MoonLightHowling999/FurrAndreas-OMP-Callbacks
Custom callbacks that the gamemode FurrAndreas relies on.
Este repositório não tem arquivo de licença. Ele é público para leitura, mas isso sozinho não dá permissão para reutilizar.
Instalar com o sampctl
sampctl package install MoonLightHowling999/FurrAndreas-OMP-Callbacks
Execute na pasta do seu projeto. O sampctl baixa o pacote e as dependências dele.
Depende de 1 pacote
README.md
FurrAndreas-OMP-Callbacks
Custom callbacks that the gamemode FurrAndreas relies on.
Originally by Emmet_, updated for Open.MP compatibility and for FurrAndreas gamemode as well.
New Callbacks
| Callback | Description |
|---|---|
OnPlayerPause(playerid) | Player tabbed out or went AFK |
OnPlayerResume(playerid, time) | Player came back, time is how long they were gone (ms) |
OnPlayerHoldingKey(playerid, keys) | Fires every 200ms while a key is held |
OnPlayerReleaseKey(playerid, keys, time) | Key released, time is how long it was held |
OnPlayerFall(playerid, Float:damage) | Player took fall damage |
OnPlayerPacketLoss(playerid, Float:oldloss, Float:newloss) | Player's packet loss changed |
OnPlayerUseVending(playerid, type) | Player used a vending machine |
OnPlayerCrashVehicle(playerid, vehicleid, Float:damage) | Vehicle took crash damage |
OnPlayerFPSChange(playerid, oldfps, newfps) | Player's FPS changed |
OnPlayerJackVehicle(playerid, targetid, vehicleid) | Player carjacked someone |
OnPlayerEmptyWeapon(playerid, weaponid) | Player fired their last bullet |
OnPlayerFriendlyFire(playerid, targetid, weaponid) | Player shot a teammate |
OnPlayerTargetPlayer(playerid, targetid, weaponid) | Player aimed at another player |
OnPlayerHideCursor(playerid, hovercolor) | Player pressed ESC on a textdraw selection |
OnPlayerAntiReload(playerid, weaponid) | Player fired more shots than the clip holds |
OnPlayerAnimationPlay(playerid, animlib[], animname[]) | An applied animation started playing |
OnPlayerReloadWeapon(playerid, weaponid, ammo) | Player started reloading |
OnPlayerActionChange(playerid, oldaction, newaction) | Player switched between idle, shooting, swimming, skydiving |
OnPlayerRamPlayer(playerid, driverid, vehicleid, Float:damage) | Player got rammed by a vehicle |
OnPlayerSprayAtVehicle(playerid, vehicleid) | Player is spraying a vehicle |
OnPlayerStartBurn(playerid) | Player caught fire |
OnPlayerStopBurn(playerid) | Player stopped burning |
OnPlayerStartAim(playerid, weaponid) | Player entered aim mode |
OnPlayerStopAim(playerid) | Player left aim mode |
OnPlayerUseCamera(playerid) | Player took a photo |
OnPlayerJump(playerid) | Player jumped |
OnPlayerUseGarage(playerid, vehicleid, type) | Player used a Pay'n'Spray or Bomb Shop |
OnVehicleCreated(vehicleid, color1, color2) | Vehicle was created by the server |
Utility Functions
IsPlayerPaused(playerid)
IsPlayerBurning(playerid)
IsPlayerAiming(playerid)
IsPlayerSwimming(playerid)
IsPlayerSkydiving(playerid)
IsPlayerJumping(playerid)
IsPlayerNearVending(playerid, type)
IsPlayerNearGarage(playerid, type)
IsPlayerSprayingVehicle(playerid, vehicleid)
GetPlayerFPS(playerid)
GetPlayerAction(playerid)
GetPlayerPausedTime(playerid)
GetPlayerPacketLoss(playerid)
GetConnectedTime(playerid)
For sampctl users
Add to your pawn.json dependencies:
"MoonLightHowling999/FurrAndreas-OMP-Callbacks"
Then run: sampctl ensure
Usage
Just include it in your gamemode or filterscript and define whichever callbacks you need:
#include <callbacks>
public OnPlayerJump(playerid)
{
SendClientMessage(playerid, 0xCDD5D4, "{CDD5D4}Player %d has jumped", playerid); // show this when somebody jumpps
return 1;
}
public OnPlayerRamPlayer(playerid, driverid, vehicleid, Float:damage)
{
SendClientMessage(playerid, 0xCDD5D4, "{CDD5D4}Player %d has rammed player %d with vehicle %d causing damage %.2f", playerid, driverid, vehicleid, damage); // show this when somebody rams another
return 1;
}
For a more complete example see example.pwn.
[!IMPORTANT]
Notes
- Some callbacks need to be Forward-declared in your own script like so:
// Forwards here
forward OnPlayerBurning(playerid, status);
forward OnPlayerAiming(playerid, weaponid, status);
forward OnPlayerSprint(playerid, status);
- Compatible with other includes that hook
OnPlayerUpdateetc. via ALS - FPS detection uses the drunk level trick, readings are approximate and cap around 200
OnPlayerAntiReloadonly covers weapons in the COLT45–TEC9 rangeOnPlayerUseGaragerelies on camera mode + money deduction, so it can theoretically misfire if something else modifies player money at the same time
Tests:
Credits
Original include by Emmet_.
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