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Есть плагин AUW(кастомное оружие) который имеет нативы, но я не могу никак понять, как с помощью их отследить событие. Например, как отследить когда игрок берёт в руку кастомный нож. И как сделать так что б эта проверка выполнялась постоянно?
#if defined _auw_included
#endinput
#endif
#define _auw_included
#if 1
#define __auw__native_str__get_weapon_uid "auw_get_weapon_uid"
#define __auw__native_str__give_weapon "auw_give_weapon"
#define __auw__native_str__valid_weapon "auw_valid_weapon"
#define __auw__native_str__get_weapons_data "auw_get_weapons_data"
#define __auw__native__auw_get_weapon_uid auw_get_weapon_uid
#define __auw__native__auw_give_weapon auw_give_weapon
#define __auw__native__auw_valid_weapon auw_valid_weapon
#define __auw__native__auw_get_weapons_data auw_get_weapons_data
#endif
#define AUW_IMPULSE_OFFSET 128381
enum _:eAUWData
{
eAUWData_WEAPON_REFERENCE[32],
WeaponIdType: eAUWData_WEAPON_ID,
InventorySlotType: eAUWData_WEAPON_SLOT,
eAUWData_MENU_NAME_ITEM[64],
eAUWData_WEAPON_COST,
eAUWData_WEAPON_AMMO,
eAUWData_WEAPON_BPAMMO,
Float: eAUWData_WEAPON_DAMAGE,
eAUWData_WEAPON_ALLOW_ROUND,
eAUWData_WEAPON_TRACE,
eAUWData_MENU_WEAPON_ADD,
eAUWData_WEAPON_ACCESS_FLAGS,
eAUWData_WEAPON_MODEL_VIEW[64],
eAUWData_WEAPON_MODEL_PLAYER[64],
eAUWData_WEAPON_MODEL_WORLD[64]
};
enum eAUWForwards
{
eAUWForwards_OnGiveItemPre,
eAUWForwards_OnParseEnd,
};
enum eAUWWeaponIdReturn
{
eAUWWeaponIdReturn_InvalidId = -1
};
enum eAUWGiveItemTypes
{
eAUWGiveItemTypes_AdminCmd,
eAUWGiveItemTypes_PlayerCmd,
eAUWGiveItemTypes_Native,
eAUWGiveItemTypes_ShopMenu
};
/**
* Retrieves UID by weapon name
*
native __auw__native__auw_get_weapon_uid(const sWeaponName[], const bool: iUidWithOffset = true);
/**
* Give weapon by weapon name
*
* @return true/false
*/
native __auw__native__auw_give_weapon(iPlayer, const sWeaponName[], const bool: notification = true, const uid = -1, const iUidWithOffset = true, const iBuy = 0);
/**
* Checks if the weapon is custom
*
* @return true/false
*/
native __auw__native__auw_valid_weapon(iItem, iKey, const bool: iKeyWithOffset = true);
/**
* Writes weapon data to array
*
* @return true/false
*/
native __auw__native__auw_get_weapons_data(iKey, aData[eAUWData], const bool: iKeyWithOffset = true);
/**
* Called before item given, before any internal checks
*
* Return 0 - to continue, any other values to break
*
* @return nothing
*/
forward auw_on_give_item_pre(const eAUWGiveItemTypes: eGiveItemType, const iPlayer, const iWeaponKey, const iBuy);
/**
* Called after .ini parsing
*
* @param iCount Parsed weapons count
*
* @return nothing
*/
forward auw_on_parse_end(const iCount);
#endinput
#endif
#define _auw_included
#if 1
#define __auw__native_str__get_weapon_uid "auw_get_weapon_uid"
#define __auw__native_str__give_weapon "auw_give_weapon"
#define __auw__native_str__valid_weapon "auw_valid_weapon"
#define __auw__native_str__get_weapons_data "auw_get_weapons_data"
#define __auw__native__auw_get_weapon_uid auw_get_weapon_uid
#define __auw__native__auw_give_weapon auw_give_weapon
#define __auw__native__auw_valid_weapon auw_valid_weapon
#define __auw__native__auw_get_weapons_data auw_get_weapons_data
#endif
#define AUW_IMPULSE_OFFSET 128381
enum _:eAUWData
{
eAUWData_WEAPON_REFERENCE[32],
WeaponIdType: eAUWData_WEAPON_ID,
InventorySlotType: eAUWData_WEAPON_SLOT,
eAUWData_MENU_NAME_ITEM[64],
eAUWData_WEAPON_COST,
eAUWData_WEAPON_AMMO,
eAUWData_WEAPON_BPAMMO,
Float: eAUWData_WEAPON_DAMAGE,
eAUWData_WEAPON_ALLOW_ROUND,
eAUWData_WEAPON_TRACE,
eAUWData_MENU_WEAPON_ADD,
eAUWData_WEAPON_ACCESS_FLAGS,
eAUWData_WEAPON_MODEL_VIEW[64],
eAUWData_WEAPON_MODEL_PLAYER[64],
eAUWData_WEAPON_MODEL_WORLD[64]
};
enum eAUWForwards
{
eAUWForwards_OnGiveItemPre,
eAUWForwards_OnParseEnd,
};
enum eAUWWeaponIdReturn
{
eAUWWeaponIdReturn_InvalidId = -1
};
enum eAUWGiveItemTypes
{
eAUWGiveItemTypes_AdminCmd,
eAUWGiveItemTypes_PlayerCmd,
eAUWGiveItemTypes_Native,
eAUWGiveItemTypes_ShopMenu
};
/**
* Retrieves UID by weapon name
*
- @param sWeaponName Weapon Name
- @param iUidWithOffset Is UID contain internal offset
- @return UID otherwise eAUWWeaponIdReturn_InvalidId
native __auw__native__auw_get_weapon_uid(const sWeaponName[], const bool: iUidWithOffset = true);
/**
* Give weapon by weapon name
*
- @param iPlayer id
- @param sWeaponName Weapon Name
- @param notification Show chat notification's
- @param uid Weapon UID
- @param iUidWithOffset Is UID contain internal offset
- @param iBuy Buy
* @return true/false
*/
native __auw__native__auw_give_weapon(iPlayer, const sWeaponName[], const bool: notification = true, const uid = -1, const iUidWithOffset = true, const iBuy = 0);
/**
* Checks if the weapon is custom
*
- @param iItem Weapon Index
- @param iKey UID
- @param iKeyWithOffset Is UID contain internal offset
* @return true/false
*/
native __auw__native__auw_valid_weapon(iItem, iKey, const bool: iKeyWithOffset = true);
/**
* Writes weapon data to array
*
- @param iKey UID
- @param aData Array Data
- @param iKeyWithOffset Is UID contain internal offset
* @return true/false
*/
native __auw__native__auw_get_weapons_data(iKey, aData[eAUWData], const bool: iKeyWithOffset = true);
/**
* Called before item given, before any internal checks
*
* Return 0 - to continue, any other values to break
*
- @param eGiveItemType eAUWGiveItemTypes
- @param iPlayer Player index
- @param iWeaponKey Weapon raw index (UID - AUW_IMPULSE_OFFSET), can be used with weapons_get_weapons_data + AUW_IMPULSE_OFFSET
- @param iBuy Is weapon buying, possible should be deprecated due eAUWGiveItemTypes
* @return nothing
*/
forward auw_on_give_item_pre(const eAUWGiveItemTypes: eGiveItemType, const iPlayer, const iWeaponKey, const iBuy);
/**
* Called after .ini parsing
*
* @param iCount Parsed weapons count
*
* @return nothing
*/
forward auw_on_parse_end(const iCount);