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MoonLightHowling999/FurrAndreas-OMP-Callbacks

Custom callbacks that the gamemode FurrAndreas relies on.

Библиотека★ 3обновлён апр. 2026 г.Без лицензииPawnsampctl
Открыть на GitHub

В этом репозитории нет файла лицензии. Код открыт для чтения, но само по себе это не даёт права использовать его.

Установка через sampctl

sampctl package install MoonLightHowling999/FurrAndreas-OMP-Callbacks

Выполните в папке проекта. sampctl скачает пакет и его зависимости.

Зависит от 1 пакета

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

CallbackDescription
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 OnPlayerUpdate etc. via ALS
  • FPS detection uses the drunk level trick, readings are approximate and cap around 200
  • OnPlayerAntiReload only covers weapons in the COLT45–TEC9 range
  • OnPlayerUseGarage relies on camera mode + money deduction, so it can theoretically misfire if something else modifies player money at the same time

Tests:

In-Game Screenshot


Credits

Original include by Emmet_.

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