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UC

public cpp v1 · immutable
#890219 ·published 2008-02-03 15:52 UTC
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/////////////////////////////Useful Callbacks/////UC////////////////////////////////Copyright by Rafelder///////////////////////////////*#if defined _UC_included  #endinput#endif#define _UC_included#pragma library UC*/forward OnPlayerGetHealth(playerid, health);forward OnPlayerLoseHealth(playerid, health);forward OnPlayerGetArmour(playerid, armour);forward OnPlayerLoseArmour(playerid, armour);forward OnPlayerGetMoney(playerid, money);forward OnPlayerLoseMoney(playerid, money);forward OnPlayerGetScore(playerid, score);forward OnPlayerLoseScore(playerid, score);forward OnPlayerGetWantedLevel(playerid, wantedlevel);forward OnPlayerLoseWantedLevel(playerid, wantedlevel);forward OnPlayerCangeToVehicle(playerid, vehicleid, driver);forward OnPlayerChangeToFoot(playerid);forward OnPlayerSwitchWeapon(playerid, oldweapon, newweapon);forward OnPlayerPressKey(playerid, key);forward OnPlayerPressMoveKey(playerid, key);#define ONFOOT 1#define DRIVER 2#define PASSENGER 3new Float:healthp[MAX_PLAYERS];new Float:armourp[MAX_PLAYERS];new moneyp[MAX_PLAYERS];new gstate[MAX_PLAYERS];new weaponp[MAX_PLAYERS];new scorep[MAX_PLAYERS];new wantedl[MAX_PLAYERS];forward Callbacktimer();stock AddCallbacks(){	SetTimer("Callbacktimer", 100, 1);}stock RemoveCallbackStats(playerid){	healthp[playerid]=100;	armourp[playerid]=100;	moneyp[playerid]=0;	gstate[playerid]=ONFOOT;	weaponp[playerid]=0;	scorep[playerid]=0;	wantedl[playerid]=0;	return 1;}public Callbacktimer(){	new Float:h, Float:a;	new m, statep;	for (new i=0; i<MAX_PLAYERS; i++) {	if (IsPlayerConnected(i)) {	GetPlayerHealth(i, h);	GetPlayerArmour(i, a);	if (h == 0) {	healthp[i]=0;	weaponp[i]=0;	}	if (h > healthp[i]) {	OnPlayerGetHealth(i, floatround(h-healthp[i]));	healthp[i]=h;	}	if (h < healthp[i]) {	OnPlayerLoseHealth(i,floatround(healthp[i]-h));	healthp[i]=h;	}	if (a > armourp[i]) {	OnPlayerGetArmour(i, floatround(a-armourp[i]));	armourp[i]=a;	}	if (a < armourp[i]) {	OnPlayerLoseArmour(i, floatround(armourp[i]-a));	armourp[i]=a;	}	if (m > moneyp[i]) {	OnPlayerGetMoney(i, m-moneyp[i]);	moneyp[i]=m;	}	if (m < moneyp[i]) {	OnPlayerLoseMoney(i, moneyp[i]-m);	moneyp[i]=m;	}	statep = GetPlayerState(i);	if (statep != gstate[i]) {	if (statep == PLAYER_STATE_DRIVER) OnPlayerCangeToVehicle(i, GetPlayerVehicleID(i), 1), gstate[i]=DRIVER;	if (statep == PLAYER_STATE_PASSENGER) OnPlayerCangeToVehicle(i, GetPlayerVehicleID(i), 0), gstate[i]=PASSENGER;	if (statep == PLAYER_STATE_ONFOOT) OnPlayerChangeToFoot(i), gstate[i]=ONFOOT;	}	if (GetPlayerWeapon(i) != weaponp[i]) {	OnPlayerSwitchWeapon(i, weaponp[i], GetPlayerWeapon(i));	weaponp[i]=GetPlayerWeapon(i);	}	if (GetPlayerScore(i) > scorep[i]) {	OnPlayerGetScore(i, GetPlayerScore(i)-scorep[i]);	scorep[i]=GetPlayerScore(i);	}	if (GetPlayerScore(i) < scorep[i]) {	OnPlayerLoseScore(i, scorep[i]-GetPlayerScore(i));	scorep[i]=GetPlayerScore(i);	}	if (GetPlayerWantedLevel(i) > wantedl[i]) {	OnPlayerGetWantedLevel(i, GetPlayerWantedLevel(i)-wantedl[i]);	wantedl[i]=GetPlayerWantedLevel(i);	}	if (GetPlayerWantedLevel(i) < wantedl[i]) {	OnPlayerLoseWantedLevel(i, wantedl[i]-GetPlayerWantedLevel(i));	wantedl[i]=GetPlayerWantedLevel(i);	}	new keys, updown, leftright;	GetPlayerKeys(i, keys, updown, leftright);	if (keys > 0 && keys != KEY_UP && keys != KEY_DOWN && keys != KEY_LEFT && keys != KEY_RIGHT) {	OnPlayerPressKey(i, keys);	}	if (keys == KEY_UP || keys == KEY_DOWN || keys == KEY_LEFT || keys == KEY_RIGHT) {	OnPlayerPressMoveKey(i, keys);	}	}	}}