{
// Only called when a filterscript that is currently master (and
// thus called first by "CallRemoteFunction") ends. This doesn't
// get triggered when a gamemode is master, but that doesn't matter
// because in that case all the textdraws are destroyed anyway.
// =================
// BEGIN: GameText
// =================
#if FIX_GameText
// Destroy all the relevant TextDraws.
_FIXES_FOREACH(FIXES_gsPlayersIterator, playerid)
{
#if FIX_GameTextStyles
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][13]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][12]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][11]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][10]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][9]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][8]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][7]),
#endif
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][6]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][5]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][4]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][3]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][2]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][1]),
PlayerTextDrawDestroy(playerid, FIXES_gsPGTStyle[playerid][0]);
}
#if FIX_GameTextStyles
TextDrawDestroy(FIXES_gsGTStyle[13]),
TextDrawDestroy(FIXES_gsGTStyle[12]),
TextDrawDestroy(FIXES_gsGTStyle[11]),
TextDrawDestroy(FIXES_gsGTStyle[10]),
TextDrawDestroy(FIXES_gsGTStyle[9]),
TextDrawDestroy(FIXES_gsGTStyle[8]),
TextDrawDestroy(FIXES_gsGTStyle[7]),
#endif
TextDrawDestroy(FIXES_gsGTStyle[6]),
TextDrawDestroy(FIXES_gsGTStyle[5]),
TextDrawDestroy(FIXES_gsGTStyle[4]),
TextDrawDestroy(FIXES_gsGTStyle[3]),
TextDrawDestroy(FIXES_gsGTStyle[2]),
TextDrawDestroy(FIXES_gsGTStyle[1]),
TextDrawDestroy(FIXES_gsGTStyle[0]);
#endif
// =================
// END: GameText
// =================
#if FIXES_Debug
FIXES_PRINTF("_FIXES_DetermineOrder: Ending");
#endif
FIXES_gsSettings |= e_FIXES_SETTINGS_ENDED;
}
return 0;
}
#endif
/*
* FIXES_strins(string[], const substr[], pos, maxlength = sizeof string)
*
* FIXES:
* strins
*/
#if defined _ALS_strins
#error _ALS_strins defined
#endif
native BAD_strins(string[], const substr[], pos, maxlength = sizeof string) = strins;
#if FIX_strins
stock FIXES_strins(string[], const substr[], pos, maxlength = sizeof string)
{
if (string[0] > 255)
{
new
strlength = strlen(string),
sublength = strlen(substr),
m4 = maxlength * 4;
// Packed - format doesn't like these strings.
if (strlength + sublength >= m4)
{
if (pos + sublength >= m4)
{
return
string{pos} = '\0',
// Hopefully this doesn't ignore maxlength and does packed.
strcat(string, substr, maxlength);
}
else
{
// pos + sublength is less than maxlength, so this sum MUST
// be positive and gte than "pos", so there's no need for
// additional checks.
string{maxlength - sublength - 1} = '\0';
}
}
return strins(string, substr, pos, maxlength);
}
else if (substr[0] > 255)
{
new
strlength = strlen(string),
sublength = strlen(substr);
// Packed - format doesn't like these strings.
if (strlength + sublength >= maxlength)
{
if (pos + sublength >= maxlength)
{
return
string[pos] = '\0',
// Hopefully this doesn't ignore maxlength and does packed.
strcat(string, substr, maxlength);
}
else
{
// pos + sublength is less than maxlength, so this sum MUST
// be positive and gte than "pos", so there's no need for
// additional checks.
string[maxlength - sublength - 1] = '\0';
}
}
return strins(string, substr, pos, maxlength);
}
else
{
return format(string, maxlength, "%.*s%s%s", pos, string, substr, string[pos]);
}
}
#define _ALS_strins
#define strins FIXES_strins
#endif
/*
* _FIXES_ApplyAnimation(playerid, animlib, Float:fDelta, loop, lockx, locky, freeze, time, forcesync)
*
* FIXES:
* ApplyAnimation_2
*/
#if FIX_ApplyAnimation_2
forward _FIXES_ApplyAnimation(playerid, animlib, Float:fDelta, loop, lockx, locky, freeze, time, forcesync);
public _FIXES_ApplyAnimation(playerid, animlib, Float:fDelta, loop, lockx, locky, freeze, time, forcesync)
{
ApplyAnimation(playerid, FIXES_gscAnimLib[animlib], FIXES_gsClassAnimName[playerid], fDelta, loop, lockx, locky, freeze, time, forcesync),
FIXES_gsAnimTimer[playerid] = 0;
}
#endif
/*
* FIXES_ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0)
*
* FIXES:
* ApplyAnimation
* ApplyAnimation_2
*/
#if defined _ALS_ApplyAnimation
#error _ALS_ApplyAnimation defined
#endif
native BAD_ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0) = ApplyAnimation;
#if FIX_ApplyAnimation || FIX_ApplyAnimation_2
stock FIXES_ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0)
{
new
diff,
idx = animlib[0] & ~0x20;
// Uses a sort of optimised binary search. The code first identifies the area in the array
// in which libraries with this first letter are, then does a binary search using only that
// subset of the array. This used to use an N-ary search that just went linearly through
// the identified subset of the array, and that was 5x faster than a simple linear loop over
// the whole array. This new version is 50% faster than even that was. "E" has no
// libraries, but we don't check for that explicitly as it would slow down the more common
// code path - and it ends fairly quickly anyway as "upper == lower".
if (_FIXES_IN_RANGE(idx, 'A', 'W' + 1))
{
new
upper = FIXES_gscAnimIndexes[idx - ('A' - 1)],
lower = FIXES_gscAnimIndexes[idx - 'A'];
while (upper != lower)
{
idx = (upper - lower) / 2 + lower;
if ((diff = strcmp(FIXES_gscAnimLib[idx], animlib, true)))
{
if (diff > 0) upper = idx;
else lower = idx + 1;
}
else
{
// If we hit the "else" branch, we have found the correct
// animation library from the n-ary search.
#if FIX_ApplyAnimation_2
if (FIXES_gsAnimTimer[playerid])
{
KillTimer(FIXES_gsAnimTimer[playerid]),
FIXES_gsAnimTimer[playerid] = 0;
}
if (FIXES_gsPlayerAnimLibs[playerid][idx >>> 5] & (1 << (idx & 0x1F)))
{
FIXES_gsPlayerAnimLibs[playerid][idx >>> 5] &= ~(1 << (idx & 0x1F)),
FIXES_gsClassAnimName[playerid][0] = '\0',
strcat(FIXES_gsClassAnimName[playerid], animname),
FIXES_gsAnimTimer[playerid] = SetTimerEx("_FIXES_ApplyAnimation", 350, false, "ddfdddddd", playerid, idx, fDelta, loop, lockx, locky, freeze, time, forcesync);
}
#endif
return ApplyAnimation(playerid, animlib, animname, fDelta, loop, lockx, locky, freeze, time, forcesync);
}
}
}
return 0;
}
#define _ALS_ApplyAnimation
#define ApplyAnimation FIXES_ApplyAnimation
#endif
/*
* FIXES_random(max)
*
* FIXES:
* random
*/
#if defined _ALS_random
#error _ALS_random defined
#endif
native BAD_random(max) = random;
#if FIX_random
stock FIXES_random(max)
{
if (max < 0)
{
return -random(-max);
}
else
{
return random(max);
}
}
#define _ALS_random
#define random FIXES_random
#endif
/*
* _FIXES_SetCamera
*
* FIXES:
* SetPlayerCamera
*/
#if FIX_SetPlayerCamera
forward _FIXES_SetCamera(playerid, type, Float:x, Float:y, Float:z);
public _FIXES_SetCamera(playerid, type, Float:x, Float:y, Float:z)
{
if (type)
{
SetPlayerCameraPos(playerid, x, y, z);
}
else
{
SetPlayerCameraLookAt(playerid, x, y, z);
}
return 0;
}
#endif
/*
* FIXES_SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z)
*
* FIXES:
* SetPlayerCamera
*/
#if defined _ALS_SetPlayerCameraPos
#error _ALS_SetPlayerCameraPos defined
#endif
native BAD_SetPlayerCameraPos(playerid, Float:x, Float:y, Float:z) = SetPlayerCameraPos;
#if FIX_SetPlayerCamera
stock FIXES_SetPlayerCameraPos(playerid, Float:x, Float:y, Float:z)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_SPECTATING || GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
#else
if (GetPVarInt(playerid, FIXES_pvarPlayerSpectate) || GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
#endif
{
SetTimerEx(FIXES_gscSetCamera, 300, 0, FIXES_gscSpec@iifff, playerid, 1, x, y, z);
}
else
{
SetPlayerCameraPos(playerid, x, y, z);
}
}
return 0;
}
#define _ALS_SetPlayerCameraPos
#define SetPlayerCameraPos FIXES_SetPlayerCameraPos
#endif
/*
* FIXES_SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z)
*
* FIXES:
* SetPlayerCamera
*/
#if defined _ALS_SetPlayerCameraLookAt
#error _ALS_SetPlayerCameraLookAt defined
#endif
native BAD_SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z) = SetPlayerCameraLookAt;
#if FIX_SetPlayerCamera
stock FIXES_SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
#if FIXES_Single
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_SPECTATING || GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
#else
if (GetPVarInt(playerid, FIXES_pvarPlayerSpectate) || GetPlayerState(playerid) == PLAYER_STATE_SPECTATING)
#endif
{
SetTimerEx(FIXES_gscSetCamera, 300, 0, FIXES_gscSpec@iifff, playerid, 0, x, y, z);
}
else
{
SetPlayerCameraLookAt(playerid, x, y, z);
}
}
return 0;
}
#define _ALS_SetPlayerCameraLookAt
#define SetPlayerCameraLookAt FIXES_SetPlayerCameraLookAt
#endif
/*
* FIXES_TogglePlayerSpectating(playerid, toggle)
*
* FIXES:
* SetPlayerCamera
*/
#if defined _ALS_TogglePlayerSpectating
#error _ALS_TogglePlayerSpectating defined
#endif
native BAD_TogglePlayerSpectating(playerid, toggle) = TogglePlayerSpectating;
#if FIX_SetPlayerCamera
stock FIXES_TogglePlayerSpectating(playerid, toggle)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
if (toggle)
{
#if FIXES_Single
FIXES_gsPlayerBools[playerid] |= e_FIXES_BOOLS_SPECTATING;
#else
SetPVarInt(playerid, FIXES_pvarPlayerSpectate, 1);
#endif
}
else
{
#if FIXES_Single
FIXES_gsPlayerBools[playerid] &= ~e_FIXES_BOOLS_SPECTATING;
#else
DeletePVar(playerid, FIXES_pvarPlayerSpectate);
#endif
}
return TogglePlayerSpectating(playerid, toggle);
}
return 0;
}
#define _ALS_TogglePlayerSpectating
#define TogglePlayerSpectating FIXES_TogglePlayerSpectating
#endif
/*
* FIXES_SetPlayerTime(playerid, hour, minute)
*
* FIXES:
* SetPlayerTime
*/
#if defined _ALS_SetPlayerTime
#error _ALS_SetPlayerTime defined
#endif
native BAD_SetPlayerTime(playerid, hour, minute) = SetPlayerTime;
#if FIX_SetPlayerTime
forward _FIXES_SetTime(playerid, hour, minute);
public _FIXES_SetTime(playerid, hour, minute)
{
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_ON_PLAYER_CONNECT)
{
return SetPlayerTime(playerid, hour, minute);
}
return 0;
}
stock FIXES_SetPlayerTime(playerid, hour, minute)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_ON_PLAYER_CONNECT)
{
return SetTimerEx(FIXES_gscSetTime, 250, 0, FIXES_gscSpec@iii, playerid, hour, minute);
}
return SetPlayerTime(playerid, hour, minute);
}
return 0;
}
#define _ALS_SetPlayerTime
#define SetPlayerTime FIXES_SetPlayerTime
#endif
/*
* FIXES_SetPlayerColor(playerid, color)
*
* FIXES:
* SetPlayerColor
*/
#if defined _ALS_SetPlayerColor
#error _ALS_SetPlayerColor defined
#endif
native BAD_SetPlayerColor(playerid, color) = SetPlayerColor;
#if FIX_SetPlayerColour
forward _FIXES_SetColor(playerid, color);
public _FIXES_SetColor(playerid, color)
{
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_ON_PLAYER_CONNECT)
{
return SetPlayerColor(playerid, color);
}
return 0;
}
stock FIXES_SetPlayerColor(playerid, color)
{
if (_FIXES_IN_RANGE(playerid, 0, MAX_PLAYERS))
{
if (FIXES_gsPlayerBools[playerid] & e_FIXES_BOOLS_ON_PLAYER_CONNECT)
{
return SetTimerEx(FIXES_gscSetColor, 300, 0, FIXES_gscSpec@ii, playerid, color);
}
return SetPlayerColor(playerid, color);
}
return 0;
}
#define _ALS_SetPlayerColor
#define SetPlayerColor FIXES_SetPlayerColor
#endif
/*
* FIXES_GetPlayerWeaponData(playerid, slot, &weapons, &ammo)
*
* FIXES:
* GetPlayerWeaponData
*/
#if defined _ALS_GetPlayerWeaponData
#error _ALS_GetPlayerWeaponData defined
#endif
native BAD_GetPlayerWeaponData(playerid, slot, &weapons, &ammo) = GetPlayerWeaponData;
#if FIX_GetPlayerWeaponData
stock FIXES_GetPlayerWeaponData(playerid, slot, &weapons, &ammo)
{
// This reuses the "slot" variable so we don't have to declare a new one
// and can put all the code in a single statement.
return
slot = GetPlayerWeaponData(playerid, slot, weapons, ammo),
weapons = ammo ? weapons : 0,
slot;
}
#define _ALS_GetPlayerWeaponData
#define GetPlayerWeaponData FIXES_GetPlayerWeaponData
#endif
/*
* FIXES_sleep(const time)
*
* FIXES:
* sleep
*/
// Uses a little trick to consume part of the line and thus not match
// our hooked version.
#if defined _ALS_sleep
#error _ALS_sleep defined
#endif
#define BAD_sleep%0\n%9 sleep%0
#if FIX_sleep
stock FIXES_sleep(ms)
{
// Call a native function that does very little, but saves the current
// heap pointer. Then return to save the accurate stack pointer.
return heapspace(), ms;
}
#define _ALS_sleep
#define sleep%0\n%9 sleep FIXES_sleep(%0)
// This fixes another BIZZARE bug. Just doing:
//
// #define FIXES_sleep(%0;) FIXES_sleep(%0)
//
// Results in:
//
// FIXES_sleep(n));
//
// Which clearly it shouldn't. I've stepped through the compilation and that
// extra bracket comes from nowhere!
#define FIXES_sleep(%0;) FIXES_sleep _FIXES_SLEEP_BRACKET %0);
#define _FIXES_SLEEP_BRACKET (
#endif
/*
* _FIXES_AddInternal(array[], value, size)
*
* Add something to an internal linked list.
*/
static stock _FIXES_AddInternal(array[], value, size)
{
if (array[value] <= value)
{
new
last = size,
next = array[last];
while (next < value)
{
last = next,
next = array[last];
}
array[next - 1] = value + 1,
array[(value - 1) % (size + 1)] = (last + 1) % (size + 1),
array[last] = value,
array[value] = next;
}
}
/*
* _FIXES_RemoveInternal(array[], value, size)
*
* Remove something from an internal linked list.
*/
static stock _FIXES_RemoveInternal(array[], value, size)
{
if (array[value] > value)
{
static
last;
// Adjustment for easier "mod"ing.
++size,
last = (array[(value - 1) % size] - 1) % size,
// Store the reverse value here as well as in the previous slot.
array[value] =
// Copy the next value to the last value.
array[(array[last] = array[value]) - 1] =
// Set the reverse iterator value.
(last + 1) % size;
}
}
#undef _FIXES_CEILDIV
#undef _FIXES_INFINITY
#undef _FIXES_N_INFINITY
#undef _FIXES_ATTACHMENTS
#undef _FIXES_FOREACH
#undef _FIXES_IS_UNSET
#undef _FIXES_IS_IN_CHARGE
#undef _FIXES_IN_RANGE
#undef _FIXES_NO_RANGE
#undef _FIXES_FORWARD
#undef _FIXES_IS_PLAYER_CONNECTED
#undef FIXES_PRINTF
#endinput
// Fix inclusion template.
#if !defined FIX_NameOfFixHere
#define FIX_NameOfFixHere (1)
#elseif _FIXES_IS_UNSET(FIX_NameOfFixHere)
#undef FIX_NameOfFixHere
#define FIX_NameOfFixHere (2)
#endif
// Fix function template.
/*
* FIXES_NameOfFixHere
*
* FIXES:
* NameOfFixHere
*/
#if defined _ALS_NameOfFixHere
#error _ALS_NameOfFixHere defined
#endif
native BAD_NameOfFixHere(params) = NameOfFixHere;
#if FIX_NameOfFixHere
stock FIXES_NameOfFixHere(params)
{
return 0;
}
#define _ALS_NameOfFixHere
#define NameOfFixHere FIXES_NameOfFixHere
#endif