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Old 16/11/2017, 05:44 PM   #4671
Eoussama
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Default Re: Useful Functions

GetClosestLocation


A simple function that takes multiple coordinates packed into an array and returns the closest position index to the player.

- Function

PHP Code:
GetClosestLocation(playeridFloat:_cords[][3], size sizeof(_cords))
{
    new 
closestFloat:lastDist GetPlayerDistanceFromPoint(playerid_cords[closest][0], _cords[closest][1], _cords[closest][2]), Float:dist;

    for(new 
ii<sizei++)
    {
        
dist GetPlayerDistanceFromPoint(playerid_cords[i][0], _cords[i][1], _cords[i][2]);

        if(
dist lastDist)
        {
            
closest i;
            
lastDist dist;
        }
    }

    return 
closest;

- Usage

PHP Code:
main()
{
      new 
Float:_cords[][3] = {
              {
1552.614379,-1675.769287,15.195312},
              {-
1605.645019,711.671936,12.867186},
              {
2288.943603,2429.486083,9.820312}
             },
            
_closest;

      
_closest GetClosestIndex(playerid_cords);

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Old 16/12/2017, 12:55 PM   #4672
OstGot
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Default Re: Useful Functions

SplitColor function
This is a pawn version of the same function in open-samp source code, which checks the string for color codes like {FFFF00} and deletes them. Useful for use in dialogs in which a player can enter his own text. An additional feature of the implementation is the correct removal of even such constructions as {FFFF00{FF00FF}}

PHP Code:
stock SplitColor(str[])
{
    if(
strlen(str) >= 8)
    {
        new 
ij;
        do
        {
            if(
str[i] == '{' && strlen(str[i]) >= && str[7] == '}'//First checking
            
{
                for(
17j++)
                {
                    if(!(
'A' <= str[j] <= 'F' || 'a' <= str[j] <= 'f' || '0' <= str[j] <= '9'))
                    {
                        
+= 8;
                        
= -1;
                        break;
                    }
                }
                if(
!= -1strdel(stri8);
            }
            else if(
str[i] == '}' && >= && str[7] == '{'-= 7//Check split glitch like "{FF0000{000000}} H4x0r !"
            
else i++;
        }
        while(
str[i]);
    }

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Last edited by OstGot; 15/01/2018 at 05:38 PM. Reason: Some important fixes, thanks to Jefff
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Old 11/01/2018, 06:36 PM   #4673
Jefff
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Default Re: Useful Functions

It can be done without bool:remove and should be j < i + 7;

Code:
for(j = i + 1; j < i + 7; j++)
{
	if(!('A' <= str[j] <= 'F' || 'a' <= str[j] <= 'f' || '0' <= str[j] <= '9'))
	{
		i += 8;
		j = -1; // bool:removed
		break;
	}
}
then

Code:
if(j != -1) strdel(str, i, i + 8);
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Old 25/05/2018, 05:22 PM   #4674
nl-videomaster
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Default Re: Useful Functions

This may be a very messy script, but if you want a somewhat realistic gunscript here it is, I used this for my old RP script, but I no longer use it so feel free:
  • It takes into account distance,
  • Where a person was shot,
  • Wether a shot would be taken into bodyarmor or not, ect.
  • Is prepared to be used with a bleeding system,
  • Is prepared to detect wether a player is hurt in the arms or legs

Code:
GunDamage(playerid, issuerid, weaponid, bodypart, Float: amount)
{
	//returns additional gun damage, not total
	//https://www.mathsisfun.com/data/grapher-equation.html
    new Float:HP, Float:A;
    GetPlayerArmour(playerid, A);
    GetPlayerHealth(playerid, HP);
	new Float:X, Float:Y, Float:Z;
	GetPlayerPos(playerid, X, Y, Z);
	new Float: armorfix = 3.5;
	new Float: fDistance = GetPlayerDistanceFromPoint(issuerid, X, Y, Z);
	//
	new Float: damage = 0;

	switch(weaponid)
	{
		case 22, 32, 28, 23: {damage = 25/(fDistance+4)*9.0;}
		case 24: {damage = 50/(fDistance+7)*17;}
		case 31: {damage = 260/(fDistance+25)*5.56;} //m4
		case 30: {damage = 100/(fDistance+8)*7.62;} //ak
		case 29: {damage = 80/(fDistance+18)*9;}//mp5
		case 33: {damage = 300/(fDistance+25)*5.56;}//cuntgun
		case 34: {damage = 300/(fDistance+25)*5.56 + random(30);}
		case 25, 27: {damage = 25/(fDistance)*8.8;}
		case 26: {damage = 10/(fDistance-3)*8.8;}
	}
	if(bodypart > 4)
	{
		if(A>0) 
		{
			SetPlayerArmour(playerid, A+amount);
			SetPlayerHealth(playerid, HP-amount);
		}
	}
	switch (bodypart)
	{
		case 9:
		{
			/*if(IsWearingHelmet(playerid) && weaponid !=34)
			{
				damage = damage/armorfix;
			}
			else
			{
				damage = damage * (3+random(7));
			}*/
			damage = damage * (3+random(7));
			SetPlayerHealth(playerid, HP-damage);
		}
		case 3,4:
		{
			if (A > 0) 
			{
				damage = damage/armorfix;
				if(A-damage < 0)
				{
					SetPlayerArmour(playerid, 0);
					SetPlayerHealth(playerid, HP+A-damage);
				}
				else SetPlayerArmour(playerid, A-damage/armorfix);
				return 0;
			}
			SetPlayerHealth(playerid, HP-damage);
		}
		case 5,6:
		{
			//armhurt
			/*
			pArmStatus += bodypart-4
			if (pArmStatus >= 3)
			{
				pArmStatus = 3;
			}
			*/
		}
		case 7,8:
		{
			//lfoothurt
			/*
			pLegStatus += bodypart-6
			if (pLegStatus >= 3)
			{
				pLegStatus = 3;
			}
			*/
		}
	}
    if ((bodypart > 4 || bodypart < 3 || A <= 0) && GetPVarInt(playerid, "EventToken") != 1)
    {
    	if(weaponid >= 22 || weaponid <= 34) /*PlayerInfo[playerid][pBleeding] = 1;*/ //use for a bleeding system 
    }
	return 0;
}
It is tested by me and seems to work just fine, small glitches may occur once in a while though
If you use this in a published script please give me name credit, that's all.
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Last edited by nl-videomaster; 25/05/2018 at 07:31 PM.
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Old 02/06/2018, 12:03 PM   #4675
Sasino97
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Post LoadMap

LoadMap
By Sasinosoft

Useful function that I use to load maps from files.

Advantages:
  • notably lower compilation time
  • cleaner code and good programming practice

Requirements:
  • sscanf
  • streamer

Supports:
  • (C) Creation of Dynamic Objects
  • (R) Removing Buildings
  • (M) Setting Material
  • (T) Setting Material Text

Setting material and material text apply to the last inserted object.

File Format (gray = optional):
  • C model x y z rx ry rz vw int sd dd
  • R model x y z rad
  • M idx model txdfile txname color
  • T idx text size font fontsize bold color backcolor alignment

Note:
In material text, escape the spaces by using \\

PHP Code:
#define MAX_REMOVED_BUILDINGS (5000)

enum RemovedBuldingInfo
{
    
remBldModel,
    
Float:remBldPos[3],
    
Float:remBldRadius
};
new 
removedBuildingCount;
new 
removedBuildings[MAX_REMOVED_BUILDINGS][RemovedBuldingInfo];

stock LoadMap(objectfile[])
{
    new 
File:file;
    new 
filename[128];
    new 
line[256];

    
format(filenamesizeof(filename), "%s.sampmap"objectfile);

    
file fopen(filenameio_read);
    if(
file)
    {
        new 
data[128];
        new 
lastCreatedObject;
        
// Create
        
new oModel;
        new 
Float:oPos[6];
        new 
oWorld;
        new 
oInterior;
        new 
Float:oStreamDistance;
        new 
Float:oDrawDistance;
        
// Remove
        
new rModel;
        new 
Float:rPos[3];
        new 
Float:rRad;
        
// Material
        
new mIndex;
        new 
mModel;
        new 
mTxd[32];
        new 
mTexture[32];
        new 
mColor;
        
// Text
        
new tIndex
        new 
tText[32]; 
        new 
tSize
        new 
tFont[32];
        new 
tFontSize
        new 
tBold;
        new 
tColor;
        new 
tBackColor
        new 
tAlignment;

        while(
fread(filelinesizeof(line)))
        {
            
strmid(dataline2strlen(line) - 1);
            if(
line[0] == 'C'// Create
            
{
                if(
sscanf(data"iffffffI(-1)I(-1)F(100.0)F(100.0)"oModeloPos[0], oPos[1], oPos[2], oPos[3], oPos[4], oPos[5], oWorldoInterioroStreamDistanceoDrawDistance))
                    continue;
                
                
lastCreatedObject CreateDynamicObject(oModeloPos[0], oPos[1], oPos[2], oPos[3], oPos[4], oPos[5], oWorldoInterior, -1oStreamDistanceoDrawDistance);
                
#if defined DEBUG
                
printf("Created object %d %f %f %f %f %f %f"oModeloPos[0], oPos[1], oPos[2], oPos[3], oPos[4], oPos[5], oWorldoInterior, -1oStreamDistanceoDrawDistance);
                
#endif
            
}
            else if(
line[0] == 'R'// Remove
            
{
                if(
removedBuildingCount >= MAX_REMOVED_BUILDINGS)
                    continue;

                if(
sscanf(data"iffff"rModelrPos[0], rPos[1], rPos[2], rRad))
                    continue;

                
RemoveBuildingForAll(rModelrPos[0], rPos[1], rPos[2], rRad);

                
#if defined DEBUG
                
printf("Removed building %d %f %f %f %f %f %f"rModelrPos[0], rPos[1], rPos[2], rRad);
                
#endif
            
}
            else if(
line[0] == 'M'// Set Material
            
{
                if(
sscanf(data"iis[32]s[32]x"mIndexmModelmTxdmTexturemColor))
                    continue;

                
SetDynamicObjectMaterial(lastCreatedObjectmIndexmModelmTxdmTexturemColor);

                
#if defined DEBUG
                
printf("Set material of %d to %d %d %s %s %x"lastCreatedObjectmIndexmModelmTxdmTexturemColor);
                
#endif
            
}
            else if(
line[0] == 'T'// Set Material Text
            
{
                if(
sscanf(data"is[32]I(90)S(Arial)[32]I(24)I(1)X(0xFFFFFFFF)X(0xFFFFFFFF)I(0)"tIndextTexttSizetFonttFontSizetBoldtColortBackColortAlignment))
                    continue;

                
SetDynamicObjectMaterialText(lastCreatedObjecttIndextTexttSizetFonttFontSizetBoldtColortBackColortAlignment);
                
#if defined DEBUG
                
printf("Set material text of %d to %d %s %d %s %d %d %x %x %d"lastCreatedObjecttIndextTexttSizetFonttFontSizetBoldtColortBackColortAlignment);
                
#endif
            
}
        }
        
fclose(file);
    }
    return 
1;
}

// Call this in OnPlayerSpawn
RemovePlayerBuildings(playerid)
{
    if(
GetPVarInt(playerid"BuildingsRemoved") == 1)
        return 
1;

    
SetPVarInt(playerid"BuildingsRemoved"1);

    for(new 
i=0i<removedBuildingCounti++)
    {
        
RemoveBuildingForPlayer(
                
playerid
                
removedBuildings[i][remBldModel], 
                
removedBuildings[i][remBldPos][0],
                
removedBuildings[i][remBldPos][1], 
                
removedBuildings[i][remBldPos][2], 
                
removedBuildings[i][remBldRadius]
        );
    }
    return 
0;
}

stock RemoveBuildingForAll(objectidFloat:xFloat:yFloat:zFloat:rad)
{
    
removedBuildings[removedBuildingCount][remBldModel] = objectid;
    
removedBuildings[removedBuildingCount][remBldPos][0] = x;
    
removedBuildings[removedBuildingCount][remBldPos][1] = y;
    
removedBuildings[removedBuildingCount][remBldPos][2] = z;
    
removedBuildings[removedBuildingCount][remBldRadius] = rad;
    
removedBuildingCount ++
    return 
0;

Sample file which uses all of the 4 methods:
From: http://forum.sa-mp.com/showthread.php?t=648891 - Original author: BarbaNegra
PHP Code:
R 5950 837.414 -1361.218 10.031 0.250
R 5985 814.687 
-1364.109 4.484 0.250
R 5772 814.687 
-1364.109 4.484 0.250
R 5773 837.414 
-1361.218 10.031 0.250
C 5773 837.414123 
-1361.218750 10.031298 0.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 0 18008 intclothesa mp_cloth_vicfloor 0x00000000
M 1 6157 gazlaw3 law_archthing5 0x00000000
M 3 16640 a51 ws_metalpanel1 0xFF535353
M 4 19297 matlights invisible 0x00000000
M 8 7555 bballcpark1 ws_carparknew2 0x00000000
C 5772 814.729309 
-1364.129394 4.484398 0.000000 0.000000 46.928359 -1 0 150.0000 150.0000
M 2 18008 intclothesa mp_cloth_vicfloor 0x00000000
M 3 10101 2notherbuildsfe ferry_build14 0x00000000
M 5 7555 bballcpark1 ws_carparknew2 0x00000000
M 6 6157 gazlaw3 law_archthing5 0x00000000
C 19464 824.496826 
-1339.382934 18.417415 0.000000 0.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 818.556152 
-1339.382934 18.417415 0.000000 0.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 812.655761 
-1339.382934 18.417415 0.000000 0.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 809.564941 
-1342.225097 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 809.564941 
-1348.116333 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 809.564941 
-1353.998535 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 827.527587 
-1340.333862 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 827.527587 
-1346.244384 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 827.527587 
-1352.154663 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 827.527587 
-1358.043090 18.417415 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 824.447082 
-1356.953125 18.417415 0.000000 0.000000 270.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 818.537536 
-1356.953125 18.417415 0.000000 0.000000 270.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19464 812.656860 
-1356.953125 18.417415 0.000000 0.000000 270.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0xFF1D4E54
C 19450 807.942443 
-1344.073120 19.632194 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 807.942443 
-1352.074462 19.632194 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 811.012207 
-1337.764648 19.632194 0.000000 90.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 820.613037 
-1337.764648 19.632194 0.000000 90.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 822.604187 
-1337.764648 19.632194 0.000000 90.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 822.604187 
-1337.764648 15.932163 0.000000 90.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 814.252380 
-1337.764648 15.932163 0.000000 90.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 807.942443 
-1340.840576 15.932150 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 807.942443 
-1349.830078 15.932150 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19450 807.942443 
-1352.071044 15.932150 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
C 19480 818.721191 
-1339.186279 17.648288 0.000000 0.000000 90.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
T 0 
{FFFFFF}MARKET 120 Rockwell 100 1 0x00000000 0x00000000 1
C 19480 809.420349 
-1348.050292 17.648288 0.000000 0.000000 180.000000 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
T 0 
{FFFFFF}STATION 120 Rockwell 100 1 0x00000000 0x00000000 1
C 18981 821.488464 
-1350.745117 20.048772 0.000000 90.000000 0.000000 -1 0 150.0000 150.0000
M 0 14668 711c gun_ceiling1128 0x00000000
C 19480 813.140197 
-1374.846679 -0.552293 0.000000 0.000000 47.700019 -1 0 150.0000 150.0000
M 0 10101 2notherbuildsfe ferry_build14 0x00000000
T 0 
{2D2D2D}MARKET\\ STATION 120 Rockwell 60 1 0x00000000 0x00000000 1
C 18880 827.377746 
-1337.914672 15.890907 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 820.526794 
-1337.914672 15.890907 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 813.666015 
-1337.914672 15.890907 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 807.784851 
-1356.780029 16.030904 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 807.784851 
-1349.897338 16.000904 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 807.784851 
-1343.024291 15.980905 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
M 2 10101 2notherbuildsfe ferry_build14 0x00000000
C 18880 809.524963 
-1337.914672 15.890907 180.000000 0.000000 0.000000 -1 0 150.0000 150.0000
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Last edited by Sasino97; 03/06/2018 at 02:36 PM.
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