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import React from 'react'; import { List, ListItem, ListItemIcon, ListItemText, Collapse, } from '@material-ui/core'; import { ExpandMore, ExpandLess, Translate } from '@material-ui/icons'; import styled from 'styled-components'; import { langs } from '../../lang/index'; import constants from '../constants'; import { useStrings } from '../../hooks/useStrings.hook'; const StyledListItem = styled(ListItem)` color: ${constants.primaryTextColor} !important; `; const StyledListItemIcon = styled(ListItemIcon)` color: ${constants.primaryTextColor} !important; `; const setLocalization = (event, key, payload) => { window.localStorage.setItem('localization', payload.value); window.location.reload(); }; const LocalizationMenu = React.forwardRef(() => { const strings = useStrings(); const [open, setOpen] = React.useState(false); const handleOnClick = React.useCallback( (event) => { event.preventDefault(); event.stopPropagation(); setOpen(!open); }, [open, setOpen], ); return ( <div style={{ minWidth: '200px' }}> <StyledListItem button onClick={handleOnClick}> <StyledListItemIcon> <Translate /> </StyledListItemIcon> <ListItemText primary={strings.app_language} /> {open ? <ExpandLess /> : <ExpandMore />} </StyledListItem> <List component="div"> <Collapse in={open} timeout="auto" unmountOnExit style={{ maxHeight: 300, overflow: 'auto' }} > <List component="div" disablePadding> {langs.map((lang) => ( <StyledListItem button onClick={() => setLocalization(null, null, lang)} key={lang.value} > <ListItemText primary={lang.native} /> </StyledListItem> ))} </List> </Collapse> </List> </div> ); }); export default LocalizationMenu;
odota/web/src/components/Localization/index.jsx/0
{ "file_path": "odota/web/src/components/Localization/index.jsx", "repo_id": "odota", "token_count": 848 }
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import MatchHeader from './MatchHeader'; export default MatchHeader;
odota/web/src/components/Match/MatchHeader/index.js/0
{ "file_path": "odota/web/src/components/Match/MatchHeader/index.js", "repo_id": "odota", "token_count": 17 }
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import React from 'react'; import PropTypes from 'prop-types'; import styled from 'styled-components'; import { threshold, formatSeconds } from '../../../utility'; import Table from '../../Table'; import Heading from '../../Heading'; import mcs from '../matchColumns'; import constants from '../../constants'; import LogHover from './LogHover'; import config from '../../../config'; const Styled = styled.div` display: inline-block; .minimap { } .minimap:hover > img { border: 1px solid ${constants.colorMutedLight}; } .placement { position: absolute; transform: scale(0); transition: .1s ease; pointer-events: none; filter: brightness(110%); } .minimap:hover .placement { transform: scale(1) } `; const durationObserverColor = threshold(0, [121, 241, 371], [constants.colorRed, constants.colorYelor, constants.colorGreen]); const durationSentryColor = threshold(0, [81, 161, 251], [constants.colorRed, constants.colorYelor, constants.colorGreen]); const columns = (strings) => { const { heroTdColumn } = mcs(strings); return [ { displayName: strings.ward_log_type, field: 'type', }, { ...heroTdColumn, displayName: strings.ward_log_owner, sortFn: false, }, { center: true, displayName: strings.ward_log_entered_at, field: 'enter_time', textAlign: 'center', }, { center: true, displayName: strings.ward_log_left_at, field: 'left_time', textAlign: 'center', }, { center: true, displayName: strings.ward_log_duration, field: 'duration', textAlign: 'center', }, { displayName: strings.ward_log_killed_by, field: 'killer', }, { displayName: strings.placement, field: 'placement', }, ]; }; function logWard(log, startTime) { return ( <Styled> <div className="minimap"><img src="/assets/images/dota2/map/minimap2.jpg" style={{ height: '30px' }} alt="Minimap" /><div className="placement">{LogHover(log, startTime)}</div> </div> </Styled> ); } const generateData = (match, strings) => (log) => { const { heroTd } = mcs(strings); const duration = (log.left && log.left.time - log.entered.time) || (match && match.duration - log.entered.time); // necessary until https://github.com/odota/parser/pull/3 is implemented const lifetime = log.type === 'observer' ? 360 : 420; const discrepancy = duration - Math.min(lifetime, duration); const durationColor = log.type === 'observer' ? durationObserverColor(duration) : durationSentryColor(duration); const wardKiller = match.players.find(p => log.left && p.hero_name === log.left.attackername); return { ...match.players[log.player], type: <img height="29" src={`${config.VITE_IMAGE_CDN}/apps/dota2/images/dota_react/items/ward_${log.type}.png`} alt="" />, enter_time: formatSeconds(log.entered.time), left_time: formatSeconds(((log.left && log.left.time) || (match && match.duration)) - discrepancy) || '-', duration: <span style={{ color: durationColor }}>{formatSeconds(duration - discrepancy)}</span>, killer: wardKiller && heroTd(wardKiller), placement: logWard(log, match.start_time), }; }; const VisionLog = ({ match, wards, strings }) => ( <div> <Heading title={strings.vision_ward_log} /> <Table data={wards.map(generateData(match, strings))} columns={columns(strings)} /> </div> ); VisionLog.propTypes = { match: PropTypes.shape({}), wards: PropTypes.arrayOf({}), strings: PropTypes.shape({}), }; export default VisionLog;
odota/web/src/components/Match/Vision/VisionLog.jsx/0
{ "file_path": "odota/web/src/components/Match/Vision/VisionLog.jsx", "repo_id": "odota", "token_count": 1382 }
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import React from 'react'; import { connect } from 'react-redux'; import styled from 'styled-components'; import Error from '../../Error'; import Spinner from '../../Spinner'; import { IconCheese, IconSteam, IconContributor, IconCheckCircle, } from '../../Icons'; import constants from '../../constants'; const Styled = styled.div` .iconButton { padding-bottom: 0; cursor: default; &:not(:first-of-type) { margin-left: 8px; } & svg { width: auto !important; height: 18px !important; vertical-align: middle; fill: ${constants.primaryTextColor}; margin: 0 6px; transition: ${constants.normalTransition}; } &:hover svg { opacity: 0.6; } @media only screen and (max-width: 900px) { & svg { margin: 0 12px 0 0; } } @media only screen and (max-width: 660px) { & svg { margin: 0 5px; } & svg:first-child { margin: 0 5px 0 10px; } & svg:last-child { margin: 0 10px 0 5px; } } } .playerBadges { display: flex; flex-direction: row; margin-left: 16px; align-items: center; height: 90%; @media only screen and (max-width: 660px) { margin-left: 0; margin-top: 6px; } & .iconButton { position: relative; & .iconConfirmed { fill: ${constants.golden} !important; } & .iconSteam { cursor: default; & a:hover { cursor: pointer; } } &[data-hint-position='top'] { &::before { margin-left: 8px; } &::after { margin-left: -30px; } } } & .iconContributor { & svg { height: 24px !important; margin-top: 4px; -webkit-filter: drop-shadow(0 0 4px rgba(102, 187, 255, 1)); filter: drop-shadow(0 0 4px rgba(102, 187, 255, 1)); fill: ${constants.colorBlue}; } &[data-hint-position='top'] { &::before { margin-left: 11px; top: -1px; } &::after { margin-left: -32px; margin-bottom: 1px; } } } } .icon { fill: ${constants.colorMutedLight} !important; } .cheese { -webkit-filter: drop-shadow(0 0 5px rgba(255, 255, 0, 0.6)); filter: drop-shadow(0 0 5px rgba(255, 255, 0, 0.6)); } `; export const PlayerBadgesIcons = ({ loading, error, cheese, isContributor, isSubscriber, tracked, steamLink, officialPlayerName, strings, }) => { const getPlayerBadges = () => { if (error) return <Error />; if (loading) return <Spinner />; return ( <Styled> <div className="playerBadges"> {officialPlayerName && ( <div className="iconButton" data-hint={`${strings.app_confirmed_as} ${officialPlayerName}`} data-hint-position="top" > <IconCheckCircle className="iconConfirmed" /> </div> )} <div className="iconButton iconSteam" data-hint={strings.app_steam_profile} data-hint-position="top" > <a rel="noopener noreferrer" target="_blank" href={steamLink}> <IconSteam className="icon" /> </a> </div> {cheese > 0 && ( <div className="iconButton" data-hint={`${cheese} ${strings.app_cheese_bought}`} data-hint-position="top" > <IconCheese className="cheese icon" /> </div> )} {isSubscriber && ( <div className="iconButton iconContributor" data-hint={`${strings.app_subscriber}`} data-hint-position="top" > <IconContributor className="icon" dColor="#FFD700" oColor="#212121" /> </div> )} {isContributor && ( <div className="iconButton iconContributor" data-hint={`${strings.app_contributor}`} data-hint-position="top" > <IconContributor className="icon" dColor="#21be93" oColor="#212121" /> </div> )} </div> </Styled> ); }; return getPlayerBadges(); }; const mapStateToProps = (state) => ({ loading: state.app.player.loading, error: state.app.player.error, cheese: (state.app.player.data.profile || {}).cheese, isContributor: (state.app.player.data.profile || {}).is_contributor, isSubscriber: (state.app.player.data.profile || {}).is_subscriber, tracked: state.app.player.data.tracked_until, steamLink: (state.app.player.data.profile || {}).profileurl, officialPlayerName: (state.app.player.data.profile || {}).name, strings: state.app.strings, }); export default connect(mapStateToProps)(PlayerBadgesIcons);
odota/web/src/components/Player/Header/PlayerBadges.jsx/0
{ "file_path": "odota/web/src/components/Player/Header/PlayerBadges.jsx", "repo_id": "odota", "token_count": 2567 }
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import React from 'react'; import PropTypes from 'prop-types'; import { connect } from 'react-redux'; import { getPlayerMatches } from '../../../../actions'; import Table from '../../../Table'; import Container from '../../../Container'; import playerMatchesColumns from './playerMatchesColumns'; const Matches = ({ data, error, loading, strings, }) => ( <Container title={strings.heading_matches} error={error} loading={loading}> <Table paginated columns={playerMatchesColumns(strings, true)} data={data} /> </Container> ); Matches.propTypes = { data: PropTypes.arrayOf({}), error: PropTypes.string, loading: PropTypes.bool, strings: PropTypes.shape({}), }; const getData = (props) => { props.getPlayerMatches(props.playerId, props.location.search); }; class RequestLayer extends React.Component { static propTypes = { location: PropTypes.shape({ key: PropTypes.string, }), playerId: PropTypes.string, strings: PropTypes.shape({}), } componentDidMount() { getData(this.props); } componentDidUpdate(prevProps) { if (this.props.playerId !== prevProps.playerId || this.props.location.key !== prevProps.location.key) { getData(this.props); } } render() { return <Matches {...this.props} />; } } const defaultOptions = { limit: null, }; const mapStateToProps = state => ({ data: state.app.playerMatches.data, loading: state.app.playerMatches.loading, error: state.app.playerMatches.error, strings: state.app.strings, }); const mapDispatchToProps = dispatch => ({ getPlayerMatches: (playerId, options = defaultOptions) => dispatch(getPlayerMatches(playerId, options)), }); export default connect(mapStateToProps, mapDispatchToProps)(RequestLayer);
odota/web/src/components/Player/Pages/Matches/Matches.jsx/0
{ "file_path": "odota/web/src/components/Player/Pages/Matches/Matches.jsx", "repo_id": "odota", "token_count": 591 }
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import React from 'react'; import PropTypes from 'prop-types'; import { connect } from 'react-redux'; import { calculateResponsiveState } from 'redux-responsive'; import styled from 'styled-components'; import { unpackPositionData } from '../../../../utility'; import { getPlayerWardmap } from '../../../../actions'; import Heatmap from '../../../Heatmap'; import Container from '../../../Container'; import constants from '../../../constants'; const MAX_WIDTH = constants.appWidth; const HALF_WIDTH = constants.appWidth * 0.483; const StyledContainer = styled.div` display: flex; flex-direction: row; flex-wrap: wrap; justify-content: space-around; .heatmap { cursor: pointer; transition: all 0.2s ease-in-out; &:hover img { box-shadow: 0px 0px 5px #fff; } } .heatmap-clicked { display: none; } `; const getData = (props) => { props.getPlayerWardmap(props.playerId, props.location.search); }; class RequestLayer extends React.Component { static propTypes = { updateWindowSize: PropTypes.func, error: PropTypes.string, loading: PropTypes.bool, data: PropTypes.arrayOf({}), browser: PropTypes.shape({}), playerId: PropTypes.string, location: PropTypes.shape({ key: PropTypes.string, }), strings: PropTypes.shape({}), } state = { clicked: undefined, } componentDidMount() { getData(this.props); window.addEventListener('resize', this.props.updateWindowSize); } componentDidUpdate(prevProps) { if (this.props.playerId !== prevProps.playerId || this.props.location.key !== prevProps.location.key) { getData(this.props); } } componentWillUnmount() { window.removeEventListener('resize', this.props.updateWindowSize); } getClickProperties(mapId) { return { className: this.state.clicked && this.state.clicked !== mapId ? 'heatmap-clicked' : 'heatmap', onClick: this.handleClick(mapId), }; } handleClick = mapId => () => { this.setState({ clicked: !this.state.clicked && mapId, }); } render() { const { error, loading, data, browser, strings, } = this.props; const heatmapWidth = browser.width - 50; return ( <StyledContainer> <div {...this.getClickProperties('observers')}> <Container title={strings.th_ward_observer} error={error} loading={loading} > <Heatmap points={unpackPositionData(data.obs)} width={Math.min(this.state.clicked === 'observers' ? MAX_WIDTH : HALF_WIDTH, heatmapWidth)} key={this.state.clicked} // force update /> </Container> </div> <div {...this.getClickProperties('sentries')}> <Container title={strings.th_ward_sentry} error={error} loading={loading} > <Heatmap points={unpackPositionData(data.sen)} width={Math.min(this.state.clicked === 'sentries' ? MAX_WIDTH : HALF_WIDTH, heatmapWidth)} key={this.state.clicked} /> </Container> </div> </StyledContainer> ); } } const mapStateToProps = state => ({ data: state.app.playerWardmap.data, loading: state.app.playerWardmap.loading, error: state.app.playerWardmap.data.error, browser: state.browser, strings: state.app.strings, }); const mapDispatchToProps = dispatch => ({ getPlayerWardmap: (playerId, options) => dispatch(getPlayerWardmap(playerId, options)), updateWindowSize: () => dispatch(calculateResponsiveState(window)), }); export default connect(mapStateToProps, mapDispatchToProps)(RequestLayer);
odota/web/src/components/Player/Pages/Wardmap/Wardmap.jsx/0
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import React from 'react'; import PropTypes from 'prop-types'; import { connect } from 'react-redux'; import ActionSearch from 'material-ui/svg-icons/action/search'; import Schedule from 'material-ui/svg-icons/action/schedule'; import Grain from 'material-ui/svg-icons/image/grain'; import { withRouter, Link } from 'react-router-dom'; import querystring from 'querystring'; import FlatButton from 'material-ui/FlatButton'; import { Tabs, Tab } from 'material-ui/Tabs'; import ScenariosFormField from './ScenariosFormField'; import getColumns from './ScenariosColumns'; import { buttonStyle, formFieldStyle, StyledDiv, tabsStyle } from './Styles'; import { getScenariosItemTimings, getScenariosMisc, getScenariosLaneRoles } from '../../actions/index'; import Table from '../Table'; import Error from '../Error'; import Heading from '../Heading'; import ScenariosSkeleton from '../Skeletons/ScenariosSkeleton'; import { formatTemplateToString, groupByArray } from '../../utility/index'; import { IconLaneRoles } from '../Icons'; const minSampleSize = row => row.games > 10; const forms = { itemTimings: { queryForms: ['hero_id', 'item'], filterForms: ['time'], initialQuery: { hero_id: '1', item: 'bfury' }, }, laneRoles: { queryForms: ['hero_id', 'lane_role'], filterForms: ['time'], initialQuery: { hero_id: '101', lane_role: '2' }, }, misc: { queryForms: ['scenario'], }, }; const tabItems = strings => ([{ text: strings.scenarios_item_timings, value: 'itemTimings', icon: <Schedule />, }, { text: strings.heading_lane_role, value: 'laneRoles', icon: <IconLaneRoles />, }, { text: strings.scenarios_misc, value: 'misc', icon: <Grain />, }, ]); const reduceRows = (data) => { if (data.length === 0) { return data; } return data.map(scenario => scenario.values.reduce((a, b) => ({ ...a, games: Number(a.games) + Number(b.games), wins: Number(a.wins) + Number(b.wins), }))); }; const getLink = scenario => <Link to={`/scenarios/${scenario}`} />; class Scenarios extends React.Component { tableKey = 0; static propTypes = { match: PropTypes.shape({ params: PropTypes.shape({ info: PropTypes.string }), }), location: PropTypes.shape({ search: PropTypes.shape({ substring: PropTypes.string, }), }), history: PropTypes.shape({ push: PropTypes.func, }), scenariosState: PropTypes.shape({}), strings: PropTypes.shape({}), } constructor(props) { super(props); const selectedTab = this.props.match.params.info || 'itemTimings'; const params = this.props.location.search.substring(1); const initialQueries = {}; Object.keys(forms).forEach((tab) => { initialQueries[tab] = (selectedTab === tab && Object.keys(querystring.parse(params)).length > 0) ? querystring.parse(params) : forms[tab].initialQuery; }); this.state = { selectedTab, formFields: initialQueries, }; this.updateFormFieldStates(); this.getData = this.getData.bind(this); this.updateQueryParams = this.updateQueryParams.bind(this); this.updateFormFieldStates = this.updateFormFieldStates.bind(this); } componentDidMount() { this.getData(); this.updateQueryParams(); } getData() { const { selectedTab, formFields } = this.state; this.props[selectedTab](formFields[selectedTab]); this.incrementTableKey(); } handleChange = (selectedTab) => { this.setState({ selectedTab }, this.initialQuery); } incrementTableKey = () => { this.tableKey += 1; } initialQuery() { const { scenariosState } = this.props; const { selectedTab } = this.state; const { data } = scenariosState[selectedTab]; if (scenariosState[selectedTab].loading && data.length === 0) { this.getData(); } this.updateQueryParams(); } updateQueryParams() { const { formFields, selectedTab } = this.state; this.props.history.push(`/scenarios/${selectedTab}?${querystring.stringify(formFields[selectedTab])}`); } updateFormFieldStates(newFormFieldState) { const { selectedTab, formFields } = this.state; this.setState({ formFields: { ...formFields, [selectedTab]: { ...formFields[selectedTab], ...newFormFieldState } }, }, this.updateQueryParams); } render() { const { scenariosState, strings } = this.props; const { selectedTab, formFields } = this.state; let { data } = scenariosState[selectedTab]; const { queryForms, filterForms } = forms[selectedTab]; const { metadata, metadataLoading, metadataError } = scenariosState.metadata; if (filterForms) { filterForms.forEach((key) => { const formValue = formFields[selectedTab] && formFields[selectedTab][key]; data = data.filter(row => Number(formValue) === row[key] || formValue === row[key] || !formValue); }); } return ( <StyledDiv> {metadataError && <Error />} {metadataLoading && <ScenariosSkeleton />} {!metadataError && !metadataLoading && <div> <Heading title={strings.header_scenarios} subtitle={strings.scenarios_subtitle} info={`${formatTemplateToString(strings.scenarios_info, 4)}`} className="top-heading"/> <Tabs value={selectedTab} onChange={this.handleChange} style={tabsStyle}> {tabItems(strings).map(item => ( <Tab label={item.text} value={item.value} icon={item.icon} containerElement={getLink(item.value)} className="tab" /> ))} </Tabs> <div style={formFieldStyle}> {[...(queryForms || []), ...(filterForms || [])].map((field, index) => ( <ScenariosFormField key={field + selectedTab} field={field} index={index} selectedTab={selectedTab} updateQueryParams={this.updateQueryParams} updateFormFieldState={this.updateFormFieldStates} formFieldState={formFields[selectedTab] && formFields[selectedTab][field]} metadata={metadata} className={filterForms && filterForms.includes(field) ? 'filter' : 'query'} incrementTableKey={this.incrementTableKey} /> ))} </div> <FlatButton onClick={this.getData} style={buttonStyle} backgroundColor="rgba(220, 220, 220, 0.05)" hoverColor="rgba(220, 220, 220, 0.2)" label={strings.explorer_query_button} icon={<ActionSearch />} primary /> <Heading title={strings.explorer_results} subtitle={`${data.filter(minSampleSize).length} ${strings.explorer_num_rows}`} /> <Table key={selectedTab + this.tableKey} data={data.filter(minSampleSize)} columns={getColumns(selectedTab, metadata, strings)} loading={scenariosState[selectedTab].loading} paginated /> </div> } </StyledDiv> ); } } const mapStateToProps = (state) => { const { scenariosItemTimings, scenariosLaneRoles, scenariosMisc, metadata, } = state.app; return { scenariosState: { metadata: { metadata: metadata.data.scenarios, metadataLoading: metadata.loading, metadataError: metadata.error, }, itemTimings: { data: scenariosItemTimings.data, loading: scenariosItemTimings.loading, error: scenariosItemTimings.error, }, laneRoles: { data: scenariosLaneRoles.data, loading: scenariosLaneRoles.loading, error: scenariosLaneRoles.error, }, misc: { data: reduceRows(groupByArray(scenariosMisc.data, 'scenario')), loading: scenariosMisc.loading, error: scenariosMisc.error, }, }, strings: state.app.strings, }; }; const mapDispatchToProps = dispatch => ({ itemTimings: params => dispatch(getScenariosItemTimings(params)), laneRoles: params => dispatch(getScenariosLaneRoles(params)), misc: params => dispatch(getScenariosMisc(params)), }); export default withRouter(connect(mapStateToProps, mapDispatchToProps)(Scenarios));
odota/web/src/components/Scenarios/Scenarios.jsx/0
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import React from 'react'; import PropTypes from 'prop-types'; import { abbreviateNumber, SORT_ENUM, defaultSort, getColStyle } from '../../utility'; import { TablePercent, TableSparkline } from '../Visualizations'; import Pagination from '../Table/PaginatedTable/Pagination'; import TableHeader from './TableHeader'; import Error from '../Error'; import TableSkeleton from '../Skeletons/TableSkeleton'; import { StyledBody, StyledContainer } from './Styled'; const getColumnMax = (data, field, getValue) => { const valuesArr = data.reduce((arr, row) => { const value = getValue ? getValue(row) : row[field]; const num = Number(value); if (Number.isNaN(num)) { return arr; } arr.push(value); return arr; }, []); return Math.max(...valuesArr); }; const getColumnMin = (data, field, getValue) => { const valuesArr = data.reduce((arr, row) => { const value = getValue ? getValue(row) : row[field]; const num = Number(value); if (Number.isNaN(num)) { return arr; } arr.push(value); return arr; }, []); return Math.min(...valuesArr); }; const initialState = { currentPage: 0, sortState: '', sortField: '', sortFn: f => f, }; const { arrayOf, bool, shape, number, string, func, } = PropTypes; class Table extends React.Component { static propTypes = { data: arrayOf(shape({})).isRequired, columns: arrayOf(shape({})).isRequired, loading: bool, error: bool, summable: bool, maxRows: number, paginated: bool, placeholderMessage: string, pageLength: number, hoverRowColumn: bool, highlightFn: func, keyFn: func, customWidth: number, isBestValueInMatch: func, overflowAuto: bool, className: string, } static renderSumRow({ columns, data }) { return ( <tr> {columns.map((column, colIndex) => { let total = 0; if (column.sumFn) { const sumFn = (typeof column.sumFn === 'function') ? column.sumFn : (acc, row) => (acc + (row[column.field] || 0)); total = data.reduce(sumFn, null); } return ( <td className={column.className} key={`${colIndex}_sum`} style={{ paddingTop: 10, paddingBottom: 10, color: column.color, ...getColStyle(column), }} > {column.sumFn && ((column.displaySumFn) ? column.displaySumFn(total) : abbreviateNumber(total))} </td> ); })} </tr> ); } state = initialState; setTableRef = (node) => { if (node) { this.innerContainerRef = node; // only shrink first column if there is enough wiggle room this.doShrink = (this.innerContainerRef.scrollWidth - this.innerContainerRef.clientWidth) > 90; this.innerContainerRef.onscroll = this.handleScroll; } } setCurrentPage = (pageNumber) => { this.setState({ currentPage: pageNumber, }); }; handleScroll = () => { const { scrolled } = this.state; const { scrollLeft } = this.innerContainerRef; if ((!scrolled && scrollLeft) || (scrolled && !scrollLeft)) { this.setState({ scrolled: scrollLeft, }); } } nextPage = () => { this.setState({ currentPage: this.state.currentPage + 1, }); }; prevPage = () => { this.setState({ currentPage: this.state.currentPage - 1, }); }; sortClick = (sortField, sortState, sortFn) => { const { state } = this; this.setState({ sortState: sortField === state.sortField ? SORT_ENUM.next(SORT_ENUM[state.sortState]) : SORT_ENUM[0], sortField, sortFn, }); }; render() { const { columns, loading, error, summable, maxRows, paginated, placeholderMessage, pageLength = 20, hoverRowColumn, highlightFn, keyFn, customWidth, isBestValueInMatch, overflowAuto, className, } = this.props; const { sortState, sortField, sortFn, currentPage, scrolled, } = this.state; const dataLength = this.props.data.length; let { data } = this.props; if (maxRows && maxRows <= dataLength) { data = data.slice(0, maxRows); } if (sortField) { data = defaultSort(data.slice(0), sortState, sortField, sortFn); } if (paginated) { data = data.slice(currentPage * pageLength, (currentPage + 1) * pageLength); } return ( <StyledBody hoverRowColumn={hoverRowColumn} customWidth={customWidth}> {paginated && <Pagination numPages={Math.ceil(dataLength / pageLength)} currentPage={currentPage} nextPage={this.nextPage} prevPage={this.prevPage} setCurrentPage={this.setCurrentPage} place="top" />} <StyledContainer > {loading && <TableSkeleton />} {!loading && error && <Error />} {!loading && !error && dataLength <= 0 && <div>{placeholderMessage}</div>} {!loading && !error && dataLength > 0 && ( <div className={`innerContainer ${scrolled && 'scrolled'} ${this.doShrink && 'shrink'} ${overflowAuto && 'table-container-overflow-auto'}`} ref={this.setTableRef} > <table className={className}> <thead> <TableHeader columns={columns} sortState={sortState} sortField={sortField} sortClick={this.sortClick} /> </thead> <tbody > {data.map((row, index) => ( <tr key={(keyFn && keyFn(row)) || index} {...(highlightFn && highlightFn(row))}> {columns.map((column, colIndex) => { const { field, color, center, displayFn, relativeBars, percentBars, percentBarsWithValue, invertBarColor, underline, colColor, sparkline, } = column; const columnSortFn = column.sortFn; const getValue = typeof columnSortFn === 'function' ? columnSortFn : null; const value = getValue ? getValue(row) : row[field]; const style = { overflow: `${field === 'kills' ? 'visible' : null}`, backgroundColor: colColor, color, marginBottom: 0, textUnderlinePosition: 'under', textDecorationColor: 'rgb(140, 140, 140)', ...getColStyle(column), }; if (center) { style.textAlign = 'center'; } if (!row) { return ( <td key={`${index}_${colIndex}`} style={style} className={column.className} /> ); } let fieldEl = null; const bars = relativeBars || percentBars || percentBarsWithValue; if (bars) { const altValue = typeof bars === 'function' && percentBarsWithValue ? bars(row) : null; let valEl = null; let barPercentValue = 0; if (relativeBars) { // Relative bars calculates the max for the column // and gets the percentage of value/max // TODO masad-frost memoize or something const min = getColumnMin(data, field, getValue); let max = getColumnMax(data, field, getValue); let valueWithOffset = value; if (!Number.isNaN(Number(min)) && min < 0) { // Rescale to cater for columns with negatives max -= min; valueWithOffset -= min; } const isValidNumber = !Number.isNaN(Number(valueWithOffset)); barPercentValue = max !== 0 && isValidNumber ? Number((valueWithOffset * 100 / max).toFixed(1)) : 0; valEl = displayFn ? displayFn(row, column, value, index, barPercentValue) : <span>{value}</span>; } else { // Percent bars assumes that the value is in decimal barPercentValue = Number((value * 100).toFixed(1)) || 0; valEl = displayFn ? displayFn(row, column, value, index, barPercentValue) : <span>{barPercentValue}</span>; } fieldEl = (<TablePercent valEl={valEl} percent={barPercentValue} altValue={altValue} inverse={invertBarColor} />); } else if (displayFn) { fieldEl = displayFn(row, column, value, index); } else if (sparkline) { fieldEl = <TableSparkline strings={column.strings} values={value} altValues={[]} />; } else { fieldEl = value; } if ((underline === 'max' || underline === 'min') && typeof isBestValueInMatch === 'function') { style.textDecoration = isBestValueInMatch(field, row, underline) ? 'underline' : 'none'; } const tdStyle = fieldEl && fieldEl.type && fieldEl.type.tdStyle; return ( <td style={{ ...style, ...tdStyle }} className={column.className}> {fieldEl} </td> ); })} </tr> ))} {summable && Table.renderSumRow({ columns, data })} </tbody> </table> </div>)} </StyledContainer> {paginated && <Pagination numPages={Math.ceil(dataLength / pageLength)} currentPage={currentPage} pageLength={pageLength} length={dataLength} nextPage={this.nextPage} prevPage={this.prevPage} setCurrentPage={this.setCurrentPage} place="bot" />} </StyledBody> ); } } export default Table;
odota/web/src/components/Table/Table.jsx/0
{ "file_path": "odota/web/src/components/Table/Table.jsx", "repo_id": "odota", "token_count": 5768 }
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import React from 'react'; import PropTypes from 'prop-types'; import styled from 'styled-components'; import { fromNow } from '../../utility'; const StyledDiv = styled.div` position: relative; cursor: default; &[data-hint-position="top"]::after { margin-left: -10px; left: 0; } `; const FromNowTooltip = ({ timestamp }) => ( <StyledDiv data-hint={ // Country Code Language List http://www.fincher.org/Utilities/CountryLanguageList.shtml new Date(Number(timestamp) * 1000).toLocaleDateString('en-US', { day: 'numeric', month: 'short', year: 'numeric', }) } data-hint-position="top" > {fromNow(timestamp)} </StyledDiv> ); FromNowTooltip.propTypes = { timestamp: PropTypes.number, }; export default FromNowTooltip;
odota/web/src/components/Visualizations/FromNowTooltip.jsx/0
{ "file_path": "odota/web/src/components/Visualizations/FromNowTooltip.jsx", "repo_id": "odota", "token_count": 312 }
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import styled from 'styled-components'; import constants from '../../constants'; export const StyledContainer = styled.div` display: flex; position: relative; height: 100%; `; export const KDAContainer = styled(StyledContainer)` width: calc(300% + 10px); left: -10px; pointer-events: none; `; export const TitleContainer = styled.div` align-self: center; white-space: nowrap; & small { color: ${constants.colorMutedLight}; margin-left: 1px; } `; export const PercentContainer = styled.div` width: 100%; height: 4px; position: absolute; background-color: ${constants.colorMuted}; align-self: flex-end; bottom: -10px; left: 0; pointer-events: auto !important; & > div { height: 100%; } `; export const SparklineContainer = styled.div` overflow: visible !important; pointer-events: auto !important; `; export const KDAPercentContainer = styled(PercentContainer)` display: flex; &[data-hint-position="top"] { &::before { top: -8px; margin-left: 10px; } &::after { margin-bottom: 8px; margin-left: 0; } } `;
odota/web/src/components/Visualizations/Table/Styled.jsx/0
{ "file_path": "odota/web/src/components/Visualizations/Table/Styled.jsx", "repo_id": "odota", "token_count": 416 }
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{ "yes": "yes", "no": "no", "abbr_thousand": "k", "abbr_million": "m", "abbr_billion": "b", "abbr_trillion": "t", "abbr_quadrillion": "q", "abbr_not_available": "N/A", "abbr_pick": "P", "abbr_win": "W", "abbr_number": "No.", "analysis_eff": "Eficiencia en línea", "analysis_farm_drought": "Menor GPM en un intervalo de 5 minutos", "analysis_skillshot": "Skillshots acertados", "analysis_late_courier": "Retraso en mejora del mensajero", "analysis_wards": "Guardianes colocados", "analysis_roshan": "Roshans asesinados", "analysis_rune_control": "Runas obtenidas", "analysis_unused_item": "Objetos activos no usados", "analysis_expected": "de", "announce_dismiss": "Dismiss", "announce_github_more": "View on GitHub", "api_meta_description": "The OpenDota API gives you access to all the advanced Dota 2 stats offered by the OpenDota platform. Access performance graphs, heatmaps, wordclouds, and more. Get started for free.", "api_title": "The OpenDota API", "api_subtitle": "Build on top of the OpenDota platform. Bring advanced stats to your app and deep insights to your users.", "api_details_free_tier": "Free Tier", "api_details_premium_tier": "Premium Tier", "api_details_price": "Price", "api_details_price_free": "Free", "api_details_price_prem": "$price per $unit calls", "api_details_key_required": "Key Required?", "api_details_key_required_free": "No", "api_details_key_required_prem": "Yes -- requires payment method", "api_details_call_limit": "Call Limit", "api_details_call_limit_free": "$limit per month", "api_details_call_limit_prem": "Unlimited", "api_details_rate_limit": "Rate Limit", "api_details_rate_limit_val": "$num calls per minute", "api_details_support": "Support", "api_details_support_free": "Community support via Discord group", "api_details_support_prem": "Priority support from core developers", "api_get_key": "Get my key", "api_docs": "Read the docs", "api_header_details": "Details", "api_charging": "You're charged $cost per call, rounded up to the nearest cent.", "api_credit_required": "Getting an API key requires a linked payment method. We'll automatically charge the card at the beginning of the month for any fees owed.", "api_failure": "500 errors don't count as usage, since that means we messed up!", "api_error": "There was an error with the request. Please try again. If it continues, contact us at support@opendota.com.", "api_login": "Login to access API Key", "api_update_billing": "Update billing method", "api_delete": "Delete key", "api_key_usage": "To use your key, add $param as a query parameter to your API request:", "api_billing_cycle": "The current billing cycle ends on $date.", "api_billed_to": "We'll automatically bill the $brand ending in $last4.", "api_support": "Need support? Email $email.", "api_header_usage": "Your Usage", "api_usage_calls": "# API calls", "api_usage_fees": "Estimated Fees", "api_month": "Month", "api_header_key": "Your Key", "api_header_table": "Get started for free. Keep going at a ridiculously low price.", "app_name": "OpenDota", "app_language": "Language", "app_localization": "Localization", "app_description": "Open source Dota 2 data platform", "app_about": "Acerca de", "app_privacy_terms": "Condiciones y Privacidad", "app_api_docs": "Documentación de la API", "app_blog": "Blog", "app_translate": "Translate", "app_donate": "Donate", "app_gravitech": "A Gravitech LLC Site", "app_powered_by": "funciona con", "app_donation_goal": "Meta de Donación Mensual", "app_sponsorship": "Tu patrocinio ayuda a mantener el servicio gratis para todo el mundo.", "app_twitter": "Siguenos en Twitter", "app_github": "Código fuente en GitHub", "app_discord": "Chat en Discord", "app_steam_profile": "Perfil de Steam", "app_confirmed_as": "Confirmado como", "app_untracked": "Este usuario no ha visitado la web recientemente, y sus repeticiones de nuevas partidas no serán analizadas automáticamente.", "app_tracked": "Este usuario ha visitado la web recientemente, y sus repeticiones de nuevas partidas serán analizadas automáticamente.", "app_cheese_bought": "Queso comprado", "app_contributor": "This user has contributed to the development of the OpenDota project", "app_dotacoach": "Pregúntale a un entrenador", "app_pvgna": "Find a Guide", "app_pvgna_alt": "Find a Dota 2 Guide on Pvgna", "app_rivalry": "Bet on Pro Matches", "app_rivalry_team": "Bet on {0} Matches", "app_refresh": "Actualizar Historial de Partidas: Añade a la cola una búsqueda para encontrar partidas que faltan debido a la configuración de privacidad", "app_refresh_label": "Refresh", "app_login": "Iniciar sesión", "app_logout": "Cerrar sesión", "app_results": "result(s)", "app_report_bug": "Report Bug", "app_pro_players": "Pro Players", "app_public_players": "Public Players", "app_my_profile": "My Profile", "barracks_value_1": "Dire Bot Melee", "barracks_value_2": "Dire Bot Ranged", "barracks_value_4": "Dire Mid Melee", "barracks_value_8": "Dire Mid Ranged", "barracks_value_16": "Dire Top Melee", "barracks_value_32": "Dire Top Ranged", "barracks_value_64": "Radiant Bot Melee", "barracks_value_128": "Radiant Bot Ranged", "barracks_value_256": "Radiant Mid Melee", "barracks_value_512": "Radiant Mid Ranged", "barracks_value_1024": "Radiant Top Melee", "barracks_value_2048": "Radiant Top Ranged", "benchmarks_description": "{0} {1} is equal or higher than {2}% of recent performances on this hero", "fantasy_description": "{0} for {1} points", "building_melee_rax": "Barracones de Cuerpo a Cuerpo", "building_range_rax": "Barracones de Distancia", "building_lasthit": "dió el ultimo golpe", "building_damage": "daño recibido", "building_hint": "Los iconos en el mapa tienen información adicional", "building_denied": "denegado", "building_ancient": "Ancient", "CHAT_MESSAGE_TOWER_KILL": "Tower", "CHAT_MESSAGE_BARRACKS_KILL": "Barracks", "CHAT_MESSAGE_ROSHAN_KILL": "Roshan", "CHAT_MESSAGE_AEGIS": "Picked up the Aegis", "CHAT_MESSAGE_FIRSTBLOOD": "First Blood", "CHAT_MESSAGE_TOWER_DENY": "Tower Deny", "CHAT_MESSAGE_AEGIS_STOLEN": "Stole the Aegis", "CHAT_MESSAGE_DENIED_AEGIS": "Denied the Aegis", "distributions_heading_ranks": "Rank Tier Distribution", "distributions_heading_mmr": "Distribución de MMR Individual", "distributions_heading_country_mmr": "Solo MMR promedio por país", "distributions_tab_ranks": "Rank Tiers", "distributions_tab_mmr": "MMR individual", "distributions_tab_country_mmr": "MMR individual por país", "distributions_warning_1": "Este conjunto de datos está limitado a jugadores que tienen expuesto su MMR en su perfil y comparten los datos de sus partidas de forma pública.", "distributions_warning_2": "Los jugadores no tienen que registrarse, pero debido a que los datos provienen de los que deciden compartirlos públicamente, las medias son probablemente más altas de lo esperado.", "error": "Error", "error_message": "¡Ups! Algo ha fallado.", "error_four_oh_four_message": "La pagina que buscabas no pudo ser encontrada.", "explorer_title": "Data Explorer", "explorer_subtitle": "Professional Dota 2 Stats", "explorer_description": "Run advanced queries on professional matches (excludes amateur leagues)", "explorer_schema": "Schema", "explorer_results": "Results", "explorer_num_rows": "row(s)", "explorer_select": "Select", "explorer_group_by": "Group By", "explorer_hero": "Heroe", "explorer_patch": "Parche", "explorer_min_patch": "Min Patch", "explorer_max_patch": "Max Patch", "explorer_min_mmr": "Min MMR", "explorer_max_mmr": "Max MMR", "explorer_min_rank_tier": "Min Tier", "explorer_max_rank_tier": "Max Tier", "explorer_player": "Jugador", "explorer_league": "League", "explorer_player_purchased": "Player Purchased", "explorer_duration": "Duración", "explorer_min_duration": "Min Duration", "explorer_max_duration": "Max Duration", "explorer_timing": "Timing", "explorer_uses": "Uses", "explorer_kill": "Kill Time", "explorer_side": "Side", "explorer_toggle_sql": "Toggle SQL", "explorer_team": "Current Team", "explorer_lane_role": "Línea", "explorer_min_date": "Min Date", "explorer_max_date": "Max Date", "explorer_hero_combos": "Hero Combos", "explorer_hero_player": "Hero-Player", "explorer_player_player": "Player-Player", "explorer_sql": "SQL", "explorer_postgresql_function": "PostgreSQL Function", "explorer_table": "Table", "explorer_column": "Column", "explorer_query_button": "Table", "explorer_cancel_button": "Cancel", "explorer_table_button": "Table", "explorer_api_button": "API", "explorer_json_button": "JSON", "explorer_csv_button": "CSV", "explorer_donut_button": "Donut", "explorer_bar_button": "Bar", "explorer_timeseries_button": "Timeseries", "explorer_chart_unavailable": "Chart not available, try adding a GROUP BY", "explorer_value": "Value", "explorer_category": "Categoría", "explorer_region": "Región", "explorer_picks_bans": "Picks/Bans", "explorer_counter_picks_bans": "Counter Picks/Bans", "explorer_organization": "Organization", "explorer_order": "Order", "explorer_asc": "Ascending", "explorer_desc": "Descending", "explorer_tier": "Tier", "explorer_having": "At Least This Many Matches", "explorer_limit": "Limit", "explorer_match": "Match", "explorer_is_ti_team": "Is TI{number} Team", "explorer_mega_comeback": "Won Against Mega Creeps", "explorer_max_gold_adv": "Max Gold Advantage", "explorer_min_gold_adv": "Min Gold Advantage", "farm_heroes": "Heroes asesinados", "farm_creeps": "Creeps de línea asesinados", "farm_neutrals": "Creeps neutrales asesinados (incluye Ancients)", "farm_ancients": "Creeps ancestrales asesinados", "farm_towers": "Torres destruidas", "farm_couriers": "Mensajeros asesinados", "farm_observers": "Observadores destruidos", "farm_sentries": "Centinelas destruidos", "farm_roshan": "Roshans asesinados", "farm_necronomicon": "Unidades del Necronomicon asesinadas", "filter_button_text_open": "Filter", "filter_button_text_close": "Close", "filter_hero_id": "Heroe", "filter_is_radiant": "Side", "filter_win": "Resultado", "filter_lane_role": "Línea", "filter_patch": "Parche", "filter_game_mode": "Modo de juego", "filter_lobby_type": "Tipo de sala", "filter_date": "Fecha", "filter_region": "Región", "filter_with_hero_id": "Heroes aliados", "filter_against_hero_id": "Heroes enemigos", "filter_included_account_id": "Included Account ID", "filter_excluded_account_id": "Excluded Account ID", "filter_significant": "Insignificant", "filter_significant_include": "Include", "filter_last_week": "Last week", "filter_last_month": "Last month", "filter_last_3_months": "Last 3 months", "filter_last_6_months": "Last 6 months", "filter_error": "Please select an item from the dropdown", "filter_party_size": "Party Size", "game_mode_0": "Desconocido", "game_mode_1": "Elección libre", "game_mode_2": "Modo capitán", "game_mode_3": "Selección aleatoria", "game_mode_4": "Selección simple", "game_mode_5": "Todos aleatorio", "game_mode_6": "Intro", "game_mode_7": "Despertar Dire", "game_mode_8": "Modo capitán inverso", "game_mode_9": "La Greevilación", "game_mode_10": "Tutorial", "game_mode_11": "Solo central", "game_mode_12": "Menos jugados", "game_mode_13": "Héroes limitados", "game_mode_14": "Compendio", "game_mode_15": "Personalizado", "game_mode_16": "Selección con capitán", "game_mode_17": "Selección equilibrada", "game_mode_18": "Selección de habilidades", "game_mode_19": "Event", "game_mode_20": "Todos aleatorio a muerte", "game_mode_21": "Solo central 1 vs. 1", "game_mode_22": "All Draft", "game_mode_23": "Turbo", "game_mode_24": "Mutation", "general_unknown": "Desconocido", "general_no_hero": "Ningún héroe", "general_anonymous": "Anónimo", "general_radiant": "Radiant", "general_dire": "Dire", "general_standard_deviation": "Desviación estándar", "general_matches": "Partidas", "general_league": "League", "general_randomed": "Randomed", "general_repicked": "Repicked", "general_predicted_victory": "Predicted Victory", "general_show": "Show", "general_hide": "Hide", "gold_reasons_0": "Otros", "gold_reasons_1": "Muerte", "gold_reasons_2": "Buyback", "NULL_gold_reasons_5": "Abandono", "NULL_gold_reasons_6": "Vender", "gold_reasons_11": "Estructura", "gold_reasons_12": "Heroe", "gold_reasons_13": "Creep", "gold_reasons_14": "Roshan", "NULL_gold_reasons_15": "Mensajero", "header_request": "Solicitar", "header_distributions": "Ranks", "header_heroes": "Heroes", "header_blog": "Blog", "header_ingame": "En la partida", "header_matches": "Partidas", "header_records": "Récords", "header_explorer": "Explorer", "header_teams": "Teams", "header_meta": "Meta", "header_scenarios": "Scenarios", "header_api": "API", "heading_lhten": "Last Hits @ 10", "heading_lhtwenty": "Last Hits @ 20", "heading_lhthirty": "Last Hits @ 30", "heading_lhforty": "Last Hits @ 40", "heading_lhfifty": "Last Hits @ 50", "heading_courier": "Mensajero", "heading_roshan": "Roshan", "heading_tower": "Tower", "heading_barracks": "Barracks", "heading_shrine": "Shrine", "heading_item_purchased": "Item Purchased", "heading_ability_used": "Ability Used", "heading_item_used": "Item Used", "heading_damage_inflictor": "Damage Inflictor", "heading_damage_inflictor_received": "Damage Inflictor Received", "heading_damage_instances": "Damage Instances", "heading_camps_stacked": "Camps Stacked", "heading_matches": "Partidas Recientes", "heading_heroes": "Héroes jugados", "heading_mmr": "Historial de MMR", "heading_peers": "Jugadores con los que has jugado", "heading_pros": "Pros con los que has jugado", "heading_rankings": "Hero Rankings", "heading_all_matches": "In All Matches", "heading_parsed_matches": "In Parsed Matches", "heading_records": "Récords", "heading_teamfights": "Teamfights", "heading_graph_difference": "Ventaja Radiant", "heading_graph_gold": "Oro", "heading_graph_xp": "Experiencia", "heading_graph_lh": "Últimos golpes", "heading_overview": "Resumen", "heading_ability_draft": "Abilities Drafted", "heading_buildings": "Mapa de estructuras", "heading_benchmarks": "Puntos de referencia", "heading_laning": "Laning", "heading_overall": "En general", "heading_kills": "Asesinatos", "heading_deaths": "Deaths", "heading_assists": "Assists", "heading_damage": "Daño", "heading_unit_kills": "Asesinatos de Unidades", "heading_last_hits": "Últimos golpes", "heading_gold_reasons": "Fuentes de Oro", "heading_xp_reasons": "Fuentes de XP", "heading_performances": "Rendimientos", "heading_support": "Apoyo", "heading_purchase_log": "Registro de compras", "heading_casts": "Usos", "heading_objective_damage": "Daño a objetivos", "heading_runes": "Runas", "heading_vision": "Visión", "heading_actions": "Acciones", "heading_analysis": "Análisis", "heading_cosmetics": "Cosméticos", "heading_log": "Registro", "heading_chat": "Chat", "heading_story": "Story", "heading_fantasy": "Fantasy", "heading_wardmap": "Mapa de guardianes", "heading_wordcloud": "Nube de palabras", "heading_wordcloud_said": "Palabras dichas (chat global)", "heading_wordcloud_read": "Palabras leídas (chat global)", "heading_kda": "KMA", "heading_gold_per_min": "Gold Per Min", "heading_xp_per_min": "XP Per Min", "heading_denies": "Denies", "heading_lane_efficiency_pct": "EFF@10", "heading_duration": "Duración", "heading_level": "Level", "heading_hero_damage": "Hero Damage", "heading_tower_damage": "Tower Damage", "heading_hero_healing": "Hero Healing", "heading_tower_kills": "Tower Kills", "heading_stuns": "Stuns", "heading_neutral_kills": "Neutral Kills", "heading_courier_kills": "Courier Kills", "heading_purchase_tpscroll": "TPs Purchased", "heading_purchase_ward_observer": "Observers Purchased", "heading_purchase_ward_sentry": "Sentries Purchased", "heading_purchase_gem": "Gems Purchased", "heading_purchase_rapier": "Rapiers Purchased", "heading_pings": "Map Pings", "heading_throw": "Throw", "heading_comeback": "Comeback", "heading_stomp": "Stomp", "heading_loss": "Derrota", "heading_actions_per_min": "Actions Per Min", "heading_leaver_status": "Leaver Status", "heading_game_mode": "Modo de juego", "heading_lobby_type": "Tipo de sala", "heading_lane_role": "Lane Role", "heading_region": "Región", "heading_patch": "Parche", "heading_win_rate": "Win Rate", "heading_is_radiant": "Side", "heading_avg_and_max": "Averages/Maximums", "heading_total_matches": "Total Matches", "heading_median": "Median", "heading_distinct_heroes": "Distinct Heroes", "heading_team_elo_rankings": "Team Elo Rankings", "heading_ability_build": "Ability Build", "heading_attack": "Base attack", "heading_attack_range": "Attack range", "heading_attack_speed": "Attack speed", "heading_projectile_speed": "Projectile speed", "heading_base_health": "Health", "heading_base_health_regen": "Health regen", "heading_base_mana": "Mana", "heading_base_mana_regen": "Mana regen", "heading_base_armor": "Base armor", "heading_base_mr": "Magic resistance", "heading_move_speed": "Move speed", "heading_turn_rate": "Turn speed", "heading_legs": "Number of legs", "heading_cm_enabled": "CM enabled", "heading_current_players": "Current Players", "heading_former_players": "Former Players", "heading_damage_dealt": "Damage Dealt", "heading_damage_received": "Damage Received", "show_details": "Show details", "hide_details": "Hide details", "subheading_avg_and_max": "in last {0} displayed matches", "subheading_records": "In ranked matches. Records reset monthly.", "subheading_team_elo_rankings": "k=32, init=1000", "hero_pro_tab": "Professional", "hero_public_tab": "Public", "hero_pro_heading": "Heroes in Professional Matches", "hero_public_heading": "Heroes in Public Matches (Sampled)", "hero_this_month": "matches in last 30 days", "hero_pick_ban_rate": "Pro P+B%", "hero_pick_rate": "Pro Pick%", "hero_ban_rate": "Pro Ban%", "hero_win_rate": "Pro Win%", "hero_5000_pick_rate": ">5K P%", "hero_5000_win_rate": ">5K W%", "hero_4000_pick_rate": "4K P%", "hero_4000_win_rate": "4K W%", "hero_3000_pick_rate": "3K P%", "hero_3000_win_rate": "3K W%", "hero_2000_pick_rate": "2K P%", "hero_2000_win_rate": "2K W%", "hero_1000_pick_rate": "<2K P%", "hero_1000_win_rate": "<2K W%", "home_login": "Iniciar sesión", "home_login_desc": "para análisis automático de repeticiones", "home_parse": "Solicitar", "home_parse_desc": "una partida específica", "home_why": "", "home_opensource_title": "Código Público", "home_opensource_desc": "Todo el proyecto es de código abierto y está disponible para ser modificado y mejorado por los contribuidores.", "home_indepth_title": "Datos en profundidad", "home_indepth_desc": "Analizar repeticiones proporciona datos de partidas altamente detallados.", "home_free_title": "Free of Charge", "home_free_desc": "Los servidores son financiados por patrocinadores y el código es mantenido por voluntarios, por ello el servicio ofrecido es gratuito.", "home_background_by": "Imagen de fondo por", "home_sponsored_by": "Patrocinado por", "home_become_sponsor": "Conviertete en un patrocinador", "items_name": "Nombre del objeto", "items_built": "Número de veces que este objeto se ha fabricado", "items_matches": "Número de partidas donde este objeto se ha fabricado", "items_uses": "Número de veces que este objeto se ha usado", "items_uses_per_match": "Media de veces que este objeto se ha usado en partidas donde se ha fabricado", "items_timing": "Media de tiempo que tarda en construir este objeto", "items_build_pct": "Porcentaje de partidas donde este objeto se ha fabricado", "items_win_pct": "Porcentaje de partidas ganadas donde este objeto se ha fabricado", "lane_role_0": "Desconocido", "lane_role_1": "Safe", "lane_role_2": "Mid", "lane_role_3": "Off", "lane_role_4": "Jungle", "lane_pos_1": "Bot", "lane_pos_2": "Mid", "lane_pos_3": "Top", "lane_pos_4": "Radiant Jungle", "lane_pos_5": "Dire Jungle", "leaver_status_0": "None", "leaver_status_1": "Left Safely", "leaver_status_2": "Abandoned (DC)", "leaver_status_3": "Abandoned", "leaver_status_4": "Abandoned (AFK)", "leaver_status_5": "Never Connected", "leaver_status_6": "Never Connected (Timeout)", "lobby_type_0": "Normal", "lobby_type_1": "Practice", "lobby_type_2": "Tournament", "lobby_type_3": "Tutorial", "lobby_type_4": "Co-Op Bots", "lobby_type_5": "Ranked Team MM (Legacy)", "lobby_type_6": "Ranked Solo MM (Legacy)", "lobby_type_7": "Ranked", "lobby_type_8": "1v1 Mid", "lobby_type_9": "Battle Cup", "match_radiant_win": "Victoria Radiant", "match_dire_win": "Victoria Dire", "match_team_win": "Victory", "match_ended": "Finalizada", "match_id": "ID de la partida", "match_region": "Región", "match_avg_mmr": "MMR promedio", "match_button_parse": "Analizar", "match_button_reparse": "Volver a analizar", "match_button_replay": "Repetición", "match_button_video": "Conseguir video", "match_first_tower": "Primera torre", "match_first_barracks": "Primeros barracones", "match_pick": "Pick", "match_ban": "Ban", "matches_highest_mmr": "Top Public", "matches_lowest_mmr": "Low MMR", "meta_title": "Meta", "meta_description": "Run advanced queries on data from sampled public matches in previous 24h", "mmr_not_up_to_date": "Why is the MMR not up to date?", "npc_dota_beastmaster_boar_#": "Jabalí", "npc_dota_lesser_eidolon": "Eidolon Menor", "npc_dota_eidolon": "Eidolon", "npc_dota_greater_eidolon": "Gran Eidolon", "npc_dota_dire_eidolon": "Eidolon Dire", "npc_dota_invoker_forged_spirit": "Espíritu Forjado", "npc_dota_furion_treant_large": "Gran Ent", "npc_dota_beastmaster_hawk_#": "Halcón", "npc_dota_lycan_wolf#": "Lobo Licántropo", "npc_dota_neutral_mud_golem_split_doom": "Fragmento de Doom", "npc_dota_broodmother_spiderling": "Cría de Araña", "npc_dota_broodmother_spiderite": "Arañita", "npc_dota_furion_treant": "Ent", "npc_dota_unit_undying_zombie": "Zombi de Undying", "npc_dota_unit_undying_zombie_torso": "Zombi de Undying", "npc_dota_brewmaster_earth_#": "Earth Brewling", "npc_dota_brewmaster_fire_#": "Fire Brewling", "npc_dota_lone_druid_bear#": "Espíritu Oso", "npc_dota_brewmaster_storm_#": "Storm Brewling", "npc_dota_visage_familiar#": "Familiar", "npc_dota_warlock_golem_#": "Gólem de Warlock", "npc_dota_warlock_golem_scepter_#": "Gólem de Warlock", "npc_dota_witch_doctor_death_ward": "Guardián de la Muerte", "npc_dota_tusk_frozen_sigil#": "Sello Gélido", "npc_dota_juggernaut_healing_ward": "Guardián Sanador", "npc_dota_techies_land_mine": "Land Mine", "npc_dota_shadow_shaman_ward_#": "Guardián Serpiente", "npc_dota_pugna_nether_ward_#": "Guardián Abisal", "npc_dota_venomancer_plague_ward_#": "Guardián de la Plaga", "npc_dota_rattletrap_cog": "Engranaje Electrificado", "npc_dota_templar_assassin_psionic_trap": "Trampa Psiónica", "npc_dota_techies_remote_mine": "Mina Remota", "npc_dota_techies_stasis_trap": "Trampa Estática", "npc_dota_phoenix_sun": "Supernova", "npc_dota_unit_tombstone#": "Lápida", "npc_dota_treant_eyes": "Eyes in the Forest", "npc_dota_gyrocopter_homing_missile": "Misil Buscador", "npc_dota_weaver_swarm": "El Enjambre", "objective_tower1_top": "T1", "objective_tower1_mid": "M1", "objective_tower1_bot": "B1", "objective_tower2_top": "T2", "objective_tower2_mid": "M2", "objective_tower2_bot": "B2", "objective_tower3_top": "T3", "objective_tower3_mid": "M3", "objective_tower3_bot": "B3", "objective_rax_top": "RaxT", "objective_rax_mid": "RaxM", "objective_rax_bot": "RaxB", "objective_tower4": "T4", "objective_fort": "Anc", "objective_shrine": "Shr", "objective_roshan": "Rosh", "tooltip_objective_tower1_top": "Damage dealt to top Tier 1 tower", "tooltip_objective_tower1_mid": "Damage dealt to middle Tier 1 tower", "tooltip_objective_tower1_bot": "Damage dealt to bottom Tier 1 tower", "tooltip_objective_tower2_top": "Damage dealt to top Tier 2 tower", "tooltip_objective_tower2_mid": "Damage dealt to middle Tier 2 tower", "tooltip_objective_tower2_bot": "Damage dealt to bottom Tier 2 tower", "tooltip_objective_tower3_top": "Damage dealt to top Tier 3 tower", "tooltip_objective_tower3_mid": "Damage dealt to middle Tier 3 tower", "tooltip_objective_tower3_bot": "Damage dealt to bottom Tier 3 tower", "tooltip_objective_rax_top": "Damage dealt to top barracks", "tooltip_objective_rax_mid": "Damage dealt to middle barracks", "tooltip_objective_rax_bot": "Damage dealt to bottom barracks", "tooltip_objective_tower4": "Damage dealt to middle Tier 4 towers", "tooltip_objective_fort": "Damage dealt to ancient", "tooltip_objective_shrine": "Damage dealt to shrines", "tooltip_objective_roshan": "Damage dealt to Roshan", "pagination_first": "First", "pagination_last": "Último", "pagination_of": "de", "peers_none": "This player has no peers.", "rank_tier_0": "Uncalibrated", "rank_tier_1": "Herald", "rank_tier_2": "Guardian", "rank_tier_3": "Crusader", "rank_tier_4": "Archon", "rank_tier_5": "Legend", "rank_tier_6": "Ancient", "rank_tier_7": "Divine", "rank_tier_8": "Immortal", "request_title": "Request a Parse", "request_match_id": "ID de la partida", "request_invalid_match_id": "Invalid Match ID", "request_error": "Failed to get match data", "request_submit": "Submit", "roaming": "Roaming", "rune_0": "Doble daño", "rune_1": "Velocidad", "rune_2": "Ilusión", "rune_3": "Invisibilidad", "rune_4": "Regeneración", "rune_5": "Recompensa", "rune_6": "Arcana", "rune_7": "Agua", "search_title": "Search by player name, match ID...", "skill_0": "Unknown Skill", "skill_1": "Normal Skill", "skill_2": "High Skill", "skill_3": "Very High Skill", "story_invalid_template": "(invalid template)", "story_error": "An error occured while compiling the story for this match", "story_intro": "on {date}, two teams decided to play {game_mode_article} {game_mode} game of Dota 2 in {region}. Little did they know, the game would last {duration_in_words}", "story_invalid_hero": "Unrecognized Hero", "story_fullstop": ".", "story_list_2": "{1} and {2}", "story_list_3": "{1}, {2}, and {3}", "story_list_n": "{i}, {rest}", "story_firstblood": "first blood was drawn when {killer} killed {victim} at {time}", "story_chatmessage": "\"{message}\", {player} {said_verb}", "story_teamfight": "{winning_team} won a teamfight by trading {win_dead} for {lose_dead}, resulting in a net worth increase of {net_change}", "story_teamfight_none_dead": "{winning_team} won a teamfight by killing {lose_dead} without losing any heroes, resulting in a net worth increase of {net_change}", "story_teamfight_none_dead_loss": "{winning_team} somehow won a teamfight without killing anyone, and losing {win_dead}, resulting in a net worth increase of {net_change}", "story_lane_intro": "At 10 minutes into the game, the lanes had gone as follows:", "story_lane_radiant_win": "{radiant_players} won {lane} Lane against {dire_players}", "story_lane_radiant_lose": "{radiant_players} lost {lane} Lane to {dire_players}", "story_lane_draw": "{radiant_players} drew even in {lane} Lane with {dire_players}", "story_lane_free": "{players} had a free {lane} lane", "story_lane_empty": "there was nobody in {lane} lane", "story_lane_jungle": "{players} farmed the jungle", "story_lane_roam": "{players} roamed", "story_roshan": "{team} killed Roshan", "story_aegis": "{player} {action} the aegis", "story_gameover": "The match ended in a {winning_team} victory at {duration} with a score of {radiant_score} to {dire_score}", "story_during_teamfight": "during the fight, {events}", "story_after_teamfight": "after the fight, {events}", "story_expensive_item": "at {time}, {player} purchased {item}, which was the first item in the game with a price greater than {price_limit}", "story_building_destroy": "{building} was destroyed", "story_building_destroy_player": "{player} destroyed {building}", "story_building_deny_player": "{player} denied {building}", "story_building_list_destroy": "{buildings} were destroyed", "story_courier_kill": "{team}'s courier was killed", "story_tower": "{team}'s Tier {tier} {lane} tower", "story_tower_simple": "one of {team}'s towers", "story_towers_n": "{n} of {team}'s Towers", "story_barracks": "{team}'s {lane} {rax_type}", "story_barracks_both": "both of {team}'s {lane} Barracks", "story_time_marker": "{minutes} Minutes In", "story_item_purchase": "{player} purchased a {item} at {time}", "story_predicted_victory": "{players} predicted {team} would win", "story_predicted_victory_empty": "No one", "story_networth_diff": "{percent}% / {gold} Diff", "story_gold": "gold", "story_chat_asked": "asked", "story_chat_said": "said", "tab_overview": "Resumen", "tab_matches": "Partidas", "tab_heroes": "Heroes", "tab_peers": "Compañeros", "tab_pros": "Profesionales", "tab_activity": "Actividad", "tab_records": "Récords", "tab_totals": "Totals", "tab_counts": "Cuentas", "tab_histograms": "Histogramas", "tab_trends": "Tendencias", "tab_items": "Items", "tab_wardmap": "Mapa de guardianes", "tab_wordcloud": "Nube de palabras", "tab_mmr": "MMR", "tab_rankings": "Clasificaciones", "tab_drafts": "Draft", "tab_benchmarks": "Puntos de referencia", "tab_performances": "Rendimientos", "tab_damage": "Daño", "tab_purchases": "Purchases", "tab_farm": "Farm", "tab_combat": "Combate", "tab_graphs": "Gráficas", "tab_casts": "Usos", "tab_vision": "Visión", "tab_objectives": "Objetivos", "tab_teamfights": "Teamfights", "tab_actions": "Acciones", "tab_analysis": "Análisis", "tab_cosmetics": "Cosméticos", "tab_log": "Registro", "tab_chat": "Chat", "tab_story": "Story", "tab_fantasy": "Fantasy", "tab_laning": "Laning", "tab_recent": "Recent", "tab_matchups": "Matchups", "tab_durations": "Durations", "tab_players": "Players", "placeholder_filter_heroes": "Filter Heroes", "td_win": "Won Match", "td_loss": "Lost Match", "td_no_result": "Sin resultado", "th_hero_id": "Heroe", "th_match_id": "ID", "th_account_id": "Account ID", "th_result": "Resultado", "th_skill": "Habilidad", "th_duration": "Duración", "th_games": "MP", "th_games_played": "Games", "th_win": "% de Victorias", "th_advantage": "Advantage", "th_with_games": "Con", "th_with_win": "Victoria con %", "th_against_games": "Contra", "th_against_win": "% de Victoria contra", "th_gpm_with": "GPM With", "th_xpm_with": "XPM With", "th_avatar": "Jugador", "th_last_played": "Último", "th_record": "Récord", "th_title": "Título", "th_category": "Categoría", "th_matches": "Partidas", "th_percentile": "Percentil", "th_rank": "Rango", "th_items": "Items", "th_stacked": "Campamentos stackeados", "th_multikill": "Multiasesinato", "th_killstreak": "Racha de asesinatos", "th_stuns": "Stuns", "th_dead": "Muerto", "th_buybacks": "Buybacks", "th_biggest_hit": "Golpe más grande", "th_lane": "Línea", "th_map": "Mapa", "th_lane_efficiency": "EFF@10", "th_lhten": "UG@10", "th_dnten": "DN@10", "th_tpscroll": "TP", "th_ward_observer": "Observador", "th_ward_sentry": "Centinela", "th_smoke_of_deceit": "Smoke", "th_dust": "Dust", "th_gem": "Gema", "th_time": "Tiempo", "th_message": "Mensaje", "th_heroes": "Heroes", "th_creeps": "Creeps", "th_neutrals": "Neutrales", "th_ancients": "Ancients", "th_towers": "Torres", "th_couriers": "Mensajeros", "th_roshan": "Roshan", "th_necronomicon": "Necronomicon", "th_other": "Otros", "th_cosmetics": "Cosméticos", "th_damage_received": "Recibido", "th_damage_dealt": "Provocado", "th_players": "Jugadores", "th_analysis": "Análisis", "th_death": "Muerte", "th_damage": "Daño", "th_healing": "Curación", "th_gold": "O", "th_xp": "XP", "th_abilities": "Habilidades", "th_target_abilities": "Ability Targets", "th_mmr": "MMR", "th_level": "NVL", "th_kills": "K", "th_kills_per_min": "KPM", "th_deaths": "M", "th_assists": "A", "th_last_hits": "UG", "th_last_hits_per_min": "UGM", "th_denies": "DN", "th_gold_per_min": "GPM", "th_xp_per_min": "XPM", "th_stuns_per_min": "SPM", "th_hero_damage": "DH", "th_hero_damage_per_min": "DHM", "th_hero_healing": "CH", "th_hero_healing_per_min": "CHM", "th_tower_damage": "DT", "th_tower_damage_per_min": "DTM", "th_kda": "KMA", "th_actions_per_min": "APM", "th_pings": "PNG (M)", "th_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "MV (P)", "th_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "MV (T)", "th_DOTA_UNIT_ORDER_ATTACK_TARGET": "ATK (T)", "th_DOTA_UNIT_ORDER_ATTACK_MOVE": "ATK (P)", "th_DOTA_UNIT_ORDER_CAST_POSITION": "CST (P)", "th_DOTA_UNIT_ORDER_CAST_TARGET": "CST (T)", "th_DOTA_UNIT_ORDER_CAST_NO_TARGET": "CST (N)", "th_DOTA_UNIT_ORDER_HOLD_POSITION": "HLD", "th_DOTA_UNIT_ORDER_GLYPH": "GLIFO", "th_DOTA_UNIT_ORDER_RADAR": "SCN", "th_ability_builds": "AB", "th_purchase_shorthand": "PUR", "th_use_shorthand": "USE", "th_duration_shorthand": "DUR", "th_country": "País", "th_count": "Cuenta", "th_sum": "Sum", "th_average": "Promedio", "th_name": "Nombre", "th_team_name": "Team Name", "th_score": "Puntaje", "th_casts": "Usos", "th_hits": "Golpes", "th_wins": "Victorias", "th_losses": "Derrotas", "th_winrate": "Ratio de victorias", "th_solo_mmr": "Solo MMR", "th_party_mmr": "MMR de Grupo", "th_estimated_mmr": "MMR aproximado", "th_permanent_buffs": "Buffs", "th_winner": "Winner", "th_played_with": "My Record With", "th_obs_placed": "Observer Wards Placed", "th_sen_placed": "Sentry Wards Placed", "th_obs_destroyed": "Observer Wards Destroyed", "th_sen_destroyed": "Sentry Wards Destroyed", "th_scans_used": "Scans Used", "th_glyphs_used": "Glyphs Used", "th_legs": "Legs", "th_fantasy_points": "Fantasy Pts", "th_rating": "Rating", "th_teamfight_participation": "Participation", "th_firstblood_claimed": "First Blood", "th_observers_placed": "Observers", "th_camps_stacked": "Stacks", "th_league": "League", "th_attack_type": "Attack Type", "th_primary_attr": "Primary Attribute", "th_opposing_team": "Opposing Team", "ward_log_type": "Type", "ward_log_owner": "Owner", "ward_log_entered_at": "Placed", "ward_log_left_at": "Left", "ward_log_duration": "Lifespan", "ward_log_killed_by": "Killed by", "log_detail": "Detail", "log_heroes": "Specify Heroes", "tier_professional": "Professional", "tier_premium": "Premium", "time_past": "{0} ago", "time_just_now": "justo ahora", "time_s": "a second", "time_abbr_s": "{0}s", "time_ss": "{0} seconds", "time_abbr_ss": "{0}s", "time_m": "a minute", "time_abbr_m": "{0}m", "time_mm": "{0} minutes", "time_abbr_mm": "{0}m", "time_h": "an hour", "time_abbr_h": "{0}h", "time_hh": "{0} hours", "time_abbr_hh": "{0}h", "time_d": "a day", "time_abbr_d": "{0}d", "time_dd": "{0} days", "time_abbr_dd": "{0}d", "time_M": "a month", "time_abbr_M": "{0}mo", "time_MM": "{0} months", "time_abbr_MM": "{0}mo", "time_y": "a year", "time_abbr_y": "{0}y", "time_yy": "{0} years", "time_abbr_yy": "{0}y", "timeline_firstblood": "drew first blood", "timeline_firstblood_key": "drew first blood by killing", "timeline_aegis_picked_up": "picked up", "timeline_aegis_snatched": "snatched", "timeline_aegis_denied": "denegado", "timeline_teamfight_deaths": "Deaths", "timeline_teamfight_gold_delta": "gold delta", "title_default": "OpenDota - Dota 2 Statistics", "title_template": "%s - OpenDota - Dota 2 Statistics", "title_matches": "Partidas", "title_request": "Request a Parse", "title_search": "Search", "title_status": "Status", "title_explorer": "Data Explorer", "title_meta": "Meta", "title_records": "Récords", "title_api": "The Opendota API: Advanced Dota 2 stats for your app", "tooltip_mmr": "Solo MMR del jugador", "tooltip_abilitydraft": "Ability Drafted", "tooltip_level": "Nivel alcanzado por héroe", "tooltip_kills": "Número de asesinatos por héroe", "tooltip_deaths": "Número de muertes por héroe", "tooltip_assists": "Número de asistencias por héroe", "tooltip_last_hits": "Numero de últimos golpes conseguidos por el heroe", "tooltip_denies": "Número de creeps denegados", "tooltip_gold": "Oro total acumulado", "tooltip_gold_per_min": "Oro acumulado por minuto", "tooltip_xp_per_min": "Experiencia ganada por minuto", "tooltip_stuns_per_min": "Seconds of hero stuns per minute", "tooltip_last_hits_per_min": "Últimos golpes por minuto", "tooltip_kills_per_min": "Asesinatos por minuto", "tooltip_hero_damage_per_min": "Daño a heroes por minuto", "tooltip_hero_healing_per_min": "Curacion a héroes por minuto", "tooltip_tower_damage_per_min": "Daño a torres por minuto", "tooltip_actions_per_min": "Acciones realizadas por minuto", "tooltip_hero_damage": "Cantidad de daño hecho a heroes", "tooltip_tower_damage": "Cantidad de daño hecho a torres", "tooltip_hero_healing": "Cantidad de vida restaurada a héroes", "tooltip_duration": "La duracion de la partida", "tooltip_first_blood_time": "El tiempo en el que se produjo la primera sangre", "tooltip_kda": "(Asesinatos + Asistencias) / (Muertes + 1)", "tooltip_stuns": "Segundos de disable en héroes", "tooltip_dead": "Tiempo muerto", "tooltip_buybacks": "Number of buybacks", "tooltip_camps_stacked": "Campamentos stackeados", "tooltip_tower_kills": "Número de torres destruidas", "tooltip_neutral_kills": "Número de creeps neutrales asesinados", "tooltip_courier_kills": "Número de mensajeros asesinados", "tooltip_purchase_tpscroll": "Pergaminos de Teletransporte comprados", "tooltip_purchase_ward_observer": "Guardianes Observadores comprados", "tooltip_purchase_ward_sentry": "Guardianes Centinelas comprados", "tooltip_purchase_smoke_of_deceit": "Smokes comprados", "tooltip_purchase_dust": "Dust comprados", "tooltip_purchase_gem": "Gemas de Visión Verdadera compradas", "tooltip_purchase_rapier": "Estoques Divinos comprados", "tooltip_purchase_buyback": "Buybacks comprados", "tooltip_duration_observer": "Average lifespan of Observer Wards", "tooltip_duration_sentry": "Average lifespan of Sentry Wards", "tooltip_used_ward_observer": "Número de Guardianes Observadores colocados durante la partida", "tooltip_used_ward_sentry": "Número de Guardianes Centinelas colocados durante la partida", "tooltip_used_dust": "Number of times Dust of Appearance was used during the game", "tooltip_used_smoke_of_deceit": "Number of times Smoke of Deceit was used during the game", "tooltip_parsed": "La repetición se ha analizado para obtener datos adicionales", "tooltip_unparsed": "La repetición de esta partida no se ha analizado aún. No todos los datos están disponibles.", "tooltip_hero_id": "The hero played", "tooltip_result": "Si el jugador ganó o perdió", "tooltip_match_id": "El ID de la partida", "tooltip_game_mode": "El modo de juego de la partida", "tooltip_skill": "Los límites de MMR aproximados para las divisiones son 0, 3200 y 3700", "tooltip_ended": "El tiempo cuando la partida terminó", "tooltip_pick_order": "Order in which the player picked", "tooltip_throw": "Maximum gold advantage in a lost game", "tooltip_comeback": "Maximum gold disadvantage in a won game", "tooltip_stomp": "Maximum gold advantage in a won game", "tooltip_loss": "Maximum gold disadvantage in a lost game", "tooltip_items": "Items built", "tooltip_permanent_buffs": "Permanent buffs such as Flesh Heap stacks or Tomes of Knowledge used", "tooltip_lane": "Lane based on early game position", "tooltip_map": "Heatmap of the player's early game position", "tooltip_lane_efficiency": "Percentage of lane gold (creeps+passive+starting) obtained at 10 minutes", "tooltip_lane_efficiency_pct": "Percentage of lane gold (creeps+passive+starting) obtained at 10 minutes", "tooltip_pings": "Number of times the player pinged the map", "tooltip_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "Number of times the player moved to a position", "tooltip_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "Number of times the player moved to a target", "tooltip_DOTA_UNIT_ORDER_ATTACK_MOVE": "Number of times the player attacked a position (attack move)", "tooltip_DOTA_UNIT_ORDER_ATTACK_TARGET": "Number of times the player attacked a target", "tooltip_DOTA_UNIT_ORDER_CAST_POSITION": "Number of times the player cast on a position", "tooltip_DOTA_UNIT_ORDER_CAST_TARGET": "Number of times the player cast on a target", "tooltip_DOTA_UNIT_ORDER_CAST_NO_TARGET": "Number of times the player cast on no target", "tooltip_DOTA_UNIT_ORDER_HOLD_POSITION": "Number of times the player held position", "tooltip_DOTA_UNIT_ORDER_GLYPH": "Number of times the player used the glyph", "tooltip_DOTA_UNIT_ORDER_RADAR": "Number of times the player used scan", "tooltip_last_played": "The last time a match was played with this player/hero", "tooltip_matches": "Matches played with/against this player", "tooltip_played_as": "Number of games played as this hero", "tooltip_played_with": "Number of games with this player/hero on the team", "tooltip_played_against": "Number of games with this player/hero on the opposing team", "tooltip_tombstone_victim": "Here Lies", "tooltip_tombstone_killer": "killed by", "tooltip_win_pct_as": "Win percentage as this hero", "tooltip_win_pct_with": "Win percentage with this player/hero", "tooltip_win_pct_against": "Win percentage against this player/hero", "tooltip_lhten": "Últimos golpes a los 10 minutos", "tooltip_dnten": "Denies at 10 minutes", "tooltip_biggest_hit": "Largest instance of damage on a hero", "tooltip_damage_dealt": "Damage dealt to heroes by items/abilities", "tooltip_damage_received": "Damage received from heroes by items/abilities", "tooltip_registered_user": "Usuario registrado", "tooltip_ability_builds": "Ability Builds", "tooltip_ability_builds_expired": "Los datos de las mejoras de habilidades han expirado para esta partida. Utiliza el formulario de solicitud para recargar los datos.", "tooltip_multikill": "Multi-kill más larga", "tooltip_killstreak": "Racha de muertes más larga", "tooltip_casts": "Número de veces que esta habilidad/objeto fue casteado", "tooltip_target_abilities": "How many times each hero was targeted by this hero's abilities", "tooltip_hits": "Número de instancias de daño a héroes causados por esta habilidad/objeto", "tooltip_damage": "Cantidad de daño infligido a héroes por esta habilidad/objeto", "tooltip_autoattack_other": "Autotaque/Otro", "tooltip_estimated_mmr": "MMR estimado basado en la media de MMR visible de las últimas partidas jugadas por este usuario", "tooltip_backpack": "Backpack", "tooltip_others_tracked_deaths": "tracked deaths", "tooltip_others_track_gold": "gold earned from Track", "tooltip_others_greevils_gold": "gold earned from Greevil's Greed", "tooltip_advantage": "Calculated by Wilson score", "tooltip_winrate_samplesize": "Win rate and sample size", "tooltip_teamfight_participation": "Amount of participation in teamfights", "histograms_name": "Histogramas", "histograms_description": "Percentages indicate win rates for the labeled bin", "histograms_actions_per_min_description": "Actions performed by player per minute", "histograms_comeback_description": "Maximum gold disadvantage in a won game", "histograms_lane_efficiency_pct_description": "Percentage of lane gold (creeps+passive+starting) obtained at 10 minutes", "histograms_gold_per_min_description": "Gold farmed per minute", "histograms_hero_damage_description": "Amount of damage dealt to heroes", "histograms_hero_healing_description": "Amount of health restored to heroes", "histograms_level_description": "Level achieved in a game", "histograms_loss_description": "Maximum gold disadvantage in a lost game", "histograms_pings_description": "Number of times the player pinged the map", "histograms_stomp_description": "Maximum gold advantage in a won game", "histograms_stuns_description": "Seconds of disable on heroes", "histograms_throw_description": "Maximum gold advantage in a lost game", "histograms_purchase_tpscroll_description": "Town Portal Scroll purchases", "histograms_xp_per_min_description": "Experience gained per minute", "trends_name": "Tendencias", "trends_description": "Cumulative average over last 500 games", "trends_tooltip_average": "Avg.", "trends_no_data": "Sorry, no data for this graph", "xp_reasons_0": "Otros", "xp_reasons_1": "Hero", "xp_reasons_2": "Creep", "xp_reasons_3": "Roshan", "rankings_description": "", "rankings_none": "This player is not ranked on any heroes.", "region_0": "Automática", "region_1": "EE. UU. Oeste", "region_2": "EE. UU. Este", "region_3": "Luxemburgo", "region_5": "Singapur", "region_6": "Dubái", "region_7": "Australia", "region_8": "Estocolmo", "region_9": "Austria", "region_10": "Brasil", "region_11": "Sudáfrica", "region_12": "China TC Shanghái", "region_13": "China UC", "region_14": "Chile", "region_15": "Perú", "region_16": "India", "region_17": "China TC Cantón", "region_18": "China TC Zhejiang", "region_19": "Japón", "region_20": "China TC Wuhan", "region_25": "China UC 2", "vision_expired": "Expired after", "vision_destroyed": "Destroyed after", "vision_all_time": "All time", "vision_placed_observer": "placed Observer at", "vision_placed_sentry": "placed Sentry at", "vision_ward_log": "Ward Log", "chat_category_faction": "Faction", "chat_category_type": "Type", "chat_category_target": "Target", "chat_category_other": "Other", "chat_filter_text": "Text", "chat_filter_phrases": "Phrases", "chat_filter_audio": "Audio", "chat_filter_spam": "Spam", "chat_filter_all": "All", "chat_filter_allies": "Allies", "chat_filter_spectator": "Spectator", "chat_filtered": "Filtered", "advb_almost": "almost", "advb_over": "over", "advb_about": "about", "article_before_consonant_sound": "a", "article_before_vowel_sound": "an", "statement_long": "hypothesised", "statement_shouted": "shouted", "statement_excited": "exclaimed", "statement_normal": "said", "statement_laughed": "laughed", "question_long": "raised, in need of answers", "question_shouted": "inquired", "question_excited": "interrogated", "question_normal": "asked", "question_laughed": "laughed mockingly", "statement_response_long": "advised", "statement_response_shouted": "responded in frustration", "statement_response_excited": "exclaimed", "statement_response_normal": "replied", "statement_response_laughed": "laughed", "statement_continued_long": "ranted", "statement_continued_shouted": "continued furiously", "statement_continued_excited": "continued", "statement_continued_normal": "added", "statement_continued_laughed": "continued", "question_response_long": "advised", "question_response_shouted": "asked back, out of frustration", "question_response_excited": "disputed", "question_response_normal": "countered", "question_response_laughed": "laughed", "question_continued_long": "propositioned", "question_continued_shouted": "asked furiously", "question_continued_excited": "lovingly asked", "question_continued_normal": "asked", "question_continued_laughed": "asked joyfully", "hero_disclaimer_pro": "Data from professional matches", "hero_disclaimer_public": "Data from public matches", "hero_duration_x_axis": "Minutes", "top_tower": "Top Tower", "bot_tower": "Bottom Tower", "mid_tower": "Mid Tower", "top_rax": "Top Barracks", "bot_rax": "Bottom Barracks", "mid_rax": "Mid Barracks", "tier1": "Tier 1", "tier2": "Tier 2", "tier3": "Tier 3", "tier4": "Tier 4", "show_consumables_items": "Show consumables", "activated": "Activated", "rune": "Rune", "placement": "Placement", "exclude_turbo_matches": "Exclude Turbo matches", "scenarios_subtitle": "Explore win rates of combinations of factors that happen in matches", "scenarios_info": "Data compiled from matches in the last {0} weeks", "scenarios_item_timings": "Item Timings", "scenarios_misc": "Misc", "scenarios_time": "Time", "scenarios_item": "Item", "scenarios_game_duration": "Game Duration", "scenarios_scenario": "Scenario", "scenarios_first_blood": "Team drew First Blood", "scenarios_courier_kill": "Team sniped the enemy courier before the 3-minute mark", "scenarios_pos_chat_1min": "Team all chatted positive words before the 1-minute mark", "scenarios_neg_chat_1min": "Team all chatted negative words before the 1-minute mark", "gosu_default": "Get personal recommendations", "gosu_benchmarks": "Get detailed benchmarks for your hero, lane and role", "gosu_performances": "Get your map control performance", "gosu_laning": "Get why you missed last hits", "gosu_combat": "Get why kills attempts were unsuccessful", "gosu_farm": "Get why you missed last hits", "gosu_vision": "Get how many heroes were killed under your wards", "gosu_actions": "Get your lost time from mouse usage vs hotkeys", "gosu_teamfights": "Get who to target during teamfights", "gosu_analysis": "Get your real MMR bracket", "back2Top": "Back to Top", "activity_subtitle": "Click on a day for detailed information" }
odota/web/src/lang/es-PE.json/0
{ "file_path": "odota/web/src/lang/es-PE.json", "repo_id": "odota", "token_count": 19178 }
260
{ "yes": "da", "no": "nu", "abbr_thousand": "mii", "abbr_million": "mil", "abbr_billion": "mld", "abbr_trillion": "tril", "abbr_quadrillion": "qdl", "abbr_not_available": "Indisponibil", "abbr_pick": "P", "abbr_win": "W", "abbr_number": "Nr.", "analysis_eff": "Eficienţă pe linie", "analysis_farm_drought": "Cel mai mic GPM într-un interval de 5 minute", "analysis_skillshot": "Skillshot-uri reușite", "analysis_late_courier": "Întârziere la îmbunătățirea curierului", "analysis_wards": "Ward-uri plasate", "analysis_roshan": "Roshan a fost ucis", "analysis_rune_control": "Rune obţinute", "analysis_unused_item": "Obiecte active neutilizate", "analysis_expected": "de", "announce_dismiss": "Închide", "announce_github_more": "Vezi pe GitHub", "api_meta_description": "API-ul OpenDota facilitează accesul la toate statisticile Dota2 disponibile pe platforma OpenDota. Accesați grafice de performață, zone de interes și multe alte seturi de date. Încercați acum, gratuit.", "api_title": "API-ul OpenDota", "api_subtitle": "Având la bază platforma OpenDota, aplicația dumneavoastră poate beneficia de statistici avansate și date despre utilizatori.", "api_details_free_tier": "Nivelul Gratuit", "api_details_premium_tier": "Nivelul Premium", "api_details_price": "Preț", "api_details_price_free": "Gratuit", "api_details_price_prem": "$price per $unit apelări API", "api_details_key_required": "Este necesară o cheie de acces. ", "api_details_key_required_free": "Refuză", "api_details_key_required_prem": "Acceptă - o metodă de plată validă este necesară", "api_details_call_limit": "Limită de apel", "api_details_call_limit_free": "$limit pe lună", "api_details_call_limit_prem": "Nelimitat", "api_details_rate_limit": "Rata limită", "api_details_rate_limit_val": "$num apelări pe minut", "api_details_support": "Asistență", "api_details_support_free": "Asistență folosind grupul Discord", "api_details_support_prem": "Asistență din partea dezvoltatorilor platformei", "api_get_key": "Fă rost de cheie", "api_docs": "Citește documentația", "api_header_details": "Detalii", "api_charging": "Sunteți taxat/ă $cost per apel, rotunjit la banul cel mai apropiat.", "api_credit_required": "Pentru a obține o cheie API este nevoie de activarea unei metode valide de plată. Taxele datorate vor fi percepute, automat, la fiecare început de lună.", "api_failure": "Erorile HTTP 500 nu sunt contorizate deoarece acestea se datorează problemelor cauzate de noi!", "api_error": "A apărut o eroare. Vă rugăm să încercați din nou. Dacă problema persistă, contactați-ne la adresa de e-mail: support@opendota.com.", "api_login": "Logați-vă pentru a avea acces la cheia API", "api_update_billing": "Actualizați metoda de facturare", "api_delete": "Ștergeți cheia", "api_key_usage": "Pentru a folosi cheia, adaugați $param ca și parametru pentru solicitarea API:", "api_billing_cycle": "Ciclul de facturare curent se termină pe $date.", "api_billed_to": "Vom taxa automat contul $brand care se termină în $last4.", "api_support": "Aveți nevoie de asistență? Trimiteți un e-mail la adresa $email.", "api_header_usage": "Utilizarea dumneavoastră", "api_usage_calls": "# apelări API", "api_usage_fees": "Taxa estimată", "api_month": "Lună", "api_header_key": "Cheia dumneavoastră", "api_header_table": "Începeți să utilizați API-ul gratuit. Continuați să îl utilizați la un preț foarte mic.", "app_name": "OpenDota", "app_language": "Limbă", "app_localization": "Localizare", "app_description": "Platforma de date open source Dota 2", "app_about": "Despre", "app_privacy_terms": "Termeni și Confidențialitate", "app_api_docs": "API Docs", "app_blog": "Blog", "app_translate": "Traducere", "app_donate": "Donați", "app_gravitech": "Un site Gravitech LLC", "app_powered_by": "cu sprijinul", "app_donation_goal": "Donație lunară", "app_sponsorship": "Sprijinul vostru ne ajută să păstrăm serviciul gratuit pentru toată lumea.", "app_twitter": "Urmăriți-ne pe Twitter", "app_github": "Vezi pe GitHub", "app_discord": "Chat pe Discord", "app_steam_profile": "Profil de Steam", "app_confirmed_as": "Confirmat drept", "app_untracked": "Acest utilizator nu ne-a vizitat recent, iar reluările meciurilor noi nu vor fi analizate automat.", "app_tracked": "Acest utilizator ne-a vizitat recent, iar reluările meciurilor noi vor fi analizate automat.", "app_cheese_bought": "Cheese cumpărat", "app_contributor": "Acest utilizator a contribuit la dezvoltarea proiectului OpenDota", "app_dotacoach": "Întrebaţi un antrenor", "app_pvgna": "Găseste un ghid", "app_pvgna_alt": "Găsiţi un ghid de Dota 2 pe Pvgna", "app_rivalry": "Pariați pe Meciuri Profesioniste", "app_rivalry_team": "Pariază pe {0} meciuri", "app_refresh": "Actualizare istoric meciuri: Începeți o scanare pentru a găsi meciurile lipsă din cauza setărilor de confidenţialitate", "app_refresh_label": "Actualizează", "app_login": "Autentificare", "app_logout": "Deconectare", "app_results": "rezultat(e)", "app_report_bug": "Raportare bug", "app_pro_players": "Jucători profesioniști", "app_public_players": "Jucători publici", "app_my_profile": "Profilul meu", "barracks_value_1": "Baraca melee jos Dire", "barracks_value_2": "Baraca ranged jos Dire", "barracks_value_4": "Baraca melee mid Dire", "barracks_value_8": "Baraca ranged mid Dire", "barracks_value_16": "Baraca melee sus Dire", "barracks_value_32": "Baraca ranged sus Dire", "barracks_value_64": "Baraca melee jos Radiant", "barracks_value_128": "Baraca ranged jos Radiant", "barracks_value_256": "Baraca melee mid Radiant", "barracks_value_512": "Baraca ranged mid Radiant", "barracks_value_1024": "Baraca melee sus Radiant", "barracks_value_2048": "Baraca ranged sus Radiant", "benchmarks_description": "{0} {1} este egal sau mai mare decât {2}% ale performanţelor recente pe acest erou", "fantasy_description": "{0} pentru {1} puncte", "building_melee_rax": "Barăci melee", "building_range_rax": "Barăci ranged", "building_lasthit": "a dat lovitura de finalizare", "building_damage": "a luat daune", "building_hint": "Iconițele de pe hartă au tooltip-uri", "building_denied": "negat", "building_ancient": "Ancient", "CHAT_MESSAGE_TOWER_KILL": "Turn", "CHAT_MESSAGE_BARRACKS_KILL": "Barăci", "CHAT_MESSAGE_ROSHAN_KILL": "Roshan", "CHAT_MESSAGE_AEGIS": "A ridicat Aegis-ul", "CHAT_MESSAGE_FIRSTBLOOD": "Prima Vărsare de Sânge", "CHAT_MESSAGE_TOWER_DENY": "Negare de turn", "CHAT_MESSAGE_AEGIS_STOLEN": "A furat Aegis-ul", "CHAT_MESSAGE_DENIED_AEGIS": "A distrus Aegis-ul", "distributions_heading_ranks": "Distribuția nivelelor de ranguri", "distributions_heading_mmr": "Distribuție Solo MMR", "distributions_heading_country_mmr": "Solo MMR mediu în funcție de țară", "distributions_tab_ranks": "Nivele de ranguri", "distributions_tab_mmr": "Solo MMR", "distributions_tab_country_mmr": "Solo MMR după Țară", "distributions_warning_1": "Acest set de date este limitat pentru jucătorii cu profil public.", "distributions_warning_2": "Jucătorii nu trebuie să se înregistreze, dar din cauza caracterului datelor colectate, mediile sunt probabil mai mari decât în realitate.", "error": "Eroare", "error_message": "Upsss! Ceva nu a mers bine.", "error_four_oh_four_message": "Pagina pe care o cauți nu poate fi găsită.", "explorer_title": "Explorator de date", "explorer_subtitle": "Statistici Profesionale de Dota 2", "explorer_description": "Rulează interogări avansate pe meciuri profesioniste (exclude ligile de amatori)", "explorer_schema": "Schema", "explorer_results": "Rezultate", "explorer_num_rows": "rând(uri)", "explorer_select": "Selectare", "explorer_group_by": "Grupare după", "explorer_hero": "Erou", "explorer_patch": "Patch", "explorer_min_patch": "Patch minim", "explorer_max_patch": "Patch maxim", "explorer_min_mmr": "MMR minim", "explorer_max_mmr": "MMR maxim", "explorer_min_rank_tier": "Nivel minim", "explorer_max_rank_tier": "Nivel maxim", "explorer_player": "Jucător", "explorer_league": "Ligă", "explorer_player_purchased": "Jucător Achiziționat", "explorer_duration": "Durată", "explorer_min_duration": "Durată minimă", "explorer_max_duration": "Durată maximă", "explorer_timing": "Sincronizare", "explorer_uses": "Utilizări", "explorer_kill": "Timpul morții", "explorer_side": "Parte", "explorer_toggle_sql": "Comută SQL", "explorer_team": "Echipa actuală", "explorer_lane_role": "Linie", "explorer_min_date": "Data minimă", "explorer_max_date": "Data maximă", "explorer_hero_combos": "Combinații de eroi", "explorer_hero_player": "Erou-Jucător", "explorer_player_player": "Jucător-Jucător", "explorer_sql": "SQL", "explorer_postgresql_function": "Funcție PostgreSQL", "explorer_table": "Tabel", "explorer_column": "Coloană", "explorer_query_button": "Interogare", "explorer_cancel_button": "Anulează", "explorer_table_button": "Tabel", "explorer_api_button": "API", "explorer_json_button": "JSON", "explorer_csv_button": "CSV", "explorer_donut_button": "Gogoașă", "explorer_bar_button": "Bară", "explorer_timeseries_button": "Serii temporale", "explorer_chart_unavailable": "Graficul nu este disponibil, încercați să adăugați „Grupează după”", "explorer_value": "Valoare", "explorer_category": "Categorie", "explorer_region": "Regiune", "explorer_picks_bans": "Alegeri/Interziceri", "explorer_counter_picks_bans": "Alegeri/Interziceri contra", "explorer_organization": "Organizație", "explorer_order": "Ordine", "explorer_asc": "Crescătoare", "explorer_desc": "Descrescătoare", "explorer_tier": "Nivel", "explorer_having": "Cel Puţin Atâtea Meciuri", "explorer_limit": "Limită", "explorer_match": "Meci", "explorer_is_ti_team": "Echipa a participat la International{number}", "explorer_mega_comeback": "Câștigat împotriva Mega Creeps", "explorer_max_gold_adv": "Avantaj maxim după aur", "explorer_min_gold_adv": "Avantaj minim după aur", "farm_heroes": "Eroi ucişi", "farm_creeps": "Creepi omorâți pe linie", "farm_neutrals": "Creepi neutrii uciși (inclusiv Ancients)", "farm_ancients": "Creepi Ancients uciși", "farm_towers": "Turnuri distruse", "farm_couriers": "Curieri uciși", "farm_observers": "Observere distruse", "farm_sentries": "Sentry-uri distruse", "farm_roshan": "Rohani uciși", "farm_necronomicon": "Unități de Necronomicon ucise", "filter_button_text_open": "Filtrare", "filter_button_text_close": "Închide", "filter_hero_id": "Erou", "filter_is_radiant": "Partea", "filter_win": "Rezultat", "filter_lane_role": "Lane", "filter_patch": "Patch", "filter_game_mode": "Modul de joc", "filter_lobby_type": "Tipul de Lobby", "filter_date": "Dată", "filter_region": "Regiune", "filter_with_hero_id": "Eroi aliați", "filter_against_hero_id": "Eroi inamici", "filter_included_account_id": "ID de cont inclus", "filter_excluded_account_id": "Fără ID de cont", "filter_significant": "Nesemnificativ", "filter_significant_include": "Inclus", "filter_last_week": "Săptămâna trecută", "filter_last_month": "Ultima lună", "filter_last_3_months": "Ultimele 3 luni", "filter_last_6_months": "Ultimele 6 luni", "filter_error": "Vă rugăm să selectaţi un element din listă", "filter_party_size": "Mărimea party-ului", "game_mode_0": "Necunoscut", "game_mode_1": "Alegere dintre toţi", "game_mode_2": "Captains Mode", "game_mode_3": "Toți aleator", "game_mode_4": "Recrutare unică", "game_mode_5": "Toți aleator", "game_mode_6": "Intro", "game_mode_7": "Diretide", "game_mode_8": "Reverse Captains Mode", "game_mode_9": "The Greeviling", "game_mode_10": "Tutorial", "game_mode_11": "Mid Only", "game_mode_12": "Puțin jucați", "game_mode_13": "Eroi limitați", "game_mode_14": "Compendiu", "game_mode_15": "Personalizat", "game_mode_16": "Captains Draft", "game_mode_17": "Balanced Draft", "game_mode_18": "Ability Draft", "game_mode_19": "Eveniment", "game_mode_20": "All Random Deathmatch", "game_mode_21": "1v1 Solo Mid", "game_mode_22": "Recrutare unică", "game_mode_23": "Turbo", "game_mode_24": "Mutație", "general_unknown": "Necunoscut", "general_no_hero": "Lipsă erou", "general_anonymous": "Anonim", "general_radiant": "Radiant", "general_dire": "Dire", "general_standard_deviation": "Deviația standard", "general_matches": "Meciuri", "general_league": "Liga", "general_randomed": "Aleator", "general_repicked": "Reales", "general_predicted_victory": "Victorie Prezisă", "general_show": "Arată", "general_hide": "Ascunde", "gold_reasons_0": "Altele", "gold_reasons_1": "Morți", "gold_reasons_2": "Răscumpărare", "NULL_gold_reasons_5": "Abandon", "NULL_gold_reasons_6": "Vinde", "gold_reasons_11": "Clădire", "gold_reasons_12": "Erou", "gold_reasons_13": "Creep", "gold_reasons_14": "Roshan", "NULL_gold_reasons_15": "Curier", "header_request": "Cerere", "header_distributions": "Rang", "header_heroes": "Eroi", "header_blog": "Blog", "header_ingame": "În Joc", "header_matches": "Meciuri", "header_records": "Recorduri", "header_explorer": "Explorator", "header_teams": "Echipe", "header_meta": "Meta", "header_scenarios": "Scenarii", "header_api": "API", "heading_lhten": "Lovituri de Finalizare @ 10", "heading_lhtwenty": "Lovituri de Finalizare @ 20", "heading_lhthirty": "Lovituri de Finalizare @ 30", "heading_lhforty": "Lovituri de Finalizare @ 40", "heading_lhfifty": "Lovituri de Finalizare @ 50", "heading_courier": "Curier", "heading_roshan": "Roshan", "heading_tower": "Turn", "heading_barracks": "Barăci", "heading_shrine": "Altar", "heading_item_purchased": "Obiect cumpărat", "heading_ability_used": "Abilitate utilizată", "heading_item_used": "Obiect utilizat", "heading_damage_inflictor": "Cauzator daune", "heading_damage_inflictor_received": "Cauzator avarii primite", "heading_damage_instances": "Instanțe daune", "heading_camps_stacked": "Camp-uri stack-ate", "heading_matches": "Meciuri recente", "heading_heroes": "Eroi jucați", "heading_mmr": "Istoric MMR", "heading_peers": "Jucători cu care a jucat", "heading_pros": "Jucători profesioniști cu care a jucat", "heading_rankings": "Clasament eroi", "heading_all_matches": "În toate meciurile", "heading_parsed_matches": "În meciurile analizate", "heading_records": "Recorduri", "heading_teamfights": "Lupte în echipă", "heading_graph_difference": "Avantaj Radiant", "heading_graph_gold": "Aur", "heading_graph_xp": "Experiență", "heading_graph_lh": "Lovituri de finalizare", "heading_overview": "Rezumat", "heading_ability_draft": "Abilități alese", "heading_buildings": "Hartă clădiri", "heading_benchmarks": "Valori de referință", "heading_laning": "Laning", "heading_overall": "Per Total", "heading_kills": "Ucideri", "heading_deaths": "Decese", "heading_assists": "Asistări", "heading_damage": "Damage", "heading_unit_kills": "Unități ucise", "heading_last_hits": "Lovituri de finalizare", "heading_gold_reasons": "Surse de aur", "heading_xp_reasons": "Surse de XP", "heading_performances": "Performanțe", "heading_support": "Suport", "heading_purchase_log": "Jurnal de Achiziții", "heading_casts": "Castări", "heading_objective_damage": "Obiective daune", "heading_runes": "Rune", "heading_vision": "Viziune", "heading_actions": "Acțiuni", "heading_analysis": "Analiză", "heading_cosmetics": "Cosmetice", "heading_log": "Jurnal", "heading_chat": "Chat", "heading_story": "Poveste", "heading_fantasy": "Fantezie", "heading_wardmap": "Harta ward-urilor", "heading_wordcloud": "Nor de cuvinte", "heading_wordcloud_said": "Cuvinte spuse (conversație generală)", "heading_wordcloud_read": "Cuvinte citite (conversație generală)", "heading_kda": "UMA", "heading_gold_per_min": "Aur Pe Minut", "heading_xp_per_min": "Experienta Pe Minut", "heading_denies": "Negări", "heading_lane_efficiency_pct": "EFF@10", "heading_duration": "Durată", "heading_level": "Nivel", "heading_hero_damage": "Daună Adusă Eroului", "heading_tower_damage": "Daună Adusă Turnului", "heading_hero_healing": "Vindecare Adusă Eroilor", "heading_tower_kills": "Turnuri distruse", "heading_stuns": "Năuciri", "heading_neutral_kills": "Neutrali omorâți", "heading_courier_kills": "Curieri uciși", "heading_purchase_tpscroll": "TP-uri cumpărate", "heading_purchase_ward_observer": "Observer-e cumpărate", "heading_purchase_ward_sentry": "Sentry-uri cumpărate", "heading_purchase_gem": "Gem-uri achiziționate", "heading_purchase_rapier": "Rapiere Achiziționate", "heading_pings": "Ping-uri Pe Hartă", "heading_throw": "Throw", "heading_comeback": "Revenire", "heading_stomp": "Dominare", "heading_loss": "Înfrângere", "heading_actions_per_min": "Acțiuni pe minut", "heading_leaver_status": "Status Leaver", "heading_game_mode": "Modul de Joc", "heading_lobby_type": "Tipul de Lobby", "heading_lane_role": "Rol pe linie", "heading_region": "Regiune", "heading_patch": "Patch", "heading_win_rate": "Rată de Câştig", "heading_is_radiant": "Parte", "heading_avg_and_max": "Medii/Maxime", "heading_total_matches": "Totalul de Meciuri", "heading_median": "Mediană", "heading_distinct_heroes": "Eroi distincți", "heading_team_elo_rankings": "Rang Elo al echipei", "heading_ability_build": "Ordinea de învățare a abilităților", "heading_attack": "Atac de bază", "heading_attack_range": "Rază de atac", "heading_attack_speed": "Viteză de atac", "heading_projectile_speed": "Viteză proiectil", "heading_base_health": "Viață", "heading_base_health_regen": "Regenerare viață", "heading_base_mana": "Mana", "heading_base_mana_regen": "Regenerare Mana", "heading_base_armor": "Armură de bază", "heading_base_mr": "Rezistență la magie", "heading_move_speed": "Viteză de mișcare", "heading_turn_rate": "Viteză de întoarcere", "heading_legs": "Număr de picioare", "heading_cm_enabled": "Disponibil în CM", "heading_current_players": "Jucători curenți", "heading_former_players": "Foști jucători", "heading_damage_dealt": "Daune făcute", "heading_damage_received": "Daune primite", "show_details": "Afișează detalii", "hide_details": "Ascunde detalii", "subheading_avg_and_max": "în ultimele {0} meciuri afișate", "subheading_records": "În meciuri contorizate. Recordurile se resetează lunar.", "subheading_team_elo_rankings": "k=32, init=1000", "hero_pro_tab": "Profesionist", "hero_public_tab": "Public", "hero_pro_heading": "Eroi în Meciuri Profesioniste", "hero_public_heading": "Eroi în Meciuri Publice (Eșantion)", "hero_this_month": "meciuri în ultimele 30 de zile", "hero_pick_ban_rate": "Pro P+B%", "hero_pick_rate": "Pro Pick%", "hero_ban_rate": "Pro Ban%", "hero_win_rate": "Pro Win%", "hero_5000_pick_rate": "Rata de alegere în >5K MMR %", "hero_5000_win_rate": "Rata de câștig în >5K MMR %", "hero_4000_pick_rate": "Rata de alegere în 4K MMR %", "hero_4000_win_rate": "Rata de câștig în 4K MMR %", "hero_3000_pick_rate": "Rata de alegere în 3K MMR %", "hero_3000_win_rate": "Rata de câștig în 3K MMR %", "hero_2000_pick_rate": "Rata de alegere în 2K MMR %", "hero_2000_win_rate": "Rata de câștig în 2K MMR %", "hero_1000_pick_rate": "Rata de alegere în <2K MMR %", "hero_1000_win_rate": "Rata de câștig în <2K MMR %", "home_login": "Logare", "home_login_desc": "pentru analizarea automată a reluării", "home_parse": "Cerere", "home_parse_desc": "un meci specific", "home_why": "", "home_opensource_title": "Sursă Deschisă", "home_opensource_desc": "Tot codul proiectului este public și disponibil pentru contribuitori spre modificare și îmbunătățire.", "home_indepth_title": "Date complete", "home_indepth_desc": "Analiza reluărilor oferă date amănunțite despre meciuri.", "home_free_title": "Gratuit", "home_free_desc": "Serverele sunt finanțate de sponsori și voluntarii întrețin codul, așa că serviciul este oferit gratis.", "home_background_by": "Imagine de fundal de", "home_sponsored_by": "Sponsorizat de", "home_become_sponsor": "Devino un Sponsor", "items_name": "Numele obiectului", "items_built": "Numărul de ori acest obiect a fost cumpărat", "items_matches": "Numărul de meciuri în care acest obiect a fost cumpărat", "items_uses": "Numărul de ori acest obiect a fost folosit", "items_uses_per_match": "Numărul mediu de ori acest obiect a fost folosit în meciurile în care a fost cumpărat", "items_timing": "Timpul mediu la care acest obiect a fost cumpărat", "items_build_pct": "Procentul de meciuri în care acest obiect a fost cumpărat", "items_win_pct": "Procentul de meciuri câștigate în care acest obiect a fost cumpărat", "lane_role_0": "Necunoscut", "lane_role_1": "Sigur", "lane_role_2": "Mijloc", "lane_role_3": "Offlane", "lane_role_4": "Pădure", "lane_pos_1": "Jos", "lane_pos_2": "Mijloc", "lane_pos_3": "Sus", "lane_pos_4": "Pădurea Echipei Radiant", "lane_pos_5": "Pădurea Echipei Dire", "leaver_status_0": "Nimic", "leaver_status_1": "A părăsit meciul sigur", "leaver_status_2": "Abandonat (Deconectat)", "leaver_status_3": "Abandonat", "leaver_status_4": "Abandonat (Inactiv)", "leaver_status_5": "Nu a reușit să se conecteze", "leaver_status_6": "Nu a reușit să se conecteze (Timeout)", "lobby_type_0": "Normal", "lobby_type_1": "Exercițiu", "lobby_type_2": "Turneu", "lobby_type_3": "Ghid", "lobby_type_4": "Co-Op Bots", "lobby_type_5": "Ranked Team MM (Legacy)", "lobby_type_6": "Ranked Solo MM (Legacy)", "lobby_type_7": "Contorizat", "lobby_type_8": "1v1 Mijloc", "lobby_type_9": "Battle Cup", "match_radiant_win": "Victorie: Radiant", "match_dire_win": "Victorie: Dire", "match_team_win": "Victorie", "match_ended": "Terminat", "match_id": "ID Meci", "match_region": "Regiune", "match_avg_mmr": "MMR mediu", "match_button_parse": "Analizează", "match_button_reparse": "Re-Analizează", "match_button_replay": "Reluare", "match_button_video": "Obține video", "match_first_tower": "Primul Turn", "match_first_barracks": "Prima Baracă", "match_pick": "Alege", "match_ban": "Banează", "matches_highest_mmr": "Meciuri publice de top", "matches_lowest_mmr": "MMR scăzut", "meta_title": "Meta", "meta_description": "Rulează interogări avansate pe datele obținute din meciurile din ultimele 24 de ore", "mmr_not_up_to_date": "De ce nu este MMR-ul actualizat?", "npc_dota_beastmaster_boar_#": "Mistreț", "npc_dota_lesser_eidolon": "Lesser Eidolon", "npc_dota_eidolon": "Eidolon", "npc_dota_greater_eidolon": "Greater Eidolon", "npc_dota_dire_eidolon": "Dire Eidolon", "npc_dota_invoker_forged_spirit": "Forged Spirit", "npc_dota_furion_treant_large": "Greater Treant", "npc_dota_beastmaster_hawk_#": "Hawk", "npc_dota_lycan_wolf#": "Lycan Wolf", "npc_dota_neutral_mud_golem_split_doom": "Doom Shard", "npc_dota_broodmother_spiderling": "Spiderling", "npc_dota_broodmother_spiderite": "Spiderite", "npc_dota_furion_treant": "Treant", "npc_dota_unit_undying_zombie": "Undying Zombie", "npc_dota_unit_undying_zombie_torso": "Zombie Undying", "npc_dota_brewmaster_earth_#": "Earth Brewling", "npc_dota_brewmaster_fire_#": "Fire Brewling", "npc_dota_lone_druid_bear#": "Spirit Bear", "npc_dota_brewmaster_storm_#": "Storm Brewling", "npc_dota_visage_familiar#": "Familiar", "npc_dota_warlock_golem_#": "Warlock Golem", "npc_dota_warlock_golem_scepter_#": "Warlock Golem", "npc_dota_witch_doctor_death_ward": "Death Ward", "npc_dota_tusk_frozen_sigil#": "Frozen Sigil", "npc_dota_juggernaut_healing_ward": "Ward de Vindecare", "npc_dota_techies_land_mine": "Mină de Proximitate", "npc_dota_shadow_shaman_ward_#": "Serpent Ward", "npc_dota_pugna_nether_ward_#": "Nether Ward", "npc_dota_venomancer_plague_ward_#": "Plague Ward", "npc_dota_rattletrap_cog": "Power Cog", "npc_dota_templar_assassin_psionic_trap": "Psionic Trap", "npc_dota_techies_remote_mine": "Mină cu acționare de la distanță", "npc_dota_techies_stasis_trap": "Stasis Trap", "npc_dota_phoenix_sun": "Supernova", "npc_dota_unit_tombstone#": "Piatră Funerară", "npc_dota_treant_eyes": "Ochii din Pădure", "npc_dota_gyrocopter_homing_missile": "Rachete Teleghidate", "npc_dota_weaver_swarm": "The Swarm", "objective_tower1_top": "T1", "objective_tower1_mid": "M1", "objective_tower1_bot": "B1", "objective_tower2_top": "T2", "objective_tower2_mid": "M2", "objective_tower2_bot": "B2", "objective_tower3_top": "T3", "objective_tower3_mid": "M3", "objective_tower3_bot": "B3", "objective_rax_top": "Baraca de Sus", "objective_rax_mid": "Baraca din Mijloc", "objective_rax_bot": "Baraca de Jos", "objective_tower4": "T4", "objective_fort": "Ancient", "objective_shrine": "Shrine", "objective_roshan": "Roshan", "tooltip_objective_tower1_top": "Daune făcute turnului de sus T1", "tooltip_objective_tower1_mid": "Daune făcute turnului de pe mijloc T1", "tooltip_objective_tower1_bot": "Daune făcute turnului de jos T1", "tooltip_objective_tower2_top": "Daune făcute turnului de sus T2", "tooltip_objective_tower2_mid": "Daune făcute turnului de pe mijloc T2", "tooltip_objective_tower2_bot": "Daune făcute turnului de jos T2", "tooltip_objective_tower3_top": "Daune făcute turnului de sus T3", "tooltip_objective_tower3_mid": "Daune făcute turnului de pe mijloc T3", "tooltip_objective_tower3_bot": "Daune făcute turnului de jos T3", "tooltip_objective_rax_top": "Daune făcute cazarmelor de sus", "tooltip_objective_rax_mid": "Daune făcute cazarmelor de pe mijloc", "tooltip_objective_rax_bot": "Daune făcute cazarmelor de jos", "tooltip_objective_tower4": "Daune făcute turnurilor de pe mijloc T4", "tooltip_objective_fort": "Daune făcute ancient-ului", "tooltip_objective_shrine": "Daune făcute shrine-urilor", "tooltip_objective_roshan": "Daune făcute Roshan-ului", "pagination_first": "Primul", "pagination_last": "Ultimul", "pagination_of": "de", "peers_none": "Acest jucător nu are prieteni.", "rank_tier_0": "Necalibrat", "rank_tier_1": "Herald", "rank_tier_2": "Gardian", "rank_tier_3": "Cruciat", "rank_tier_4": "Arhonte", "rank_tier_5": "Legendă", "rank_tier_6": "Străbun", "rank_tier_7": "Divinitate", "rank_tier_8": "Immortal", "request_title": "Solicită o Analiză", "request_match_id": "ID-ul Meciului", "request_invalid_match_id": "ID-ul Meciului este Invalid", "request_error": "Informațiile despre acest meci nu au putut fi descărcate", "request_submit": "Trimitere", "roaming": "Roaming", "rune_0": "Double Damage", "rune_1": "Haste", "rune_2": "Illusion", "rune_3": "Inivisibility", "rune_4": "Regeneration", "rune_5": "Bounty", "rune_6": "Arcane", "rune_7": "Water", "search_title": "Caută după numele jucătorului, ID meci...", "skill_0": "Skill necunoscut", "skill_1": "Skill normal", "skill_2": "Skill ridicat", "skill_3": "Skil foarte ridicat", "story_invalid_template": "(șablon nevalabil)", "story_error": "A apărut o eroare la crearea povestirii pentru acest meci", "story_intro": "pe {date}, două echipe au decis să joace {game_mode_article} {game_mode} joc Dota 2 în {region}. Puțini știau că jocul va dura {duration_in_words}", "story_invalid_hero": "Erou necunoscut", "story_fullstop": ".", "story_list_2": "{1} și {2}", "story_list_3": "{1}, {2} şi {3}", "story_list_n": "{i}, {rest}", "story_firstblood": "prima vărsare de sânge a fost produsă de {killer} care l-a omorât pe {victim} în minutul {time}", "story_chatmessage": "\"{message}\", {player} {said_verb}", "story_teamfight": "{winning_team} a câștigat o luptă pierzând {win_dead} pentru {lose_dead}, rezultând în creșterea valorii nete cu {net_change}", "story_teamfight_none_dead": "{winning_team} a câștigat o luptă omorând {lose_dead} fără a pierde nici un erou, rezultând în creșterea valorii nete cu {net_change}", "story_teamfight_none_dead_loss": "{winning_team} cumva au câștigat o luptă fără a ucide pe cineva, și pierzând {win_dead}, rezultând în creșterea valorii nete cu {net_change}", "story_lane_intro": "La minutul 10, situația pe linii era următoarea:", "story_lane_radiant_win": "{radiant_players} au câștigat linia de {lane} împotriva {dire_players}", "story_lane_radiant_lose": "{radiant_players} au pierdut linia de {lane} împotriva {dire_players}", "story_lane_draw": "{radiant_players} au fost la egal pe linia {lane} cu {dire_players}", "story_lane_free": "{players} au avut linia de {lane} liberă", "story_lane_empty": "nu a fost nimeni pe linia de {lane}", "story_lane_jungle": "{players} au fărmat în pădure", "story_lane_roam": "{players} au făcut roam", "story_roshan": "{team} l-au ucis pe Roshan", "story_aegis": "{player} {action} aegis-ul", "story_gameover": "Meciul s-a terminat cu victoria {winning_team} la {duration} cu scorul de {radiant_score} la {dire_score}", "story_during_teamfight": "în timpul luptei, {events}", "story_after_teamfight": "după luptă, {events}", "story_expensive_item": "la {time}, {player} a cumpărat {item}, care a fost primul obiect cu un preț mai mare de {price_limit}", "story_building_destroy": "{building} a fost distrus/ă", "story_building_destroy_player": "{player} a distrus {building}", "story_building_deny_player": "{player} a făcut deny la {building}", "story_building_list_destroy": "{buildings} au fost distruse", "story_courier_kill": "Curierul {team} a fost ucis", "story_tower": "Turnul de nivel {tier} de pe linia de {lane} al echipei {team}", "story_tower_simple": "unul dintre turnurile echipei {team}", "story_towers_n": "{n} dintre turnurile echipei {team}", "story_barracks": "{rax_type} de pe linia de {lane} a echipei {team}", "story_barracks_both": "ambele Barăci de pe linia de {lane} ale echipei {team}", "story_time_marker": "La minutul {minutes}", "story_item_purchase": "{player} a cumpărat {item} la {time}", "story_predicted_victory": "{players} au prezis {team} va câștiga", "story_predicted_victory_empty": "Nimeni", "story_networth_diff": "Diferența {percent}% / {gold}", "story_gold": "aur", "story_chat_asked": "întrebat", "story_chat_said": "spus", "tab_overview": "Rezumat", "tab_matches": "Meciuri", "tab_heroes": "Eroi", "tab_peers": "Prieteni", "tab_pros": "Profesioniști", "tab_activity": "Activitate", "tab_records": "Înregistrări", "tab_totals": "Totaluri", "tab_counts": "Numărători", "tab_histograms": "Histograme", "tab_trends": "Tendințe", "tab_items": "Obiecte", "tab_wardmap": "Harta ward-urilor", "tab_wordcloud": "Nor de cuvinte", "tab_mmr": "MMR", "tab_rankings": "Clasament", "tab_drafts": "Draft", "tab_benchmarks": "Valori de referință", "tab_performances": "Performanțe", "tab_damage": "Daune", "tab_purchases": "Achiziții", "tab_farm": "Farm", "tab_combat": "Luptă", "tab_graphs": "Grafice", "tab_casts": "Castări", "tab_vision": "Vision", "tab_objectives": "Obiective", "tab_teamfights": "Luptă", "tab_actions": "Acțiuni", "tab_analysis": "Analiză", "tab_cosmetics": "Cosmetice", "tab_log": "Jurnal", "tab_chat": "Conversație", "tab_story": "Poveste", "tab_fantasy": "Fantezie", "tab_laning": "Situația liniilor", "tab_recent": "Recent", "tab_matchups": "Matchups", "tab_durations": "Durate", "tab_players": "Jucători", "placeholder_filter_heroes": "Filtrarea Eroilor", "td_win": "Meci câștigat", "td_loss": "Meci pierdut", "td_no_result": "Niciun Rezultat", "th_hero_id": "Erou", "th_match_id": "ID-ul", "th_account_id": "ID Cont", "th_result": "Rezultat", "th_skill": "Pricepere", "th_duration": "Durată", "th_games": "MP", "th_games_played": "Jocuri", "th_win": "Câștig %", "th_advantage": "Avantaj", "th_with_games": "Cu", "th_with_win": "Câștigat cu %", "th_against_games": "Împotriva", "th_against_win": "Câștigat împotriva %", "th_gpm_with": "Aur Pe Minut Cu", "th_xpm_with": "Experienta Pe Minut Cu", "th_avatar": "Jucător", "th_last_played": "Ultimul", "th_record": "Record", "th_title": "Titlu", "th_category": "Categorie", "th_matches": "Meciuri", "th_percentile": "Percentilă", "th_rank": "Rang", "th_items": "Obiecte", "th_stacked": "Suprapus", "th_multikill": "Multikill", "th_killstreak": "Killstreak", "th_stuns": "Năuciri", "th_dead": "Mort", "th_buybacks": "Re-Cumpărări", "th_biggest_hit": "Cea Mai Mare Lovitură", "th_lane": "Linie", "th_map": "Hartă", "th_lane_efficiency": "EFF@10", "th_lhten": "LH@10", "th_dnten": "NEG@10", "th_tpscroll": "TP", "th_ward_observer": "Observer", "th_ward_sentry": "Sentry", "th_smoke_of_deceit": "Smoke", "th_dust": "Dust", "th_gem": "Gem", "th_time": "Timp", "th_message": "Mesaj", "th_heroes": "Eroi", "th_creeps": "Creepi", "th_neutrals": "Neutrali", "th_ancients": "Ancients", "th_towers": "Turnuri", "th_couriers": "Curieri", "th_roshan": "Roshan", "th_necronomicon": "Necronomicon", "th_other": "Altul", "th_cosmetics": "Cosmetice", "th_damage_received": "Primit", "th_damage_dealt": "Făcut", "th_players": "Jucători", "th_analysis": "Analiză", "th_death": "Moarte", "th_damage": "Daună", "th_healing": "Vindecare", "th_gold": "G", "th_xp": "XP", "th_abilities": "Abilități", "th_target_abilities": "Țintele abilităților", "th_mmr": "MMR", "th_level": "Nivel", "th_kills": "K", "th_kills_per_min": "KPM", "th_deaths": "D", "th_assists": "A", "th_last_hits": "LH", "th_last_hits_per_min": "LHM", "th_denies": "DN", "th_gold_per_min": "GPM", "th_xp_per_min": "XPM", "th_stuns_per_min": "SPM", "th_hero_damage": "Daune erou", "th_hero_damage_per_min": "Daune erou pe minut", "th_hero_healing": "Vindecare eroi", "th_hero_healing_per_min": "Vindecare eroi pe minut", "th_tower_damage": "Daune turn", "th_tower_damage_per_min": "Daune turn pe minut", "th_kda": "KLA", "th_actions_per_min": "Acțiuni pe minut", "th_pings": "PNG (M)", "th_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "MV (P)", "th_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "MV (T)", "th_DOTA_UNIT_ORDER_ATTACK_TARGET": "ATK (T)", "th_DOTA_UNIT_ORDER_ATTACK_MOVE": "ATK (P)", "th_DOTA_UNIT_ORDER_CAST_POSITION": "CST (P)", "th_DOTA_UNIT_ORDER_CAST_TARGET": "CST (T)", "th_DOTA_UNIT_ORDER_CAST_NO_TARGET": "CST (N)", "th_DOTA_UNIT_ORDER_HOLD_POSITION": "HLD", "th_DOTA_UNIT_ORDER_GLYPH": "GLYPH", "th_DOTA_UNIT_ORDER_RADAR": "SCN", "th_ability_builds": "AB", "th_purchase_shorthand": "PUR", "th_use_shorthand": "USE", "th_duration_shorthand": "DUR", "th_country": "Ţară", "th_count": "Număr", "th_sum": "Sumă", "th_average": "Medie", "th_name": "Nume", "th_team_name": "Numele de Echipă", "th_score": "Scor", "th_casts": "Castări", "th_hits": "Lovituri", "th_wins": "Victorii", "th_losses": "Înfrângeri", "th_winrate": "Rată de Câștig", "th_solo_mmr": "Solo MMR", "th_party_mmr": "Party MMR", "th_estimated_mmr": "MMR estimat", "th_permanent_buffs": "Efecte pozitive", "th_winner": "Câștigător", "th_played_with": "Recordul Meu Cu", "th_obs_placed": "Ward-uri Observatoare Plasate", "th_sen_placed": "Ward-uri Santinelă Plasate", "th_obs_destroyed": "Ward-uri Observatoare Distruse", "th_sen_destroyed": "Ward-uri Santinelă Distruse", "th_scans_used": "Scanări Utilizate", "th_glyphs_used": "Fortificări Folosite", "th_legs": "Picioare", "th_fantasy_points": "Puncte Fantasy", "th_rating": "Rating", "th_teamfight_participation": "Participare", "th_firstblood_claimed": "Prima Vărsare de Sânge", "th_observers_placed": "Observator", "th_camps_stacked": "Stivă", "th_league": "Ligă", "th_attack_type": "Tip de atac", "th_primary_attr": "Atribut primar", "th_opposing_team": "Echipa adversă", "ward_log_type": "Tip", "ward_log_owner": "Proprietar", "ward_log_entered_at": "Plasat", "ward_log_left_at": "Rămas", "ward_log_duration": "Durată de Viață", "ward_log_killed_by": "Ucis de", "log_detail": "Detalii", "log_heroes": "Specifică Eroi", "tier_professional": "Profesionist", "tier_premium": "Premium", "time_past": "{0} în urmă", "time_just_now": "chiar acum", "time_s": "o secundă", "time_abbr_s": "{0}s", "time_ss": "{0} secunde", "time_abbr_ss": "{0}s", "time_m": "un minut", "time_abbr_m": "{0}m", "time_mm": "{0} minute", "time_abbr_mm": "{0}m", "time_h": "o oră", "time_abbr_h": "{0}h", "time_hh": "{0} ore", "time_abbr_hh": "{0}h", "time_d": "o zi", "time_abbr_d": "{0}d", "time_dd": "{0} zile", "time_abbr_dd": "{0}d", "time_M": "o lună", "time_abbr_M": "{0}mo", "time_MM": "{0} luni", "time_abbr_MM": "{0}mo", "time_y": "un an", "time_abbr_y": "{0}y", "time_yy": "{0} ani", "time_abbr_yy": "{0}y", "timeline_firstblood": "a realizat prima vărsare de sânge", "timeline_firstblood_key": "a realizat prima vărsare de sânge omorându-l pe", "timeline_aegis_picked_up": "a luat", "timeline_aegis_snatched": "a furat", "timeline_aegis_denied": "denied", "timeline_teamfight_deaths": "Morți", "timeline_teamfight_gold_delta": "diferență de aur", "title_default": "OpenDota - Statistici pentru Dota 2", "title_template": "%s - OpenDota - Statistici pentru Dota 2", "title_matches": "Meciuri", "title_request": "Solicită o Analiză", "title_search": "Căutare", "title_status": "Stare", "title_explorer": "Explorator de Date", "title_meta": "Meta", "title_records": "Recorduri", "title_api": "API-ul OpenDota: Statistici avansate pentru Dota 2 pentru aplicația ta", "tooltip_mmr": "MMR-ul individual al jucătorului", "tooltip_abilitydraft": "Abilități alese", "tooltip_level": "Nivel obținut de erou", "tooltip_kills": "Număr de omoruri de erou", "tooltip_deaths": "Număr de morți de erou", "tooltip_assists": "Număr de asistări de erou", "tooltip_last_hits": "Număr de lovituri de finalizare de erou", "tooltip_denies": "Număr de denied creeps", "tooltip_gold": "Total aur acumulat", "tooltip_gold_per_min": "Aur acumulat pe minut", "tooltip_xp_per_min": "Experiență acumulată pe minut", "tooltip_stuns_per_min": "Secunde de năucire a eroilor pe minut", "tooltip_last_hits_per_min": "Lovituri de finalizare pe minut", "tooltip_kills_per_min": "Omoruri pe minut", "tooltip_hero_damage_per_min": "Daune provocate eroilor pe minut", "tooltip_hero_healing_per_min": "Vindecarea eroilor pe minut", "tooltip_tower_damage_per_min": "Daune provocate turnurilor pe minut", "tooltip_actions_per_min": "Acțiuni efectuate de jucător pe minut", "tooltip_hero_damage": "Suma daunelor provocate eroilor", "tooltip_tower_damage": "Suma daunelor provocate turnurilor", "tooltip_hero_healing": "Suma punctelor de viață restaurate eroilor", "tooltip_duration": "Durata meciului", "tooltip_first_blood_time": "Timpul primei vărsări de sânge", "tooltip_kda": "(Ucideri + Asistări) / (Morți + 1)", "tooltip_stuns": "Secunde de neutralizare a eroilor", "tooltip_dead": "Timp petrecut mort", "tooltip_buybacks": "Număr de buyback-uri", "tooltip_camps_stacked": "Câmpuri stacked", "tooltip_tower_kills": "Număr de turnuri distruse", "tooltip_neutral_kills": "Număr de creepi neutrali uciși", "tooltip_courier_kills": "Număr de curieri uciși", "tooltip_purchase_tpscroll": "Număr de Town Portal Scroll cumpărate", "tooltip_purchase_ward_observer": "Număr de Observer Ward cumpărate", "tooltip_purchase_ward_sentry": "Număr de Sentry Ward cumpărate", "tooltip_purchase_smoke_of_deceit": "Număr de Smoke of Deceit cumpărate", "tooltip_purchase_dust": "Număr de Dust of Appearance cumpărate", "tooltip_purchase_gem": "Număr de Gem of True Sight cumpărate", "tooltip_purchase_rapier": "Număr de Divine Rapier cumpărate", "tooltip_purchase_buyback": "Număr de Buyback-uri", "tooltip_duration_observer": "Durata medie a Observer Wards", "tooltip_duration_sentry": "Durata medie a Sentry Wards", "tooltip_used_ward_observer": "Număr de Observer Wards plasate în timpul jocului", "tooltip_used_ward_sentry": "Număr de Sentry Wards plasate în timpul jocului", "tooltip_used_dust": "Număr de ori Dust of Appearance a fost folosit în timpul jocului", "tooltip_used_smoke_of_deceit": "Număr de ori Smoke of Deceit a fost folosit în timpul jocului", "tooltip_parsed": "Reluarea a fost analizată pentru date adiționale", "tooltip_unparsed": "Reluarea pentru acest meci nu a fost analizată încă. Nu toate datele pot fi disponibile.", "tooltip_hero_id": "Eroul jucat", "tooltip_result": "Dacă jucătorul a câștigat sau a pierdut", "tooltip_match_id": "ID-ul meciului", "tooltip_game_mode": "Modul de joc", "tooltip_skill": "Limitele aproximative de MMR ale diviziilor sunt 0, 3200 și 3700", "tooltip_ended": "Timpul la care meciul s-a terminat", "tooltip_pick_order": "Ordinea în care jucătorii au ales", "tooltip_throw": "Avantajul maxim de aur într-un meci pierdut", "tooltip_comeback": "Dezavantajul maxim de aur într-un meci câștigat", "tooltip_stomp": "Avantajul maxim de aur într-un meci câștigat", "tooltip_loss": "Dezavantajul maxim de aur într-un meci pierdut", "tooltip_items": "Obiecte cumpărate", "tooltip_permanent_buffs": "Efecte pozitive permanente ca Flesh Heap stacks sau Tomes of Knowledge folosite", "tooltip_lane": "Linie bazată pe pozițiile din faza timpurie", "tooltip_map": "Zonele de interes ale jucătorului în perioada timpurie a jocului", "tooltip_lane_efficiency": "Procent din aurul de pe linie (creepi + pasiv + de început) obținut în primele 10 minute", "tooltip_lane_efficiency_pct": "Procent din aurul de pe linie (creepi + pasiv + de început) obținut în primele 10 minute", "tooltip_pings": "Numărul de ori jucătorul a făcut ping pe hartă", "tooltip_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "Numărul de ori jucătorul s-a deplasat spre o poziție", "tooltip_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "Numărul de ori jucătorul s-a deplasat spre o țintă", "tooltip_DOTA_UNIT_ORDER_ATTACK_MOVE": "Numărul de ori jucătorul a atacat o poziție (deplasare de atac)", "tooltip_DOTA_UNIT_ORDER_ATTACK_TARGET": "Numărul de ori jucătorul a atacat o țintă", "tooltip_DOTA_UNIT_ORDER_CAST_POSITION": "Numărul de ori jucătorul a folosit o abilitate spre o poziție", "tooltip_DOTA_UNIT_ORDER_CAST_TARGET": "Numărul de ori jucătorul a folosit o abilitate pe o țintă", "tooltip_DOTA_UNIT_ORDER_CAST_NO_TARGET": "Numărul de ori jucătorul a folosit o abilitate pe nici o țintă", "tooltip_DOTA_UNIT_ORDER_HOLD_POSITION": "Numărul de ori jucătorul a folosit Hold Position", "tooltip_DOTA_UNIT_ORDER_GLYPH": "Numărul de ori jucătorul a folosit o Glyph", "tooltip_DOTA_UNIT_ORDER_RADAR": "Numărul de ori jucătorul a folosit Scan", "tooltip_last_played": "Ultima dată un meci a fost jucat de acest jucător/erou", "tooltip_matches": "Meciuri jucate cu/împotriva acestui jucător", "tooltip_played_as": "Număr de meciuri jucate cu acest erou", "tooltip_played_with": "Număr de meciuri jucate cu acest jucător/erou în echipă", "tooltip_played_against": "Număr de meciuri jucate cu acest jucător/erou ca adversar", "tooltip_tombstone_victim": "Aici se odihnește", "tooltip_tombstone_killer": "ucis de", "tooltip_win_pct_as": "Rata de câștig cu acest erou", "tooltip_win_pct_with": "Rata de câștig cu acest jucător/erou", "tooltip_win_pct_against": "Rata de câștig împotriva acestui jucător/erou", "tooltip_lhten": "Lovituri de finalizare la minutul 10", "tooltip_dnten": "Deny-uri la minutul 10", "tooltip_biggest_hit": "Cea mai mare instanță de daune pe un erou", "tooltip_damage_dealt": "Daune provocate eroilor de obiecte/abilități", "tooltip_damage_received": "Daune primite de la eroi de la obiecte/abilități", "tooltip_registered_user": "Utilizator înregistrat", "tooltip_ability_builds": "Ordinea de învățare a abilităților", "tooltip_ability_builds_expired": "Datele despre ordinea de învățare a abilităților pentru acest meci au expirat. Folosește formularul de cerere pentru a reîncărca datele.", "tooltip_multikill": "Cel mai lung multi-kill", "tooltip_killstreak": "Cea mai lungă succesiune de ucideri", "tooltip_casts": "Numărul de ori această abilitate/obiect a fost folosită", "tooltip_target_abilities": "De câte ori a fost fiecare erou selectat de abilitățile acestui erou", "tooltip_hits": "Numărul de instanțe de daune cauzate eroilor de această abilitate/obiect", "tooltip_damage": "Suma daunelor provocate eroilor de această abilitate/obiect", "tooltip_autoattack_other": "Atacuri automate și altele", "tooltip_estimated_mmr": "MMR estimat bazat pe media MMR-ului vizibil din meciurile recente jucate de acest utilizator", "tooltip_backpack": "Rucsac", "tooltip_others_tracked_deaths": "morți sub influența Track", "tooltip_others_track_gold": "aur câștigat datorită Track", "tooltip_others_greevils_gold": "aur câștigat datorită Greevil's Greed", "tooltip_advantage": "Calculat după scorul Wilson", "tooltip_winrate_samplesize": "Rată de câștig și mărimea eșantionului", "tooltip_teamfight_participation": "Participarea în lupte", "histograms_name": "Histograme", "histograms_description": "Procentele indică ratele de câștig pentru eșantionul marcat", "histograms_actions_per_min_description": "Acțiuni efectuate de jucător pe minut", "histograms_comeback_description": "Dezavantajul maxim de aur într-un meci câștigat", "histograms_lane_efficiency_pct_description": "Procent din aurul de pe linie (creepi + pasiv + de început) obținut în primele 10 minute", "histograms_gold_per_min_description": "Aur acumulat pe minut", "histograms_hero_damage_description": "Suma daunelor provocate eroilor", "histograms_hero_healing_description": "Suma punctelor de viață restaurate eroilor", "histograms_level_description": "Nivel atins într-un joc", "histograms_loss_description": "Dezavantajul maxim de aur într-un meci pierdut", "histograms_pings_description": "Numărul de ori jucătorul a făcut ping pe hartă", "histograms_stomp_description": "Avantajul maxim de aur într-un meci câștigat", "histograms_stuns_description": "Secunde de neutralizare a eroilor", "histograms_throw_description": "Avantajul maxim de aur într-un meci pierdut", "histograms_purchase_tpscroll_description": "Număr de Town Portal Scroll cumpărate", "histograms_xp_per_min_description": "Experiență acumulată pe minut", "trends_name": "Tendințe", "trends_description": "Media ultimelor 20 de jocuri", "trends_tooltip_average": "Medie", "trends_no_data": "Ne pare rău, nu există date pentru acest grafic", "xp_reasons_0": "Altele", "xp_reasons_1": "Erou", "xp_reasons_2": "Creep", "xp_reasons_3": "Roshan", "rankings_description": "", "rankings_none": "Acest jucător nu este clasat pe nici un erou.", "region_0": "Automat", "region_1": "SUA Vest", "region_2": "SUA Est", "region_3": "Luxemburg", "region_5": "Singapore", "region_6": "Dubai", "region_7": "Australia", "region_8": "Stockholm", "region_9": "Austria", "region_10": "Brazilia", "region_11": "Africa de Sud", "region_12": "China TC Shanghai", "region_13": "China UC", "region_14": "Chile", "region_15": "Peru", "region_16": "India", "region_17": "China TC Guangdong", "region_18": "China TC Zhejiang", "region_19": "Japonia", "region_20": "China TC Wuhan", "region_25": "China UC 2", "vision_expired": "Expiră după", "vision_destroyed": "Distrus după", "vision_all_time": "Pe parcursul timpului", "vision_placed_observer": "Observator plasat la", "vision_placed_sentry": "Santinelă plasată la", "vision_ward_log": "Jurnalul Ward-urilor", "chat_category_faction": "Facțiune", "chat_category_type": "Tip", "chat_category_target": "Ţintă", "chat_category_other": "Altul", "chat_filter_text": "Textul", "chat_filter_phrases": "Expresii", "chat_filter_audio": "Audio", "chat_filter_spam": "Spam", "chat_filter_all": "Toate", "chat_filter_allies": "Aliați", "chat_filter_spectator": "Spectator", "chat_filtered": "Filtrat", "advb_almost": "aproape", "advb_over": "peste", "advb_about": "despre", "article_before_consonant_sound": "un/o", "article_before_vowel_sound": "un/o", "statement_long": "a presupus", "statement_shouted": "a strigat", "statement_excited": "a exclamat", "statement_normal": "a spus", "statement_laughed": "a râs", "question_long": "a întrebat, din nevoie de răspunsuri", "question_shouted": "s-a interesat", "question_excited": "a interogat", "question_normal": "a întrebat", "question_laughed": "a râs batjocoritor", "statement_response_long": "a sfătuit", "statement_response_shouted": "a răspuns frustrat", "statement_response_excited": "a exclamat", "statement_response_normal": "a răspuns", "statement_response_laughed": "a râs", "statement_continued_long": "a monologat", "statement_continued_shouted": "a continuat cu furie", "statement_continued_excited": "a continuat", "statement_continued_normal": "a adăugat", "statement_continued_laughed": "a continuat", "question_response_long": "a sfătuit", "question_response_shouted": "a întrebat la rândul său, din frustrare", "question_response_excited": "a răspuns", "question_response_normal": "a contraargumentat", "question_response_laughed": "a râs", "question_continued_long": "a propus", "question_continued_shouted": "a întrebat furios", "question_continued_excited": "a întrebat tandru", "question_continued_normal": "a întrebat", "question_continued_laughed": "a întrebat voios", "hero_disclaimer_pro": "Date din meciuri profesionale", "hero_disclaimer_public": "Date din meciuri publice", "hero_duration_x_axis": "Minute", "top_tower": "Turnul de sus", "bot_tower": "Turnul de jos", "mid_tower": "Turnul de pe mijloc", "top_rax": "Baraca de sus", "bot_rax": "Baraca de jos", "mid_rax": "Baraca de pe mijloc", "tier1": "Nivelul 1", "tier2": "Nivelul 2", "tier3": "Nivelul 3", "tier4": "Nivelul 4", "show_consumables_items": "Arată consumabile", "activated": "Activat", "rune": "Rună", "placement": "Poziționare", "exclude_turbo_matches": "Exclude meciurile Turbo", "scenarios_subtitle": "Explorează ratele de câștig ale diverselor combinații de factori care au avut loc în meciuri", "scenarios_info": "Date compilate din meciurile din ultimele {0} săptămâni", "scenarios_item_timings": "Sincronizarea obiectelor", "scenarios_misc": "Diverse", "scenarios_time": "Timp", "scenarios_item": "Obiect", "scenarios_game_duration": "Durata jocului", "scenarios_scenario": "Scenariu", "scenarios_first_blood": "Echipa a realizat prima vărsare de sânge", "scenarios_courier_kill": "Echipa a ucis curierul adversar înainte de minutul 3", "scenarios_pos_chat_1min": "Echipa a scris cuvinte pozitive în chat-ul global înainte de minutul 1", "scenarios_neg_chat_1min": "Echipa a scris cuvinte negative în chat-ul global înainte de minutul 1", "gosu_default": "Obține recomandări personale", "gosu_benchmarks": "Obține valori de referință detaliate pentru eroul, linia și rolul tău", "gosu_performances": "Obține performanța despre controlul hărții", "gosu_laning": "Află de ce ai ratat loviturile de finalizare", "gosu_combat": "Află de ce încercările de a ucide au eșuat", "gosu_farm": "Află de ce ai ratat loviturile de finalizare", "gosu_vision": "Află câți eroi au fost uciși în raza ward-urilor tale", "gosu_actions": "Află timpul pierdut din cauza folosirii mouse-ului în locul hotkey-urilor", "gosu_teamfights": "Află pe cine să vizezi în timpul luptelor", "gosu_analysis": "Află adevărata ta divizie MMR", "back2Top": "Înapoi sus", "activity_subtitle": "Faceți click pe o zi pentru informații detaliate" }
odota/web/src/lang/ro-RO.json/0
{ "file_path": "odota/web/src/lang/ro-RO.json", "repo_id": "odota", "token_count": 23114 }
261
import { createStore, applyMiddleware, combineReducers, compose, } from 'redux'; import thunkMiddleware from 'redux-thunk'; import { createResponsiveStoreEnhancer, createResponsiveStateReducer, } from 'redux-responsive'; import app from '../reducers'; const reducer = combineReducers({ app, browser: createResponsiveStateReducer(null, { extraFields: () => ({ width: window.innerWidth, }), }), }); /* eslint-disable no-underscore-dangle */ // This enables the redux dev tools extension, or does nothing if not installed const composeEnhancers = window.__REDUX_DEVTOOLS_EXTENSION_COMPOSE__ || compose; /* eslint-enable */ export default createStore( reducer, composeEnhancers( createResponsiveStoreEnhancer(), applyMiddleware(thunkMiddleware), ), );
odota/web/src/store/index.js/0
{ "file_path": "odota/web/src/store/index.js", "repo_id": "odota", "token_count": 269 }
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1502421614, "name": "Team Radiant", "tag": "RAD", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/79127787849601838/C86324002E3459F3ACC6EB1AC062C33E41C7B5F4/" }, { "team_id": 549502, "rating": 1030.19, "wins": 18, "losses": 19, "last_match_time": 1382148162, "name": "Typical Mistakes", "tag": "tM", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/1119422699418691158/9D78B66036D0B8A48BADBCF2A1B573F90317EE70/" }, { "team_id": 1368759, "rating": 1030.14, "wins": 4, "losses": 2, "last_match_time": 1403258587, "name": "KJ & FRIEND", "tag": "K&F", "logo_url": null }, { "team_id": 1397524, "rating": 1030.08, "wins": 2, "losses": 0, "last_match_time": 1416973683, "name": "No Fear Dota!", "tag": "NFD!", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/451789430967400447/5AD19278D4B48412559B17A76F3C70DDAF8BEC32/" }, { "team_id": 2790557, "rating": 1030.06, "wins": 6, "losses": 4, "last_match_time": 1500212595, "name": "[Blink Team]", "tag": "B.T", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/291979401000421373/2C51C619E7CD37280614E6DCB2D3DFA25076F40F/" }, { "team_id": 2914678, "rating": 1030.06, "wins": 3, "losses": 1, "last_match_time": 1468851102, "name": "Elements.D2", "tag": "eLe.", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/268344597679654066/AD49581A083FC15B32C29406C3F6874279C42664/" }, { "team_id": 2888228, "rating": 1030.02, "wins": 3, "losses": 1, "last_match_time": 1471093593, "name": "Shit Happens", "tag": "Sh!~", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/264967316447626600/36A4CEFE9CCB95D8C23F766D5CC23FFEE2769274/" }, { "team_id": 2621966, "rating": 1030.02, "wins": 3, "losses": 1, "last_match_time": 1449388123, "name": "CANGAK DOTA 1", "tag": "CGK", "logo_url": null }, { "team_id": 1490287, "rating": 1030.01, "wins": 2, "losses": 0, "last_match_time": 1401764222, "name": "Kaos Latin Gamers*", "tag": "KLG", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/3316082135115887674/F001C66FFD9FBE22D08FEC5A15BF7096E92E62A6/" }, { "team_id": 2430803, "rating": 1029.99, "wins": 2, "losses": 0, "last_match_time": 1438049634, "name": "5 Demons from Puno", "tag": "5DP", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/441702102895189723/1195B334CB47E30E5AA7D0B37B7FF7C35F5D3A58/" }, { "team_id": 2343873, "rating": 1029.99, "wins": 2, "losses": 0, "last_match_time": 1433623076, "name": "Dont..Panic", "tag": "Dp", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/45380685812184438/CA0AD1AB6A99750A328D618CBC1B7A5183661C7E/" }, { "team_id": 1496373, "rating": 1029.98, "wins": 4, "losses": 2, "last_match_time": 1467533491, "name": "Pandora E-Sports", "tag": "PES", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/106229389301558205/C51D39115CB9C0F56CD1BFC45FEC8E0A413B4FBA/" }, { "team_id": 3551256, "rating": 1029.92, "wins": 3, "losses": 1, "last_match_time": 1481452374, "name": "Whisper", "tag": "Whisper", "logo_url": null }, { "team_id": 4008781, "rating": 1029.89, "wins": 10, "losses": 7, "last_match_time": 1497153461, "name": "HarnesS", "tag": "Hs", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/808803442771702299/BB3915CAA828B942BED12A2CB17CE5D01964CB8E/" }, { "team_id": 1841789, "rating": 1029.89, "wins": 3, "losses": 1, "last_match_time": 1471787207, "name": "The Fab 5", "tag": "The Fab5", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/548636478032935566/E2DEFB181DFD0AEA17D4816F7B526A0223C6C939/" }, { "team_id": 3265212, "rating": 1029.87, "wins": 3, "losses": 1, "last_match_time": 1472394791, "name": "1K MMR SCRUBS", "tag": "1K", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/490151825953595582/4C83516270CAD6AD9CE4D4B3E7367B9332FC18D2/" }, { "team_id": 3442385, "rating": 1029.86, "wins": 3, "losses": 1, "last_match_time": 1480810769, "name": "Leafre", "tag": "LF", "logo_url": null }, { "team_id": 2013767, "rating": 1029.8, "wins": 2, 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Crown", "tag": "S B S", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/402309122796598958/926B1EA590CCF20EC801A8F0D6EF3E18B64B3665/" }, { "team_id": 1572316, "rating": 1029.13, "wins": 2, "losses": 0, "last_match_time": 1401617716, "name": "Orenda,", "tag": "Orenda", "logo_url": null }, { "team_id": 4327144, "rating": 1029.1, "wins": 3, "losses": 1, "last_match_time": 1494790511, "name": "SAGE Network", "tag": "SAGE", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/839204259554421647/0D4DE7AE818C018DE2FAC2A82731739E94A8E25B/" }, { "team_id": 5074053, "rating": 1029.03, "wins": 3, "losses": 1, "last_match_time": 1513619595, "name": "Feel The Skill", "tag": "Skill", "logo_url": "https://steamusercontent-a.akamaihd.net/ugc/876372572826523939/F4F24129B47E0040FF3AD21C41C1673C911717F9/" } ]
odota/web/testcafe/cachedAjax/teams_.json/0
{ "file_path": "odota/web/testcafe/cachedAjax/teams_.json", "repo_id": "odota", "token_count": 135713 }
264
version: 3 dotenv: [.env] tasks: default: deps: [build] cmds: - ./server.exe sources: - app/**/*.go - internal/**/*.go - cmd/**/*.go build: cmds: - go build -o server.exe -ldflags="-X 'github.com/openmultiplayer/web/internal/version.Version={{.VERSION}}'" -buildvcs=false ./cmd/server # Production deployment run - migrate DB first, then production: cmds: - npx prisma migrate deploy - ./server.exe deploy: cmds: - docker compose up --detach services: cmds: - docker-compose -f docker-compose.dev.yml up -d generate: cmds: # Generate main database bindings - npx prisma generate # Generate Burgershot (MyBB) database bindings - npx prisma generate --schema=./prisma/burgershot.prisma # Also generate TypeScript type declarations from some backend structs. - go run types.go docsindex: cmds: - go run ./cmd/indexbuilder/main.go migrate: cmds: - npx prisma migrate dev dbuild: cmds: - docker build -t southclaws/openmp-index . - docker build -t southclaws/openmp-frontend -f Dockerfile.frontend . upload-assets: dir: frontend/public cmds: - mc cp --recursive images omp/assets build-email-templates: dir: emails cmds: - npm run build # Run the web frontend and use a local API server. web: dir: frontend env: NEXT_PUBLIC_API_ADDRESS: "http://localhost:8000" NEXT_PUBLIC_WEB_ADDRESS: "http://localhost:3000" cmds: - npm run dev # Run the web frontend and use the live API. web-live: dir: frontend env: NEXT_PUBLIC_API_ADDRESS: "https://api.open.mp" cmds: - npm run dev db-copy: vars: LOCAL_OUTPUT_PATH: data/dump.tar cmds: # - mkdir -p outputs/database - pg_dump --format=c --file={{.LOCAL_OUTPUT_PATH}} --schema=public {{.DATABASE_URL_SOURCE}} - pg_restore --format=c --schema=public --single-transaction --if-exists --clean --dbname={{.DATABASE_URL_DEST}} {{.LOCAL_OUTPUT_PATH}}
openmultiplayer/web/Taskfile.yml/0
{ "file_path": "openmultiplayer/web/Taskfile.yml", "repo_id": "openmultiplayer", "token_count": 981 }
265
package server import ( "context" "time" ) // Repository provides an interface for reading and writing server data. type Repository interface { Upsert(context.Context, All) error GetByID(context.Context, string) (*All, error) GetByAddress(context.Context, string) (*All, error) GetEssential(context.Context, string) (*Essential, error) GetServersToQuery(context.Context, time.Duration) ([]string, error) GetAll(context.Context, time.Duration) ([]All, error) SetDeleted(context.Context, string, *time.Time) (*All, error) GetAllCached(context.Context, time.Duration) ([]All, error) GetByAddressCached(context.Context, string) (*All, error) GenerateCacheIfNeeded(context.Context, time.Duration) error GenerateCache(context.Context, time.Duration) error GenerateCacheFromData(context.Context, []All) error }
openmultiplayer/web/app/resources/server/repository.go/0
{ "file_path": "openmultiplayer/web/app/resources/server/repository.go", "repo_id": "openmultiplayer", "token_count": 259 }
266
package serververify import ( "context" "time" sampquery "github.com/Southclaws/go-samp-query" "github.com/openmultiplayer/web/internal/db" ) type Verifyer struct { db *db.PrismaClient } func New(db *db.PrismaClient) *Verifyer { return &Verifyer{db} } type VerifyStatus struct { Verified bool `json:"verified"` Error string `json:"error"` } func (v *Verifyer) Verify(ctx context.Context, ip, code string) (chan VerifyStatus, error) { ch := make(chan VerifyStatus) q, err := sampquery.NewQuery(ip) if err != nil { return nil, err } go func() { // close the channel after this task finishes. defer close(ch) // close the query context too defer q.Close() // check the mapname once a second for 60 seconds for i := 0; i < 60; i++ { time.Sleep(time.Second) inner, cf := context.WithTimeout(ctx, time.Second*10) r, err := q.GetRules(inner) defer cf() if err != nil { ch <- VerifyStatus{Error: err.Error()} // Error, retry in 10s continue } if r["mapname"] == code { ch <- VerifyStatus{Verified: true} // Verified! Stop now. return } else { ch <- VerifyStatus{Verified: false} // Failed! Retry in 10s } } ch <- VerifyStatus{Error: "Failed after 60 attempts"} // Failed entirely }() return ch, nil } func (v *Verifyer) Link(ctx context.Context, userid, serverip string) (*db.UserModel, error) { return v.db.User.FindUnique(db.User.ID.Equals(userid)).Update( db.User.Servers.Link( db.Server.IP.Equals(serverip), ), ).Exec(ctx) }
openmultiplayer/web/app/services/serververify/verify.go/0
{ "file_path": "openmultiplayer/web/app/services/serververify/verify.go", "repo_id": "openmultiplayer", "token_count": 601 }
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package pawndex import ( "fmt" "net/http" "github.com/Masterminds/semver" "github.com/go-chi/chi" "github.com/openmultiplayer/web/internal/web" ) func (s *service) getLatest(w http.ResponseWriter, r *http.Request) { user := chi.URLParam(r, "user") repo := chi.URLParam(r, "repo") p, exists, err := s.store.Get(fmt.Sprintf("%s/%s", user, repo)) if err != nil { web.StatusInternalServerError(w, err) return } if !exists { web.StatusNotFound(w, nil) return } if len(p.Tags) == 0 { w.WriteHeader(http.StatusNoContent) return } latest, err := semver.NewVersion(p.Tags[0]) if err != nil { web.StatusInternalServerError(w, err) return } w.Header().Set("Content-Type", "application/octet-stream") _, err = w.Write([]byte{ byte(latest.Major()), byte(latest.Minor()), byte(latest.Patch()), }) if err != nil { web.StatusInternalServerError(w, err) return } }
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package users import ( "net/http" "github.com/openmultiplayer/web/internal/web" ) type queryParams struct { Sort string `qstring:"sort"` Max int `qstring:"max"` Skip int `qstring:"skip"` } func (s *service) list(w http.ResponseWriter, r *http.Request) { var p queryParams if !web.ParseQuery(w, r, &p) { return } if p.Sort == "" { p.Sort = "desc" } if p.Max == 0 { p.Max = 50 } else if p.Max > 100 { p.Max = 100 } users, err := s.repo.GetUsers(r.Context(), p.Sort, p.Max, p.Skip, true) if err != nil { web.StatusInternalServerError(w, err) return } web.Write(w, users) }
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--- title: OnActorStreamOut description: This callback is called when an actor is streamed out by a player's client. tags: ["actor"] --- <VersionWarn name='callback' version='SA-MP 0.3.7' /> ## Description This callback is called when an actor is streamed out by a player's client. | Name | Description | | ----------- | -------------------------------------------------------------- | | actorid | The ID of the actor that has been streamed out for the player. | | forplayerid | The ID of the player that streamed the actor out. | ## Returns It is always called first in filterscripts. ## Examples ```c public OnActorStreamOut(actorid, forplayerid) { new string[48]; format(string, sizeof(string), "Actor %d is now streamed out for you.", actorid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Notes <TipNPCCallbacks /> ## Related Callbacks The following callbacks might be useful, as they're related to this callback in one way or another. - [OnActorStreamIn](OnActorStreamIn): This callback is called when an actor is streamed in by a player's client.
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--- title: OnNPCSpawn description: This callback is called when a NPC spawned. tags: ["npc"] --- ## Description This callback is called when a NPC spawned. ## Examples ```c public OnNPCSpawn() { print("NPC spawned"); SendChat("Hello World. I'm a bot."); return 1; } ```
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--- title: OnPlayerEnterCheckpoint description: This callback is called when a player enters the checkpoint set for that player. tags: ["player", "checkpoint"] --- ## Description This callback is called when a player enters the checkpoint set for that player. | Name | Description | | -------- | -------------------------------------- | | playerid | The player who entered the checkpoint. | ## Returns It is always called first in filterscripts. ## Examples ```c //In this example, a checkpoint is created for the player when spawning, //which creates a vehicle and disables the checkpoint. public OnPlayerSpawn(playerid) { SetPlayerCheckpoint(playerid, 1982.6150, -220.6680, -0.2432, 3.0); return 1; } public OnPlayerEnterCheckpoint(playerid) { CreateVehicle(520, 1982.6150, -221.0145, -0.2432, 82.2873, -1, -1, 60000); DisablePlayerCheckpoint(playerid); return 1; } ``` ## Notes <TipNPCCallbacks /> ## Related Callbacks The following callbacks might be useful, as they're related to this callback in one way or another. - [OnPlayerLeaveCheckpoint](OnPlayerLeaveCheckpoint): This callback is called when a player leaves a checkpoint. - [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): This callback is called when a player enters a race checkpoint. - [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): This callback is called when a player leaves a race checkpoint. ## Related Functions The following functions might be useful, as they're related to this callback in one way or another. - [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Create a checkpoint for a player. - [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Disable the player's current checkpoint. - [IsPlayerInCheckpoint](../functions/IsPlayerInRaceCheckpoint): Check if a player is in a checkpoint. - [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Create a race checkpoint for a player. - [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Disable the player's current race checkpoint. - [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Check if a player is in a race checkpoint.
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--- title: OnPlayerObjectMoved description: This callback is called when a player object is moved after MovePlayerObject (when it stops moving). tags: ["player", "object", "playerobject"] --- ## Description This callback is called when a player object is moved after [MovePlayerObject](../functions/MovePlayerObject) (when it stops moving). | Name | Description | | -------- | ------------------------------------------ | | playerid | The playerid the object is assigned to | | objectid | The ID of the player object that was moved | ## Returns It is always called first in filterscripts. ## Examples ```c public OnPlayerObjectMoved(playerid, objectid) { printf("Player object moved: objectid: %d playerid: %d", objectid, playerid); return 1; } ``` ## Notes <TipNPCCallbacks /> ## Related Callbacks The following callbacks might be useful, as they're related to this callback in one way or another. - [OnObjectMoved](OnObjectMoved): This callback is called when an object stops moving. ## Related Functions The following functions might be useful, as they're related to this callback in one way or another. - [MovePlayerObject](../functions/MovePlayerObject): Move a player object. - [IsPlayerObjectMoving](../functions/IsPlayerObjectMoving): Check if the player object is moving. - [StopPlayerObject](../functions/StopPlayerObject): Stop a player object from moving. - [CreatePlayerObject](../functions/CreatePlayerObject): Create an object for only one player. - [DestroyPlayerObject](../functions/DestroyPlayerObject): Destroy a player object.
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--- title: OnPlayerUpdate description: This callback is called every time a client/player updates the server with their status. tags: ["player"] --- ## Description This callback is called every time a client/player updates the server with their status. It is often used to create custom callbacks for client updates that aren't actively tracked by the server, such as health or armor updates or players switching weapons. | Name | Description | | -------- | ------------------------------------------ | | playerid | ID of the player sending an update packet. | ## Returns 0 - Update from this player will not be replicated to other clients. 1 - Indicates that this update can be processed normally and sent to other players. It is always called first in filterscripts. ## Examples **Example 1** ```c new WEAPON:gPlayerCurrentWeapon[MAX_PLAYERS]; public OnPlayerUpdate(playerid) { new WEAPON:weapon = GetPlayerWeapon(playerid); // Return the player's current weapon if (weapon != gPlayerCurrentWeapon[playerid]) // If he changed weapons since the last update { // Lets call a callback named OnPlayerWeaponChange CallLocalFunction("OnPlayerWeaponChange", "iii", playerid, gPlayerCurrentWeapon[playerid], weapon); gPlayerCurrentWeapon[playerid] = weapon; // Update the weapon variable } return 1; // Send this update to other players. } forward OnPlayerWeaponChange(playerid, WEAPON:oldWeapon, WEAPON:newWeapon); public OnPlayerWeaponChange(playerid, WEAPON:oldWeapon, WEAPON:newWeapon) { new string[128], oldWeaponName[24], newWeaponName[24]; GetWeaponName(oldWeapon, oldWeaponName, sizeof(oldWeaponName)); GetWeaponName(newWeapon, newWeaponName, sizeof(newWeaponName)); format(string, sizeof(string), "You changed weapon from %s to %s!", oldWeaponName, newWeaponName); SendClientMessage(playerid, 0xFFFFFFFF, string); return 1; } ``` **Example 2** ```c public OnPlayerUpdate(playerid) { new Float:fHealth; GetPlayerHealth(playerid, fHealth); if (fHealth != GetPVarFloat(playerid, "faPlayerHealth")) { // Player health has changed since the last update -> server, so obviously thats the thing updated. // Lets do further checks see if he's lost or gained health, anti-health cheat? ;) if (fHealth > GetPVarFloat(playerid, "faPlayerHealth")) { /* He has gained health! Cheating? Write your own scripts here to figure how a player gained health! */ } else { /* He has lost health! */ } SetPVarFloat(playerid, "faPlayerHealth", fHealth); } } ``` ## Notes <TipNPCCallbacks /> :::warning This callback is called, on average, 30 times per second, per player; only use it when you know what it's meant for (or more importantly what it's NOT meant for). The frequency with which this callback is called for each player varies, depending on what the player is doing. Driving or shooting will trigger a lot more updates than idling. :::
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--- title: OnVehicleStreamOut description: This callback is called when a vehicle is streamed out for a player's client (it's so far away that they can't see it). tags: ["vehicle"] --- ## Description This callback is called when a vehicle is streamed out for a player's client (it's so far away that they can't see it). | Name | Description | | ----------- | ------------------------------------------------------------ | | vehicleid | The ID of the vehicle that streamed out. | | forplayerid | The ID of the player who is no longer streaming the vehicle. | ## Returns It is always called first in filterscripts. ## Examples ```c public OnVehicleStreamOut(vehicleid, forplayerid) { new string[48]; format(string, sizeof(string), "Your client is no longer streaming vehicle %d", vehicleid); SendClientMessage(forplayerid, 0xFFFFFFFF, string); return 1; } ``` ## Notes <TipNPCCallbacks /> ## Related Callbacks - [OnVehicleStreamIn](OnVehicleStreamIn): This callback is called when a vehicle streams in for a player. - [OnPlayerStreamIn](OnPlayerStreamIn): This callback is called when a player streams in for another player. - [OnPlayerStreamOut](OnPlayerStreamOut): This callback is called when a player streams out for another player.
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--- title: AllowPlayerWeapons description: Enable/Disable weapons for a player. tags: ["player"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Enable/Disable weapons for a player. | Name | Description | | ---------- | -------------------------------------- | | playerid | The ID of the player to allow weapons | | bool:allow | true for allow and false for disallow. | ## Returns This function always returns true. ## Examples ```c public OnPlayerConnect(playerid) { AllowPlayerWeapons(playerid, true); return 1; } ``` ## Related Functions - [ArePlayerWeaponsAllowed](ArePlayerWeaponsAllowed): Can the player use weapons?
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--- title: AttachTrailerToVehicle description: Attach a vehicle to another vehicle as a trailer. tags: ["vehicle"] --- ## Description Attach a vehicle to another vehicle as a trailer. | Name | Description | | --------- | ------------------------------------------------- | | trailerid | The ID of the vehicle that will be pulled. | | vehicleid | The ID of the vehicle that will pull the trailer. | ## Returns This function always returns **true**, even if neither of the vehicle IDs passed are valid. ## Examples ```c new vehicleId = CreateVehicle(403, 657.8788, 1721.9125, 7.7199, 41.0000, -1, -1, 100); new trailerId = CreateVehicle(435, 651.8154, 1716.3301, 7.7700, 41.0000, -1, -1, 100); AttachTrailerToVehicle(trailerId, vehicleId); ``` ## Notes :::warning This will only work if both vehicles are streamed in for a player (check [IsVehicleStreamedIn](IsVehicleStreamedIn)). ::: ## Related Functions - [DetachTrailerFromVehicle](DetachTrailerFromVehicle): Detach a trailer from a vehicle. - [IsTrailerAttachedToVehicle](IsTrailerAttachedToVehicle): Check if a trailer is attached to a vehicle. - [GetVehicleTrailer](GetVehicleTrailer): Check what trailer a vehicle is pulling.
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--- title: ClearAnimations description: Clears all animations for the given player (it also cancels all current tasks such as jetpacking, parachuting, entering vehicles, driving (removes player out of vehicle), swimming, etc). tags: ["player", "animation"] --- ## Description Clears all animations for the given player (it also cancels all current tasks such as jetpacking, parachuting, entering vehicles, driving (removes player out of vehicle), swimming, etc). | Name | Description | | -------------------- | -------------------------------------------------------------------------------------------------------------------- | | playerid | The ID of the player to clear the animations of. | | FORCE_SYNC:forceSync | Set to `SYNC_ALL` to force playerid to sync the animation with other players in streaming radius (default=SYNC_NONE) | ## Returns This function always returns **true**, even when the player specified is not connected. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/animclear", true)) { ClearAnimations(playerid); return 1; } return 0; } ``` ## Notes :::tip ClearAnimations doesn't do anything when the animation ends if we pass 'true' for the freeze parameter in ApplyAnimation. ::: :::tip Unlike some other ways to remove player from a vehicle, this will also reset the vehicle's velocity to zero, instantly stopping the car. Player will appear on top of the vehicle with the same location as he was in his car seat. ::: ## Related Functions - [ApplyAnimation](ApplyAnimation): Apply an animation to a player.
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--- title: CreatePlayerTextDraw description: Creates a textdraw for a single player. tags: ["player", "textdraw", "playertextdraw"] --- ## Description Creates a textdraw for a single player. This can be used as a way around the global text-draw limit. | Name | Description | |------------------|-------------------------------------------------| | playerid | The ID of the player to create the textdraw for | | Float:x | X-Coordinate | | Float:y | Y-Coordinate | | const format[] | The text in the textdraw. | | OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. | ## Returns The ID of the created textdraw ## Examples ```c // This variable is used to store the id of the textdraw // so that we can use it throught the script new PlayerText:welcomeText[MAX_PLAYERS]; public OnPlayerConnect(playerid) { // First, create the textdraw welcomeText[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Welcome to my OPEN.MP server"); // Now show it PlayerTextDrawShow(playerid, welcomeText[playerid]); return 1; } ``` ## Notes :::tip Player-textdraws are automatically destroyed when a player disconnects. ::: :::warning Keyboard key mapping codes (such as ~k~~VEHICLE_ENTER_EXIT~) Doesn't work beyond 255th character. ::: ## Related Functions - [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Destroy a player-textdraw. - [PlayerTextDrawColor](PlayerTextDrawColor): Set the color of the text in a player-textdraw. - [PlayerTextDrawBoxColor](PlayerTextDrawBoxColor): Set the color of a player-textdraw's box. - [PlayerTextDrawBackgroundColor](PlayerTextDrawBackgroundColor): Set the background color of a player-textdraw. - [PlayerTextDrawAlignment](PlayerTextDrawAlignment): Set the alignment of a player-textdraw. - [PlayerTextDrawFont](PlayerTextDrawFont): Set the font of a player-textdraw. - [PlayerTextDrawLetterSize](PlayerTextDrawLetterSize): Set the letter size of the text in a player-textdraw. - [PlayerTextDrawTextSize](PlayerTextDrawTextSize): Set the size of a player-textdraw box (or clickable area for PlayerTextDrawSetSelectable). - [PlayerTextDrawSetOutline](PlayerTextDrawSetOutline): Toggle the outline on a player-textdraw. - [PlayerTextDrawSetShadow](PlayerTextDrawSetShadow): Set the shadow on a player-textdraw. - [PlayerTextDrawSetProportional](PlayerTextDrawSetProportional): Scale the text spacing in a player-textdraw to a proportional ratio. - [PlayerTextDrawUseBox](PlayerTextDrawUseBox): Toggle the box on a player-textdraw. - [PlayerTextDrawSetString](PlayerTextDrawSetString): Set the text of a player-textdraw. - [PlayerTextDrawShow](PlayerTextDrawShow): Show a player-textdraw. - [PlayerTextDrawHide](PlayerTextDrawHide): Hide a player-textdraw. - [IsPlayerTextDrawVisible](IsPlayerTextDrawVisible): Checks if a player-textdraw is shown for the player. - [IsValidPlayerTextDraw](IsValidPlayerTextDraw): Checks if a player-textdraw is valid. - [PlayerTextDrawBackgroundColour](PlayerTextDrawBackgroundColour): Adjust the background colour of a player-textdraw. - [PlayerTextDrawBoxColour](PlayerTextDrawBoxColour): Sets the colour of a textdraw's box (PlayerTextDrawUseBox ). - [PlayerTextDrawColour](PlayerTextDrawColour): Sets the text colour of a player-textdraw. - [PlayerTextDrawGetAlignment](PlayerTextDrawGetAlignment): Gets the text alignment of a player-textdraw. - [PlayerTextDrawGetBackgroundColour](PlayerTextDrawGetBackgroundColour): Gets the background colour of a player-textdraw. - [PlayerTextDrawGetBoxColour](PlayerTextDrawGetBoxColour): Gets the box colour of a player-textdraw. - [PlayerTextDrawGetColour](PlayerTextDrawGetColour): Gets the text colour of a player-textdraw. - [PlayerTextDrawGetFont](PlayerTextDrawGetFont): Gets the text font of a player-textdraw. - [PlayerTextDrawGetLetterSize](PlayerTextDrawGetLetterSize): Gets the width and height of the letters. - [PlayerTextDrawGetOutline](PlayerTextDrawGetOutline): Get the outline size on a player-textdraw. - [PlayerTextDrawGetPos](PlayerTextDrawGetPos): Gets the position of a player-textdraw. - [PlayerTextDrawGetPreviewModel](PlayerTextDrawGetPreviewModel): Gets the preview model of a 3D preview player-textdraw. - [PlayerTextDrawGetPreviewRot](PlayerTextDrawGetPreviewRot): Gets the rotation and zoom of a 3D model preview player-textdraw. - [PlayerTextDrawGetPreviewVehicleColours](PlayerTextDrawGetPreviewVehicleColours): Gets the preview vehicle colors of a 3D preview player-textdraw. - [PlayerTextDrawGetShadow](PlayerTextDrawGetShadow): Get the shadow size on a player-textdraw. - [PlayerTextDrawGetString](PlayerTextDrawGetString): Gets the text of a player-textdraw. - [PlayerTextDrawGetTextSize](PlayerTextDrawGetTextSize): Gets the X axis and Y axis of the player-textdraw text size. - [PlayerTextDrawIsBox](PlayerTextDrawIsBox): Checks if a player-textdraw is box. - [PlayerTextDrawIsProportional](PlayerTextDrawIsProportional): Checks if a player-textdraw is proportional. - [PlayerTextDrawIsSelectable](PlayerTextDrawIsSelectable): Checks if a player-textdraw is selectable. - [PlayerTextDrawSetPos](PlayerTextDrawSetPos): Sets the position of a player-textdraw. - [PlayerTextDrawSetPreviewVehicleColours](PlayerTextDrawSetPreviewVehicleColours): Set the color of a vehicle in a player-textdraw model preview (if a vehicle is shown). ## Related Resources - [TextDraw Sprites](../resources/textdrawsprites)
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--- title: DisableMenuRow description: Disable a specific row in a menu for all players. tags: ["menu"] --- ## Description Disable a specific row in a menu for all players. It will be greyed-out and can't be selected by players. | Name | Description | | ----------- | ----------------------------------------------------------------------------------------------------------------- | | Menu:menuid | The ID of the menu to disable a row of. Ensure this is valid, as an invalid menu ID will crash the entire server. | | row | The ID of the row to disable (rows start at 0). | ## Returns This function always returns **1**, even if the function fails. If an invalid row is specified, nothing will happen. If an invalid menu ID is specified, the server will crash. ## Examples ```c new Menu:WeaponMenu; public OnGameModeInit() { WeaponMenu = CreateMenu("Weapons", 1, 50.0, 180.0, 200.0, 200.0); AddMenuItem(WeaponMenu, 0, "Rocket Launcher"); AddMenuItem(WeaponMenu, 0, "Flamethrower"); AddMenuItem(WeaponMenu, 0, "Minigun"); AddMenuItem(WeaponMenu, 0, "Grenades"); return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/disablemenu", true)) { DisableMenuRow(WeaponMenu, 2); //Disable the "Minigun" row return 1; } return 1; } ``` ## Notes :::tip - Crashes when passed an invalid menu ID. - This function disabled the specified menu row for all players. - There is no function to disable a menu row for a specific player. - You'd have to create two menus - one with a row disabled, and one without. Or one per player. ::: ## Related Functions - [CreateMenu](CreateMenu): Create a menu. - [DestroyMenu](DestroyMenu): Destroy a menu. - [AddMenuItem](AddMenuItem): Add an item to a menu. - [IsMenuRowDisabled](IsMenuRowDisabled): Check if a menu row is disabled.
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--- title: EndObjectEditing description: Cancel object edition mode for a player. tags: ["object"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Cancel object edition mode for a player | Name | Description | | -------- | ------------------------------------------ | | playerid | The ID of the player to cancel edition for | ## Returns This function does not return any specific values. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/stopedit", true)) { EndObjectEditing(playerid); SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You stopped editing the object!"); return 1; } return 0; } ``` ## Related Functions - [BeginObjectSelecting](BeginObjectSelecting): Select an object. - [BeginObjectEditing](BeginObjectEditing): Edit an object. - [BeginPlayerObjectEditing](BeginPlayerObjectEditing): Edit an player-object. - [EditAttachedObject](EditAttachedObject): Edit an attached object. - [CreateObject](CreateObject): Create an object. - [DestroyObject](DestroyObject): Destroy an object. - [MoveObject](MoveObject): Move an object.
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--- title: GangZoneShowForAll description: Shows a gangzone with the desired color to all players. tags: ["gangzone"] --- ## Description Shows a gangzone with the desired color to all players. | Name | Description | | ------ | --------------------------------------------------------------------------------------------------------- | | zoneid | The ID of the gangzone to show (returned by [GangZoneCreate](GangZoneCreate)). | | colour | The color to show the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. | ## Returns 1: The function executed successfully. The gang zone was shown for all players. 0: The function failed to execute. The gangzone does not exist. ## Examples ```c new gGangZoneId; public OnGameModeInit() { gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319); return 1; } public OnPlayerSpawn(playerid) { if (IsPlayerAdmin(playerid)) { GangZoneShowForAll(gGangZoneId, 0xFF0000FF); } return 1; } ``` ## Related Functions - [GangZoneCreate](GangZoneCreate): Create a gangzone. - [GangZoneDestroy](GangZoneDestroy): Destroy a gangzone. - [GangZoneShowForPlayer](GangZoneShowForPlayer): Show a gangzone for a player. - [GangZoneHideForPlayer](GangZoneHideForPlayer): Hide a gangzone for a player. - [GangZoneHideForAll](GangZoneHideForAll): Hide a gangzone for all players. - [GangZoneFlashForPlayer](GangZoneFlashForPlayer): Make a gangzone flash for a player. - [GangZoneFlashForAll](GangZoneFlashForAll): Make a gangzone flash for all players. - [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player. - [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
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--- title: GetActorPos description: Get the position of an actor. tags: ["actor"] --- <VersionWarn version='SA-MP 0.3.7' /> ## Description Get the position of an actor. | Name | Description | | -------- | --------------------------------------------------------------------------------------- | | actorid | The ID of the actor to get the position of. Returned by CreateActor. | | &Float:x | A float variable, passed by reference, in which to store the X coordinate of the actor. | | &Float:y | A float variable, passed by reference, in which to store the Y coordinate of the actor. | | &Float:z | A float variable, passed by reference, in which to store the Z coordinate of the actor. | ## Returns **true** - The function executed successfully. **false** - The function failed to execute. The actor specified does not exist. The actor's position is stored in the specified variables. ## Examples ```c new Float:x, Float:y, Float:z; GetActorPos(actorid, x, y, z); ``` ## Related Functions - [SetActorPos](SetActorPos): Set the position of an actor.
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--- title: GetMenuColumnHeader description: Get the text in the header of the specified column. tags: ["menu"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Get the text in the header of the specified column. | Name | Description | | --------------------- | ----------------------------------------------------------- | | Menu:menuid | The ID of the menu. | | column | The column. | | header[] | An array into which to store the text, passed by reference. | | len = sizeof (header) | The length of the text that should be stored. | ## Returns This function always returns **true**. ## Examples ```c new text[32]; // Get the menu header text in the column 1 GetMenuColumnHeader(menuid, 1, text, sizeof(text)); ``` ## Related Functions - [CreateMenu](CreateMenu): Creates a menu.
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--- title: GetObjectMoveSpeed description: Get the move speed of an object. tags: ["object"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Get the move speed of an object. | Name | Description | |----------|------------------------------------------------| | objectid | The ID of the object to get the move speed of. | ## Returns Returns the move speed as float. ## Examples ```c new objectid = CreateObject(985, 1003.39154, -643.33423, 122.35060, 0.00000, 1.00000, 24.00000); MoveObject(objectid, 1003.3915, -643.3342, 114.5122, 0.8); new Float:moveSpeed = GetObjectMoveSpeed(objectid); // moveSpeed = 0.8 ``` ## Related Functions - [MoveObject](MoveObject): Move an object to a new position with a set speed. - [SetObjectMoveSpeed](SetObjectMoveSpeed): Set the move speed of an object. - [GetPlayerObjectMoveSpeed](GetPlayerObjectMoveSpeed): Get the move speed of a player-object.
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--- title: GetPlayerAttachedObject description: Gets the player attachment object data by index. tags: ["player", "object", "attachment"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Gets the player attachment object data by index. | Name | Description | | ---------------- | --------------------------------------- | | playerid | The ID of the player whose data to get. | | index | The index (slot) to the object (0-9). | | &modelid | Attached object model. | | &bone | Attached object bone. | | &Float:offsetX | X axis offset of the object. | | &Float:offsetY | Y axis offset of the object. | | &Float:offsetZ | Z axis offset of the object. | | &Float:rotationX | X axis rotation of the object. | | &Float:rotationY | Y axis rotation of the object. | | &Float:rotationZ | Z axis rotation of the object. | | &Float:scaleX | X axis scale of the object. | | &Float:scaleY | Y axis scale of the object. | | &Float:scaleZ | Z axis scale of the object. | | &materialColour1 | Material colour 1 of the object. | | &materialColour2 | Material colour 2 of the object. | ## Returns Always returns true. ## Examples ```c new modelid, bone, Float:offsetX, Float:offsetY, Float:offsetZ, Float:rotationX, Float:rotationY, Float:rotationZ, Float:scaleX, Float:scaleY, Float:scaleZ, materialColour1, materialColour2; // Get the attached data of index 3 GetPlayerAttachedObject(playerid, 3, modelid, bone, offsetX, offsetY, offsetZ, rotationX, rotationY, rotationZ, scaleX, scaleY, scaleZ, materialColour1, materialColour2); ``` ## Related Functions - [SetPlayerAttachedObject](SetPlayerAttachedObject): Attach an object to a player - [RemovePlayerAttachedObject](RemovePlayerAttachedObject): Remove an attached object from a player - [IsPlayerAttachedObjectSlotUsed](IsPlayerAttachedObjectSlotUsed): Check whether an object is attached to a player in a specified index - [EditAttachedObject](EditAttachedObject): Edit an attached object.
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--- title: GetPlayerCustomSkin description: Returns the class of the players custom skin downloaded from the server. tags: ["player"] --- <VersionWarn version='SA-MP 0.3.DL R1' /> ## Description Returns the class of the players custom skin downloaded from the server. | Name | Description | | -------- | ---------------------------------------- | | playerid | The player you want to get the skin from | ## Returns The custom skin id that was specified in [AddCharModel](AddCharModel) newid. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/customskin", true)) { new string[32]; new customSkin = GetPlayerCustomSkin(playerid); format(string, sizeof(string), "Your custom skin id: %d", customSkin); SendClientMessage(playerid, -1, string); return 1; } return 0; } ``` ## Related Functions - [GetPlayerSkin](GetPlayerSkin): Get a player's current skin. - [SetPlayerSkin](SetPlayerSkin): Set a player's skin.
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--- title: GetPlayerLastShotVectors description: Retrieves the start and end (hit) position of the last bullet a player fired. tags: ["player"] --- ## Description Retrieves the start and end (hit) position of the last bullet a player fired. | Name | Description | | -------------- | --------------------------------------------------------------------------------------- | | playerid | The ID of the player to get the last bullet shot information of. | | &Float:originX | A float variable in which to save the X coordinate of where the bullet originated from. | | &Float:originY | A float variable in which to save the Y coordinate of where the bullet originated from. | | &Float:originZ | A float variable in which to save the Z coordinate of where the bullet originated from. | | &Float:hitPosX | A float variable in which to save the X coordinate of where the bullet hit. | | &Float:hitPosY | A float variable in which to save the Y coordinate of where the bullet hit. | | &Float:hitPosZ | A float variable in which to save the Z coordinate of where the bullet hit. | ## Returns **true** - The function executed successfully. **false** - The function failed to execute. The player specified does not exist. The position of the last bullet is stored in the specified variables. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/lastshot", true) == 0) { new string[128], Float:originX, Float:originY, Float:originZ, Float:hitPosX, Float:hitPosY, Float:hitPosZ; GetPlayerLastShotVectors(playerid, originX, originY, originZ, hitPosX, hitPosY, hitPosZ); format(string, sizeof(string), "Last Shot Information: Origin: %f, %f, %f. Hit position: %f, %f, %f", originX, originY, originZ, hitPosX, hitPosY, hitPosZ); SendClientMessage(playerid, -1, string); return 1; } return 0; } ``` ## Notes :::warning - This function will only work when lag compensation is enabled. - If the player hit nothing, the hit positions will be 0. This means you can't currently calculate how far a bullet travels through open air. ::: ## Related Functions - [GetPlayerWeaponData](GetPlayerWeaponData): Find out information about weapons a player has. - [GetPlayerWeapon](GetPlayerWeapon): Check what weapon a player is currently holding. - [VectorSize](VectorSize): Get the length (norm) of a vector. ## Related Callbacks - [OnPlayerWeaponShot](../callbacks/OnPlayerWeaponShot): Called when a player fires a weapon.
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--- title: GetPlayerObjectMovingTargetRot description: Get the move target rotation of a player-object. tags: ["player", "object", "playerobject"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Get the move target rotation of a player-object. | Name | Description | |------------------|-----------------------------------------------------------------------------------| | playerid | The ID of the player. | | objectid | The ID of the player-object to get the move target rotation of. | | &Float:rotationX | A float variable in which to store the rotationX coordinate, passed by reference. | | &Float:rotationY | A float variable in which to store the rotationY coordinate, passed by reference. | | &Float:rotationZ | A float variable in which to store the rotationZ coordinate, passed by reference. | ## Returns `true` - The function was executed successfully. `false` - The function failed to execute. The object specified does not exist. ## Examples ```c new playerobjectid = CreatePlayerObject(playerid, 968, 1023.79541, -943.75879, 42.31450, 0.00000, 0.00000, 10.00000); MovePlayerObject(playerid, playerobjectid, 1023.79541, -943.75879, 42.31450, 0.8, 0.00000, -90.00000, 10.00000); new Float:rotationX, Float:rotationY, Float:rotationZ; GetPlayerObjectMovingTargetRot(playerid, playerobjectid, rotationX, rotationY, rotationZ); // rotationX = 0.00000 // rotationY = -90.00000 // rotationZ = 10.00000 ``` ## Related Functions - [GetPlayerObjectMovingTargetPos](GetPlayerObjectMovingTargetPos): Get the move target position of a player-object. - [GetObjectMovingTargetRot](GetObjectMovingTargetRot): Get the move target rotation of an object.
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--- title: GetPlayerSkillLevel description: Get the player skill level of a certain weapon type. tags: ["player"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Get the player skill level of a certain weapon type. | Name | Description | | ----------------- | ------------------------------------------------------------ | | playerid | The ID of the player. | | WEAPONSKILL:skill | The [weapon](../resources/weaponskills) to get the skill of. | ## Returns 0 - failure (invalid weapon skill). Otherwise, it returns the skill level of the weapon type. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/skill", true)) { new string[64]; new skill = GetPlayerSkillLevel(playerid, WEAPONSKILL_PISTOL); format(string, sizeof(string), "Your pistol skill level is %d", skill); SendClientMessage(playerid, 0xFFFF00FF, string); return 1; } return 0; } ``` ## Notes :::warning The skill parameter is NOT the weapon ID, it is the skill type. Click [here](../resources/weaponskills) for a list of skill types. ::: # Related Functions - [SetPlayerSkillLevel](SetPlayerSkillLevel): Set the skill level of a certain weapon type for a player. # Related Information - [Weapon Skills](../resources/weaponskills): List of weapon skills that are used to set player's skill level.
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--- title: GetPlayerVehicleSeat description: Find out which seat a player is in. tags: ["player", "vehicle"] --- ## Description Find out which seat a player is in. | Name | Description | | -------- | ------------------------------------------------- | | playerid | The ID of the player you want to get the seat of. | ## Returns The ID of the seat the player is in. **-1** is not in vehicle, **0** is the driver, **1** is the front passenger, and **2** & **3** are the rear passengers. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/myseat", true) == 0) { new playerSeat = GetPlayerVehicleSeat(playerid); // How you can discard of your information. if (playerSeat == 128) { return SendClientMessage(playerid, 0xFFFFFFFF, "An error has prevented us from returning the seat ID."); } new string[24]; format(string, sizeof(string), "Your seat: %i", playerSeat); SendClientMessage(playerid, 0xFFFFFFFF, string); return 1; } return 0; } ``` | ID | Seat | | --- | ---------------------------- | | 0 | Driver | | 1 | Front passenger | | 2 | Back-left passenger | | 3 | Back-right passenger | | 4+ | Passenger seats (coach etc.) | ## Related Functions - [GetPlayerVehicleID](GetPlayerVehicleID): Get the ID of the vehicle the player is in. - [PutPlayerInVehicle](PutPlayerInVehicle): Put a player in a vehicle.
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--- title: GetSVarNameAtIndex description: Retrieve the name of a sVar via the index. tags: ["server variable", "svar"] --- ## Description Retrieve the name of a sVar via the index. | Name | Description | | ---------------------- | ---------------------------------------------------------- | | index | The index of the sVar. | | output[] | A string to store the sVar's name in, passed by reference. | | size = sizeof (output) | The max length of the returned string. | ## Returns This function does not return any specific values. ## Related Functions - [GetSVarType](GetSVarType): Get the type of the server variable. - [GetSVarInt](GetSVarInt): Get a player server as an integer. - [GetSVarFloat](GetSVarFloat): Get the previously set float from a server variable. - [GetSVarString](GetSVarString): Get the previously set string from a server variable.
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--- title: GetVehicleComponentType description: Find out what type of component a certain ID is. tags: ["vehicle"] --- ## Description Find out what type of component a certain ID is. | Name | Description | | --------- | -------------------------- | | component | The component ID to check. | ## Returns The component slot ID of the specified component or **-1** if the component is invalid. ## Examples ```c public OnVehicleMod(playerid, vehicleid, componentid) { new CARMODTYPE:componentType = GetVehicleComponentType(componentid); if (componentType != CARMODTYPE_NONE) { new string[64]; format(string, sizeof(string), "You have modified your vehicle on slot %i", componentType); SendClientMessage(playerid, 0xFFFFFFFF, string); } else { SendClientMessage(playerid, 0xFF0000FF, "The component is invalid."); } return 1; } ``` ## Related Functions - [AddVehicleComponent](AddVehicleComponent): Add a component to a vehicle. - [RemoveVehicleComponent](RemoveVehicleComponent): Remove a component from a vehicle. - [GetVehicleComponentInSlot](GetVehicleComponentInSlot): Check what components a vehicle has. ## Related Callbacks - [OnVehicleMod](../callbacks/OnVehicleMod): Called when a vehicle is modded. - [OnEnterExitModShop](../callbacks/OnEnterExitModShop): Called when a vehicle enters or exits a mod shop.
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--- title: GetVehiclePaintjob description: Gets the vehicle's paintjob id. tags: ["vehicle"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Gets the vehicle's paintjob id. ## Parameters | Name | Description | |-----------|------------------------| | vehicleid | The ID of the vehicle. | ## Return Values Returns the [paintjob id](../resources/paintjobs). ## Examples ```c public OnGameModeInit() { new vehicleid = CreateVehicle(560, 2096.1917, -1328.5150, 25.1059, 0.0000, 6, 0, 100); ChangeVehiclePaintjob(vehicleid, 2); new paintjob = GetVehiclePaintjob(vehicleid); // paintjob = 2 return 1; } ``` ## Related Functions - [ChangeVehiclePaintjob](ChangeVehiclePaintjob): Change a vehicle's paintjob
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--- title: GetVehicleVelocity description: Get the velocity of a vehicle on the X, Y and Z axes. tags: ["vehicle"] --- ## Description Get the velocity of a vehicle on the X, Y and Z axes. | Name | Description | | --------- | ------------------------------------------------------------------------------------ | | vehicleid | The ID of the vehicle to get the velocity of. | | &Float:x | A float variable in to which to store the vehicle's X velocity, passed by reference. | | &Float:y | A float variable in to which to store the vehicle's Y velocity, passed by reference. | | &Float:z | A float variable in to which to store the vehicle's Z velocity, passed by reference. | ## Returns **true** - The function was executed successfully. **false** - The function failed to execute. This means the vehicle specified does not exist. The vehicle's velocity is stored in the specified variables. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp("/GetMyCarVelocity", cmdtext)) { if (!IsPlayerInAnyVehicle(playerid)) { return 1; } new Float: vehVelocity[3], string[128]; GetVehicleVelocity(GetPlayerVehicleID(playerid), vehVelocity[0], vehVelocity[1], vehVelocity[2]); format(string, sizeof(string), "You are going at a velocity of X%f, Y%f, Z%f", vehVelocity[0], vehVelocity[1], vehVelocity[2]); SendClientMessage(playerid, 0xFFFFFFFF, string); return 1; } return 0; } ``` ## Notes :::tip This function can be used to retrieve a vehicle's speed (km/h, m/s or mph). ::: ## Related Functions - [SetVehicleVelocity](SetVehicleVelocity): Set a vehicle's velocity. - [SetPlayerVelocity](SetPlayerVelocity): Set a player's velocity. - [GetPlayerVelocity](GetPlayerVelocity): Get a player's velocity.
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--- title: HideGameTextForPlayer description: Stop showing a gametext style to a player. tags: ["player", "gametext"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Stop showing a gametext style to a player. | Name | Description | | -------------- | ----------------------------------------------------------------- | | playerid | The ID of the player to hide the gametext for. | | style | The [style](../resources/gametextstyles) of text to hide. | ## Returns This function does not return any specific value. ## Examples ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { HideGameTextForPlayer(playerid, 3); return 1; } ``` ## Related Functions - [HideGameTextForAll](HideGameTextForAll): Stop showing a gametext style for all players. - [GameTextForPlayer](GameTextForPlayer): Display gametext to a player. - [GameTextForAll](GameTextForAll): Display gametext to all players. - [GetGameText](GetGameText): Gets all the information on the given game text style. - [HasGameText](HasGameText): Does the player currently have text in the given gametext style displayed? - [TextDrawHideForAll](TextDrawHideForAll): Hide a textdraw for all players.
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--- title: IsMenuRowDisabled description: Checks if a menu row is disabled. tags: ["menu"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Checks if a menu row is disabled. | Name | Description | | ----------- | ---------------------------- | | Menu:menuid | The ID of the menu to check. | ## Returns Returns **true** if the row is disabled, otherwise **false**. ## Related Functions - [IsValidMenu](IsValidMenu): Checks if a menu ID is valid. - [IsMenuDisabled](IsMenuDisabled): Checks if a menu is disabled.
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--- title: IsPlayerInAnyVehicle description: Check if a player is inside any vehicle (as a driver or passenger). tags: ["player", "vehicle"] --- ## Description Check if a player is inside any vehicle (as a driver or passenger). | Name | Description | | -------- | ------------------------------ | | playerid | The ID of the player to check. | ## Returns **true** - The player is in a vehicle. **false** - The player is not in a vehicle. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/invehicle", true) == 0) { if (IsPlayerInAnyVehicle(playerid)) { SendClientMessage(playerid, 0x00FF00FF, "You're in a vehicle."); } else { SendClientMessage(playerid, 0xFF0000FF, "You're not in any vehicle."); } return 1; } return 0; } ``` ## Related Functions - [IsPlayerInVehicle](IsPlayerInVehicle): Check if a player is in a certain vehicle. - [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Check what seat a player is in.
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--- title: IsPlayerTeleportAllowed description: Can this player teleport by right-clicking on the map? tags: ["player"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Can this player teleport by right-clicking on the map? | Name | Description | | -------- | --------------------------------------- | | playerid | The ID of the player to allow teleport. | ## Returns **true** - Player is allowed. **false** - Player is not allowed. ## Examples ```c public OnPlayerConnect(playerid) { AllowPlayerTeleport(playerid, true); return 1; } public OnPlayerSpawn(playerid) { if (IsPlayerTeleportAllowed(playerid)) { // Do something } return 1; } ``` ## Related Functions - [AllowPlayerTeleport](AllowPlayerTeleport): Sets the player as an RCON admin.
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--- title: IsValidPlayer3DTextLabel description: Checks if a player's 3D text label is valid. tags: ["player", "3dtextlabel"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Checks if a player's 3D text label is valid. | Name | Description | | ------------------- | ---------------------------------------------- | | playerid | The ID of the player. | | PlayerText3D:textid | The ID of the player's 3D text label to check. | ## Returns This function returns **true** if the player's 3D text label is valid, or **false** if it is not. ## Examples ```c new PlayerText3D:playerTextId; new Float:X, Float:Y, Float:Z; GetPlayerPos(playerid, X, Y, Z); playerTextId = CreatePlayer3DTextLabel(playerid, "Hello\nI'm at your position", 0x008080FF, X, Y, Z, 40.0); if (IsValidPlayer3DTextLabel(playerid, playerTextId)) { // Do something } ``` ## Related Functions - [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Creates a 3D Text Label only for a specific player. - [IsValid3DTextLabel](IsValid3DTextLabel): Checks if a 3D text label is valid.
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--- title: LimitGlobalChatRadius description: Set a radius limitation for the chat. tags: [] --- ## Description Set a radius limitation for the chat. Only players at a certain distance from the player will see their message in the chat. Also changes the distance at which a player can see other players on the map at the same distance. | Name | Description | | ----------------- | ---------------------------------------------------- | | Float:chatRadius | The range in which players will be able to see chat. | ## Returns This function does not return any specific values. ## Examples ```c public OnGameModeInit() { LimitGlobalChatRadius(200.0); return 1; } ``` ## Related Functions - [SetNameTagDrawDistance](SetNameTagDrawDistance): Set the distance from where people can see other player's nametags. - [SendPlayerMessageToPlayer](SendPlayerMessageToPlayer): Force a player to send text for one player. - [SendPlayerMessageToAll](SendPlayerMessageToAll): Force a player to send text for all players. ## Related Callbacks - [OnPlayerText](../callbacks/OnPlayerText): Called when a player sends a message via the chat.
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--- title: PlayAudioStreamForPlayer description: Play an 'audio stream' for a player. tags: ["player"] --- ## Description Play an 'audio stream' for a player. Normal audio files also work (e.g. MP3). | Name | Description | | -------------- | ---------------------------------------------------------------------------------------------------------------- | | playerid | The ID of the player to play the audio for. | | const url[] | The url to play. Valid formats are mp3 and ogg/vorbis. A link to a .pls (playlist) file will play that playlist. | | Float:posX | The X position at which to play the audio. Default 0.0. Has no effect unless usepos is set to (true). | | Float:posY | The Y position at which to play the audio. Default 0.0. Has no effect unless usepos is set to (true). | | Float:posZ | The Z position at which to play the audio. Default 0.0. Has no effect unless usepos is set to (true). | | Float:distance | The distance over which the audio will be heard. Has no effect unless usepos is set to (true). | | bool:usepos | Use the positions and distance specified. Default disabled (false). | ## Returns **true** - The function was executed successfully. **false** - The function failed to execute. The player specified does not exist. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp("/radio", cmdtext, true) == 0) { PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls"); return 1; } if (strcmp("/radiopos", cmdtext, true) == 0) { new Float:x, Float:y, Float:z, Float:distance = 5.0; GetPlayerPos(playerid, x, y, z); PlayAudioStreamForPlayer(playerid, "http://somafm.com/tags.pls", x, y, z, distance, true); return 1; } return 0; } ``` ## Related Functions - [StopAudioStreamForPlayer](StopAudioStreamForPlayer): Stops the current audio stream for a player. - [PlayerPlaySound](PlayerPlaySound): Play a sound for a player.
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--- title: PlayerTextDrawSetPreviewModel description: Sets a player textdraw 3D preview sprite of a specified model ID. tags: ["player", "textdraw", "playertextdraw"] --- ## Description Sets a player textdraw 3D preview sprite of a specified model ID. | Name | Description | | ----------------- | ------------------------------------------------- | | playerid | The PlayerTextDraw player ID. | | PlayerText:textid | The textdraw id that will display the 3D preview. | | model | The GTA SA or SA:MP model ID to display. | ## Returns **true** - The function was executed successfully. If an invalid model is passed 'success' is reported, but the model will appear as a yellow/black question mark. **false** - The function failed to execute. Player and/or textdraw do not exist. ## Examples ```c new PlayerText:gTextDraw[MAX_PLAYERS]; public OnPlayerConnect(playerid) { gTextDraw[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "_"); PlayerTextDrawFont(playerid, gTextDraw[playerid], TEXT_DRAW_FONT_MODEL_PREVIEW); PlayerTextDrawUseBox(playerid, gTextDraw[playerid], true); PlayerTextDrawBoxColor(playerid, gTextDraw[playerid], 0x000000FF); PlayerTextDrawTextSize(playerid, gTextDraw[playerid], 40.0, 40.0); PlayerTextDrawSetPreviewModel(playerid, gTextDraw[playerid], 411); // Show an Infernus (model 411) //PlayerTextDrawSetPreviewModel(playerid, gTextDraw[playerid], 0); // Display model 0 (CJ Skin) //PlayerTextDrawSetPreviewModel(playerid, gTextDraw[playerid], 18646); // Display model 18646 (police light object) PlayerTextDrawShow(playerid, gTextDraw[playerid]); return 1; } ``` ## Notes :::warning The textdraw MUST use the font type `TEXT_DRAW_FONT_MODEL_PREVIEW` in order for this function to have effect. ::: ## Related Functions - [PlayerTextDrawGetPreviewModel](PlayerTextDrawGetPreviewModel): Gets the preview model of a 3D preview player-textdraw. - [PlayerTextDrawSetPreviewRot](PlayerTextDrawSetPreviewRot): Set rotation of a 3D player textdraw preview. - [PlayerTextDrawSetPreviewVehCol](PlayerTextDrawSetPreviewVehCol): Set the colours of a vehicle in a 3D player textdraw preview. - [PlayerTextDrawFont](PlayerTextDrawFont): Set the font of a player-textdraw. ## Related Callbacks - [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw): Called when a player clicks on a player-textdraw.
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--- title: RemovePlayerMapIcon description: Removes a map icon that was set earlier for a player using SetPlayerMapIcon. tags: ["player"] --- ## Description Removes a map icon that was set earlier for a player using SetPlayerMapIcon. | Name | Description | | -------- | ------------------------------------------------------------------------------- | | playerid | The ID of the player whose icon to remove. | | iconid | The ID of the icon to remove. This is the second parameter of SetPlayerMapIcon. | ## Returns **true** - The function was executed successfully. **false** - The function failed to execute. ## Examples ```c SetPlayerMapIcon(playerid, 12, 2204.9468, 1986.2877, 16.7380, 52, 0); // Later on RemovePlayerMapIcon(playerid, 12); ``` ## Related Functions - [SetPlayerMapIcon](/docs/scripting/functions/SetPlayerMapIcon): Create a mapicon for a player.
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--- title: SendClientMessagef description: This function sends a formatted message to a specific player with a chosen color in the chat. tags: [] --- <VersionWarn version='open.mp beta build 6' /> :::warning This function was deprecated. [SendClientMessage](SendClientMessage) function now is built-in with format! ::: ## Description This function sends a formatted message to a specific player with a chosen color in the chat. The whole line in the chatbox will be in the set color unless color embedding is used. | Name | Description | | --------------- | ----------------------------------------------------- | | playerid | The ID of the player to display the message to. | | color | The color of the message (0xRRGGBBAA Hex format). | | const message[] | The text that will be displayed (max 144 characters). | | {Float,_}:... | Indefinite number of arguments of any tag | ## Returns 1: The function was executed successfully. Success is reported when the string is over 144 characters, but the message won't be sent. 0: The function failed to execute. The player is not connected. ## Format Specifiers | Specifier | Meaning | | --------- | --------------------------------------------- | | %i | Unsigned Integer | | %d | Signed Integer | | %s | String | | %f | Floating-point number | | %c | ASCII character | | %x | Hexadecimal number | | %b | Binary number | | %% | Literal '%' | | %q | Escape a text for SQLite. (Added in 0.3.7 R2) | ## Examples ```c #define COLOR_RED 0xFF0000FF public OnPlayerConnect(playerid) { new number = 5; SendClientMessagef(playerid, -1, "The variable above is %i", number); return 1; } ``` ## Notes :::tip You can use color embedding for multiple colors in the message. Using '-1' as the color will make the text white (for the simple reason that -1, when represented in hexadecimal notation, is 0xFFFFFFFF). ::: :::warning If a message is longer than 144 characters, it will not be sent. Truncation can be used to prevent this. Displaying a message on multiple lines will also solve this issue. :::
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--- title: SetCameraBehindPlayer description: Restore the camera to a place behind the player, after using a function like SetPlayerCameraPos. tags: ["player", "camera"] --- ## Description Restore the camera to a place behind the player, after using a function like SetPlayerCameraPos. | Name | Description | | -------- | ---------------------------------------------- | | playerid | The player you want to restore the camera for. | ## Returns **true** - The function was executed successfully. **false** - The function failed to execute. This means the player specified does not exist. ## Examples ```c SetCameraBehindPlayer(playerid); ``` ## Related Functions - [SetPlayerCameraPos](SetPlayerCameraPos): Set a player's camera position. - [SetPlayerCameraLookAt](SetPlayerCameraLookAt): Set where a player's camera should face.
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--- title: SetObjectsDefaultCameraCol description: Allows camera collisions with newly created objects to be disabled by default. tags: ["object", "camera"] --- <VersionWarn version='SA-MP 0.3.7' /> ## Description Allows camera collisions with newly created objects to be disabled by default. | Name | Description | | ------- | --------------------------------------------------------------------------------------------------- | | disable | 1 to disable camera collisions for newly created objects and 0 to enable them (enabled by default). | ## Returns Note This function only affects the camera collision of objects created AFTER its use - it does not toggle existing objects' camera collisions. ## Examples ```c public OnGameModeInit() { // Disable camera collision SetObjectsDefaultCameraCol(1); // Create mapped objects CreateObject(...); CreateObject(...); CreateObject(...); CreateObject(...); // The above objects will NOT have camera collisions // Re-enable camera collisions SetObjectsDefaultCameraCol(0); // Create mapped objects CreateObject(...); CreateObject(...); CreateObject(...); CreateObject(...); // The above objects WILL have camera collision // BUT, the first set will still NOT have camera collisions return 1; } ``` ## Notes :::tip This function only affects the camera collision of objects created AFTER its use - it does not toggle existing objects' camera collisions. ::: :::warning This function ONLY works outside the normal SA map boundaries (past 3000 units). ::: ## Related Functions - [SetObjectNoCameraCol](SetObjectNoCameraCol): Disables collisions between camera and object. - [SetPlayerObjectNoCameraCol](SetPlayerObjectNoCameraCol): Disables collisions between camera and player object.
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--- title: SetPlayerCameraLookAt description: Set the direction a player's camera looks at. tags: ["player", "camera"] --- ## Description Set the direction a player's camera looks at. Generally meant to be used in combination with SetPlayerCameraPos. | Name | Description | | ------------ | ---------------------------------------------------------------------------------------------------------------------------------------------- | | playerid | The ID of the player whose camera to set. | | Float:x | The X coordinate for the player's camera to look at. | | Float:y | The Y coordinate for the player's camera to look at. | | Float:z | The Z coordinate for the player's camera to look at. | | CAM_MOVE:cut | The [style](../resources/cameracutstyles) of the change. Can be used to interpolate (change slowly) from old pos to new pos using CAMERA_MOVE. | ## Returns **true** - The function was executed successfully. **false** - The function failed to execute. The player specified does not exist. ## Examples ```c SetPlayerCameraPos(playerid, 320.0, 50.0, 170.0); SetPlayerCameraLookAt(playerid, 324.34, 54.122, 173.35); ``` ## Notes :::warning Using the camera functions directly after enabling spectator mode doesn't work. ::: ## Related Functions - [SetPlayerCameraPos](SetPlayerCameraPos): Set a player's camera position. - [SetCameraBehindPlayer](SetCameraBehindPlayer): Set a player's camera behind them. - [GetPlayerCameraPos](GetPlayerCameraPos): Find out where the player's camera is. - [GetPlayerCameraFrontVector](GetPlayerCameraFrontVector): Get the player's camera front vector ## Related Resources - [Camera Cut Styles](../resources/cameracutstyles)
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--- title: SetPlayerObjectMaterialText description: Replace the texture of a player object with text. tags: ["player", "object", "playerobject"] --- ## Description Replace the texture of a player object with text. | Name | Description | | ---------------------------------------- | ------------------------------------------------------------------------------ | | playerid | The ID of the player whose player object to set the text of. | | objectid | The ID of the object on which to place the text. | | text[] | The text to set. | | materialIndex | The material index to replace with text (DEFAULT: 0). | | OBJECT_MATERIAL_SIZE:materialSize | The [size](../resources/materialtextsizes) of the material (DEFAULT: 256x128). | | const fontFace[] | The font to use (DEFAULT: Arial). | | fontSize | The size of the text (DEFAULT: 24) (MAX 255). | | bool:bold | Bold text. Set to 1 for bold, 0 for not (DEFAULT: 1). | | fontColour | The color of the text (DEFAULT: White). | | backgroundColour | The background color (DEFAULT: None (transparent)). | | OBJECT_MATERIAL_TEXT_ALIGN:textAlignment | The [alignment](../resources/materialtextsizes) of the text (DEFAULT: Left). | | OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. | ## Returns This function does not return any specific values. ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp("/text", cmdtext, true) == 0) { new myObject = CreatePlayerObject(playerid, 19353, 0.0, 0.0, 10.0, 0.0, 0.0, 90.0); //create the object SetPlayerObjectMaterialText(playerid, myObject, "SA-MP {FFFFFF}0.{008500}3.{FF8200}DL", 0, OBJECT_MATERIAL_SIZE_256x128, "Arial", 28, 0, 0xFFFF8200, 0xFF000000, OBJECT_MATERIAL_TEXT_ALIGN_CENTER); // write "SA-MP 0.3.DL" on the object, with orange font color and black background return 1; } return 1; } ``` ## Notes :::tip Color embedding can be used for multiple colors in the text. ::: ## Related Functions - [SetObjectMaterialText](SetObjectMaterialText): Replace the texture of an object with text. - [SetPlayerObjectMaterial](SetPlayerObjectMaterial): Replace the texture of a player object with the texture from another model in the game. ## Advanaced Map Editors - [Texture Studio](https://github.com/Pottus/Texture-Studio) by Pottus - [Ultimate Creator](https://github.com/NexiusTailer/Ultimate-Creator) by Nexius - [Fusez's Map Editor](https://github.com/fusez/Map-Editor-V3) by RedFusion
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--- title: SetPlayerSkin description: Set the skin of a player. tags: ["player"] --- ## Description Set the skin of a player. A player's skin is their character model. | Name | Description | | -------- | ----------------------------------------------------- | | playerid | The ID of the player to set the skin of. | | skinid | The [skin](../resources/skins) the player should use. | ## Returns **true** - The function executed successfully. **false** - The function failed to execute. This means the player specified does not exist. Note that 'success' is reported even when skin ID is invalid (not 0-311, or 74), but the skin will be set to ID 0 (CJ). ## Examples ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/fireman", true) == 0) { // Set the player's skin to ID 277, which is a fireman. SetPlayerSkin(playerid, 277); return 1; } return 0; } SetPlayerSkinFix(playerid, skinid) { if (!IsPlayerConnected(playerid)) { return 0; } // If the skinid is invalid, less than 0 or more than 311 or is equal to 74 (invalid skin), then do nothing if (0 > skinid > 311 || skinid == 74) { return 0; } new Float:tmpPos[4], vehicleid = GetPlayerVehicleID(playerid), seatid = GetPlayerVehicleSeat(playerid); GetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); GetPlayerFacingAngle(playerid, tmpPos[3]); if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK) { SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); SetPlayerFacingAngle(playerid, tmpPos[3]); TogglePlayerControllable(playerid, true); // preventing any freeze - optional return SetPlayerSkin(playerid, skinid); } else if (IsPlayerInAnyVehicle(playerid)) { new tmp; RemovePlayerFromVehicle(playerid); SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]); SetPlayerFacingAngle(playerid, tmpPos[3]); TogglePlayerControllable(playerid, true); // preventing any freeze - important! because of doing animations of exiting vehicle tmp = SetPlayerSkin(playerid, skinid); PutPlayerInVehicle(playerid, vehicleid, (seatid == 128) ? 0 : seatid); return tmp; } else { return SetPlayerSkin(playerid, skinid); } } ``` ## Notes :::warning Known Bug(s): - If a player's skin is set when they are crouching, in a vehicle, or performing certain animations, they will become frozen or otherwise glitched. This can be fixed by using [TogglePlayerControllable](TogglePlayerControllable). - Players can be detected as being crouched through [GetPlayerSpecialAction](GetPlayerSpecialAction) (SPECIAL_ACTION_DUCK). - Other players around the player may crash if he is in a vehicle or if he is entering/leaving a vehicle. - Setting a player's skin when he is dead may crash players around him. - Breaks sitting on bikes. ::: ## Related Functions - [GetPlayerSkin](GetPlayerSkin): Get a player's current skin. - [SetSpawnInfo](SetSpawnInfo): Set the spawn setting for a player. ## Related Resources - [Skin IDs](../resources/skins)
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--- title: SetTimer description: Sets a 'timer' to call a function after some time. tags: ["timer"] --- ## Description Sets a 'timer' to call a function after some time. Can be set to repeat. | Name | Description | | -------------------- | ------------------------------------------------------------------------------------------------------------------------------- | | const functionName[] | Name of the function to call as a string. This must be a public function (forwarded). A null string here will crash the server. | | interval | Interval in milliseconds. | | bool:repeating | Boolean (true/false) on whether the timer should repeat or not. | ## Returns The ID of the timer that was started. Timer IDs start at **1**. ## Examples ```c public OnGameModeInit() { print("Starting timer..."); SetTimer("OneSecondTimer", 1000, true); // Set a repeating timer of 1000 milliseconds (1 second) } forward OneSecondTimer(); public OneSecondTimer() { print("1 second has passed."); } ``` ## Notes :::warning Timer intervals are not accurate (roughly 25% off) in SA-MP. There are fixes available [here](https://sampforum.blast.hk/showthread.php?tid=289675) and [here](https://sampforum.blast.hk/showthread.php?tid=650736). But it is fixed in open.mp ::: :::warning The use of many timers will result in increased memory/cpu usage. ::: :::tip Timer IDs are never used twice. You can use [KillTimer](KillTimer) on a timer ID and it won't matter if it's running or not. The function that should be called, must be public, meaning it has to be forwarded. ::: ## Definitions | Definition | Value | |---------------|-------| | INVALID_TIMER | 0 | ## Related Functions - [SetTimerEx](SetTimerEx): Set a timer with parameters. - [KillTimer](KillTimer): Stop a timer. - [IsValidTimer](IsValidTimer): Checks if a timer is valid. - [IsRepeatingTimer](IsRepeatingTimer): Checks if a timer is set to repeat. - [GetTimerInterval](GetTimerInterval): Gets the interval of a timer. - [GetTimerRemaining](GetTimerRemaining): Gets the remaining interval of a timer. - [CountRunningTimers](CountRunningTimers): Get the running timers.
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--- title: SetVehicleSpawnInfo description: Adjusts vehicle model, spawn location, colours, respawn delay and interior. tags: ["vehicle"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Adjusts vehicle model, spawn location, colours, respawn delay and interior. ## Parameters | Name | Description | |-------------------|-------------------------------------------------------------| | vehicleid | The ID of the vehicle. | | modelid | [Vehicle model](../resources/vehicleid) id to set. | | Float:spawnX | The X coordinate to set. | | Float:spawnY | The Y coordinate to set. | | Float:spawnZ | The Z coordinate to set. | | Float:angle | The angle to set. | | colour1 | The [vehicle colour](../resources/vehiclecolorid) 1 to set. | | colour2 | The [vehicle colour](../resources/vehiclecolorid) 2 to set. | | respawnDelay = -2 | The vehicle respawn delay to set. | | interior = -2 | The interior id to set. | ## Examples ```c public OnGameModeInit() { new vehicleid = CreateVehicle(560, 2096.1917, -1328.5150, 25.1059, 0.0000, 6, 0, 100); SetVehicleSpawnInfo(vehicleid, 522, 2096.0417, -1314.1062, 24.0078, 0.0000, 1, 7); return 1; } ``` ## Related Functions - [GetVehicleSpawnInfo](GetVehicleSpawnInfo): Gets the vehicle spawn location and colours.
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--- title: StartRecordingPlayback description: This will run a .rec file which has to be saved in the npcmodes/recordings folder. These files allow the NPC to follow certain actions. Their actions can be recorded manually. For more information, check the related functions. tags: [] --- ## Description This will run a .rec file which has to be saved in the npcmodes/recordings folder. These files allow the NPC to follow certain actions. Their actions can be recorded manually. For more information, check the related functions. | Name | Description | | ------------ | --------------------------------------------------------------- | | playbacktype | The [type](../resources/recordtypes) of recording to be loaded. | | recordname[] | The filename to be loaded, without the .rec extension. | ## Examples ```c public OnNPCEnterVehicle(vehicleid, seatid) { StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "at400_lv_to_sf_x1"); } ``` ## Related Functions - [StopRecordingPlayback](../functions/StopRecordingPlayback): Stops reproducing a .rec file.
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--- title: TextDrawSetProportional description: Appears to scale text spacing to a proportional ratio. tags: ["textdraw"] --- ## Description Appears to scale text spacing to a proportional ratio. Useful when using TextDrawLetterSize to ensure the text has even character spacing. | Name | Description | | ----------------- | ----------------------------------------------------- | | Text:textid | The ID of the textdraw to set the proportionality of | | bool:proportional | 'true' to enable proportionality, 'false' to disable. | ## Returns This function does not return any specific values. ## Examples ```c new Text:gMyTextdraw; public OnGameModeInit() { gMyTextdraw = TextDrawCreate(100.0, 33.0, "Example TextDraw"); TextDrawSetProportional(gMyTextdraw, true); return 1; } ``` ## Notes :::tip - Proportionality is set to **true** by default, you might skip this function if you don't want to disable it. - If you want to change the proportionality of a textdraw that is already shown, you don't have to recreate it. Simply use [TextDrawShowForPlayer](TextDrawShowForPlayer)/[TextDrawShowForAll](TextDrawShowForAll) after modifying the textdraw and the change will be visible. ::: ## Related Functions - [TextDrawCreate](TextDrawCreate): Create a textdraw. - [TextDrawDestroy](TextDrawDestroy): Destroy a textdraw. - [TextDrawIsProportional](TextDrawIsProportional): Checks if a textdraw is proportional. - [TextDrawColor](TextDrawColor): Set the color of the text in a textdraw. - [TextDrawBoxColor](TextDrawBoxColor): Set the color of the box in a textdraw. - [TextDrawBackgroundColor](TextDrawBackgroundColor): Set the background color of a textdraw. - [TextDrawAlignment](TextDrawAlignment): Set the alignment of a textdraw. - [TextDrawFont](TextDrawFont): Set the font of a textdraw. - [TextDrawLetterSize](TextDrawLetterSize): Set the letter size of the text in a textdraw. - [TextDrawTextSize](TextDrawTextSize): Set the size of a textdraw box. - [TextDrawSetOutline](TextDrawSetOutline): Choose whether the text has an outline. - [TextDrawSetShadow](TextDrawSetShadow): Toggle shadows on a textdraw. - [TextDrawUseBox](TextDrawUseBox): Toggle if the textdraw has a box or not. - [TextDrawSetString](TextDrawSetString): Set the text in an existing textdraw. - [TextDrawShowForPlayer](TextDrawShowForPlayer): Show a textdraw for a certain player. - [TextDrawHideForPlayer](TextDrawHideForPlayer): Hide a textdraw for a certain player. - [TextDrawShowForAll](TextDrawShowForAll): Show a textdraw for all players. - [TextDrawHideForAll](TextDrawHideForAll): Hide a textdraw for all players.
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--- title: ToggleVehicleSirenEnabled description: Turn the siren for a vehicle on or off. tags: ["vehicle"] --- <VersionWarn version='omp v1.1.0.2612' /> ## Description Turn the siren for a vehicle on or off. ## Parameters | Name | Description | |--------------|-------------------------------| | vehicleid | The ID of the vehicle. | | bool:enabled | **true**: On - **false**: Off | ## Examples ```c ToggleVehicleSirenEnabled(vehicleid, true); ``` ## Related Functions - [GetVehicleSirenState](GetVehicleSirenState): Gets the siren state of the vehicle. - [GetPlayerSirenState](GetPlayerSirenState): Gets the siren state of the player's vehicle.
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--- title: asin description: Get the inversed value of a sine in degrees. tags: ["math"] --- <LowercaseNote /> ## Description Get the inversed value of a sine in degrees. In trigonometrics, arc sine is the inverse operation of sine. | Name | Description | | ----------- | ---------------------------------------------------------- | | Float:value | value whose arc sine is computed, in the interval [-1,+1]. | ## Returns The angle in degrees, in the interval [-90.0,+90.0]. ## Examples ```c //The arc sine of 0.500000 is 30.000000 degrees. public OnGameModeInit() { new Float:param, Float:result; param = 0.5; result = asin(param); printf("The arc sine of %f is %f degrees.", param, result); return 1; } ``` ## Related Functions - [floatsin](floatsin): Get the sine from a specific angle. - [floatcos](floatcos): Get the cosine from a specific angle. - [floattan](floattan): Get the tangent from a specific angle. - [acos](acos): Get the inversed value of a cosine in degrees. - [atan](atan): Get the inversed value of a tangent in degrees. - [atan2](atan2): Get the multi-valued inversed value of a tangent in degrees.
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--- title: db_get_result_mem_handle description: Gets the memory handle for a SQLite database result set that was allocated with `db_query`. keywords: - sqlite --- <LowercaseNote /> <VersionWarn version='SA-MP 0.3.7 R1' /> ## Description The function gets the memory handle for a SQLite database result set that was allocated with [db_query](db_query). | Name | Description | | ----- | ---------------------------------------------------------- | | DB:db | The index of the query (returned by [db_query](db_query)). | ## Returns Returns the memory handle of the database result set handle. ## Examples ```c static DB:gDBConnectionHandle; // ... public OnGameModeInit() { // ... // Create a connection to a database gDBConnectionHandle = db_open("example.db"); // If connection to the database exists if (gDBConnectionHandle) { // Successfully created a connection to the database new DBResult:result_set = db_query("SELECT * FROM `examples`"); print("Successfully created a connection to database \"example.db\"."); if (result_set) { printf("Database connection memory handle: 0x%x", db_get_result_mem_handle(result_set)); db_free_result(result_set); } } else { // Failed to create a connection to the database print("Failed to open a connection to database \"example.db\"."); } // ... return 1; } public OnGameModeExit() { // Close the connection to the database if connection is open if (db_close(gDBConnectionHandle)) { // Extra cleanup gDBConnectionHandle = DB:0; } // ... return 1; } ``` ## Notes :::warning Using an invalid handle other than zero will crash your server! Get a valid database connection handle by using [db_query](db_query). ::: ## Related Functions - [db_open](db_open): Open a connection to an SQLite database - [db_close](db_close): Close the connection to an SQLite database - [db_query](db_query): Query an SQLite database - [db_free_result](db_free_result): Free result memory from a db_query - [db_num_rows](db_num_rows): Get the number of rows in a result - [db_next_row](db_next_row): Move to the next row - [db_num_fields](db_num_fields): Get the number of fields in a result - [db_field_name](db_field_name): Returns the name of a field at a particular index - [db_get_field](db_get_field): Get content of field with specified ID from current result row - [db_get_field_assoc](db_get_field_assoc): Get content of field with specified name from current result row - [db_get_field_int](db_get_field_int): Get content of field as an integer with specified ID from current result row - [db_get_field_assoc_int](db_get_field_assoc_int): Get content of field as an integer with specified name from current result row - [db_get_field_float](db_get_field_float): Get content of field as a float with specified ID from current result row - [db_get_field_assoc_float](db_get_field_assoc_float): Get content of field as a float with specified name from current result row - [db_get_mem_handle](db_get_mem_handle): Get memory handle for an SQLite database that was opened with db_open. - [db_debug_openfiles](db_debug_openfiles): The function gets the number of open database connections for debugging purposes. - [db_debug_openresults](db_debug_openresults): The function gets the number of open database results.
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--- title: fexist description: Checks if a specific file exists in the scriptfiles directory. tags: ["file management"] --- <LowercaseNote /> ## Description Checks if a specific file exists in the scriptfiles directory. | Name | Description | | ---------------- | --------------------- | | const filename[] | The name of the file. | ## Returns The number of files that match the pattern. ## Examples ```c // Check, if "file.txt" exists if (fexist("file.txt")) { // Success // Print the success print("\"file.txt\" exists."); } else { // Error print("\"file.txt\" does not exist."); } ``` ## Related Functions - [fopen](fopen): Open a file. - [fclose](fclose): Close a file. - [ftemp](ftemp): Create a temporary file stream. - [fremove](fremove): Remove a file. - [fwrite](fwrite): Write to a file. - [fread](fread): Read a file. - [fputchar](fputchar): Put a character in a file. - [fgetchar](fgetchar): Get a character from a file. - [fblockwrite](fblockwrite): Write blocks of data into a file. - [fblockread](fblockread): Read blocks of data from a file. - [fseek](fseek): Jump to a specific character in a file. - [flength](flength): Get the file length. - [fmatch](fmatch): Check, if patterns with a file name matches. - [ftell](ftell): Get the current position in the file. - [fflush](fflush): Flush a file to disk (ensure all writes are complete). - [fstat](fstat): Return the size and the timestamp of a file. - [frename](frename): Rename a file. - [fcopy](fcopy): Copy a file. - [filecrc](filecrc): Return the 32-bit CRC value of a file. - [diskfree](diskfree): Returns the free disk space. - [fattrib](fattrib): Set the file attributes. - [fcreatedir](fcreatedir): Create a directory.
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--- title: floatsin description: Get the sine from a given angle. tags: ["math", "floating-point"] --- <LowercaseNote /> ## Description Get the sine from a given angle. The input angle may be in radians, degrees or grades. | Name | Description | | -------------- | --------------------------------------------------------------------------------------------------- | | Float:value | The angle from which to get the sine. | | anglemode:mode | The [angle mode](../resources/anglemodes) to use, depending on the value entered. (default: radian) | ## Returns The sine of the value entered. ## Examples ```c GetPosInFrontOfPlayer(playerid, Float:distance, &Float:x, &Float:y, &Float:z) { if (GetPlayerPos(playerid, x, y, z)) // this functions returns 0 if the player is not connected { new Float:z_angle; GetPlayerFacingAngle(playerid, z_angle); x += distance * floatsin(-z_angle, degrees); // angles in GTA go counter-clockwise, so we need to reverse the retrieved angle y += distance * floatcos(-z_angle, degrees); return 1; // return 1 on success, the actual coordinates are returned by reference } return 0; // return 0 if the player isn't connected } ``` ## Notes :::warning GTA/SA-MP use degrees for angles in most circumstances, for example [GetPlayerFacingAngle](GetPlayerFacingAngle). Therefore, it is most likely you'll want to use the 'degrees' angle mode, not radians. Also note that angles in GTA are counterclockwise; 270° is East and 90° is West. South is still 180° and North still 0°/360°. ::: ## Related Functions - [floattan](floattan): Get the tangent from a specific angle. - [floatcos](floatcos): Get the cosine from a specific angle. ## Related Resources - [Angle Modes](../resources/anglemodes): SI unit constants for measuring angles.
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--- title: funcidx description: This function returns the ID of a public function by its name. tags: ["core"] --- <LowercaseNote /> ## Description This function returns the ID of a public function by its name. | Name | Description | | ------------ | ------------------------------------------------- | | const name[] | The name of the public function to get the ID of. | ## Returns The ID of the function (IDs start at **0**). **-1** if the function doesn't exist. ## Examples ```c public OnFilterScriptInit() { printf("ID of OnFilterScriptInit: %d", funcidx("OnFilterScriptInit")); return 1; } ``` ## Related Functions - [CallLocalFunction](CallLocalFunction): Call a function in the script. - [CallRemoteFunction](CallRemoteFunction): Call a function in any loaded script.
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--- title: print description: Prints a string to the server console (not in-game chat) and logs (log.txt). tags: ["console"] --- <LowercaseNote /> ## Description Prints a string to the server console (not in-game chat) and logs (log.txt). | Name | Description | | --------------------- | ----------------------------- | | const string[] | The string to print. | <!-- | foreground (optional) | The foreground colour to use. | | background (optional) | The background colour to use. | --> ## Returns This function does not return any specific values. <!-- :::tip When the colour codes are left at -1, the default colours of the server console are used. ::: :::tip On most systems the following foreground and background colour codes can be used: black (0), red (1), green (2), yellow (3), blue (4), magenta (5), cyan (6) and white (7). ::: :::tip Most systems also support the bright/bold versions of these colours. The following highlight values can be used: regular (0) and bright/bold (1). ::: --> ## Examples ```c public OnGameModeInit() { print("Gamemode started."); return 1; } ``` ## Related Functions - [printf](printf): Print a formatted message into the server logs and console.
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--- title: strlen description: Get the length of a string. tags: ["string"] --- <LowercaseNote /> ## Description Get the length of a string. | Name | Description | | -------------- | -------------------------------- | | const string[] | The string to get the length of. | ## Returns The length of the string as an integer. ## Examples ```c new stringLength = strlen("This is an example string."); // stringLength is now set to 26 ``` ## Related Functions - [strcmp](strcmp): Compare two strings to check if they are the same. - [strfind](strfind): Search for a string in another string. - [strins](strins): Insert text into a string. - [strmid](strmid): Extract part of a string into another string. - [strpack](strpack): Pack a string into a destination string. - [strval](strval): Convert a string into an integer. - [strcat](strcat): Concatenate two strings into a destination reference. - [strdel](strdel): Delete part of a string.
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--- title: Damage Status description: Information about vehicle damage status and sample code. --- :::note Information about vehicle damage status used by [GetVehicleDamageStatus](../functions/GetVehicleDamageStatus) and [UpdateVehicleDamageStatus](../functions/UpdateVehicleDamageStatus). ::: Vehicle damage is stored in 4 values: **Panels**, **Doors**, **Lights** and **Tires**. Each value holds a bit mask of the state of all the panels, doors, lights or tires. This means you need to use bitwise operators to work with them (most of the time). For example, the tires status stores 4 bits for the 4 tires. The value is 1 if the tire is popped, and 0 if it is not popped. So, for example, a value of `1010` means both the front tires are popped, and the rear ones are not. :::note For more info on panel states, see [Panel States](../resources/panelstates). For more info on door states, see [Door States](../resources/doorstates). For more info on light states, see [Light States](../resources/lightstates). For more info on tire states, see [Tire States](../resources/tirestates). ::: To make working with these easier, there are some encoding and decoding functions below. ```c //Panels decode_panels(panels, &front_left_panel, &front_right_panel, &rear_left_panel, &rear_right_panel, &windshield, &front_bumper, &rear_bumper) { front_left_panel = panels & 15; front_right_panel = panels >> 4 & 15; rear_left_panel = panels >> 8 & 15; rear_right_panel = panels >> 12 & 15; windshield = panels >> 16 & 15; front_bumper = panels >> 20 & 15; rear_bumper = panels >> 24 & 15; } encode_panels(front_left_panel, front_right_panel, rear_left_panel, rear_right_panel, windshield, front_bumper, rear_bumper) { return front_left_panel | (front_right_panel << 4) | (rear_left_panel << 8) | (rear_right_panel << 12) | (windshield << 16) | (front_bumper << 20) | (rear_bumper << 24); } //Doors decode_doors(doors, &bonnet, &boot, &driver_door, &passenger_door) { bonnet = doors & 7; boot = doors >> 8 & 7; driver_door = doors >> 16 & 7; passenger_door = doors >> 24 & 7; } encode_doors(bonnet, boot, driver_door, passenger_door) { return bonnet | (boot << 8) | (driver_door << 16) | (passenger_door << 24); } //Lights decode_lights(lights, &front_left_light, &front_right_light, &back_lights) { front_left_light = lights & 1; front_right_light = lights >> 2 & 1; back_lights = lights >> 6 & 1; } encode_lights(front_left_light, front_right_light, back_lights) { return front_left_light | (front_right_light << 2) | (back_lights << 6); } //Tires decode_tires(tires, &rear_right_tire, &front_right_tire, &rear_left_tire, &front_left_tire) { rear_right_tire = tires & 1; front_right_tire = tires >> 1 & 1; rear_left_tire = tires >> 2 & 1; front_left_tire = tires >> 3 & 1; } encode_tires(rear_right_tire, front_right_tire, rear_left_tire, front_left_tire) { return rear_right_tire | (front_right_tire << 1) | (rear_left_tire << 2) | (front_left_tire << 3); } ```
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--- title: Player States description: A list of all the player states used by GetPlayerState function or OnPlayerStateChange callback. tags: ["player"] sidebar_label: Player States --- This page compiles the list of all the player states used by [GetPlayerState](../functions/GetPlayerState) function or [OnPlayerStateChange](../callbacks/OnPlayerStateChange) callback. Both pages contain examples on how to use the values below. From a server developer standpoint having both "player states" and "special actions" may seem confusing. The main difference between the two is that the former is used for synchronization purposes (and there are packets associated with some of them), and is used for more "generic" actions. The "special actions" don't have any packets associated with them and cover more "specific" actions, and obviously have little to do with the current state of a player. ## States | ID | Macro | Description | | --- | ------------------------------------ | ------------------------------------ | | 0 | PLAYER_STATE_NONE | The default player state which is used while initializing | | 1 | PLAYER_STATE_ONFOOT | The player is on foot | | 2 | PLAYER_STATE_DRIVER | The player is driving a vehicle | | 3 | PLAYER_STATE_PASSENGER | The player is in a vehicle as a passenger | | 4 | PLAYER_STATE_EXIT_VEHICLE | The player is exiting a vehicle. It is primarily used internally | | 5 | PLAYER_STATE_ENTER_VEHICLE_DRIVER | The player is entering a vehicle as the driver. It is primarily used internally | | 6 | PLAYER_STATE_ENTER_VEHICLE_PASSENGER | The player is entering a vehicle as the passenger. It is primarily used internally | | 7 | PLAYER_STATE_WASTED | The player is either dead or in class selection | | 8 | PLAYER_STATE_SPAWNED | The player is just spawned | | 9 | PLAYER_STATE_SPECTATING | The player is in spectator mode |
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--- title: Weapon States description: Weapon State Constants. --- The following weapon states are available, used by [GetPlayerWeaponState](../functions/GetPlayerWeaponState) function: | ID | Definition | Description | | --- | ------------------------ | ------------------------------------------------------------------------------------------------- | | -1 | WEAPONSTATE_UNKNOWN | Unknown (set when in a vehicle, in spectating or when the [player state](../functions/GetPlayerState) is PLAYER_STATE_SPAWNED) | | 0 | WEAPONSTATE_NO_BULLETS | The player's current weapon has no ammo remaining | | 1 | WEAPONSTATE_LAST_BULLET | The player's current weapon has a single bullet left | | 2 | WEAPONSTATE_MORE_BULLETS | The player's current weapon has more than one bullet left | | 3 | WEAPONSTATE_RELOADING | The player is reloading his/her current weapon |
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--- title: OnVehicleSpawn description: يتم إستدعاء هذا الكال باك عند رسبنت السبارة tags: ["vehicle"] --- <VersionWarn name='callback' version='SA-MP 0.3.7' /> <div dir="rtl" style={{ textAlign: "right" }}> :::warning هذا الكال باك يتم إستدعائه فقط عندم يتم إعادة رسبنت السيارة . CreateVehicle و AddStaticVehicle(Ex) لن يفعلو هذا الكال باك ::: ## الوصف This callback is called when a vehicle respawns. | Name | Description | | --------- | ----------------------------------- | | vehicleid | إيدي السيارة التي رسبنت | ## Returns 0 - سيمنع بقيت الفلترسكريبتات من تلقي هذا الكال باك 1 - يشير إلى أنه سيتم تمرير هذا الكال باك إلى الفيلتر سكريبت القادم يتم إستدعائه أولا في الفيلترسكريبت ## أمثلة </div> ```c public OnVehicleSpawn(vehicleid) { printf("Vehicle %i spawned!",vehicleid); return 1; } ``` <div dir="rtl" style={{ textAlign: "right" }}> ## الاستدعاءات او كالباكات ذات الصلة قد تكون الاستدعاءات التالية مفيدة، حيث أنها ذات صلة بهذا الاستدعاء بطريقة أو بأخرى - [OnVehicleDeath](OnVehicleDeath): هذا الكال باك يتم إستدعائه عند تدمير السيارة. - [OnPlayerSpawn](OnPlayerSpawn): هذا الكال باك يتم إستدعائه عند رسبنت اللاعب. ## وظائف ذات صلة قد تكون الوظائف التالية مفيدة، حيث أنها ذات صلة بهذا الاستدعاء بطريقة أو بأخرى - [SetVehicleToRespawn](../functions/SetVehicleToRespawn):إغادة رسبنت السيارة - [CreateVehicle](../functions/CreateVehicle): صنع سيارة </div>
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--- title: OnFilterScriptExit description: Ovaj callback se poziva kada se filterskripta stopirala. tags: [] --- ## Deskripcija Ovaj callback se poziva kada se filterskripta stopirala. Poziva se samo unutar filterskripte u kojoj se poziva stopiranje. ## Primjeri ```c public OnFilterScriptExit() { print("\n--------------------------------------"); print(" Moja filterskripta je stopirana"); print("--------------------------------------\n"); return 1; } ``` ## Srodne Funkcije
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--- title: OnPlayerDisconnect description: Ovaj callback je pozvan kada se igrač diskonektuje sa servera. tags: ["player"] --- ## Deskripcija Ovaj callback je pozvan kada se igrač diskonektuje sa servera. | Ime | Deskripcija | | -------- | ----------------------------------------------------- | | playerid | ID igrača koji se diskonektovao. | | reason | Razlog zašto se diskonektovao. Pogledaj tabelu ispod. | ## Returns 0 - Spriječiti će da ostale filterskripte primaju ovaj callback. 1 - Označava da će ovaj callback biti proslijeđen narednoj filterskripti. Uvijek je pozvana prva u filterskripti. ## Primjeri ```c public OnPlayerDisconnect(playerid, reason) { new szString[64], playerName[MAX_PLAYER_NAME]; GetPlayerName(playerid, playerName, MAX_PLAYER_NAME); new szDisconnectReason[3][] = { "Timeout/Crash", // Ako je reason jednak 0, onda je igrac napustio server zbog timeouta ili crasha "Svojevoljni izlaz", // Ako je reason jednak 1, igrac je svojevoljno napustio igru (komandom /(q)uit ili ESC menijem) "Kick/Ban" // Ako je reason jednak 2, igrac je napustio server zbog kicka ili bana }; format(szString, sizeof szString, "%s je izasao sa servera (%s).", playerName, szDisconnectReason[reason]); SendClientMessageToAll(0xC4C4C4FF, szString); return 1; } ``` ## Zabilješke :::tip Neke funkcije možda neće raditi kako treba kada se koriste u ovom callbacku zato što se igrač već diskonektovao kada je callback pozvan. Ovo znači da ne možeš dobiti nedvosmislenu informaciju iz funkcije kao npr GetPlayerIp i GetPlayerPos. ::: ## Srodne Funkcije
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--- title: OnPlayerPickUpPickup description: Pozvano kada igrač pokupi pickup kreiran funkcijom CreatePickup. tags: ["player"] --- ## Deskripcija Pozvano kada igrač pokupi pickup kreiran funkcijom CreatePickup. | Ime | Deskripcija | | -------- | ------------------------------------------------ | | playerid | ID igrača koji je pokupio pickup. | | pickupid | ID pickup-a, return-ovan od strane CreatePickup. | ## Returns Uvijek je pozvana prva u filterskripti. ## Primjeri ```c new pickup_Cash; new pickup_Health; public OnGameModeInit() { pickup_Cash = CreatePickup(1274, 2, 0.0, 0.0, 9.0); pickup_Health = CreatePickup(1240, 2, 0.0, 0.0, 9.0); return 1; } public OnPlayerPickUpPickup(playerid, pickupid) { if (pickupid == pickup_Cash) { GivePlayerMoney(playerid, 1000); } else if (pickupid == pickup_Health) { SetPlayerHealth(playerid, 100.0); } return 1; } ``` ## Srodne Funkcije - [CreatePickup](../functions/CreatePickup.md): Kreiraj pickup. - [DestroyPickup](../functions/DestroyPickup.md): Uništi pickup.
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--- title: OnRecordingPlaybackEnd description: Ovaj callback je pozvan kada snimljeni fajl koji je reproduciran sa "NPCStartRecordingPlayback" došao do kraja. tags: [] --- ## Deskripcija Ovaj callback je pozvan kada snimljeni fajl koji je reproduciran sa "NPCStartRecordingPlayback" došao do kraja. ## Primjeri ```c public OnRecordingPlaybackEnd() { StartRecordingPlayback(PLAYER_RECORDING_TYPE_DRIVER, "all_around_lv_bus"); //Ovo će pokrenuti snimljeni fajl ponovo nakon što se prestane reproducirati. } ``` ## Related Functions - [NPC:StartRecordingPlayback](NPC:StartRecordingPlayback.md): Počinje da reproducita već snimljeni .rec fajl. - [NPC:StopRecordingPlayback](NPC:StopRecordingPlayback.md): Prestaje da reproducira .rec fajl.
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--- title: AddSimpleModel description: Dodaje novi prilagođen/custom prost model objekta za preuzimanje. tags: [] --- :::warning Ova funkcija je dodana u SA-MP 0.3.DL R1 i ne radi u nižim verzijama! ::: ## Deskripcija Dodaje novi prilagođen/custom prost model objekta za preuzimanje. Fajlovi modela će biti pohranjeni u igračevim: Documents\GTA San Andreas User Files\SAMP\cache ispod Server IP i Port foldera u CRC-formi imena fajla. | Ime | Deskripcija | | ------------ | ------------------------------------------------------------------------------------------------------------------------ | | virtualworld | ID virtualnog svijeta za kojeg će model biti dostupan, koristi -1 za sve svjetove. | | baseid | The base object model ID to use (original object to use when download is failed). | | newid | Novi skin model ID između -1000 i -30000 (29000 slotova) da bi se kasnije koristio sa CreateObject i CreatePlayerObject. | | dffname | Ime .dff collision modela fajla koji se nalazi u 'models' server folderu po zadanim postavkama (artpath postavka). | | txdname | Ime .txd texture modela fajla koji se nalazi u 'models' server folderu po zadanim postavkama (artpath postavka). | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. ## Primjeri ```c public OnGameModeInit() { AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd"); return 1; } ``` ```c AddSimpleModel(-1, 19379, -2000, "wallzzz.dff", "wallzzz.txd"); ``` ## Zabilješke :::tip `useartwork` mora biti omogućen (u server settings) da bi ovo radilo kada je virtualworld postavljen, modeli će se preuzimati kada igrač uđe u određeni svijet ::: :::warning Trenutno ne postoje nikakva ograničenja o pozivanju ove funkcije, ali budite oprezni jer ako ih ne koristite unutar OnFilterScriptInit/OnGameModeInit, riskirate da neki igrači, koji su već na server, možda ne preuzmu modele. ::: ## Srodne Funkcije - [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading.md): Pozvano kada igrač dovrši preuzimanje prilagođenih/custom modela.
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--- title: AttachObjectToPlayer description: Prikvači objekat za igrača. tags: ["player"] --- ## Deskripcija Prikvači objekat za igrača. | Ime | Deskripcija | | ------------- | ------------------------------------------------------------------ | | objectid | ID objekta kojeg želite prikvačiti za igrača. | | playerid | ID igrača za kojeg žečite prikvačiti objekat. | | Float:OffsetX | Razdaljina između igrača i objekta za prikvačiti u X smjeru. | | Float:OffsetY | Razdaljina između igrača i objekta za prikvačiti u Y smjeru. | | Float:OffsetZ | Razdaljina između igrača i objekta za prikvačiti u Z smjeru. | | Float:RotX | X rotacija između objekta i igrača za prikvačiti. | | Float:RotY | Y rotacija između objekta i igrača za prikvačiti. | | Float:RotZ | Z rotacija između objekta i igrača za prikvačiti. | ## Returns Ova funkcija uvijek returna(vraća) 0. ## Primjeri ```c new gMyObject; gMyObject = CreateObject(19341, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); AttachObjectToPlayer(gMyObject, playerid, 1.5, 0.5, 0.0, 0.0, 1.5, 2); ``` ## Srodne Funkcije - [AttachObjectToVehicle](AttachObjectToVehicle): Prikvači objekat za vozilo. - [AttachObjectToObject](AttachObjectToObject): Prikvači objekat za objekat. - [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Prikvači player-objekat za igrača. - [CreateObject](CreateObject): Kreiraj objekat. - [DestroyObject](DestroyObject): Uništi objekat. - [IsValidObject](IsValidObject): Provjerava da li je određeni objekat validan. - [MoveObject](MoveObject): Pomjeri objekat. - [StopObject](StopObject): Zaustavi objekat od kretanja. - [SetObjectPos](SetObjectPos): Postavi poziciju objekta. - [SetObjectRot](SetObjectRot): Postavi rotaciju objekta. - [GetObjectPos](GetObjectPos): Lociraj objekat. - [GetObjectRot](GetObjectRot): Provjeri rotaciju objekta. - [CreatePlayerObject](CreatePlayerObject): Kreiraj objekat samo za jednog igrača. - [DestroyPlayerObject](DestroyPlayerObject): Uništi player-objekat. - [IsValidPlayerObject](IsValidPlayerObject): Provjerava da li je određeni player-objekat validan. - [MovePlayerObject](MovePlayerObject): Pomjeri player objekat. - [StopPlayerObject](StopPlayerObject): Zaustavi player-objekat od kretanja. - [SetPlayerObjectPos](SetPlayerObjectPos): Postavi poziciju player-objekta. - [SetPlayerObjectRot](SetPlayerObjectRot): Postavi rotaciju player-objekta. - [GetPlayerObjectPos](GetPlayerObjectPos): Lociraj player objekat. - [GetPlayerObjectRot](GetPlayerObjectRot): Provjeri rotaciju player-objekta.
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--- title: ConnectNPC description: Konektuj NPC-a na server. tags: ["npc"] --- :::warning Ova funkcija je dodana u SA-MP 0.3.a i ne radi u nižim verzijama! ::: ## Deskripcija Konektuj NPC-a na server. | Ime | Deskripcija | | -------- | --------------------------------------------------------------------------------- | | Ime[] | Ime sa kojim će se NPC konektovati. Mora poštovati ista pravila kao i ime igrača. | | script[] | Naziv NPC skripte koji se nalazi u mapi npcmodes (bez nastavka .amx). | ## Returns Ova funkcija uvijek returna (vraća) 1. ## Primjeri ```c public OnGameModeInit() { ConnectNPC("[BOT]Pilot", "pilot"); return 1; } ``` ## Zabilješke :::tip NPC-evi nemaju nametagove. Ovo može biti iskriptano sa Attach3DTextLabelToPlayer. ::: ## Srodne Funkcije - [IsPlayerNPC](IsPlayerNPC): Provjeri da li je igrač NPC ili pravi igrač. - [OnPlayerConnect](../callbacks/OnPlayerConnect): Pozvano kada se igrač konektuje na server.
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--- title: DestroyActor description: Uništi aktora koji je kreiran sa CreateActor. tags: [] --- :::warning Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama! ::: ## Deskripcija Uništi aktora koji je kreiran sa CreateActor. | Ime | Deskripcija | | ------- | -------------------------------------------------- | | actorid | ID aktora koji se uništava. Kreiran sa CreateActor | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Aktor sa određenim ID-em ne postoji. ## Primjeri ```c new MyActor; public OnFilterScriptInit() { MyActor = CreateActor(...); return 1; } public OnFilterScriptExit() { DestroyActor(MyActor); return 1; } ``` ## Srodne Funkcije - [CreateActor](CreateActor): Kreiraj aktora (statičnog NPC-a).
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--- title: EditPlayerObject description: Omogućuje igračima da uređuju player objekat (položaj i rotacija) s GUI-jem i mišem. tags: ["player"] --- ## Deskripcija Omogućuje igračima da uređuju player objekat (položaj i rotacija) s GUI-jem i mišem. | Ime | Deskripcija | | -------- | ------------------------------------------------ | | playerid | ID igrača koji bi trebao uređivati ​​objekt. | | objectid | ID objekta koji će biti uređen od strane igrača. | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Igrač ili objekat su nevažeći! ## Primjeri ```c new object[MAX_PLAYERS]; public OnPlayerSpawn(playerid) { object[playerid] = CreatePlayerObject(playerid, 1337, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/edit", true)) { EditPlayerObject(playerid, object[playerid]); SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: Sada uredi svoj objekat!"); return 1; } return 0; } ``` ## Zabilješke :::tip Kameru možete pomicati tijekom uređivanja pritiskom i držanjem razmaknice (ili W u vozilu) i pomicanjem miša. ::: ## Srodne Funkcije - [CreateObject](CreateObject): Kreiraj objekat. - [DestroyObject](DestroyObject): Uništi objekat. - [MoveObject](MoveObject): Pomjeri objekat. - [EditAttachedObject](EditAttachedObject): Uredi prikvačeni objekat. - [SelectObject](SelectObject): odaberi objekat. - [CancelEdit](CancelEdit): Prekini uređivanje objekta.
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--- title: GangZoneFlashForPlayer description: Pravi gangzone bljesak za igrača. tags: ["player", "gangzone"] --- ## Deskripcija Pravi gangzone bljesak za igrača. | Ime | Deskripcija | | ---------- | -------------------------------------------------------------------------------------------------------- | | playerid | ID igrača za kojeg će gangzona da treperi. | | zone | Zona za treperiti. | | flashcolor | Boja za bljeskanje gangzone, kao cijeli broj ili hex u RGBA formatu boja. Podržana alfa transparentnost. | ## Returns Ova funkcija ne returna (vraća) nikakve posebne vrijednosti. ## Primjeri ```c new gGangZoneId; public OnGameModeInit() { gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319); return 1; } public OnPlayerSpawn(playerid) { GangZoneFlashForPlayer(playerid, gGangZoneId, COLOR_RED); return 1; } ``` ## Srodne Funkcije - [GangZoneCreate](GangZoneCreate): Kreiraj gangzonu. - [GangZoneDestroy](GangZoneDestroy): Uništi gang zonu. - [GangZoneShowForPlayer](GangZoneShowForPlayer): Prikaži gang zonu za igrača. - [GangZoneShowForAll](GangZoneShowForAll): Prikaži gang zonu za sve igrače. - [GangZoneHideForPlayer](GangZoneHideForPlayer): Sakrij gangzonu za igrača. - [GangZoneHideForAll](GangZoneHideForAll): Sakrij gangzonu za sve igrače. - [GangZoneFlashForAll](GangZoneFlashForAll): Kreiraj bljeskalicu gang zone za sve igrače. - [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Zaustavi gang zonu da bljeska za igrača. - [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Zaustavi gang zonu da bljeska za sve igrače.
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--- title: GetGravity description: Dobij trenutno postavljenu gravitaciju servera. tags: [] --- ## Deskripcija Dobij trenutno postavljenu gravitaciju servera. ## Primjeri ```c #if !defined GetGravity native Float:GetGravity(); #endif printf("Treutna gravitacija servera: %f", GetGravity()); ``` ## Bilješke :::warning Ova funkcija nije definisana po zadanim postavkama. Dodajte 'native Float:GetGravity();' ispod includea a_samp.inc kako bi je mogli koristiti. ::: ## Srodne Funkcije - [SetGravity](SetGravity): Postavite globalnu gravitaciju servera.
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--- title: GetPlayerState description: Dobij trenutno stanje igrača. tags: ["player"] --- ## Deskripcija Dobij trenutno stanje igrača. | Ime | Deskripcija | | -------- | ------------------------------------ | | playerid | ID igrača za dobiti trenutno stanje. | ## Returns Trenutno stanje igrača kao cijeli broj (pogledaj: [Stanja Igrača](../resources/playerstates)). ## Primjeri ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { new playerState = GetPlayerState(killerid); // Dobij stanje ubice if (playerState == PLAYER_STATE_DRIVER) // Ako je ubica u vozilu { // To je drive-by, uzmi mu malo novca GivePlayerMoney(killerid, -10000); } return 1; } ``` ## Srodne Funkcije - [GetPlayerSpecialAction](GetPlayerSpecialAction): Dobij igračevu trenutnu specijalnu akciju. - [SetPlayerSpecialAction](SetPlayerSpecialAction): Postavi igraču specijalnu akciju. - [OnPlayerStateChange](../callbacks/OnPlayerStateChange): Pozvano kada igrač promijeni stanje.
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--- title: GetSVarFloat description: Dobija float vrijednost server varijable. tags: [] --- :::warning Ova funkcija je dodana u SA-MP 0.3.7 R2 i ne radi u nižim verzijama! ::: ## Deskripcija Dobija float vrijednost server varijable. | Ime | Deskripcija | | ------- | ------------------------------------------------------------------------------------- | | varname | Ime server varijable (osjetljivo na mala i velika slova). Dodijeljeno u SetSVarFloat. | ## Returns Float vrijednost navedene varijable poslužitelja. I dalje će vraćati 0 ako varijabla nije postavljena. ## Primjeri ```c // postavi "Version" SetSVarFloat("Version", 0.37); // ispisati će verziju koju server ima printf("Version: %f", GetSVarFloat("Version")); ``` ## Srodne Funkcije - [SetSVarInt](SetSVarInt): Postavite cijeli broj za varijablu servera. - [GetSVarInt](GetSVarInt): Dobij cjelobrojnu vrijednost server varijable. - [SetSVarString](SetSVarString): Postavite string za server varijablu. - [GetSVarString](GetSVarString): Dobij prethodno postavljeni string iz server varijable. - [SetSVarFloat](SetSVarFloat): Postavi float za server varijablu. - [DeleteSVar](DeleteSVar): Obriši server varijablu.
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--- title: GetVehicleModel description: Dobij ID modela vozila. tags: ["vehicle"] --- ## Deskripcija Dobij ID modela vozila. | Ime | Deskripcija | | --------- | -------------------------- | | vehicleid | ID vozila za dobiti Model. | ## Returns ID modela vozila, ili 0 ako vozilo ne postoji. ## Primjeri ```c public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger) { if (GetVehicleModel(vehicleid) == 411) // 411 je model Infernusa { SendClientMessage(playerid, 0xFFFFFFFF, "Nice Infernus!"); } return 1; } ``` ## Srodne Funkcije - [GetPlayerVehicleID](GetPlayerVehicleID): Dobij ID vozila u kojem je igrač trenutno. - [GetVehiclePos](GetVehiclePos): Doznajte položaj vozila. - [GetVehicleZAngle](GetVehicleZAngle): Provjerite trenutni ugao vozila. - [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Provjeri u kojem je igrač sjedištu.
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--- title: HTTP description: Šalje navojni HTTP zahtjev. tags: [] --- ## Deskripcija Šalje navojni HTTP zahtjev. | Ime | Deskripcija | | ---------- | -------------------------------------------------------------------------------------------------------------- | | index | ID koji se koristi za razlikovanje zahtjeva koji se šalju na isti povratni poziv/callback (korisno za playids) | | type | Tip zahtjeva koji želite poslati. | | url[] | URL koji želite zatražiti. (Bez 'http://') | | data[] | Sve POST podatke koje želite poslati sa zahtjevom. | | callback[] | Ime funkcije povratnog poziva/callbacka koju želite koristiti za obradu odgovora na ovaj zahtjev. | ## Returns 1 pri uspjehu, 0 pri grešci ## Definicije ```c // HTTP requests #define HTTP_GET (1) // Šalje običan HTTP zahtjev. #define HTTP_POST (2) // Šalje HTTP zahtjev s POST podacima. #define HTTP_HEAD (3) // Šalje običan HTTP zahtjev, ali zanemaruje sve podatke o odgovoru - vraća samo kod odgovora. // HTTP kodovi odgovora na greške // Ovi kodovi dopunjuju uobičajene HTTP kodove odgovora vraćene u 'response_code' // (10x) (20x OK) (30x Pomjereno) (40x Neovlašteno) (50x Server Error) #define HTTP_ERROR_BAD_HOST (1) #define HTTP_ERROR_NO_SOCKET (2) #define HTTP_ERROR_CANT_CONNECT (3) #define HTTP_ERROR_CANT_WRITE (4) #define HTTP_ERROR_CONTENT_TOO_BIG (5) #define HTTP_ERROR_MALFORMED_RESPONSE (6) ``` ## Primjeri ```c forward MyHttpResponse(index, response_code, data[]); public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp("/hello",cmdtext,true)) { HTTP(playerid, HTTP_GET, "kc.gd/hello.txt", "", "MyHttpResponse"); return 1; } return 0; } public MyHttpResponse(index, response_code, data[]) { // U ovom povratnom pozivu "index" bi se obično zvao "playerid" (ako ga već niste dobili :)) new buffer[ 128 ]; if (response_code == 200) //Da li je zahtjev uspio? { //Da! format(buffer, sizeof(buffer), "URL je odgovorio: %s", data); SendClientMessage(index, 0xFFFFFFFF, buffer); } else { //Ne! format(buffer, sizeof(buffer), "Zahtjev nije uspio! Šifra odgovora bila je: %d", response_code); SendClientMessage(index, 0xFFFFFFFF, buffer); } } ``` ## Zabilješke :::tip Kao i gore navedeni kodovi odgovora, postoje i svi tipični HTTP odgovori kao što su 404(Stranica nije pronađena), 500(Greška servera) ili 403(zabranjena) ::: ## Srodne Funkcije
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--- title: IsPlayerInVehicle description: Provjerava da li je igrač u određenom vozilu. tags: ["player", "vehicle"] --- ## Deskripcija Provjerava da li je igrač u određenom vozilu. | Ime | Deskripcija | | --------- | ---------------------------------- | | playerid | ID igrača. | | vehicleid | ID vozila. Zabilješka: NE Modelid! | ## Returns 1 - Igrač JE u vozilu. 0 - Igrač NIJE u vozilu. ## Primjeri ```c new gSpecialCar; public OnGameModeInit() { gSpecialCar = AddStaticVehicle(411, 0.0, 0.0, 5.0, 0.0, -1, -1); return 1; } public OnPlayerCommandText(playerid, cmdtext[]) { if (strcmp(cmdtext, "/gSpecialCar", true) == 0) { if (IsPlayerInVehicle(playerid, gSpecialCar)) { SendClientMessage(playerid, -1, "Nisi u specijalnom automobilu!"); } return 1; } return 0; } ``` ## Srodne Funkcije - [IsPlayerInAnyVehicle](IsPlayerInAnyVehicle): Provjerite je li igrač u bilo kojem vozilu. - [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Provjeri u kojem je igrač sjedištu.
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--- title: LinkVehicleToInterior description: Povezuje vozilo za enterijer. tags: ["vehicle"] --- ## Deskripcija Povezuje vozilo za enterijer. Vozila mogu biti vidljiva samo igračima u istom enterijeru (SetPlayerInterior). | Ime | Deskripcija | | ---------- | ---------------------------------------------------- | | vehicleid | ID vozila za povezati sa enterijerom. | | interiorid | [Interior ID](../resources/interiorids) za povezati. | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Ovo znači da vozilo ne postoji. ## Primjeri ```c public OnGameModeInit() { new vehicleId = AddStaticVehicle(559, 2543.7505, -21.8345, 27.1899, 52.6054, -1, -1); LinkVehicleToInterior(vehicleId, 6); } ``` ## Srodne Funkcije - [SetVehicleVirtualWorld](SetVehicleVirtualWorld): Postavi virtualni svijet vozila. - [SetPlayerInterior](SetPlayerInterior): Postavlja igraču enterijer
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--- title: PlayerSpectatePlayer description: Daje mogućnost igraču da spectate-a (nadgleda) drugog igrača. tags: ["player"] --- ## Deskripcija Daje mogućnost igraču da spectate-a (nadgleda) drugog igrača. | Ime | Deskripcija | | -------------- | ---------------------------------------------------------------------------------------------------------- | | playerid | ID igrača koji će nadgledati. | | targetplayerid | ID igrača kojeg će nadgledati. | | mode | [Način](../resources/spectatemodes) na koji će nadgledati (neobavezno; po zadanim postavkama na 'normal'). | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Jedan od navedenih igrača ne postoji. ## Primjeri ```c public OnPlayerDeath(playerid, killerid, WEAPON:reason) { TogglePlayerSpectating(playerid, 1); PlayerSpectatePlayer(playerid, killerid); return 1; } ``` ## Zabilješke :::warning Red je KRITIČNA! Obavezno koristite TogglePlayerSpectating prije PlayerSpectatePlayer. Virtualni svijet i interijer playerida i targetplayerida moraju biti isti da bi ova funkcija radila ispravno. ::: ## Srodne Funkcije - [PlayerSpectateVehicle](PlayerSpectateVehicle): Nadgledaj vozilo. - [TogglePlayerSpectating](TogglePlayerSpectating): Počni ili prekini spectate-ovati (nadgledati).
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--- title: PlayerTextDrawSetShadow description: Dodaje sjenku na donju desnu stranu teksta u player-textdrawu. tags: ["player", "textdraw", "playertextdraw"] --- ## Deskripcija Dodaje sjenku na donju desnu stranu teksta u player-textdrawu. Font sjene odgovara fontu teksta. | Ime | Deskripcija | | -------- | ------------------------------------------------------------- | | playerid | ID igrača čijem se player-textdrawu postavlja veličina sjene. | | text | ID player-textdrawa za izmijeniti. | | size | Veličina sjene. 0 će sakriti sjenu. | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Ovo znači da player-textdraw ne postoji. ## Primjeri ```c new Text:MyTextDraw = CreatePlayerTextDraw(playerid, 100.0, 33.0, "Primjer Teksta"); PlayerTextDrawSetShadow(playerid, MyTextDraw, 1); ``` ## Zabilješke :::tip Sjena se može izrezati po polju boxa/okvira ako je postavljena veličina prevelika za to područje. ::: ## Srodne Funkcije - [CreatePlayerTextDraw](CreatePlayerTextDraw): Kreiraj player-textdraw. - [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Uništi player-textdraw. - [PlayerTextDrawColor](PlayerTextDrawColor): Postavi boju teksta u player-textdrawu. - [PlayerTextDrawBoxColor](PlayerTextDrawBoxColor): Postavi boju box-a od player-textdrawa. - [PlayerTextDrawBackgroundColor](PlayerTextDrawBackgroundColor): Postavi boju pozadine player-textdrawa. - [PlayerTextDrawAlignment](PlayerTextDrawAlignment): Postavi poravnanje player-textdrawa. - [PlayerTextDrawFont](PlayerTextDrawFont): Postavi font player-textdrawa. - [PlayerTextDrawLetterSize](PlayerTextDrawLetterSize): Postavi veličinu slova u tekstu player-textdrawa. - [PlayerTextDrawTextSize](PlayerTextDrawTextSize): Postavi veličinu box-a player-textdrawa (ili dijela koji reaguje na klik za PlayerTextDrawSetSelectable). - [PlayerTextDrawSetOutline](PlayerTextDrawSetOutline): Omogući/onemogući korišćenje outline-a za player-textdraw. - [PlayerTextDrawSetProportional](PlayerTextDrawSetProportional): Razmjeri razmak teksta u player-textdrawu na proporcionalni omjer. - [PlayerTextDrawUseBox](PlayerTextDrawUseBox): Omogući/onemogući korišćenje box-a za player-textdraw. - [PlayerTextDrawSetString](PlayerTextDrawSetString): Postavi tekst player-textdrawa. - [PlayerTextDrawShow](PlayerTextDrawShow): Prikaži player-textdraw. - [PlayerTextDrawHide](PlayerTextDrawHide): Sakrij player-textdraw.
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--- title: SelectObject description: Prikaži miš i dozvoli igraču da selektuje objekat. tags: [] --- ## Deskripcija Prikaži miš i dozvoli igraču da selektuje objekat. OnPlayerSelectObject je pozvan kada igrač selektuje objekat. | Ime | Deskripcija | | -------- | ---------------------------------- | | playerid | ID koji može da selektuje objekat. | ## Returns Ova funkcija ne returna (vraća) nikakve posebne vrijednosti. ## Primjeri ```c public OnPlayerCommandText(playerid, cmdtext[]) { if (!strcmp(cmdtext, "/select", true)) { SelectObject(playerid); SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: Molimo selektuje objekat kojeg želite urediti!"); return 1; } return 0; } ``` ## Srodne Funkcije - [CreateObject](CreateObject): Kreiraj objekat. - [DestroyObject](DestroyObject): Uništi objekat. - [MoveObject](MoveObject): Pomjeri objekat. - [EditObject](EditObject): Uredi objekat. - [EditPlayerObject](EditPlayerObject): Uredi objekat. - [EditAttachedObject](EditAttachedObject): Uredi prikvačeni objekat. - [CancelEdit](CancelEdit): Prekini uređivanje objekta. - [OnPlayerSelectObject](../callbacks/OnPlayerSelectObject): Pozvano kada igrač odabere objekat.
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--- title: SetGameModeText description: Postavi ime gamemode-a, koje se pojavljuje u pretraživaču servera (server listi). tags: [] --- ## Deskripcija Postavi ime gamemode-a, koje se pojavljuje u pretraživaču servera (server listi). | Ime | Deskripcija | | -------- | ---------------------------- | | string[] | Ime gamemode-a za prikazati. | ## Returns Ova funkcija ne returna (vraća) nikakve posebne vrijednosti. ## Primjeri ```c public OnGameModeInit() { SetGameModeText("dDOT-GM v1.0"); return 1; } ``` ## Srodne Funkcije
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--- title: SetPlayerArmour description: Postavi nivo armora (pancira) igrača. tags: ["player"] --- ## Deskripcija Postavi nivo armora (pancira) igrača. | Ime | Deskripcija | | ------------ | -------------------------------------------------------------------------------------------------------------------------------------- | | playerid | ID igrača za postaviti nivo armora. | | Float:armour | Količina armora za postaviti, kao postotak (float). Vrijednosti veće od 100 su validne ali neće biti prikazane u armor bar-u na HUD-u. | ## Returns 1: Funkcija uspješno izvršena. 0: Funkcija neuspješno izvršena. Ovo znači da navedeni igrač ne postoji. ## Primjeri ```c public OnPlayerSpawn(playerid) { // Daje igraču full armor (100%) kada se spawnuje. SetPlayerArmour(playerid, 100.0); return 1; } ``` ## Zabilješke :::tip Ime funkcije je armour, a ne armor (amerikaniziran). Ovo nije u skladu s ostatkom SA-MP-a, pa zapamtite to. ::: :::warning Armor/pancir biva zaokružen na cijele brojeve: postavite 50.15, ali dobićete 50.0 ::: ## Srodne Funkcije - [GetPlayerArmour](GetPlayerArmour): Otkrijte koliko armora ima igrač. - [SetPlayerHealth](SetPlayerHealth): Postavlja igraču helte. - [GetPlayerHealth](GetPlayerHealth): Doznaj koliko healtha ima igrač.
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--- title: SetPlayerObjectMaterial description: Zamijeni teksturu player-objekta sa teksturom drugog modela u igri. tags: ["player"] --- ## Deskripcija Zamijeni teksturu player-objekta sa teksturom drugog modela u igri. | Ime | Deskripcija | | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | | playerid | ID igrača za kojeg je objekat povezan/asociran. | | objectid | ID objekta za zamijeniti teksturu. | | materialindex | Index materijala na objektu za zamijeniti (od 0 do 15) | | modelid | ID modela na kome se nalazi zamjenska tekstura. Koristite 0 za alfa. Koristite -1 za promjenu boje materijala bez mijenjanja postojeće teksture. | | txdname | Ime txd fatoteke koja sadrži zamjensku teksturu (koristi "none" ako nije potrebno) | | texturename | Ime teksture za koristiti kao zamjensku (koristi "none" ako nije potrebno) | | materialcolor | Boja objekta za postaviti, kao cijeli broj ili hex u ARGB formatu. Korištenjem 0 čuva trenutnu boju materijala. | ## Returns Ova funkcija ne returna (vraća) nikakve posebne vrijednosti. ## Primjeri ```c public OnPlayerCommandText(playerid,cmdtext[]) { if (!strcmp(cmdtext,"/objmat",true)) { new Float:X, Float:Y, Float:Z, myObject; GetPlayerPos(playerid, X, Y, Z); myObject = CreatePlayerObject(playerid, 19371, X, Y, Z+0.5, 0.0, 0.0, 0.0, 300.0); SetPlayerObjectMaterial(playerid, myObject, 0, 19341, "egg_texts", "easter_egg01", 0xFFFFFFFF); // Mijenja teksturu našeg player-objekta sa teksturom modela 19341 return 1; } return 0; } ``` ## Zabilješke :::tip Vertex (vrhovno) osvjetljenje objekta će nestati ako se promijeni boja materijala. ::: :::warning MORAŠ koristiti ARGB format boje, ne RGBA kao u client porukama itd. ::: ## Srodne Funkcije - [SetObjectMaterial](SetObjectMaterial): Zamijeni teksturu objekta sa teksturom drugog modela iz igre. ## Filterskripte koje podržavaju teksturisanje/text - Ultimate Creator od Nexius - Texture Studio od \[uL\]Pottus - Fusez's Map Editor od RedFusion - Map Editor I od adri1
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