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Old 08/11/2018, 10:44 AM   #3
Locky_
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Join Date: Jul 2012
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Default Re: esse FS ainda funciona na versao do samp ?

O fly tem na pasta do sa-mp server assim que vocÍ baixa.

flymode.pwn
pawn Code:
//-------------------------------------------------
//
// This is an example of using the AttachCameraToObject function
// to create a no-clip flying camera.
//
// h02 2012
//
// SA-MP 0.3e and above
//
//-------------------------------------------------

#include <a_samp>

// Players Move Speed
#define MOVE_SPEED              100.0
#define ACCEL_RATE              0.03

// Players Mode
#define CAMERA_MODE_NONE        0
#define CAMERA_MODE_FLY         1

// Key state definitions
#define MOVE_FORWARD            1
#define MOVE_BACK               2
#define MOVE_LEFT               3
#define MOVE_RIGHT              4
#define MOVE_FORWARD_LEFT       5
#define MOVE_FORWARD_RIGHT      6
#define MOVE_BACK_LEFT          7
#define MOVE_BACK_RIGHT         8

// Enumeration for storing data about the player
enum noclipenum
{
    cameramode,
    flyobject,
    mode,
    lrold,
    udold,
    lastmove,
    Float:accelmul
}
new noclipdata[MAX_PLAYERS][noclipenum];

//--------------------------------------------------

public OnFilterScriptExit()
{
    // If any players are still in edit mode, boot them out before the filterscript unloads
    for(new x; x<MAX_PLAYERS; x++)
    {
        if(noclipdata[x][cameramode] == CAMERA_MODE_FLY) CancelFlyMode(x);
    }
    return 1;
}

//--------------------------------------------------

public OnPlayerConnect(playerid)
{
    // Reset the data belonging to this player slot
    noclipdata[playerid][cameramode]    = CAMERA_MODE_NONE;
    noclipdata[playerid][lrold]         = 0;
    noclipdata[playerid][udold]         = 0;
    noclipdata[playerid][mode]          = 0;
    noclipdata[playerid][lastmove]      = 0;
    noclipdata[playerid][accelmul]      = 0.0;
    return 1;
}

//--------------------------------------------------

public OnPlayerCommandText(playerid, cmdtext[])
{
    if(!strcmp(cmdtext, "/flymode", true))
    {
        // Place the player in and out of edit mode
        if(GetPVarType(playerid, "FlyMode")) CancelFlyMode(playerid);
        else FlyMode(playerid);
        return 1;
    }
    return 0;
}

//--------------------------------------------------

public OnPlayerUpdate(playerid)
{
    if(noclipdata[playerid][cameramode] == CAMERA_MODE_FLY)
    {
        new keys,ud,lr;
        GetPlayerKeys(playerid,keys,ud,lr);

        if(noclipdata[playerid][mode] && (GetTickCount() - noclipdata[playerid][lastmove] > 100))
        {
            // If the last move was > 100ms ago, process moving the object the players camera is attached to
            MoveCamera(playerid);
        }

        // Is the players current key state different than their last keystate?
        if(noclipdata[playerid][udold] != ud || noclipdata[playerid][lrold] != lr)
        {
            if((noclipdata[playerid][udold] != 0 || noclipdata[playerid][lrold] != 0) && ud == 0 && lr == 0)
            {   // All keys have been released, stop the object the camera is attached to and reset the acceleration multiplier
                StopPlayerObject(playerid, noclipdata[playerid][flyobject]);
                noclipdata[playerid][mode]      = 0;
                noclipdata[playerid][accelmul]  = 0.0;
            }
            else
            {   // Indicates a new key has been pressed

                // Get the direction the player wants to move as indicated by the keys
                noclipdata[playerid][mode] = GetMoveDirectionFromKeys(ud, lr);

                // Process moving the object the players camera is attached to
                MoveCamera(playerid);
            }
        }
        noclipdata[playerid][udold] = ud; noclipdata[playerid][lrold] = lr; // Store current keys pressed for comparison next update
        return 0;
    }
    return 1;
}

//--------------------------------------------------

stock GetMoveDirectionFromKeys(ud, lr)
{
    new direction = 0;
   
    if(lr < 0)
    {
        if(ud < 0)      direction = MOVE_FORWARD_LEFT;  // Up & Left key pressed
        else if(ud > 0) direction = MOVE_BACK_LEFT;     // Back & Left key pressed
        else            direction = MOVE_LEFT;          // Left key pressed
    }
    else if(lr > 0)     // Right pressed
    {
        if(ud < 0)      direction = MOVE_FORWARD_RIGHT;  // Up & Right key pressed
        else if(ud > 0) direction = MOVE_BACK_RIGHT;     // Back & Right key pressed
        else            direction = MOVE_RIGHT;          // Right key pressed
    }
    else if(ud < 0)     direction = MOVE_FORWARD;   // Up key pressed
    else if(ud > 0)     direction = MOVE_BACK;      // Down key pressed
   
    return direction;
}

//--------------------------------------------------

stock MoveCamera(playerid)
{
    new Float:FV[3], Float:CP[3];
    GetPlayerCameraPos(playerid, CP[0], CP[1], CP[2]);          //  Cameras position in space
    GetPlayerCameraFrontVector(playerid, FV[0], FV[1], FV[2]);  //  Where the camera is looking at

    // Increases the acceleration multiplier the longer the key is held
    if(noclipdata[playerid][accelmul] <= 1) noclipdata[playerid][accelmul] += ACCEL_RATE;

    // Determine the speed to move the camera based on the acceleration multiplier
    new Float:speed = MOVE_SPEED * noclipdata[playerid][accelmul];

    // Calculate the cameras next position based on their current position and the direction their camera is facing
    new Float:X, Float:Y, Float:Z;
    GetNextCameraPosition(noclipdata[playerid][mode], CP, FV, X, Y, Z);
    MovePlayerObject(playerid, noclipdata[playerid][flyobject], X, Y, Z, speed);

    // Store the last time the camera was moved as now
    noclipdata[playerid][lastmove] = GetTickCount();
    return 1;
}

//--------------------------------------------------

stock GetNextCameraPosition(move_mode, Float:CP[3], Float:FV[3], &Float:X, &Float:Y, &Float:Z)
{
    // Calculate the cameras next position based on their current position and the direction their camera is facing
    #define OFFSET_X (FV[0]*6000.0)
    #define OFFSET_Y (FV[1]*6000.0)
    #define OFFSET_Z (FV[2]*6000.0)
    switch(move_mode)
    {
        case MOVE_FORWARD:
        {
            X = CP[0]+OFFSET_X;
            Y = CP[1]+OFFSET_Y;
            Z = CP[2]+OFFSET_Z;
        }
        case MOVE_BACK:
        {
            X = CP[0]-OFFSET_X;
            Y = CP[1]-OFFSET_Y;
            Z = CP[2]-OFFSET_Z;
        }
        case MOVE_LEFT:
        {
            X = CP[0]-OFFSET_Y;
            Y = CP[1]+OFFSET_X;
            Z = CP[2];
        }
        case MOVE_RIGHT:
        {
            X = CP[0]+OFFSET_Y;
            Y = CP[1]-OFFSET_X;
            Z = CP[2];
        }
        case MOVE_BACK_LEFT:
        {
            X = CP[0]+(-OFFSET_X - OFFSET_Y);
            Y = CP[1]+(-OFFSET_Y + OFFSET_X);
            Z = CP[2]-OFFSET_Z;
        }
        case MOVE_BACK_RIGHT:
        {
            X = CP[0]+(-OFFSET_X + OFFSET_Y);
            Y = CP[1]+(-OFFSET_Y - OFFSET_X);
            Z = CP[2]-OFFSET_Z;
        }
        case MOVE_FORWARD_LEFT:
        {
            X = CP[0]+(OFFSET_X  - OFFSET_Y);
            Y = CP[1]+(OFFSET_Y  + OFFSET_X);
            Z = CP[2]+OFFSET_Z;
        }
        case MOVE_FORWARD_RIGHT:
        {
            X = CP[0]+(OFFSET_X  + OFFSET_Y);
            Y = CP[1]+(OFFSET_Y  - OFFSET_X);
            Z = CP[2]+OFFSET_Z;
        }
    }
}
//--------------------------------------------------

stock CancelFlyMode(playerid)
{
    DeletePVar(playerid, "FlyMode");
    CancelEdit(playerid);
    TogglePlayerSpectating(playerid, false);

    DestroyPlayerObject(playerid, noclipdata[playerid][flyobject]);
    noclipdata[playerid][cameramode] = CAMERA_MODE_NONE;
    return 1;
}

//--------------------------------------------------

stock FlyMode(playerid)
{
    // Create an invisible object for the players camera to be attached to
    new Float:X, Float:Y, Float:Z;
    GetPlayerPos(playerid, X, Y, Z);
    noclipdata[playerid][flyobject] = CreatePlayerObject(playerid, 19300, X, Y, Z, 0.0, 0.0, 0.0);

    // Place the player in spectating mode so objects will be streamed based on camera location
    TogglePlayerSpectating(playerid, true);
    // Attach the players camera to the created object
    AttachCameraToPlayerObject(playerid, noclipdata[playerid][flyobject]);

    SetPVarInt(playerid, "FlyMode", 1);
    noclipdata[playerid][cameramode] = CAMERA_MODE_FLY;
    return 1;
}

//--------------------------------------------------
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