rendered paste body/////////////////////////////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); } } }}