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Решил с ReAMXX перейти на 1.8.3 т.к реамхх уже не обновляется, где теперь SNAC достать?
p.s. сорри, что не совсем по теме.
p.s. сорри, что не совсем по теме.
10 минут работы не спеша.Пол дня потратил(
Вы наверное ошиблись. Такого натива нет в стандартном наборе AmxModX.native remove_stats(index); (csstats.inc)?
/*
* Removes and Deletes the Stats Entry. --> index = position.
* Returns -1 if position is not found.
* Returns 0 if player with the position is connected to server.
* Returns 1 if successfully removed.
*/
native remove_stats(index);
#if defined _csstats_custom_included
#endinput
#endif
#define _csstats_custom_included
// ----------------------
// --- Custom Natives ---
// ----------------------
/*
* Fields in Stats[8]:
* 0 - kills
* 1 - deaths
* 2 - headshots
* 3 - teamkilling
* 4 - shots
* 5 - hits
* 6 - damage
* 7 - <null>
*
* Fields in Stats2[4]:
* 0 - total defusions
* 1 - bomb defused
* 2 - bomb plants
* 3 - bomb explosions
*
* Fields in Bodyhits[8]:
* 0 - <null>
* 1 - Head
* 2 - Chest
* 3 - Stomach
* 4 - Left Hand
* 5 - Right Hand
* 6 - Left Leg
* 7 - Right Leg
*
* Important Note : Position = Rank - 1. eg. If index denotes the position of
* rank 1 player, then index = 0.
*/
/*
* Returns the Rank of Player. --> index = id.
* Returns 0 if player is not valid/out of range
*/
native get_user_rank(index);
/*
* Gets current session score of player --> index = id
* Returns 0 if player is not valid/out of range else returns 1
*/
native get_user_score(index, &frags, &deaths);
/*
* Sets overall stats of Player with given parameters. --> index = id.
* Returns 0 if player is not valid/out of range
* Returns new Rank if sync is true else returns -1
*
* Note - If you don't need to get the new rank immediately,
* you can set sync = false, so that the server can asynchronously
* update the stats without causing any delay.
*/
native set_user_stats(index, stats[8], bodyhits[8], bool: sync = true);
native set_user_stats2(index, stats2[4], bool: sync = true);
/*
* Sets round stats of Player with given parameters. --> index = id.
* Returns 0 if player is not valid/out of range else returns 1
*/
native set_user_rstats(index, stats[8], bodyhits[8]);
/*
* Sets overall stats with given parameters. --> index = position.
* Returns 0 if index is not found in rank table
* Returns new Rank if sync is true else returns -1
*
* Note - If you don't need to get the new rank immediately,
* you can set sync = false, so that the server can asynchronously
* update the stats without causing any delay.
*/
native set_stats(index, stats[8], bodyhits[8], bool: sync = true);
native set_stats2(index, stats2[4], bool: sync = true);
/*
* Sets current session score of player --> index = id
* Returns 0 if player is not valid/out of range else returns 1
*/
native set_user_score(index, frags, deaths);
/*
* Resets overall stats to null --> index = id.
* Returns 0 if player is not valid/out of range
* Returns new Rank if sync is true else returns -1
*
* Note - If you don't need to get the new rank immediately,
* you can set sync = false, so that the server can asynchronously
* update the stats without causing any delay.
*
* Note - This doesn't differentiate stats or stats2.
* It simply nulls the entire Stats structure of index.
*/
native reset_user_stats(index, bool: sync = true)
/*
* Resets overall stats to null --> index = position.
* Returns 0 if index is not found in rank table
* Returns new Rank if sync is true else returns -1
*
* Note - If you don't need to get the new rank immediately,
* you can set sync = false, so that the server can asynchronously
* update the stats without causing any delay.
*/
native reset_stats(index, bool: sync = true)
/*
* Adds/Pushes overall stats with given parameters.
* Returns 0 if Stats Entry already exists or new one failed to be created
* Returns new Rank if sync is true else returns -1
*
* Note - If you don't need to get the new rank immediately,
* you can set sync = false, so that the server can asynchronously
* update the stats without causing any delay.
*
* IMPORTANT : "unique" is based on the value of "csstats_rank" cvar
* which sets the basis for uniquely defining a rankstats entry:
* 0 - name[]
* 1 - authid[]
* 2 - ip[]
*
* WARNING : Use this function with Caution.
*/
native push_stats(const unique[], const name[], stats[8], bodyhits[8], bool: sync = true);
/*
* Removes and Deletes the Stats Entry. --> index = position.
* Returns -1 if position is not found.
* Returns 0 if player with the position is connected to server.
* Returns 1 if successfully removed.
*/
native remove_stats(index);
/*
* Reloads all the stats from the file and
* refresh rankstats of all the connected
* players and also reset current score of player
* Returns 1
*
* Note - If the stats are not externally edited
* then this will restore the stats from previous
* map change or from start of HLDS as by default,
* stats file is saved only at these moments.
*
* If the stats file doesn't exist, the function
* will not load stats. The stats in-game will remain
* the same as before.
*
* default stats file path : amxmodx/data/csstats.dat
*/
native force_load_stats();
/*
* Manually saves all the stats till previous round
* before Restart of Map/Server.
* Returns 1
*
* default stats file path : amxmodx/data/csstats.dat
*/
native force_save_stats();
/*
* Resets the Score
*/
stock reset_user_score(id)
{
return set_user_score( id, 0, 0 );
}
static cell AMX_NATIVE_CALL remove_stats(AMX *amx, cell *params) /* 1 param */
{
uint16_t index = params[1] + 1;
RankSystem::iterator a;
a.getEntryByRank(index);
if (&(*a) != NULL)
{
for (uint8_t i = 1; i < gpGlobals->maxClients; i++)
{
if (MF_IsPlayerIngame(i) \
&& players[i].rank != NULL \
&& players[i].rank->getPosition() == index)
{
// To prevent any possible crash during rank update at Round End.
MF_LogError(amx, AMX_ERR_NATIVE, "remove_stats: Can't Remove a Connected Player's Stats");
print_srvconsole("[%s] remove_stats: Can't Remove a Connected Player's Stats\n", MODULE_LOGTAG);
return 0;
}
}
(*a).deletePosition();
return 1;
}
return -1;
}
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